3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.x = self.y = None
241 return self.x != None and self.y != None
242 def __eq__(self, other):
243 return other != None and self.x == other.y and self.x == other.y
244 def __add__(self, other):
245 return coord(self.x+other.x, self.y+other.y)
246 def __sub__(self, other):
247 return coord(self.x-other.x, self.y-other.y)
248 def __mul__(self, other):
249 return coord(self.x*other, self.y*other)
250 def __rmul__(self, other):
251 return coord(self.x*other, self.y*other)
252 def __div__(self, other):
253 return coord(self.x/other, self.y/other)
254 def __rdiv__(self, other):
255 return coord(self.x/other, self.y/other)
256 def snaptogrid(self):
257 return coord(int(round(self.x)), int(round(self.y)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
269 s.x = self.x / abs(self.x)
273 s.y = self.y / abs(self.y)
277 s.x = self.x + randrange(-1, 2)
278 s.y = self.y + randrange(-1, 2)
283 if self.x == None or self.y == None:
285 return "%s - %s" % (self.x+1, self.y+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.x is not None and self.kloc.y is not None:
436 game.quad[self.kloc.x][self.kloc.y] = IHWEB
438 game.quad[self.kloc.x][self.kloc.y] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.x][self.kloc.y] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.x,iq.y) and \
618 not game.state.galaxy[iq.x][iq.y].supernova and \
619 game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
621 def tryexit(enemy, look, irun):
622 "A bad guy attempts to bug out."
624 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
625 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
626 if not welcoming(iq):
628 if enemy.type == IHR:
629 return False; # Romulans cannot escape!
631 # avoid intruding on another commander's territory
632 if enemy.type == IHC:
633 if iq in game.state.kcmdr:
635 # refuse to leave if currently attacking starbase
636 if game.battle == game.quadrant:
638 # don't leave if over 1000 units of energy
639 if enemy.kpower > 1000.0:
641 # emit escape message and move out of quadrant.
642 # we know this if either short or long range sensors are working
643 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
644 game.condition == "docked":
645 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
646 (_(" escapes to Quadrant %s (and regains strength).") % q))
647 # handle local matters related to escape
650 if game.condition != "docked":
652 # Handle global matters related to escape
653 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
654 game.state.galaxy[iq.x][iq.y].klingons += 1
659 schedule(FSCMOVE, 0.2777)
663 for cmdr in game.state.kcmdr:
664 if cmdr == game.quadrant:
665 game.state.kcmdr[n] = iq
667 return True; # success
670 # The bad-guy movement algorithm:
672 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
673 # If both are operating full strength, force is 1000. If both are damaged,
674 # force is -1000. Having shields down subtracts an additional 1000.
676 # 2. Enemy has forces equal to the energy of the attacker plus
677 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
678 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
680 # Attacker Initial energy levels (nominal):
681 # Klingon Romulan Commander Super-Commander
682 # Novice 400 700 1200
684 # Good 450 800 1300 1750
685 # Expert 475 850 1350 1875
686 # Emeritus 500 900 1400 2000
687 # VARIANCE 75 200 200 200
689 # Enemy vessels only move prior to their attack. In Novice - Good games
690 # only commanders move. In Expert games, all enemy vessels move if there
691 # is a commander present. In Emeritus games all enemy vessels move.
693 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
694 # forces are 1000 greater than Enterprise.
696 # Agressive action on average cuts the distance between the ship and
697 # the enemy to 1/4 the original.
699 # 4. At lower energy advantage, movement units are proportional to the
700 # advantage with a 650 advantage being to hold ground, 800 to move forward
701 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
703 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
704 # retreat, especially at high skill levels.
706 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
709 def movebaddy(enemy):
710 "Tactical movement for the bad guys."
711 next = coord(); look = coord()
713 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
714 if game.skill >= SKILL_EXPERT:
715 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
717 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
719 mdist = int(dist1 + 0.5); # Nearest integer distance
720 # If SC, check with spy to see if should hi-tail it
721 if enemy.type==IHS and \
722 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
726 # decide whether to advance, retreat, or hold position
727 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
729 forces += 1000; # Good for enemy if shield is down!
730 if not damaged(DPHASER) or not damaged(DPHOTON):
731 if damaged(DPHASER): # phasers damaged
734 forces -= 0.2*(game.energy - 2500.0)
735 if damaged(DPHOTON): # photon torpedoes damaged
738 forces -= 50.0*game.torps
740 # phasers and photon tubes both out!
743 if forces <= 1000.0 and game.condition != "docked": # Typical situation
744 motion = ((forces + randreal(200))/150.0) - 5.0
746 if forces > 1000.0: # Very strong -- move in for kill
747 motion = (1.0 - randreal())**2 * dist1 + 1.0
748 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
749 motion -= game.skill*(2.0-randreal()**2)
751 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
752 # don't move if no motion
755 # Limit motion according to skill
756 if abs(motion) > game.skill:
761 # calculate preferred number of steps
766 if motion > 0 and nsteps > mdist:
767 nsteps = mdist; # don't overshoot
768 if nsteps > QUADSIZE:
769 nsteps = QUADSIZE; # This shouldn't be necessary
771 nsteps = 1; # This shouldn't be necessary
773 proutn("NSTEPS = %d:" % nsteps)
774 # Compute preferred values of delta X and Y
775 m = game.sector - enemy.kloc
776 if 2.0 * abs(m.x) < abs(m.y):
778 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
792 for ll in range(nsteps):
794 proutn(" %d" % (ll+1))
795 # Check if preferred position available
806 attempts = 0; # Settle mysterious hang problem
807 while attempts < 20 and not success:
809 if look.x < 0 or look.x >= QUADSIZE:
810 if motion < 0 and tryexit(enemy, look, irun):
812 if krawlx == m.x or m.y == 0:
814 look.x = next.x + krawlx
816 elif look.y < 0 or look.y >= QUADSIZE:
817 if motion < 0 and tryexit(enemy, look, irun):
819 if krawly == m.y or m.x == 0:
821 look.y = next.y + krawly
823 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
824 # See if enemy should ram ship
825 if game.quad[look.x][look.y] == game.ship and \
826 (enemy.type == IHC or enemy.type == IHS):
827 collision(rammed=True, enemy=enemy)
829 if krawlx != m.x and m.y != 0:
830 look.x = next.x + krawlx
832 elif krawly != m.y and m.x != 0:
833 look.y = next.y + krawly
836 break; # we have failed
848 if not damaged(DSRSENS) or game.condition == "docked":
849 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
850 if enemy.kdist < dist1:
851 proutn(_(" advances to "))
853 proutn(_(" retreats to "))
854 prout("Sector %s." % next)
857 "Sequence Klingon tactical movement."
860 # Figure out which Klingon is the commander (or Supercommander)
862 if game.quadrant in game.state.kcmdr:
863 for enemy in game.enemies:
864 if enemy.type == IHC:
866 if game.state.kscmdr==game.quadrant:
867 for enemy in game.enemies:
868 if enemy.type == IHS:
871 # If skill level is high, move other Klingons and Romulans too!
872 # Move these last so they can base their actions on what the
874 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
875 for enemy in game.enemies:
876 if enemy.type in (IHK, IHR):
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
880 def movescom(iq, avoid):
881 "Commander movement helper."
882 # Avoid quadrants with bases if we want to avoid Enterprise
883 if not welcoming(iq) or (avoid and iq in game.state.baseq):
885 if game.justin and not game.iscate:
888 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
889 game.state.kscmdr = iq
890 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
891 if game.state.kscmdr==game.quadrant:
892 # SC has scooted, Remove him from current quadrant
897 for enemy in game.enemies:
898 if enemy.type == IHS:
902 if game.condition != "docked":
904 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
905 # check for a helpful planet
906 for i in range(game.inplan):
907 if game.state.planets[i].quadrant == game.state.kscmdr and \
908 game.state.planets[i].crystals == "present":
910 game.state.planets[i].pclass = "destroyed"
911 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
914 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
915 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
916 prout(_(" by the Super-commander.\""))
918 return False; # looks good!
920 def supercommander():
921 "Move the Super Commander."
922 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
925 prout("== SUPERCOMMANDER")
926 # Decide on being active or passive
927 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 \
928 (game.state.date-game.indate) < 3.0)
929 if not game.iscate and avoid:
930 # compute move away from Enterprise
931 idelta = game.state.kscmdr-game.quadrant
932 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
934 idelta.x = game.state.kscmdr.y-game.quadrant.y
935 idelta.y = game.quadrant.x-game.state.kscmdr.x
937 # compute distances to starbases
938 if not game.state.baseq:
942 sc = game.state.kscmdr
943 for base in game.state.baseq:
944 basetbl.append((i, (base - sc).distance()))
945 if game.state.baseq > 1:
946 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
947 # look for nearest base without a commander, no Enterprise, and
948 # without too many Klingons, and not already under attack.
949 ifindit = iwhichb = 0
950 for (i2, base) in enumerate(game.state.baseq):
951 i = basetbl[i2][0]; # bug in original had it not finding nearest
952 if base==game.quadrant or base==game.battle or not welcoming(base):
954 # if there is a commander, and no other base is appropriate,
955 # we will take the one with the commander
956 for cmdr in game.state.kcmdr:
957 if base == cmdr and ifindit != 2:
961 else: # no commander -- use this one
966 return # Nothing suitable -- wait until next time
967 ibq = game.state.baseq[iwhichb]
968 # decide how to move toward base
969 idelta = ibq - game.state.kscmdr
970 # Maximum movement is 1 quadrant in either or both axes
971 idelta = idelta.sgn()
972 # try moving in both x and y directions
973 # there was what looked like a bug in the Almy C code here,
974 # but it might be this translation is just wrong.
975 iq = game.state.kscmdr + idelta
976 if movescom(iq, avoid):
977 # failed -- try some other maneuvers
978 if idelta.x==0 or idelta.y==0:
981 iq.y = game.state.kscmdr.y + 1
982 if movescom(iq, avoid):
983 iq.y = game.state.kscmdr.y - 1
986 iq.x = game.state.kscmdr.x + 1
987 if movescom(iq, avoid):
988 iq.x = game.state.kscmdr.x - 1
991 # try moving just in x or y
992 iq.y = game.state.kscmdr.y
993 if movescom(iq, avoid):
994 iq.y = game.state.kscmdr.y + idelta.y
995 iq.x = game.state.kscmdr.x
998 if len(game.state.baseq) == 0:
1001 for (i, ibq) in enumerate(game.state.baseq):
1002 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1005 return # no, don't attack base!
1006 game.iseenit = False
1008 schedule(FSCDBAS, randreal(1.0, 3.0))
1009 if is_scheduled(FCDBAS):
1010 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1011 if not communicating():
1015 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1016 % game.state.kscmdr)
1017 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1018 proutn(_(" It can survive until stardate %d.\"") \
1019 % int(scheduled(FSCDBAS)))
1020 if not game.resting:
1022 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1025 game.resting = False
1026 game.optime = 0.0; # actually finished
1028 # Check for intelligence report
1031 (not communicating()) or \
1032 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1035 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1036 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1041 if not game.tholian or game.justin:
1044 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1045 id.x = 0; id.y = QUADSIZE-1
1046 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1047 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1048 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1049 id.x = QUADSIZE-1; id.y = 0
1050 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1053 # something is wrong!
1054 game.tholian.move(None)
1055 prout("***Internal error: Tholian in a bad spot.")
1057 # do nothing if we are blocked
1058 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1060 here = copy.copy(game.tholian.kloc)
1061 delta = (id - game.tholian.kloc).sgn()
1063 while here.x != id.x:
1065 if game.quad[here.x][here.y]==IHDOT:
1066 game.tholian.move(here)
1068 while here.y != id.y:
1070 if game.quad[here.x][here.y]==IHDOT:
1071 game.tholian.move(here)
1072 # check to see if all holes plugged
1073 for i in range(QUADSIZE):
1074 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1076 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1078 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1080 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1082 # All plugged up -- Tholian splits
1083 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1085 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1086 game.tholian.move(None)
1089 # Code from battle.c begins here
1091 def doshield(shraise):
1092 "Change shield status."
1098 key = scanner.next()
1100 if scanner.sees("transfer"):
1103 if damaged(DSHIELD):
1104 prout(_("Shields damaged and down."))
1106 if scanner.sees("up"):
1108 elif scanner.sees("down"):
1111 proutn(_("Do you wish to change shield energy? "))
1113 proutn(_("Energy to transfer to shields- "))
1115 elif damaged(DSHIELD):
1116 prout(_("Shields damaged and down."))
1119 proutn(_("Shields are up. Do you want them down? "))
1126 proutn(_("Shields are down. Do you want them up? "))
1132 if action == "SHUP": # raise shields
1134 prout(_("Shields already up."))
1138 if game.condition != "docked":
1140 prout(_("Shields raised."))
1141 if game.energy <= 0:
1143 prout(_("Shields raising uses up last of energy."))
1148 elif action == "SHDN":
1150 prout(_("Shields already down."))
1154 prout(_("Shields lowered."))
1157 elif action == "NRG":
1158 while scanner.next() != IHREAL:
1160 proutn(_("Energy to transfer to shields- "))
1162 if scanner.real == 0:
1164 if scanner.real > game.energy:
1165 prout(_("Insufficient ship energy."))
1168 if game.shield+scanner.real >= game.inshld:
1169 prout(_("Shield energy maximized."))
1170 if game.shield+scanner.real > game.inshld:
1171 prout(_("Excess energy requested returned to ship energy"))
1172 game.energy -= game.inshld-game.shield
1173 game.shield = game.inshld
1175 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1176 # Prevent shield drain loophole
1178 prout(_("Engineering to bridge--"))
1179 prout(_(" Scott here. Power circuit problem, Captain."))
1180 prout(_(" I can't drain the shields."))
1183 if game.shield+scanner.real < 0:
1184 prout(_("All shield energy transferred to ship."))
1185 game.energy += game.shield
1188 proutn(_("Scotty- \""))
1189 if scanner.real > 0:
1190 prout(_("Transferring energy to shields.\""))
1192 prout(_("Draining energy from shields.\""))
1193 game.shield += scanner.real
1194 game.energy -= scanner.real
1198 "Choose a device to damage, at random."
1199 # Quoth Eric Allman in the code of BSD-Trek:
1200 # "Under certain conditions you can get a critical hit. This
1201 # sort of hit damages devices. The probability that a given
1202 # device is damaged depends on the device. Well protected
1203 # devices (such as the computer, which is in the core of the
1204 # ship and has considerable redundancy) almost never get
1205 # damaged, whereas devices which are exposed (such as the
1206 # warp engines) or which are particularly delicate (such as
1207 # the transporter) have a much higher probability of being
1210 # This is one place where OPTION_PLAIN does not restore the
1211 # original behavior, which was equiprobable damage across
1212 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1213 # and have done with it. Also, in the original game, DNAVYS
1214 # and DCOMPTR were the same device.
1216 # Instead, we use a table of weights similar to the one from BSD Trek.
1217 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1218 # We don't have a cloaking device. The shuttle got the allocation
1219 # for the cloaking device, then we shaved a half-percent off
1220 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1222 105, # DSRSENS: short range scanners 10.5%
1223 105, # DLRSENS: long range scanners 10.5%
1224 120, # DPHASER: phasers 12.0%
1225 120, # DPHOTON: photon torpedoes 12.0%
1226 25, # DLIFSUP: life support 2.5%
1227 65, # DWARPEN: warp drive 6.5%
1228 70, # DIMPULS: impulse engines 6.5%
1229 145, # DSHIELD: deflector shields 14.5%
1230 30, # DRADIO: subspace radio 3.0%
1231 45, # DSHUTTL: shuttle 4.5%
1232 15, # DCOMPTR: computer 1.5%
1233 20, # NAVCOMP: navigation system 2.0%
1234 75, # DTRANSP: transporter 7.5%
1235 20, # DSHCTRL: high-speed shield controller 2.0%
1236 10, # DDRAY: death ray 1.0%
1237 30, # DDSP: deep-space probes 3.0%
1239 idx = randrange(1000) # weights must sum to 1000
1241 for (i, w) in enumerate(weights):
1245 return None; # we should never get here
1247 def collision(rammed, enemy):
1248 "Collision handling fot rammong events."
1249 prouts(_("***RED ALERT! RED ALERT!"))
1251 prout(_("***COLLISION IMMINENT."))
1255 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1257 proutn(_(" rammed by "))
1260 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1262 proutn(_(" (original position)"))
1264 deadkl(enemy.kloc, enemy.type, game.sector)
1265 proutn("***" + crmship() + " heavily damaged.")
1266 icas = randrange(10, 30)
1267 prout(_("***Sickbay reports %d casualties"), icas)
1269 game.state.crew -= icas
1270 # In the pre-SST2K version, all devices got equiprobably damaged,
1271 # which was silly. Instead, pick up to half the devices at
1272 # random according to our weighting table,
1273 ncrits = randrange(NDEVICES/2)
1274 for m in range(ncrits):
1276 if game.damage[dev] < 0:
1278 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1279 # Damage for at least time of travel!
1280 game.damage[dev] += game.optime + extradm
1282 prout(_("***Shields are down."))
1283 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1290 def torpedo(origin, course, dispersion, number, nburst):
1291 "Let a photon torpedo fly"
1293 ac = course + 0.25*dispersion
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 delta = coord(-math.sin(angle), math.cos(angle))
1297 bigger = max(abs(delta.x), abs(delta.y))
1299 x = origin.x; y = origin.y
1300 w = coord(0, 0); jw = coord(0, 0)
1301 if not damaged(DSRSENS) or game.condition=="docked":
1302 setwnd(srscan_window)
1304 setwnd(message_window)
1305 # Loop to move a single torpedo
1306 for step in range(1, 15+1):
1309 w = coord(x, y).snaptogrid()
1310 if not VALID_SECTOR(w.x, w.y):
1312 iquad=game.quad[w.x][w.y]
1313 tracktorpedo(origin, w, step, number, nburst, iquad)
1317 setwnd(message_window)
1318 if damaged(DSRSENS) and not game.condition=="docked":
1319 skip(1); # start new line after text track
1320 if iquad in (IHE, IHF): # Hit our ship
1322 prout(_("Torpedo hits %s.") % crmshp())
1323 hit = 700.0 + randreal(100) - \
1324 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1325 newcnd(); # we're blown out of dock
1326 # We may be displaced.
1327 if game.landed or game.condition=="docked":
1328 return hit # Cheat if on a planet
1329 ang = angle + 2.5*(randreal()-0.5)
1330 temp = math.fabs(math.sin(ang))
1331 if math.fabs(math.cos(ang)) > temp:
1332 temp = math.fabs(math.cos(ang))
1333 xx = -math.sin(ang)/temp
1334 yy = math.cos(ang)/temp
1335 jw.x = int(w.x+xx+0.5)
1336 jw.y = int(w.y+yy+0.5)
1337 if not VALID_SECTOR(jw.x, jw.y):
1339 if game.quad[jw.x][jw.y]==IHBLANK:
1342 if game.quad[jw.x][jw.y]!=IHDOT:
1343 # can't move into object
1348 elif iquad in (IHC, IHS): # Hit a commander
1350 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1351 prout(_(" torpedo neutralized."))
1353 elif iquad in (IHR, IHK): # Hit a regular enemy
1355 for enemy in game.enemies:
1358 kp = math.fabs(enemy.kpower)
1359 h1 = 700.0 + randrange(100) - \
1360 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1364 if enemy.kpower < 0:
1368 if enemy.kpower == 0:
1371 proutn(crmena(True, iquad, "sector", w))
1372 # If enemy damaged but not destroyed, try to displace
1373 ang = angle + 2.5*(randreal()-0.5)
1374 temp = math.fabs(math.sin(ang))
1375 if math.fabs(math.cos(ang)) > temp:
1376 temp = math.fabs(math.cos(ang))
1377 xx = -math.sin(ang)/temp
1378 yy = math.cos(ang)/temp
1379 jw.x = int(w.x+xx+0.5)
1380 jw.y = int(w.y+yy+0.5)
1381 if not VALID_SECTOR(jw.x, jw.y):
1382 prout(_(" damaged but not destroyed."))
1384 if game.quad[jw.x][jw.y]==IHBLANK:
1385 prout(_(" buffeted into black hole."))
1386 deadkl(w, iquad, jw)
1388 if game.quad[jw.x][jw.y]!=IHDOT:
1389 # can't move into object
1390 prout(_(" damaged but not destroyed."))
1392 proutn(_(" damaged--"))
1396 elif iquad == IHB: # Hit a base
1398 prout(_("***STARBASE DESTROYED.."))
1399 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1400 game.quad[w.x][w.y]=IHDOT
1401 game.base.invalidate()
1402 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1403 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1404 game.state.basekl += 1
1407 elif iquad == IHP: # Hit a planet
1408 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1409 game.state.nplankl += 1
1410 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1411 game.iplnet.pclass = "destroyed"
1413 game.plnet.invalidate()
1414 game.quad[w.x][w.y] = IHDOT
1416 # captain perishes on planet
1419 elif iquad == IHW: # Hit an inhabited world -- very bad!
1420 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1421 game.state.nworldkl += 1
1422 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 game.plnet.invalidate()
1426 game.quad[w.x][w.y] = IHDOT
1428 # captain perishes on planet
1430 prout(_("You have just destroyed an inhabited planet."))
1431 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1433 elif iquad == IHSTAR: # Hit a star
1437 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1439 elif iquad == IHQUEST: # Hit a thingy
1440 if not (game.options & OPTION_THINGY) or withprob(0.3):
1442 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1444 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1446 proutn(_("Mr. Spock-"))
1447 prouts(_(" \"Fascinating!\""))
1451 # Stas Sergeev added the possibility that
1452 # you can shove the Thingy and piss it off.
1453 # It then becomes an enemy and may fire at you.
1457 elif iquad == IHBLANK: # Black hole
1459 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1461 elif iquad == IHWEB: # hit the web
1463 prout(_("***Torpedo absorbed by Tholian web."))
1465 elif iquad == IHT: # Hit a Tholian
1466 h1 = 700.0 + randrange(100) - \
1467 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1470 game.quad[w.x][w.y] = IHDOT
1475 proutn(crmena(True, IHT, "sector", w))
1477 prout(_(" survives photon blast."))
1479 prout(_(" disappears."))
1480 game.tholian.move(None)
1481 game.quad[w.x][w.y] = IHWEB
1486 proutn("Don't know how to handle torpedo collision with ")
1487 proutn(crmena(True, iquad, "sector", w))
1491 if curwnd!=message_window:
1492 setwnd(message_window)
1494 game.quad[w.x][w.y]=IHDOT
1495 game.quad[jw.x][jw.y]=iquad
1496 prout(_(" displaced by blast to Sector %s ") % jw)
1497 for ll in range(len(game.enemies)):
1498 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1499 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1502 prout(_("Torpedo missed."))
1506 "Critical-hit resolution."
1507 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1509 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1510 proutn(_("***CRITICAL HIT--"))
1511 # Select devices and cause damage
1513 for loop1 in range(ncrit):
1516 # Cheat to prevent shuttle damage unless on ship
1517 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1520 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1521 game.damage[j] += extradm
1523 for (i, j) in enumerate(cdam):
1525 if skipcount % 3 == 2 and i < len(cdam)-1:
1530 prout(_(" damaged."))
1531 if damaged(DSHIELD) and game.shldup:
1532 prout(_("***Shields knocked down."))
1535 def attack(torps_ok):
1536 # bad guy attacks us
1537 # torps_ok == False forces use of phasers in an attack
1538 # game could be over at this point, check
1541 attempt = False; ihurt = False;
1542 hitmax=0.0; hittot=0.0; chgfac=1.0
1545 prout("=== ATTACK!")
1546 # Tholian gets to move before attacking
1549 # if you have just entered the RNZ, you'll get a warning
1550 if game.neutz: # The one chance not to be attacked
1553 # commanders get a chance to tac-move towards you
1554 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:
1556 # if no enemies remain after movement, we're done
1557 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1559 # set up partial hits if attack happens during shield status change
1560 pfac = 1.0/game.inshld
1562 chgfac = 0.25 + randreal(0.5)
1564 # message verbosity control
1565 if game.skill <= SKILL_FAIR:
1567 for enemy in game.enemies:
1568 if enemy.kpower < 0:
1569 continue; # too weak to attack
1570 # compute hit strength and diminish shield power
1572 # Increase chance of photon torpedos if docked or enemy energy is low
1573 if game.condition == "docked":
1575 if enemy.kpower < 500:
1577 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1579 # different enemies have different probabilities of throwing a torp
1580 usephasers = not torps_ok or \
1581 (enemy.type == IHK and r > 0.0005) or \
1582 (enemy.type==IHC and r > 0.015) or \
1583 (enemy.type==IHR and r > 0.3) or \
1584 (enemy.type==IHS and r > 0.07) or \
1585 (enemy.type==IHQUEST and r > 0.05)
1586 if usephasers: # Enemy uses phasers
1587 if game.condition == "docked":
1588 continue; # Don't waste the effort!
1589 attempt = True; # Attempt to attack
1590 dustfac = randreal(0.8, 0.85)
1591 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1592 enemy.kpower *= 0.75
1593 else: # Enemy uses photon torpedo
1594 #course2 = (enemy.kloc-game.sector).bearing()
1595 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1597 proutn(_("***TORPEDO INCOMING"))
1598 if not damaged(DSRSENS):
1599 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1602 dispersion = (randreal()+randreal())*0.5 - 0.5
1603 dispersion += 0.002*enemy.kpower*dispersion
1604 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1605 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1606 finish(FWON); # Klingons did themselves in!
1607 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1608 return # Supernova or finished
1611 # incoming phaser or torpedo, shields may dissipate it
1612 if game.shldup or game.shldchg or game.condition=="docked":
1613 # shields will take hits
1614 propor = pfac * game.shield
1615 if game.condition =="docked":
1619 hitsh = propor*chgfac*hit+1.0
1621 if absorb > game.shield:
1622 absorb = game.shield
1623 game.shield -= absorb
1625 # taking a hit blasts us out of a starbase dock
1626 if game.condition == "docked":
1628 # but the shields may take care of it
1629 if propor > 0.1 and hit < 0.005*game.energy:
1631 # hit from this opponent got through shields, so take damage
1633 proutn(_("%d unit hit") % int(hit))
1634 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1635 proutn(_(" on the ") + crmshp())
1636 if not damaged(DSRSENS) and usephasers:
1637 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1639 # Decide if hit is critical
1645 if game.energy <= 0:
1646 # Returning home upon your shield, not with it...
1649 if not attempt and game.condition == "docked":
1650 prout(_("***Enemies decide against attacking your ship."))
1651 percent = 100.0*pfac*game.shield+0.5
1653 # Shields fully protect ship
1654 proutn(_("Enemy attack reduces shield strength to "))
1656 # Emit message if starship suffered hit(s)
1658 proutn(_("Energy left %2d shields ") % int(game.energy))
1661 elif not damaged(DSHIELD):
1664 proutn(_("damaged, "))
1665 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1666 # Check if anyone was hurt
1667 if hitmax >= 200 or hittot >= 500:
1668 icas = randrange(int(hittot * 0.015))
1671 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1672 prout(_(" in that last attack.\""))
1674 game.state.crew -= icas
1675 # After attack, reset average distance to enemies
1676 for enemy in game.enemies:
1677 enemy.kavgd = enemy.kdist
1678 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1681 def deadkl(w, type, mv):
1682 "Kill a Klingon, Tholian, Romulan, or Thingy."
1683 # Added mv to allow enemy to "move" before dying
1684 proutn(crmena(True, type, "sector", mv))
1685 # Decide what kind of enemy it is and update appropriately
1687 # chalk up a Romulan
1688 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1690 game.state.nromrem -= 1
1694 elif type == IHQUEST:
1699 # Some type of a Klingon
1700 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1703 game.state.kcmdr.remove(game.quadrant)
1705 if game.state.kcmdr:
1706 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1707 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1710 game.state.remkl -= 1
1712 game.state.nscrem -= 1
1713 game.state.kscmdr.invalidate()
1718 # For each kind of enemy, finish message to player
1719 prout(_(" destroyed."))
1720 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1723 # Remove enemy ship from arrays describing local conditions
1724 for e in game.enemies:
1731 "Return None if target is invalid, otherwise return a course angle."
1732 if not VALID_SECTOR(w.x, w.y):
1736 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1737 delta.y = 0.1*(w.y - game.sector.y);
1738 delta.x = 0.1*(game.sector.x - w.x);
1739 if delta == coord(0, 0):
1741 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1742 prout(_(" I recommend an immediate review of"))
1743 prout(_(" the Captain's psychological profile.\""))
1746 return 1.90985932*math.atan2(delta.y, delta.x)
1749 "Launch photon torpedo."
1752 if damaged(DPHOTON):
1753 prout(_("Photon tubes damaged."))
1757 prout(_("No torpedoes left."))
1760 # First, get torpedo count
1763 if scanner.token == IHALPHA:
1766 elif scanner.token == IHEOL or not scanner.waiting():
1767 prout(_("%d torpedoes left.") % game.torps)
1769 proutn(_("Number of torpedoes to fire- "))
1770 continue # Go back around to get a number
1771 else: # key == IHREAL
1773 if n <= 0: # abort command
1778 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1781 scanner.chew() # User requested more torps than available
1782 continue # Go back around
1783 break # All is good, go to next stage
1787 key = scanner.next()
1788 if i==0 and key == IHEOL:
1789 break; # no coordinate waiting, we will try prompting
1790 if i==1 and key == IHEOL:
1791 # direct all torpedoes at one target
1793 target.append(targets[0])
1794 course.append(course[0])
1798 target.append(scanner.getcoord())
1799 if target[-1] == None:
1801 course.append(targetcheck(target[1]))
1802 if course[i] == None:
1806 # prompt for each one
1808 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1810 target.append(scanner.getcoord())
1811 if target[-1] == None:
1813 course.append(targetcheck(target[-1]))
1814 if course[-1] == None:
1817 # Loop for moving <n> torpedoes
1819 if game.condition != "docked":
1821 dispersion = (randreal()+randreal())*0.5 -0.5
1822 if math.fabs(dispersion) >= 0.47:
1824 dispersion *= randreal(1.2, 2.2)
1826 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1828 prouts(_("***TORPEDO MISFIRES."))
1831 prout(_(" Remainder of burst aborted."))
1833 prout(_("***Photon tubes damaged by misfire."))
1834 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1836 if game.shldup or game.condition == "docked":
1837 dispersion *= 1.0 + 0.0001*game.shield
1838 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1839 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1841 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1845 "Check for phasers overheating."
1847 checkburn = (rpow-1500.0)*0.00038
1848 if withprob(checkburn):
1849 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1850 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1852 def checkshctrl(rpow):
1853 "Check shield control."
1856 prout(_("Shields lowered."))
1858 # Something bad has happened
1859 prouts(_("***RED ALERT! RED ALERT!"))
1861 hit = rpow*game.shield/game.inshld
1862 game.energy -= rpow+hit*0.8
1863 game.shield -= hit*0.2
1864 if game.energy <= 0.0:
1865 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1870 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1872 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1873 icas = randrange(int(hit*0.012))
1878 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1879 prout(_(" %d casualties so far.\"") % icas)
1881 game.state.crew -= icas
1883 prout(_("Phaser energy dispersed by shields."))
1884 prout(_("Enemy unaffected."))
1889 "Register a phaser hit on Klingons and Romulans."
1890 nenhr2 = len(game.enemies); kk=0
1893 for (k, wham) in enumerate(hits):
1896 dustfac = randreal(0.9, 1.0)
1897 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1898 kpini = game.enemies[kk].kpower
1899 kp = math.fabs(kpini)
1900 if PHASEFAC*hit < kp:
1902 if game.enemies[kk].kpower < 0:
1903 game.enemies[kk].kpower -= -kp
1905 game.enemies[kk].kpower -= kp
1906 kpow = game.enemies[kk].kpower
1907 w = game.enemies[kk].kloc
1909 if not damaged(DSRSENS):
1911 proutn(_("%d unit hit on ") % int(hit))
1913 proutn(_("Very small hit on "))
1914 ienm = game.quad[w.x][w.y]
1917 proutn(crmena(False, ienm, "sector", w))
1921 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1925 kk -= 1 # don't do the increment
1927 else: # decide whether or not to emasculate klingon
1928 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1929 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1930 prout(_(" has just lost its firepower.\""))
1931 game.enemies[kk].kpower = -kpow
1936 "Fire phasers at bad guys."
1938 kz = 0; k = 1; irec=0 # Cheating inhibitor
1939 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1943 # SR sensors and Computer are needed for automode
1944 if damaged(DSRSENS) or damaged(DCOMPTR):
1946 if game.condition == "docked":
1947 prout(_("Phasers can't be fired through base shields."))
1950 if damaged(DPHASER):
1951 prout(_("Phaser control damaged."))
1955 if damaged(DSHCTRL):
1956 prout(_("High speed shield control damaged."))
1959 if game.energy <= 200.0:
1960 prout(_("Insufficient energy to activate high-speed shield control."))
1963 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1965 # Original code so convoluted, I re-did it all
1966 # (That was Tom Almy talking about the C code, I think -- ESR)
1967 while automode=="NOTSET":
1970 if scanner.sees("manual"):
1971 if len(game.enemies)==0:
1972 prout(_("There is no enemy present to select."))
1975 automode="AUTOMATIC"
1978 key = scanner.next()
1979 elif scanner.sees("automatic"):
1980 if (not itarg) and len(game.enemies) != 0:
1981 automode = "FORCEMAN"
1983 if len(game.enemies)==0:
1984 prout(_("Energy will be expended into space."))
1985 automode = "AUTOMATIC"
1986 key = scanner.next()
1987 elif scanner.sees("no"):
1993 if len(game.enemies)==0:
1994 prout(_("Energy will be expended into space."))
1995 automode = "AUTOMATIC"
1997 automode = "FORCEMAN"
1999 automode = "AUTOMATIC"
2002 if len(game.enemies)==0:
2003 prout(_("Energy will be expended into space."))
2004 automode = "AUTOMATIC"
2006 automode = "FORCEMAN"
2008 proutn(_("Manual or automatic? "))
2013 if automode == "AUTOMATIC":
2014 if key == IHALPHA and scanner.sees("no"):
2016 key = scanner.next()
2017 if key != IHREAL and len(game.enemies) != 0:
2018 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2023 for i in range(len(game.enemies)):
2024 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2026 proutn(_("%d units required. ") % irec)
2028 proutn(_("Units to fire= "))
2029 key = scanner.next()
2034 proutn(_("Energy available= %.2f") % avail)
2037 if not rpow > avail:
2044 if key == IHALPHA and scanner.sees("no"):
2047 game.energy -= 200; # Go and do it!
2048 if checkshctrl(rpow):
2053 if len(game.enemies):
2056 for i in range(len(game.enemies)):
2060 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2061 over = randreal(1.01, 1.06) * hits[i]
2063 powrem -= hits[i] + over
2064 if powrem <= 0 and temp < hits[i]:
2073 if extra > 0 and not game.alldone:
2075 proutn(_("*** Tholian web absorbs "))
2076 if len(game.enemies)>0:
2077 proutn(_("excess "))
2078 prout(_("phaser energy."))
2080 prout(_("%d expended on empty space.") % int(extra))
2081 elif automode == "FORCEMAN":
2084 if damaged(DCOMPTR):
2085 prout(_("Battle computer damaged, manual fire only."))
2088 prouts(_("---WORKING---"))
2090 prout(_("Short-range-sensors-damaged"))
2091 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2092 prout(_("Manual-fire-must-be-used"))
2094 elif automode == "MANUAL":
2096 for k in range(len(game.enemies)):
2097 aim = game.enemies[k].kloc
2098 ienm = game.quad[aim.x][aim.y]
2100 proutn(_("Energy available= %.2f") % (avail-0.006))
2104 if damaged(DSRSENS) and \
2105 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2106 prout(cramen(ienm) + _(" can't be located without short range scan."))
2109 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2114 if itarg and k > kz:
2115 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2118 if not damaged(DCOMPTR):
2123 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2124 key = scanner.next()
2125 if key == IHALPHA and scanner.sees("no"):
2127 key = scanner.next()
2133 if k==1: # Let me say I'm baffled by this
2136 if scanner.real < 0:
2140 hits[k] = scanner.real
2141 rpow += scanner.real
2142 # If total requested is too much, inform and start over
2144 prout(_("Available energy exceeded -- try again."))
2147 key = scanner.next(); # scan for next value
2150 # zero energy -- abort
2153 if key == IHALPHA and scanner.sees("no"):
2158 game.energy -= 200.0
2159 if checkshctrl(rpow):
2163 # Say shield raised or malfunction, if necessary
2170 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2171 prouts(_(" CLICK CLICK POP . . ."))
2172 prout(_(" No response, sir!"))
2175 prout(_("Shields raised."))
2180 # Code from events,c begins here.
2182 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2183 # event of each type active at any given time. Mostly these means we can
2184 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2185 # BSD Trek, from which we swiped the idea, can have up to 5.
2187 def unschedule(evtype):
2188 "Remove an event from the schedule."
2189 game.future[evtype].date = FOREVER
2190 return game.future[evtype]
2192 def is_scheduled(evtype):
2193 "Is an event of specified type scheduled."
2194 return game.future[evtype].date != FOREVER
2196 def scheduled(evtype):
2197 "When will this event happen?"
2198 return game.future[evtype].date
2200 def schedule(evtype, offset):
2201 "Schedule an event of specified type."
2202 game.future[evtype].date = game.state.date + offset
2203 return game.future[evtype]
2205 def postpone(evtype, offset):
2206 "Postpone a scheduled event."
2207 game.future[evtype].date += offset
2210 "Rest period is interrupted by event."
2213 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2215 game.resting = False
2221 "Run through the event queue looking for things to do."
2223 fintim = game.state.date + game.optime; yank=0
2224 ictbeam = False; istract = False
2225 w = coord(); hold = coord()
2226 ev = event(); ev2 = event()
2228 def tractorbeam(yank):
2229 "Tractor-beaming cases merge here."
2231 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2233 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2234 # If Kirk & Co. screwing around on planet, handle
2235 atover(True) # atover(true) is Grab
2238 if game.icraft: # Caught in Galileo?
2241 # Check to see if shuttle is aboard
2242 if game.iscraft == "offship":
2245 prout(_("Galileo, left on the planet surface, is captured"))
2246 prout(_("by aliens and made into a flying McDonald's."))
2247 game.damage[DSHUTTL] = -10
2248 game.iscraft = "removed"
2250 prout(_("Galileo, left on the planet surface, is well hidden."))
2252 game.quadrant = game.state.kscmdr
2254 game.quadrant = game.state.kcmdr[i]
2255 game.sector = randplace(QUADSIZE)
2256 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2257 % (game.quadrant, game.sector))
2259 prout(_("(Remainder of rest/repair period cancelled.)"))
2260 game.resting = False
2262 if not damaged(DSHIELD) and game.shield > 0:
2263 doshield(shraise=True) # raise shields
2264 game.shldchg = False
2266 prout(_("(Shields not currently useable.)"))
2268 # Adjust finish time to time of tractor beaming
2269 fintim = game.state.date+game.optime
2270 attack(torps_ok=False)
2271 if not game.state.kcmdr:
2274 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2277 "Code merges here for any commander destroying a starbase."
2278 # Not perfect, but will have to do
2279 # Handle case where base is in same quadrant as starship
2280 if game.battle == game.quadrant:
2281 game.state.chart[game.battle.x][game.battle.y].starbase = False
2282 game.quad[game.base.x][game.base.y] = IHDOT
2283 game.base.invalidate()
2286 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2287 elif game.state.baseq and communicating():
2288 # Get word via subspace radio
2291 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2292 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2294 prout(_("the Klingon Super-Commander"))
2296 prout(_("a Klingon Commander"))
2297 game.state.chart[game.battle.x][game.battle.y].starbase = False
2298 # Remove Starbase from galaxy
2299 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2300 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2302 # reinstate a commander's base attack
2306 game.battle.invalidate()
2308 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2309 for i in range(1, NEVENTS):
2310 if i == FSNOVA: proutn("=== Supernova ")
2311 elif i == FTBEAM: proutn("=== T Beam ")
2312 elif i == FSNAP: proutn("=== Snapshot ")
2313 elif i == FBATTAK: proutn("=== Base Attack ")
2314 elif i == FCDBAS: proutn("=== Base Destroy ")
2315 elif i == FSCMOVE: proutn("=== SC Move ")
2316 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2317 elif i == FDSPROB: proutn("=== Probe Move ")
2318 elif i == FDISTR: proutn("=== Distress Call ")
2319 elif i == FENSLV: proutn("=== Enslavement ")
2320 elif i == FREPRO: proutn("=== Klingon Build ")
2322 prout("%.2f" % (scheduled(i)))
2325 radio_was_broken = damaged(DRADIO)
2328 # Select earliest extraneous event, evcode==0 if no events
2333 for l in range(1, NEVENTS):
2334 if game.future[l].date < datemin:
2337 prout("== Event %d fires" % evcode)
2338 datemin = game.future[l].date
2339 xtime = datemin-game.state.date
2340 game.state.date = datemin
2341 # Decrement Federation resources and recompute remaining time
2342 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2344 if game.state.remtime <=0:
2347 # Any crew left alive?
2348 if game.state.crew <=0:
2351 # Is life support adequate?
2352 if damaged(DLIFSUP) and game.condition != "docked":
2353 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2356 game.lsupres -= xtime
2357 if game.damage[DLIFSUP] <= xtime:
2358 game.lsupres = game.inlsr
2361 if game.condition == "docked":
2362 repair /= game.docfac
2363 # Don't fix Deathray here
2364 for l in range(NDEVICES):
2365 if game.damage[l] > 0.0 and l != DDRAY:
2366 if game.damage[l]-repair > 0.0:
2367 game.damage[l] -= repair
2369 game.damage[l] = 0.0
2370 # If radio repaired, update star chart and attack reports
2371 if radio_was_broken and not damaged(DRADIO):
2372 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2373 prout(_(" surveillance reports are coming in."))
2375 if not game.iseenit:
2379 prout(_(" The star chart is now up to date.\""))
2381 # Cause extraneous event EVCODE to occur
2382 game.optime -= xtime
2383 if evcode == FSNOVA: # Supernova
2386 schedule(FSNOVA, expran(0.5*game.intime))
2387 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2389 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2390 if game.state.nscrem == 0 or \
2391 ictbeam or istract or \
2392 game.condition=="docked" or game.isatb==1 or game.iscate:
2394 if game.ientesc or \
2395 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2396 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2397 (damaged(DSHIELD) and \
2398 (game.energy < 2500 or damaged(DPHASER)) and \
2399 (game.torps < 5 or damaged(DPHOTON))):
2401 istract = ictbeam = True
2402 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2405 elif evcode == FTBEAM: # Tractor beam
2406 if not game.state.kcmdr:
2409 i = randrange(len(game.state.kcmdr))
2410 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2411 if istract or game.condition == "docked" or yank == 0:
2412 # Drats! Have to reschedule
2414 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2418 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2419 game.snapsht = copy.deepcopy(game.state)
2420 game.state.snap = True
2421 schedule(FSNAP, expran(0.5 * game.intime))
2422 elif evcode == FBATTAK: # Commander attacks starbase
2423 if not game.state.kcmdr or not game.state.baseq:
2429 for ibq in game.state.baseq:
2430 for cmdr in game.state.kcmdr:
2431 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2434 # no match found -- try later
2435 schedule(FBATTAK, expran(0.3*game.intime))
2438 # commander + starbase combination found -- launch attack
2439 game.battle = game.state.baseq[j]
2440 schedule(FCDBAS, randreal(1.0, 4.0))
2441 if game.isatb: # extra time if SC already attacking
2442 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2443 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2444 game.iseenit = False
2445 if not communicating():
2446 continue # No warning :-(
2450 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2451 prout(_(" reports that it is under attack and that it can"))
2452 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2455 elif evcode == FSCDBAS: # Supercommander destroys base
2458 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2459 continue # WAS RETURN!
2461 game.battle = game.state.kscmdr
2463 elif evcode == FCDBAS: # Commander succeeds in destroying base
2466 if not game.state.baseq() \
2467 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2468 game.battle.invalidate()
2470 # find the lucky pair
2471 for cmdr in game.state.kcmdr:
2472 if cmdr == game.battle:
2475 # No action to take after all
2478 elif evcode == FSCMOVE: # Supercommander moves
2479 schedule(FSCMOVE, 0.2777)
2480 if not game.ientesc and not istract and game.isatb != 1 and \
2481 (not game.iscate or not game.justin):
2483 elif evcode == FDSPROB: # Move deep space probe
2484 schedule(FDSPROB, 0.01)
2485 game.probex += game.probeinx
2486 game.probey += game.probeiny
2487 i = (int)(game.probex/QUADSIZE +0.05)
2488 j = (int)(game.probey/QUADSIZE + 0.05)
2489 if game.probec.x != i or game.probec.y != j:
2492 if not VALID_QUADRANT(i, j) or \
2493 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2494 # Left galaxy or ran into supernova
2498 proutn(_("Lt. Uhura- \"The deep space probe "))
2499 if not VALID_QUADRANT(j, i):
2500 proutn(_("has left the galaxy"))
2502 proutn(_("is no longer transmitting"))
2506 if not communicating():
2509 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2510 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2511 # Update star chart if Radio is working or have access to radio
2513 chp = game.state.chart[game.probec.x][game.probec.y]
2514 chp.klingons = pdest.klingons
2515 chp.starbase = pdest.starbase
2516 chp.stars = pdest.stars
2517 pdest.charted = True
2518 game.proben -= 1 # One less to travel
2519 if game.proben == 0 and game.isarmed and pdest.stars:
2520 # lets blow the sucker!
2521 supernova(True, game.probec)
2523 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2525 elif evcode == FDISTR: # inhabited system issues distress call
2527 # try a whole bunch of times to find something suitable
2528 for i in range(100):
2529 # need a quadrant which is not the current one,
2530 # which has some stars which are inhabited and
2531 # not already under attack, which is not
2532 # supernova'ed, and which has some Klingons in it
2533 w = randplace(GALSIZE)
2534 q = game.state.galaxy[w.x][w.y]
2535 if not (game.quadrant == w or q.planet == None or \
2536 not q.planet.inhabited or \
2537 q.supernova or q.status!="secure" or q.klingons<=0):
2540 # can't seem to find one; ignore this call
2542 prout("=== Couldn't find location for distress event.")
2544 # got one!! Schedule its enslavement
2545 ev = schedule(FENSLV, expran(game.intime))
2547 q.status = distressed
2549 # tell the captain about it if we can
2551 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2553 prout(_("by a Klingon invasion fleet."))
2556 elif evcode == FENSLV: # starsystem is enslaved
2557 ev = unschedule(FENSLV)
2558 # see if current distress call still active
2559 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2563 q.status = "enslaved"
2565 # play stork and schedule the first baby
2566 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2567 ev2.quadrant = ev.quadrant
2569 # report the disaster if we can
2571 prout(_("Uhura- We've lost contact with starsystem %s") % \
2573 prout(_("in Quadrant %s.\n") % ev.quadrant)
2574 elif evcode == FREPRO: # Klingon reproduces
2575 # If we ever switch to a real event queue, we'll need to
2576 # explicitly retrieve and restore the x and y.
2577 ev = schedule(FREPRO, expran(1.0 * game.intime))
2578 # see if current distress call still active
2579 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2583 if game.state.remkl >=MAXKLGAME:
2584 continue # full right now
2585 # reproduce one Klingon
2587 if game.klhere >= MAXKLQUAD:
2589 # this quadrant not ok, pick an adjacent one
2590 for i in range(w.x - 1, w.x + 2):
2591 for j in range(w.y - 1, w.y + 2):
2592 if not VALID_QUADRANT(i, j):
2594 q = game.state.galaxy[w.x][w.y]
2595 # check for this quad ok (not full & no snova)
2596 if q.klingons >= MAXKLQUAD or q.supernova:
2600 continue # search for eligible quadrant failed
2604 game.state.remkl += 1
2606 if game.quadrant == w:
2608 game.enemies.append(newkling())
2609 # recompute time left
2611 # report the disaster if we can
2613 if game.quadrant == w:
2614 prout(_("Spock- sensors indicate the Klingons have"))
2615 prout(_("launched a warship from %s.") % q.planet)
2617 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2618 if q.planet != None:
2619 proutn(_("near %s") % q.planet)
2620 prout(_("in Quadrant %s.") % w)
2626 key = scanner.next()
2629 proutn(_("How long? "))
2634 origTime = delay = scanner.real
2637 if delay >= game.state.remtime or len(game.enemies) != 0:
2638 proutn(_("Are you sure? "))
2641 # Alternate resting periods (events) with attacks
2645 game.resting = False
2646 if not game.resting:
2647 prout(_("%d stardates left.") % int(game.state.remtime))
2649 temp = game.optime = delay
2650 if len(game.enemies):
2651 rtime = randreal(1.0, 2.0)
2655 if game.optime < delay:
2656 attack(torps_ok=False)
2664 # Repair Deathray if long rest at starbase
2665 if origTime-delay >= 9.99 and game.condition == "docked":
2666 game.damage[DDRAY] = 0.0
2667 # leave if quadrant supernovas
2668 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2670 game.resting = False
2673 # A nova occurs. It is the result of having a star hit with a
2674 # photon torpedo, or possibly of a probe warhead going off.
2675 # Stars that go nova cause stars which surround them to undergo
2676 # the same probabilistic process. Klingons next to them are
2677 # destroyed. And if the starship is next to it, it gets zapped.
2678 # If the zap is too much, it gets destroyed.
2682 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2683 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2685 # Wow! We've supernova'ed
2686 supernova(False, nov)
2688 # handle initial nova
2689 game.quad[nov.x][nov.y] = IHDOT
2690 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2691 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2692 game.state.starkl += 1
2693 # Set up queue to recursively trigger adjacent stars
2699 for offset.x in range(-1, 1+1):
2700 for offset.y in range(-1, 1+1):
2701 if offset.y==0 and offset.x==0:
2703 neighbor = start + offset
2704 if not VALID_SECTOR(neighbor.y, neighbor.x):
2706 iquad = game.quad[neighbor.x][neighbor.y]
2707 # Empty space ends reaction
2708 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2710 elif iquad == IHSTAR: # Affect another star
2712 # This star supernovas
2716 hits.append(neighbor)
2717 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2718 game.state.starkl += 1
2719 proutn(crmena(True, IHSTAR, "sector", neighbor))
2721 game.quad[neighbor.x][neighbor.y] = IHDOT
2723 elif iquad in (IHP, IHW): # Destroy planet
2724 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2726 game.state.nplankl += 1
2728 game.state.worldkl += 1
2729 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2730 game.iplnet.pclass = "destroyed"
2732 game.plnet.invalidate()
2736 game.quad[neighbor.x][neighbor.y] = IHDOT
2737 elif iquad == IHB: # Destroy base
2738 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2739 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2740 game.base.invalidate()
2741 game.state.basekl += 1
2743 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2744 game.quad[neighbor.x][neighbor.y] = IHDOT
2745 elif iquad in (IHE, IHF): # Buffet ship
2746 prout(_("***Starship buffeted by nova."))
2748 if game.shield >= 2000.0:
2749 game.shield -= 2000.0
2751 diff = 2000.0 - game.shield
2755 prout(_("***Shields knocked out."))
2756 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2758 game.energy -= 2000.0
2759 if game.energy <= 0:
2762 # add in course nova contributes to kicking starship
2763 bump += (game.sector-hits[mm]).sgn()
2764 elif iquad == IHK: # kill klingon
2765 deadkl(neighbor, iquad, neighbor)
2766 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2767 for ll in range(len(game.enemies)):
2768 if game.enemies[ll].kloc == neighbor:
2770 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2771 if game.enemies[ll].kpower <= 0.0:
2772 deadkl(neighbor, iquad, neighbor)
2774 newc = neighbor + neighbor - hits[mm]
2775 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2776 if not VALID_SECTOR(newc.x, newc.y):
2777 # can't leave quadrant
2780 iquad1 = game.quad[newc.x][newc.y]
2781 if iquad1 == IHBLANK:
2782 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2784 deadkl(neighbor, iquad, newc)
2787 # can't move into something else
2790 proutn(_(", buffeted to Sector %s") % newc)
2791 game.quad[neighbor.x][neighbor.y] = IHDOT
2792 game.quad[newc.x][newc.y] = iquad
2793 game.enemies[ll].move(newc)
2794 # Starship affected by nova -- kick it away.
2795 game.dist = kount*0.1
2796 game.direc = course[3*(bump.x+1)+bump.y+2]
2797 if game.direc == 0.0:
2799 if game.dist == 0.0:
2801 game.optime = 10.0*game.dist/16.0
2803 prout(_("Force of nova displaces starship."))
2804 imove(novapush=True)
2805 game.optime = 10.0*game.dist/16.0
2808 def supernova(induced, w=None):
2809 "Star goes supernova."
2816 # Scheduled supernova -- select star
2817 # logic changed here so that we won't favor quadrants in top
2819 for nq.x in range(GALSIZE):
2820 for nq.y in range(GALSIZE):
2821 stars += game.state.galaxy[nq.x][nq.y].stars
2823 return # nothing to supernova exists
2824 num = randrange(stars) + 1
2825 for nq.x in range(GALSIZE):
2826 for nq.y in range(GALSIZE):
2827 num -= game.state.galaxy[nq.x][nq.y].stars
2833 proutn("=== Super nova here?")
2836 if not nq == game.quadrant or game.justin:
2837 # it isn't here, or we just entered (treat as enroute)
2840 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2841 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2844 # we are in the quadrant!
2845 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2846 for ns.x in range(QUADSIZE):
2847 for ns.y in range(QUADSIZE):
2848 if game.quad[ns.x][ns.y]==IHSTAR:
2855 prouts(_("***RED ALERT! RED ALERT!"))
2857 prout(_("***Incipient supernova detected at Sector %s") % ns)
2858 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2859 proutn(_("Emergency override attempts t"))
2860 prouts("***************")
2864 # destroy any Klingons in supernovaed quadrant
2865 kldead = game.state.galaxy[nq.x][nq.y].klingons
2866 game.state.galaxy[nq.x][nq.y].klingons = 0
2867 if nq == game.state.kscmdr:
2868 # did in the Supercommander!
2869 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2873 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2874 comkills = len(game.state.kcmdr) - len(survivors)
2875 game.state.kcmdr = survivors
2877 if not game.state.kcmdr:
2879 game.state.remkl -= kldead
2880 # destroy Romulans and planets in supernovaed quadrant
2881 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2882 game.state.galaxy[nq.x][nq.y].romulans = 0
2883 game.state.nromrem -= nrmdead
2885 for loop in range(game.inplan):
2886 if game.state.planets[loop].quadrant == nq:
2887 game.state.planets[loop].pclass = "destroyed"
2889 # Destroy any base in supernovaed quadrant
2890 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2891 # If starship caused supernova, tally up destruction
2893 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2894 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2895 game.state.nplankl += npdead
2896 # mark supernova in galaxy and in star chart
2897 if game.quadrant == nq or communicating():
2898 game.state.galaxy[nq.x][nq.y].supernova = True
2899 # If supernova destroys last Klingons give special message
2900 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2903 prout(_("Lucky you!"))
2904 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2907 # if some Klingons remain, continue or die in supernova
2912 # Code from finish.c ends here.
2915 "Self-destruct maneuver. Finish with a BANG!"
2917 if damaged(DCOMPTR):
2918 prout(_("Computer damaged; cannot execute destruct sequence."))
2920 prouts(_("---WORKING---")); skip(1)
2921 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2922 prouts(" 10"); skip(1)
2923 prouts(" 9"); skip(1)
2924 prouts(" 8"); skip(1)
2925 prouts(" 7"); skip(1)
2926 prouts(" 6"); skip(1)
2928 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2930 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2932 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2936 if game.passwd != scanner.token:
2937 prouts(_("PASSWORD-REJECTED;"))
2939 prouts(_("CONTINUITY-EFFECTED"))
2942 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2943 prouts(" 5"); skip(1)
2944 prouts(" 4"); skip(1)
2945 prouts(" 3"); skip(1)
2946 prouts(" 2"); skip(1)
2947 prouts(" 1"); skip(1)
2949 prouts(_("GOODBYE-CRUEL-WORLD"))
2957 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2961 if len(game.enemies) != 0:
2962 whammo = 25.0 * game.energy
2964 while l <= len(game.enemies):
2965 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2966 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2971 "Compute our rate of kils over time."
2972 elapsed = game.state.date - game.indate
2973 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2976 starting = (game.inkling + game.incom + game.inscom)
2977 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2978 return (starting - remaining)/elapsed
2982 badpt = 5.0*game.state.starkl + \
2984 10.0*game.state.nplankl + \
2985 300*game.state.nworldkl + \
2987 100.0*game.state.basekl +\
2989 if game.ship == IHF:
2991 elif game.ship == None:
2996 # end the game, with appropriate notfications
3000 prout(_("It is stardate %.1f.") % game.state.date)
3002 if ifin == FWON: # Game has been won
3003 if game.state.nromrem != 0:
3004 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3007 prout(_("You have smashed the Klingon invasion fleet and saved"))
3008 prout(_("the Federation."))
3013 badpt = 0.0 # Close enough!
3014 # killsPerDate >= RateMax
3015 if game.state.date-game.indate < 5.0 or \
3016 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3018 prout(_("In fact, you have done so well that Starfleet Command"))
3019 if game.skill == SKILL_NOVICE:
3020 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3021 elif game.skill == SKILL_FAIR:
3022 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3023 elif game.skill == SKILL_GOOD:
3024 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3025 elif game.skill == SKILL_EXPERT:
3026 prout(_("promotes you to Commodore Emeritus."))
3028 prout(_("Now that you think you're really good, try playing"))
3029 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3030 elif game.skill == SKILL_EMERITUS:
3032 proutn(_("Computer- "))
3033 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3035 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3037 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3039 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3041 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3043 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3045 prout(_("Now you can retire and write your own Star Trek game!"))
3047 elif game.skill >= SKILL_EXPERT:
3048 if game.thawed and not idebug:
3049 prout(_("You cannot get a citation, so..."))
3051 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3055 # Only grant long life if alive (original didn't!)
3057 prout(_("LIVE LONG AND PROSPER."))
3062 elif ifin == FDEPLETE: # Federation Resources Depleted
3063 prout(_("Your time has run out and the Federation has been"))
3064 prout(_("conquered. Your starship is now Klingon property,"))
3065 prout(_("and you are put on trial as a war criminal. On the"))
3066 proutn(_("basis of your record, you are "))
3067 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3068 prout(_("acquitted."))
3070 prout(_("LIVE LONG AND PROSPER."))
3072 prout(_("found guilty and"))
3073 prout(_("sentenced to death by slow torture."))
3077 elif ifin == FLIFESUP:
3078 prout(_("Your life support reserves have run out, and"))
3079 prout(_("you die of thirst, starvation, and asphyxiation."))
3080 prout(_("Your starship is a derelict in space."))
3082 prout(_("Your energy supply is exhausted."))
3084 prout(_("Your starship is a derelict in space."))
3085 elif ifin == FBATTLE:
3086 prout(_("The %s has been destroyed in battle.") % crmshp())
3088 prout(_("Dulce et decorum est pro patria mori."))
3090 prout(_("You have made three attempts to cross the negative energy"))
3091 prout(_("barrier which surrounds the galaxy."))
3093 prout(_("Your navigation is abominable."))
3096 prout(_("Your starship has been destroyed by a nova."))
3097 prout(_("That was a great shot."))
3099 elif ifin == FSNOVAED:
3100 prout(_("The %s has been fried by a supernova.") % crmshp())
3101 prout(_("...Not even cinders remain..."))
3102 elif ifin == FABANDN:
3103 prout(_("You have been captured by the Klingons. If you still"))
3104 prout(_("had a starbase to be returned to, you would have been"))
3105 prout(_("repatriated and given another chance. Since you have"))
3106 prout(_("no starbases, you will be mercilessly tortured to death."))
3107 elif ifin == FDILITHIUM:
3108 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3109 elif ifin == FMATERIALIZE:
3110 prout(_("Starbase was unable to re-materialize your starship."))
3111 prout(_("Sic transit gloria mundi"))
3112 elif ifin == FPHASER:
3113 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3115 prout(_("You and your landing party have been"))
3116 prout(_("converted to energy, disipating through space."))
3117 elif ifin == FMINING:
3118 prout(_("You are left with your landing party on"))
3119 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3121 prout(_("They are very fond of \"Captain Kirk\" soup."))
3123 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3124 elif ifin == FDPLANET:
3125 prout(_("You and your mining party perish."))
3127 prout(_("That was a great shot."))
3130 prout(_("The Galileo is instantly annihilated by the supernova."))
3131 prout(_("You and your mining party are atomized."))
3133 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3134 prout(_("joins the Romulans, wreaking terror on the Federation."))
3135 elif ifin == FPNOVA:
3136 prout(_("You and your mining party are atomized."))
3138 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3139 prout(_("joins the Romulans, wreaking terror on the Federation."))
3140 elif ifin == FSTRACTOR:
3141 prout(_("The shuttle craft Galileo is also caught,"))
3142 prout(_("and breaks up under the strain."))
3144 prout(_("Your debris is scattered for millions of miles."))
3145 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3147 prout(_("The mutants attack and kill Spock."))
3148 prout(_("Your ship is captured by Klingons, and"))
3149 prout(_("your crew is put on display in a Klingon zoo."))
3150 elif ifin == FTRIBBLE:
3151 prout(_("Tribbles consume all remaining water,"))
3152 prout(_("food, and oxygen on your ship."))
3154 prout(_("You die of thirst, starvation, and asphyxiation."))
3155 prout(_("Your starship is a derelict in space."))
3157 prout(_("Your ship is drawn to the center of the black hole."))
3158 prout(_("You are crushed into extremely dense matter."))
3160 prout(_("Your last crew member has died."))
3161 if game.ship == IHF:
3163 elif game.ship == IHE:
3166 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3167 goodies = game.state.remres/game.inresor
3168 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3169 if goodies/baddies >= randreal(1.0, 1.5):
3170 prout(_("As a result of your actions, a treaty with the Klingon"))
3171 prout(_("Empire has been signed. The terms of the treaty are"))
3172 if goodies/baddies >= randreal(3.0):
3173 prout(_("favorable to the Federation."))
3175 prout(_("Congratulations!"))
3177 prout(_("highly unfavorable to the Federation."))
3179 prout(_("The Federation will be destroyed."))
3181 prout(_("Since you took the last Klingon with you, you are a"))
3182 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3183 prout(_("statue in your memory. Rest in peace, and try not"))
3184 prout(_("to think about pigeons."))
3189 "Compute player's score."
3190 timused = game.state.date - game.indate
3192 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3194 perdate = killrate()
3195 ithperd = 500*perdate + 0.5
3198 iwon = 100*game.skill
3199 if game.ship == IHE:
3201 elif game.ship == IHF:
3205 if not game.gamewon:
3206 game.state.nromrem = 0 # None captured if no win
3207 iscore = 10*(game.inkling - game.state.remkl) \
3208 + 50*(game.incom - len(game.state.kcmdr)) \
3210 + 20*(game.inrom - game.state.nromrem) \
3211 + 200*(game.inscom - game.state.nscrem) \
3212 - game.state.nromrem \
3217 prout(_("Your score --"))
3218 if game.inrom - game.state.nromrem:
3219 prout(_("%6d Romulans destroyed %5d") %
3220 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3221 if game.state.nromrem:
3222 prout(_("%6d Romulans captured %5d") %
3223 (game.state.nromrem, game.state.nromrem))
3224 if game.inkling - game.state.remkl:
3225 prout(_("%6d ordinary Klingons destroyed %5d") %
3226 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3227 if game.incom - len(game.state.kcmdr):
3228 prout(_("%6d Klingon commanders destroyed %5d") %
3229 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3230 if game.inscom - game.state.nscrem:
3231 prout(_("%6d Super-Commander destroyed %5d") %
3232 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3234 prout(_("%6.2f Klingons per stardate %5d") %
3236 if game.state.starkl:
3237 prout(_("%6d stars destroyed by your action %5d") %
3238 (game.state.starkl, -5*game.state.starkl))
3239 if game.state.nplankl:
3240 prout(_("%6d planets destroyed by your action %5d") %
3241 (game.state.nplankl, -10*game.state.nplankl))
3242 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3243 prout(_("%6d inhabited planets destroyed by your action %5d") %
3244 (game.state.nplankl, -300*game.state.nworldkl))
3245 if game.state.basekl:
3246 prout(_("%6d bases destroyed by your action %5d") %
3247 (game.state.basekl, -100*game.state.basekl))
3249 prout(_("%6d calls for help from starbase %5d") %
3250 (game.nhelp, -45*game.nhelp))
3252 prout(_("%6d casualties incurred %5d") %
3253 (game.casual, -game.casual))
3255 prout(_("%6d crew abandoned in space %5d") %
3256 (game.abandoned, -3*game.abandoned))
3258 prout(_("%6d ship(s) lost or destroyed %5d") %
3259 (klship, -100*klship))
3261 prout(_("Penalty for getting yourself killed -200"))
3263 proutn(_("Bonus for winning "))
3264 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3265 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3266 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3267 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3268 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3269 prout(" %5d" % iwon)
3271 prout(_("TOTAL SCORE %5d") % iscore)
3274 "Emit winner's commemmorative plaque."
3277 proutn(_("File or device name for your plaque: "))
3280 fp = open(winner, "w")
3283 prout(_("Invalid name."))
3285 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3287 # The 38 below must be 64 for 132-column paper
3288 nskip = 38 - len(winner)/2
3289 fp.write("\n\n\n\n")
3290 # --------DRAW ENTERPRISE PICTURE.
3291 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3292 fp.write(" EEE E : : : E\n" )
3293 fp.write(" EE EEE E : : NCC-1701 : E\n")
3294 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3295 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3296 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3297 fp.write(" EEEEEEE EEEEE E E E E\n")
3298 fp.write(" EEE E E E E\n")
3299 fp.write(" E E E E\n")
3300 fp.write(" EEEEEEEEEEEEE E E\n")
3301 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3302 fp.write(" :E : EEEE E\n")
3303 fp.write(" .-E -:----- E\n")
3304 fp.write(" :E : E\n")
3305 fp.write(" EE : EEEEEEEE\n")
3306 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3308 fp.write(_(" U. S. S. ENTERPRISE\n"))
3309 fp.write("\n\n\n\n")
3310 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3312 fp.write(_(" Starfleet Command bestows to you\n"))
3314 fp.write("%*s%s\n\n" % (nskip, "", winner))
3315 fp.write(_(" the rank of\n\n"))
3316 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3318 if game.skill == SKILL_EXPERT:
3319 fp.write(_(" Expert level\n\n"))
3320 elif game.skill == SKILL_EMERITUS:
3321 fp.write(_("Emeritus level\n\n"))
3323 fp.write(_(" Cheat level\n\n"))
3324 timestring = ctime()
3325 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3326 (timestring+4, timestring+20, timestring+11))
3327 fp.write(_(" Your score: %d\n\n") % iscore)
3328 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3331 # Code from io.c begins here
3333 rows = linecount = 0 # for paging
3336 fullscreen_window = None
3337 srscan_window = None
3338 report_window = None
3339 status_window = None
3340 lrscan_window = None
3341 message_window = None
3342 prompt_window = None
3346 "Wrap up, either normally or due to signal"
3347 if game.options & OPTION_CURSES:
3354 sys.stdout.write('\n')
3360 #setlocale(LC_ALL, "")
3361 #bindtextdomain(PACKAGE, LOCALEDIR)
3362 #textdomain(PACKAGE)
3363 if atexit.register(outro):
3364 sys.stderr.write("Unable to register outro(), exiting...\n")
3366 if not (game.options & OPTION_CURSES):
3367 ln_env = os.getenv("LINES")
3373 stdscr = curses.initscr()
3378 curses.start_color()
3379 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3380 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3381 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3384 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3385 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3386 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3388 global fullscreen_window, srscan_window, report_window, status_window
3389 global lrscan_window, message_window, prompt_window
3390 (rows, columns) = stdscr.getmaxyx()
3391 fullscreen_window = stdscr
3392 srscan_window = curses.newwin(12, 25, 0, 0)
3393 report_window = curses.newwin(11, 0, 1, 25)
3394 status_window = curses.newwin(10, 0, 1, 39)
3395 lrscan_window = curses.newwin(5, 0, 0, 64)
3396 message_window = curses.newwin(0, 0, 12, 0)
3397 prompt_window = curses.newwin(1, 0, rows-2, 0)
3398 message_window.scrollok(True)
3399 setwnd(fullscreen_window)
3402 def textcolor(color):
3403 "Set text foreground color. Presently a stub."
3407 "Wrap up I/O. Presently a stub."
3411 "Wait for user action -- OK to do nothing if on a TTY"
3412 if game.options & OPTION_CURSES:
3417 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3421 if game.skill > SKILL_FAIR:
3422 prompt = _("[CONTINUE?]")
3424 prompt = _("[PRESS ENTER TO CONTINUE]")
3426 if game.options & OPTION_CURSES:
3428 setwnd(prompt_window)
3429 prompt_window.wclear()
3430 prompt_window.addstr(prompt)
3431 prompt_window.getstr()
3432 prompt_window.clear()
3433 prompt_window.refresh()
3434 setwnd(message_window)
3437 sys.stdout.write('\n')
3440 for j in range(rows):
3441 sys.stdout.write('\n')
3445 "Skip i lines. Pause game if this would cause a scrolling event."
3446 for dummy in range(i):
3447 if game.options & OPTION_CURSES:
3448 (y, x) = curwnd.getyx()
3449 (my, mx) = curwnd.getmaxyx()
3450 if curwnd == message_window and y >= my - 3:
3458 if rows and linecount >= rows:
3461 sys.stdout.write('\n')
3464 "Utter a line with no following line feed."
3465 if game.options & OPTION_CURSES:
3469 sys.stdout.write(line)
3479 if not replayfp or replayfp.closed: # Don't slow down replays
3482 if game.options & OPTION_CURSES:
3486 if not replayfp or replayfp.closed:
3490 "Get a line of input."
3491 if game.options & OPTION_CURSES:
3492 line = curwnd.getstr() + "\n"
3495 if replayfp and not replayfp.closed:
3497 line = replayfp.readline()
3500 prout("*** Replay finished")
3503 elif line[0] != "#":
3506 line = raw_input() + "\n"
3512 "Change windows -- OK for this to be a no-op in tty mode."
3514 if game.options & OPTION_CURSES:
3516 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3519 "Clear to end of line -- can be a no-op in tty mode"
3520 if game.options & OPTION_CURSES:
3525 "Clear screen -- can be a no-op in tty mode."
3527 if game.options & OPTION_CURSES:
3534 "Set highlight video, if this is reasonable."
3535 if game.options & OPTION_CURSES:
3536 curwnd.attron(curses.A_REVERSE)
3539 # Things past this point have policy implications.
3543 "Hook to be called after moving to redraw maps."
3544 if game.options & OPTION_CURSES:
3547 setwnd(srscan_window)
3551 setwnd(status_window)
3552 status_window.clear()
3553 status_window.move(0, 0)
3554 setwnd(report_window)
3555 report_window.clear()
3556 report_window.move(0, 0)
3558 setwnd(lrscan_window)
3559 lrscan_window.clear()
3560 lrscan_window.move(0, 0)
3561 lrscan(silent=False)
3563 def put_srscan_sym(w, sym):
3564 "Emit symbol for short-range scan."
3565 srscan_window.move(w.x+1, w.y*2+2)
3566 srscan_window.addch(sym)
3567 srscan_window.refresh()
3570 "Enemy fall down, go boom."
3571 if game.options & OPTION_CURSES:
3573 setwnd(srscan_window)
3574 srscan_window.attron(curses.A_REVERSE)
3575 put_srscan_sym(w, game.quad[w.x][w.y])
3579 srscan_window.attroff(curses.A_REVERSE)
3580 put_srscan_sym(w, game.quad[w.x][w.y])
3581 curses.delay_output(500)
3582 setwnd(message_window)
3585 "Sound and visual effects for teleportation."
3586 if game.options & OPTION_CURSES:
3588 setwnd(message_window)
3590 prouts(" . . . . . ")
3591 if game.options & OPTION_CURSES:
3592 #curses.delay_output(1000)
3596 def tracktorpedo(origin, w, step, i, n, iquad):
3597 "Torpedo-track animation."
3598 if not game.options & OPTION_CURSES:
3602 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3605 proutn(_("Torpedo track- "))
3606 elif step==4 or step==9:
3610 if not damaged(DSRSENS) or game.condition=="docked":
3611 if i != 0 and step == 1:
3614 if (iquad==IHDOT) or (iquad==IHBLANK):
3615 put_srscan_sym(w, '+')
3619 put_srscan_sym(w, iquad)
3621 curwnd.attron(curses.A_REVERSE)
3622 put_srscan_sym(w, iquad)
3626 curwnd.attroff(curses.A_REVERSE)
3627 put_srscan_sym(w, iquad)
3632 "Display the current galaxy chart."
3633 if game.options & OPTION_CURSES:
3634 setwnd(message_window)
3635 message_window.clear()
3637 if game.options & OPTION_TTY:
3642 def prstat(txt, data):
3644 if game.options & OPTION_CURSES:
3646 setwnd(status_window)
3648 proutn(" " * (NSYM - len(txt)))
3651 if game.options & OPTION_CURSES:
3652 setwnd(report_window)
3654 # Code from moving.c begins here
3656 def imove(novapush):
3657 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3658 w = coord(); final = coord()
3661 def no_quad_change():
3662 # No quadrant change -- compute new average enemy distances
3663 game.quad[game.sector.x][game.sector.y] = game.ship
3665 for enemy in game.enemies:
3666 finald = (w-enemy.kloc).distance()
3667 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3668 enemy.kdist = finald
3669 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3670 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3671 attack(torps_ok=False)
3672 for enemy in game.enemies:
3673 enemy.kavgd = enemy.kdist
3676 setwnd(message_window)
3679 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3680 game.inorbit = False
3681 angle = ((15.0 - game.direc) * 0.5235988)
3682 deltax = -math.sin(angle)
3683 deltay = math.cos(angle)
3684 if math.fabs(deltax) > math.fabs(deltay):
3685 bigger = math.fabs(deltax)
3687 bigger = math.fabs(deltay)
3690 # If tractor beam is to occur, don't move full distance
3691 if game.state.date+game.optime >= scheduled(FTBEAM):
3693 game.condition = "red"
3694 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3695 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3696 # Move within the quadrant
3697 game.quad[game.sector.x][game.sector.y] = IHDOT
3700 n = int(10.0*game.dist*bigger+0.5)
3702 for m in range(1, n+1):
3707 if not VALID_SECTOR(w.x, w.y):
3708 # Leaving quadrant -- allow final enemy attack
3709 # Don't do it if being pushed by Nova
3710 if len(game.enemies) != 0 and not novapush:
3712 for enemy in game.enemies:
3713 finald = (w - enemy.kloc).distance()
3714 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3716 # Stas Sergeev added the condition
3717 # that attacks only happen if Klingons
3718 # are present and your skill is good.
3720 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3721 attack(torps_ok=False)
3724 # compute final position -- new quadrant and sector
3725 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3726 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3727 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3728 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3729 # check for edge of galaxy
3739 if w.x >= GALSIZE*QUADSIZE:
3740 w.x = (GALSIZE*QUADSIZE*2) - w.x
3742 if w.y >= GALSIZE*QUADSIZE:
3743 w.y = (GALSIZE*QUADSIZE*2) - w.y
3751 if game.nkinks == 3:
3752 # Three strikes -- you're out!
3756 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3757 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3758 prout(_("YOU WILL BE DESTROYED."))
3759 # Compute final position in new quadrant
3760 if trbeam: # Don't bother if we are to be beamed
3762 game.quadrant.x = w.x/QUADSIZE
3763 game.quadrant.y = w.y/QUADSIZE
3764 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3765 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3767 prout(_("Entering Quadrant %s.") % game.quadrant)
3768 game.quad[game.sector.x][game.sector.y] = game.ship
3770 if game.skill>SKILL_NOVICE:
3771 attack(torps_ok=False)
3773 iquad = game.quad[w.x][w.y]
3775 # object encountered in flight path
3776 stopegy = 50.0*game.dist/game.optime
3777 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3778 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3780 for enemy in game.enemies:
3781 if enemy.kloc == game.sector:
3783 collision(rammed=False, enemy=enemy)
3785 elif iquad == IHBLANK:
3787 prouts(_("***RED ALERT! RED ALERT!"))
3789 proutn("***" + crmshp())
3790 proutn(_(" pulled into black hole at Sector %s") % w)
3792 # Getting pulled into a black hole was certain
3793 # death in Almy's original. Stas Sergeev added a
3794 # possibility that you'll get timewarped instead.
3797 for m in range(NDEVICES):
3798 if game.damage[m]>0:
3800 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3801 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3811 prout(_(" encounters Tholian web at %s;") % w)
3813 prout(_(" blocked by object at %s;") % w)
3814 proutn(_("Emergency stop required "))
3815 prout(_("%2d units of energy.") % int(stopegy))
3816 game.energy -= stopegy
3817 final.x = int(round(deltax))
3818 final.y = int(round(deltay))
3820 if game.energy <= 0:
3826 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3833 "Dock our ship at a starbase."
3835 if game.condition == "docked" and verbose:
3836 prout(_("Already docked."))
3839 prout(_("You must first leave standard orbit."))
3841 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3842 prout(crmshp() + _(" not adjacent to base."))
3844 game.condition = "docked"
3848 if game.energy < game.inenrg:
3849 game.energy = game.inenrg
3850 game.shield = game.inshld
3851 game.torps = game.intorps
3852 game.lsupres = game.inlsr
3853 game.state.crew = FULLCREW
3854 if not damaged(DRADIO) and \
3855 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3856 # get attack report from base
3857 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3861 # This program originally required input in terms of a (clock)
3862 # direction and distance. Somewhere in history, it was changed to
3863 # cartesian coordinates. So we need to convert. Probably
3864 # "manual" input should still be done this way -- it's a real
3865 # pain if the computer isn't working! Manual mode is still confusing
3866 # because it involves giving x and y motions, yet the coordinates
3867 # are always displayed y - x, where +y is downward!
3869 def getcourse(isprobe, akey):
3870 "Get a course and distance from the user."
3872 dquad = copy.copy(game.quadrant)
3873 navmode = "unspecified"
3877 if game.landed and not isprobe:
3878 prout(_("Dummy! You can't leave standard orbit until you"))
3879 proutn(_("are back aboard the ship."))
3882 while navmode == "unspecified":
3883 if damaged(DNAVSYS):
3885 prout(_("Computer damaged; manual navigation only"))
3887 prout(_("Computer damaged; manual movement only"))
3892 if isprobe and akey != -1:
3893 # For probe launch, use pre-scanned value first time
3897 key = scanner.next()
3899 proutn(_("Manual or automatic- "))
3902 elif key == IHALPHA:
3903 if scanner.sees("manual"):
3905 key = scanner.next()
3907 elif scanner.sees("automatic"):
3908 navmode = "automatic"
3909 key = scanner.next()
3917 prout(_("(Manual navigation assumed.)"))
3919 prout(_("(Manual movement assumed.)"))
3922 if navmode == "automatic":
3925 proutn(_("Target quadrant or quadrant§or- "))
3927 proutn(_("Destination sector or quadrant§or- "))
3930 key = scanner.next()
3934 xi = int(round(scanner.real))-1
3935 key = scanner.next()
3939 xj = int(round(scanner.real))-1
3940 key = scanner.next()
3942 # both quadrant and sector specified
3943 xk = int(round(scanner.real))-1
3944 key = scanner.next()
3948 xl = int(round(scanner.real))-1
3954 # only one pair of numbers was specified
3956 # only quadrant specified -- go to center of dest quad
3959 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3961 # only sector specified
3965 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3972 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3974 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3975 # the actual deltas get computed here
3977 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3978 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3981 proutn(_("X and Y displacements- "))
3984 key = scanner.next()
3989 delta.y = scanner.real
3990 key = scanner.next()
3994 delta.x = scanner.real
3995 # Check for zero movement
3996 if delta.x == 0 and delta.y == 0:
3999 if itemp == "verbose" and not isprobe:
4001 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4002 # Course actually laid in.
4003 game.dist = delta.distance()
4004 game.direc = delta.bearing()
4005 if game.direc < 0.0:
4011 "Move under impulse power."
4013 if damaged(DIMPULS):
4016 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4018 if game.energy > 30.0:
4019 if not getcourse(isprobe=False, akey=0):
4021 power = 20.0 + 100.0*game.dist
4024 if power >= game.energy:
4025 # Insufficient power for trip
4027 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4028 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4029 if game.energy > 30:
4030 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4031 int(0.01 * (game.energy-20.0)-0.05))
4032 prout(_(" quadrants.\""))
4034 prout(_("quadrant. They are, therefore, useless.\""))
4037 # Make sure enough time is left for the trip
4038 game.optime = game.dist/0.095
4039 if game.optime >= game.state.remtime:
4040 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4041 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4042 proutn(_("we dare spend the time?\" "))
4045 # Activate impulse engines and pay the cost
4046 imove(novapush=False)
4050 power = 20.0 + 100.0*game.dist
4051 game.energy -= power
4052 game.optime = game.dist/0.095
4053 if game.energy <= 0:
4058 "ove under warp drive."
4059 blooey = False; twarp = False
4060 if not timewarp: # Not WARPX entry
4062 if game.damage[DWARPEN] > 10.0:
4065 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4067 if damaged(DWARPEN) and game.warpfac > 4.0:
4070 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4071 prout(_(" is repaired, I can only give you warp 4.\""))
4073 # Read in course and distance
4074 if not getcourse(isprobe=False, akey=0):
4076 # Make sure starship has enough energy for the trip
4077 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4078 if power >= game.energy:
4079 # Insufficient power for trip
4082 prout(_("Engineering to bridge--"))
4083 if not game.shldup or 0.5*power > game.energy:
4084 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4086 prout(_("We can't do it, Captain. We don't have enough energy."))
4088 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4091 prout(_("if you'll lower the shields."))
4095 prout(_("We haven't the energy to go that far with the shields up."))
4098 # Make sure enough time is left for the trip
4099 game.optime = 10.0*game.dist/game.wfacsq
4100 if game.optime >= 0.8*game.state.remtime:
4102 prout(_("First Officer Spock- \"Captain, I compute that such"))
4103 proutn(_(" a trip would require approximately %2.0f") %
4104 (100.0*game.optime/game.state.remtime))
4105 prout(_(" percent of our"))
4106 proutn(_(" remaining time. Are you sure this is wise?\" "))
4112 if game.warpfac > 6.0:
4113 # Decide if engine damage will occur
4114 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4115 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4116 if prob > randreal():
4118 game.dist = randreal(game.dist)
4119 # Decide if time warp will occur
4120 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4122 if idebug and game.warpfac==10 and not twarp:
4124 proutn("=== Force time warp? ")
4128 # If time warp or engine damage, check path
4129 # If it is obstructed, don't do warp or damage
4130 angle = ((15.0-game.direc)*0.5235998)
4131 deltax = -math.sin(angle)
4132 deltay = math.cos(angle)
4133 if math.fabs(deltax) > math.fabs(deltay):
4134 bigger = math.fabs(deltax)
4136 bigger = math.fabs(deltay)
4139 n = 10.0 * game.dist * bigger +0.5
4142 for l in range(1, n+1):
4147 if not VALID_SECTOR(ix, iy):
4149 if game.quad[ix][iy] != IHDOT:
4152 # Activate Warp Engines and pay the cost
4153 imove(novapush=False)
4156 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4157 if game.energy <= 0:
4159 game.optime = 10.0*game.dist/game.wfacsq
4163 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4165 prout(_("Engineering to bridge--"))
4166 prout(_(" Scott here. The warp engines are damaged."))
4167 prout(_(" We'll have to reduce speed to warp 4."))
4172 "Change the warp factor."
4178 proutn(_("Warp factor- "))
4183 if game.damage[DWARPEN] > 10.0:
4184 prout(_("Warp engines inoperative."))
4186 if damaged(DWARPEN) and scanner.real > 4.0:
4187 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4188 prout(_(" but right now we can only go warp 4.\""))
4190 if scanner.real > 10.0:
4191 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4193 if scanner.real < 1.0:
4194 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4196 oldfac = game.warpfac
4197 game.warpfac = scanner.real
4198 game.wfacsq=game.warpfac*game.warpfac
4199 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4200 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4203 if game.warpfac < 8.00:
4204 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4206 if game.warpfac == 10.0:
4207 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4209 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4213 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4215 # is captain on planet?
4217 if damaged(DTRANSP):
4220 prout(_("Scotty rushes to the transporter controls."))
4222 prout(_("But with the shields up it's hopeless."))
4224 prouts(_("His desperate attempt to rescue you . . ."))
4229 prout(_("SUCCEEDS!"))
4232 proutn(_("The crystals mined were "))
4240 # Check to see if captain in shuttle craft
4245 # Inform captain of attempt to reach safety
4249 prouts(_("***RED ALERT! RED ALERT!"))
4251 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4252 prouts(_(" a supernova."))
4254 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4256 prout(_("safely out of quadrant."))
4257 if not damaged(DRADIO):
4258 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4259 # Try to use warp engines
4260 if damaged(DWARPEN):
4262 prout(_("Warp engines damaged."))
4265 game.warpfac = randreal(6.0, 8.0)
4266 game.wfacsq = game.warpfac * game.warpfac
4267 prout(_("Warp factor set to %d") % int(game.warpfac))
4268 power = 0.75*game.energy
4269 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4270 distreq = randreal(math.sqrt(2))
4271 if distreq < game.dist:
4273 game.optime = 10.0*game.dist/game.wfacsq
4274 game.direc = randreal(12) # How dumb!
4276 game.inorbit = False
4279 # This is bad news, we didn't leave quadrant.
4283 prout(_("Insufficient energy to leave quadrant."))
4286 # Repeat if another snova
4287 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4289 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4290 finish(FWON) # Snova killed remaining enemy.
4293 "Let's do the time warp again."
4294 prout(_("***TIME WARP ENTERED."))
4295 if game.state.snap and withprob(0.5):
4297 prout(_("You are traveling backwards in time %d stardates.") %
4298 int(game.state.date-game.snapsht.date))
4299 game.state = game.snapsht
4300 game.state.snap = False
4301 if len(game.state.kcmdr):
4302 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4303 schedule(FBATTAK, expran(0.3*game.intime))
4304 schedule(FSNOVA, expran(0.5*game.intime))
4305 # next snapshot will be sooner
4306 schedule(FSNAP, expran(0.25*game.state.remtime))
4308 if game.state.nscrem:
4309 schedule(FSCMOVE, 0.2777)
4313 game.battle.invalidate()
4315 # Make sure Galileo is consistant -- Snapshot may have been taken
4316 # when on planet, which would give us two Galileos!
4318 for l in range(game.inplan):
4319 if game.state.planets[l].known == "shuttle_down":
4321 if game.iscraft == "onship" and game.ship==IHE:
4322 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4323 game.iscraft = "offship"
4324 # Likewise, if in the original time the Galileo was abandoned, but
4325 # was on ship earlier, it would have vanished -- let's restore it.
4326 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4327 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4328 game.iscraft = "onship"
4329 # There used to be code to do the actual reconstrction here,
4330 # but the starchart is now part of the snapshotted galaxy state.
4331 prout(_("Spock has reconstructed a correct star chart from memory"))
4333 # Go forward in time
4334 game.optime = -0.5*game.intime*math.log(randreal())
4335 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4336 # cheat to make sure no tractor beams occur during time warp
4337 postpone(FTBEAM, game.optime)
4338 game.damage[DRADIO] += game.optime
4340 events() # Stas Sergeev added this -- do pending events
4343 "Launch deep-space probe."
4344 # New code to launch a deep space probe
4345 if game.nprobes == 0:
4348 if game.ship == IHE:
4349 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4351 prout(_("Ye Faerie Queene has no deep space probes."))
4356 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4358 if is_scheduled(FDSPROB):
4361 if damaged(DRADIO) and game.condition != "docked":
4362 prout(_("Spock- \"Records show the previous probe has not yet"))
4363 prout(_(" reached its destination.\""))
4365 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4367 key = scanner.next()
4369 # slow mode, so let Kirk know how many probes there are left
4370 if game.nprobes == 1:
4371 prout(_("1 probe left."))
4373 prout(_("%d probes left") % game.nprobes)
4374 proutn(_("Are you sure you want to fire a probe? "))
4377 game.isarmed = False
4378 if key == IHALPHA and scanner.token == "armed":
4380 key = scanner.next()
4382 proutn(_("Arm NOVAMAX warhead? "))
4384 if not getcourse(isprobe=True, akey=key):
4387 angle = ((15.0 - game.direc) * 0.5235988)
4388 game.probeinx = -math.sin(angle)
4389 game.probeiny = math.cos(angle)
4390 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4391 bigger = math.fabs(game.probeinx)
4393 bigger = math.fabs(game.probeiny)
4394 game.probeiny /= bigger
4395 game.probeinx /= bigger
4396 game.proben = 10.0*game.dist*bigger +0.5
4397 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4398 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4399 game.probec = game.quadrant
4400 schedule(FDSPROB, 0.01) # Time to move one sector
4401 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4405 # Here's how the mayday code works:
4407 # First, the closest starbase is selected. If there is a a starbase
4408 # in your own quadrant, you are in good shape. This distance takes
4409 # quadrant distances into account only.
4411 # A magic number is computed based on the distance which acts as the
4412 # probability that you will be rematerialized. You get three tries.
4414 # When it is determined that you should be able to be rematerialized
4415 # (i.e., when the probability thing mentioned above comes up
4416 # positive), you are put into that quadrant (anywhere). Then, we try
4417 # to see if there is a spot adjacent to the star- base. If not, you
4418 # can't be rematerialized!!! Otherwise, it drops you there. It only
4419 # tries five times to find a spot to drop you. After that, it's your
4423 "Yell for help from nearest starbase."
4424 # There's more than one way to move in this game!
4426 # Test for conditions which prevent calling for help
4427 if game.condition == "docked":
4428 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4431 prout(_("Subspace radio damaged."))
4433 if not game.state.baseq:
4434 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4437 prout(_("You must be aboard the %s.") % crmshp())
4439 # OK -- call for help from nearest starbase
4442 # There's one in this quadrant
4443 ddist = (game.base - game.sector).distance()
4446 for ibq in game.state.baseq:
4447 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4450 # Since starbase not in quadrant, set up new quadrant
4453 # dematerialize starship
4454 game.quad[game.sector.x][game.sector.y]=IHDOT
4455 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4456 % (game.quadrant, crmshp()))
4457 game.sector.invalidate()
4458 for m in range(1, 5+1):
4459 w = game.base.scatter()
4460 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4461 # found one -- finish up
4464 if not game.sector.is_valid():
4465 prout(_("You have been lost in space..."))
4466 finish(FMATERIALIZE)
4468 # Give starbase three chances to rematerialize starship
4469 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4470 for m in range(1, 3+1):
4471 if m == 1: proutn(_("1st"))
4472 elif m == 2: proutn(_("2nd"))
4473 elif m == 3: proutn(_("3rd"))
4474 proutn(_(" attempt to re-materialize ") + crmshp())
4475 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4478 if randreal() > probf:
4481 curses.delay_output(500)
4484 game.quad[ix][iy]=IHQUEST
4487 setwnd(message_window)
4488 finish(FMATERIALIZE)
4490 game.quad[ix][iy]=game.ship
4492 prout(_("succeeds."))
4496 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4498 # Abandon Ship (the BSD-Trek description)
4500 # The ship is abandoned. If your current ship is the Faire
4501 # Queene, or if your shuttlecraft is dead, you're out of
4502 # luck. You need the shuttlecraft in order for the captain
4503 # (that's you!!) to escape.
4505 # Your crew can beam to an inhabited starsystem in the
4506 # quadrant, if there is one and if the transporter is working.
4507 # If there is no inhabited starsystem, or if the transporter
4508 # is out, they are left to die in outer space.
4510 # If there are no starbases left, you are captured by the
4511 # Klingons, who torture you mercilessly. However, if there
4512 # is at least one starbase, you are returned to the
4513 # Federation in a prisoner of war exchange. Of course, this
4514 # can't happen unless you have taken some prisoners.
4519 if game.condition=="docked":
4521 prout(_("You cannot abandon Ye Faerie Queene."))
4524 # Must take shuttle craft to exit
4525 if game.damage[DSHUTTL]==-1:
4526 prout(_("Ye Faerie Queene has no shuttle craft."))
4528 if game.damage[DSHUTTL]<0:
4529 prout(_("Shuttle craft now serving Big Macs."))
4531 if game.damage[DSHUTTL]>0:
4532 prout(_("Shuttle craft damaged."))
4535 prout(_("You must be aboard the ship."))
4537 if game.iscraft != "onship":
4538 prout(_("Shuttle craft not currently available."))
4540 # Emit abandon ship messages
4542 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4544 prouts(_("***ALL HANDS ABANDON SHIP!"))
4546 prout(_("Captain and crew escape in shuttle craft."))
4547 if not game.state.baseq:
4548 # Oops! no place to go...
4551 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4553 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4554 prout(_("Remainder of ship's complement beam down"))
4555 prout(_("to nearest habitable planet."))
4556 elif q.planet != None and not damaged(DTRANSP):
4557 prout(_("Remainder of ship's complement beam down to %s.") %
4560 prout(_("Entire crew of %d left to die in outer space.") %
4562 game.casual += game.state.crew
4563 game.abandoned += game.state.crew
4564 # If at least one base left, give 'em the Faerie Queene
4566 game.icrystl = False # crystals are lost
4567 game.nprobes = 0 # No probes
4568 prout(_("You are captured by Klingons and released to"))
4569 prout(_("the Federation in a prisoner-of-war exchange."))
4570 nb = randrange(len(game.state.baseq))
4571 # Set up quadrant and position FQ adjacient to base
4572 if not game.quadrant == game.state.baseq[nb]:
4573 game.quadrant = game.state.baseq[nb]
4574 game.sector.x = game.sector.y = 5
4577 # position next to base by trial and error
4578 game.quad[game.sector.x][game.sector.y] = IHDOT
4579 for l in range(QUADSIZE):
4580 game.sector = game.base.scatter()
4581 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4582 game.quad[game.sector.x][game.sector.y] == IHDOT:
4585 break # found a spot
4586 game.sector.x=QUADSIZE/2
4587 game.sector.y=QUADSIZE/2
4589 # Get new commission
4590 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4591 game.state.crew = FULLCREW
4592 prout(_("Starfleet puts you in command of another ship,"))
4593 prout(_("the Faerie Queene, which is antiquated but,"))
4594 prout(_("still useable."))
4596 prout(_("The dilithium crystals have been moved."))
4598 game.iscraft = "offship" # Galileo disappears
4600 game.condition="docked"
4601 for l in range(NDEVICES):
4602 game.damage[l] = 0.0
4603 game.damage[DSHUTTL] = -1
4604 game.energy = game.inenrg = 3000.0
4605 game.shield = game.inshld = 1250.0
4606 game.torps = game.intorps = 6
4607 game.lsupres=game.inlsr=3.0
4613 # Code from planets.c begins here.
4616 "Abort a lengthy operation if an event interrupts it."
4619 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4624 "Report on (uninhabited) planets in the galaxy."
4628 prout(_("Spock- \"Planet report follows, Captain.\""))
4630 for i in range(game.inplan):
4631 if game.state.planets[i].pclass == "destroyed":
4633 if (game.state.planets[i].known != "unknown" \
4634 and not game.state.planets[i].inhabited) \
4637 if idebug and game.state.planets[i].known=="unknown":
4638 proutn("(Unknown) ")
4639 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4640 proutn(_(" class "))
4641 proutn(game.state.planets[i].pclass)
4643 if game.state.planets[i].crystals != present:
4645 prout(_("dilithium crystals present."))
4646 if game.state.planets[i].known=="shuttle_down":
4647 prout(_(" Shuttle Craft Galileo on surface."))
4649 prout(_("No information available."))
4652 "Enter standard orbit."
4656 prout(_("Already in standard orbit."))
4658 if damaged(DWARPEN) and damaged(DIMPULS):
4659 prout(_("Both warp and impulse engines damaged."))
4661 if not game.plnet.is_valid():
4662 prout("There is no planet in this sector.")
4664 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4665 prout(crmshp() + _(" not adjacent to planet."))
4668 game.optime = randreal(0.02, 0.05)
4669 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4673 game.height = randreal(1400, 8600)
4674 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4679 "Examine planets in this quadrant."
4680 if damaged(DSRSENS):
4681 if game.options & OPTION_TTY:
4682 prout(_("Short range sensors damaged."))
4684 if game.iplnet == None:
4685 if game.options & OPTION_TTY:
4686 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4688 if game.iplnet.known == "unknown":
4689 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4691 prout(_(" Planet at Sector %s is of class %s.") %
4692 (game.plnet, game.iplnet.pclass))
4693 if game.iplnet.known=="shuttle_down":
4694 prout(_(" Sensors show Galileo still on surface."))
4695 proutn(_(" Readings indicate"))
4696 if game.iplnet.crystals != "present":
4698 prout(_(" dilithium crystals present.\""))
4699 if game.iplnet.known == "unknown":
4700 game.iplnet.known = "known"
4701 elif game.iplnet.inhabited:
4702 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4703 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4706 "Use the transporter."
4710 if damaged(DTRANSP):
4711 prout(_("Transporter damaged."))
4712 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4714 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4718 if not game.inorbit:
4719 prout(crmshp() + _(" not in standard orbit."))
4722 prout(_("Impossible to transport through shields."))
4724 if game.iplnet.known=="unknown":
4725 prout(_("Spock- \"Captain, we have no information on this planet"))
4726 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4727 prout(_(" you may not go down.\""))
4729 if not game.landed and game.iplnet.crystals=="absent":
4730 prout(_("Spock- \"Captain, I fail to see the logic in"))
4731 prout(_(" exploring a planet with no dilithium crystals."))
4732 proutn(_(" Are you sure this is wise?\" "))
4736 if not (game.options & OPTION_PLAIN):
4737 nrgneed = 50 * game.skill + game.height / 100.0
4738 if nrgneed > game.energy:
4739 prout(_("Engineering to bridge--"))
4740 prout(_(" Captain, we don't have enough energy for transportation."))
4742 if not game.landed and nrgneed * 2 > game.energy:
4743 prout(_("Engineering to bridge--"))
4744 prout(_(" Captain, we have enough energy only to transport you down to"))
4745 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4746 if game.iplnet.known == "shuttle_down":
4747 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4748 proutn(_(" Are you sure this is wise?\" "))
4753 # Coming from planet
4754 if game.iplnet.known=="shuttle_down":
4755 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4759 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4760 prout(_("Landing party assembled, ready to beam up."))
4762 prout(_("Kirk whips out communicator..."))
4763 prouts(_("BEEP BEEP BEEP"))
4765 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4768 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4770 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4772 prout(_("Kirk- \"Energize.\""))
4775 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4778 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4780 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4783 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4784 game.landed = not game.landed
4785 game.energy -= nrgneed
4787 prout(_("Transport complete."))
4788 if game.landed and game.iplnet.known=="shuttle_down":
4789 prout(_("The shuttle craft Galileo is here!"))
4790 if not game.landed and game.imine:
4797 "Strip-mine a world for dilithium."
4801 prout(_("Mining party not on planet."))
4803 if game.iplnet.crystals == "mined":
4804 prout(_("This planet has already been strip-mined for dilithium."))
4806 elif game.iplnet.crystals == "absent":
4807 prout(_("No dilithium crystals on this planet."))
4810 prout(_("You've already mined enough crystals for this trip."))
4812 if game.icrystl and game.cryprob == 0.05:
4813 prout(_("With all those fresh crystals aboard the ") + crmshp())
4814 prout(_("there's no reason to mine more at this time."))
4816 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4819 prout(_("Mining operation complete."))
4820 game.iplnet.crystals = "mined"
4821 game.imine = game.ididit = True
4824 "Use dilithium crystals."
4828 if not game.icrystl:
4829 prout(_("No dilithium crystals available."))
4831 if game.energy >= 1000:
4832 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4833 prout(_(" except when Condition Yellow exists."))
4835 prout(_("Spock- \"Captain, I must warn you that loading"))
4836 prout(_(" raw dilithium crystals into the ship's power"))
4837 prout(_(" system may risk a severe explosion."))
4838 proutn(_(" Are you sure this is wise?\" "))
4843 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4844 prout(_(" Mr. Spock and I will try it.\""))
4846 prout(_("Spock- \"Crystals in place, Sir."))
4847 prout(_(" Ready to activate circuit.\""))
4849 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4851 if with(game.cryprob):
4852 prouts(_(" \"Activating now! - - No good! It's***"))
4854 prouts(_("***RED ALERT! RED A*L********************************"))
4857 prouts(_("****************** KA-BOOM!!!! *******************"))
4861 game.energy += randreal(5000.0, 5500.0)
4862 prouts(_(" \"Activating now! - - "))
4863 prout(_("The instruments"))
4864 prout(_(" are going crazy, but I think it's"))
4865 prout(_(" going to work!! Congratulations, Sir!\""))
4870 "Use shuttlecraft for planetary jaunt."
4873 if damaged(DSHUTTL):
4874 if game.damage[DSHUTTL] == -1.0:
4875 if game.inorbit and game.iplnet.known == "shuttle_down":
4876 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4878 prout(_("Ye Faerie Queene had no shuttle craft."))
4879 elif game.damage[DSHUTTL] > 0:
4880 prout(_("The Galileo is damaged."))
4881 else: # game.damage[DSHUTTL] < 0
4882 prout(_("Shuttle craft is now serving Big Macs."))
4884 if not game.inorbit:
4885 prout(crmshp() + _(" not in standard orbit."))
4887 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4888 prout(_("Shuttle craft not currently available."))
4890 if not game.landed and game.iplnet.known=="shuttle_down":
4891 prout(_("You will have to beam down to retrieve the shuttle craft."))
4893 if game.shldup or game.condition == "docked":
4894 prout(_("Shuttle craft cannot pass through shields."))
4896 if game.iplnet.known=="unknown":
4897 prout(_("Spock- \"Captain, we have no information on this planet"))
4898 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4899 prout(_(" you may not fly down.\""))
4901 game.optime = 3.0e-5*game.height
4902 if game.optime >= 0.8*game.state.remtime:
4903 prout(_("First Officer Spock- \"Captain, I compute that such"))
4904 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4905 int(100*game.optime/game.state.remtime))
4906 prout(_("remaining time."))
4907 proutn(_("Are you sure this is wise?\" "))
4913 if game.iscraft == "onship":
4915 if not damaged(DTRANSP):
4916 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4920 proutn(_("Shuttle crew"))
4922 proutn(_("Rescue party"))
4923 prout(_(" boards Galileo and swoops toward planet surface."))
4924 game.iscraft = "offship"
4928 game.iplnet.known="shuttle_down"
4929 prout(_("Trip complete."))
4932 # Ready to go back to ship
4933 prout(_("You and your mining party board the"))
4934 prout(_("shuttle craft for the trip back to the Enterprise."))
4936 prouts(_("The short hop begins . . ."))
4938 game.iplnet.known="known"
4944 game.iscraft = "onship"
4950 prout(_("Trip complete."))
4953 # Kirk on ship and so is Galileo
4954 prout(_("Mining party assembles in the hangar deck,"))
4955 prout(_("ready to board the shuttle craft \"Galileo\"."))
4957 prouts(_("The hangar doors open; the trip begins."))
4960 game.iscraft = "offship"
4963 game.iplnet.known = "shuttle_down"
4966 prout(_("Trip complete."))
4970 "Use the big zapper."
4974 if game.ship != IHE:
4975 prout(_("Ye Faerie Queene has no death ray."))
4977 if len(game.enemies)==0:
4978 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4981 prout(_("Death Ray is damaged."))
4983 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4984 prout(_(" is highly unpredictible. Considering the alternatives,"))
4985 proutn(_(" are you sure this is wise?\" "))
4988 prout(_("Spock- \"Acknowledged.\""))
4991 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4993 prout(_("Crew scrambles in emergency preparation."))
4994 prout(_("Spock and Scotty ready the death ray and"))
4995 prout(_("prepare to channel all ship's power to the device."))
4997 prout(_("Spock- \"Preparations complete, sir.\""))
4998 prout(_("Kirk- \"Engage!\""))
5000 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5003 if game.options & OPTION_PLAIN:
5007 prouts(_("Sulu- \"Captain! It's working!\""))
5009 while len(game.enemies) > 0:
5010 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5011 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5012 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5014 if (game.options & OPTION_PLAIN) == 0:
5015 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5017 prout(_(" is still operational.\""))
5019 prout(_(" has been rendered nonfunctional.\""))
5020 game.damage[DDRAY] = 39.95
5022 r = randreal() # Pick failure method
5024 prouts(_("Sulu- \"Captain! It's working!\""))
5026 prouts(_("***RED ALERT! RED ALERT!"))
5028 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5030 prouts(_("***RED ALERT! RED A*L********************************"))
5033 prouts(_("****************** KA-BOOM!!!! *******************"))
5038 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5040 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5042 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5043 prout(_(" have apparently been transformed into strange mutations."))
5044 prout(_(" Vulcans do not seem to be affected."))
5046 prout(_("Kirk- \"Raauch! Raauch!\""))
5051 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5053 proutn(_("Spock- \"I believe the word is"))
5054 prouts(_(" *ASTONISHING*"))
5055 prout(_(" Mr. Sulu."))
5056 for i in range(QUADSIZE):
5057 for j in range(QUADSIZE):
5058 if game.quad[i][j] == IHDOT:
5059 game.quad[i][j] = IHQUEST
5060 prout(_(" Captain, our quadrant is now infested with"))
5061 prouts(_(" - - - - - - *THINGS*."))
5063 prout(_(" I have no logical explanation.\""))
5065 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5067 prout(_("Scotty- \"There are so many tribbles down here"))
5068 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5072 # Code from reports.c begins here
5074 def attackreport(curt):
5075 "eport status of bases under attack."
5077 if is_scheduled(FCDBAS):
5078 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5079 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5080 elif game.isatb == 1:
5081 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5082 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5084 prout(_("No Starbase is currently under attack."))
5086 if is_scheduled(FCDBAS):
5087 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5089 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5093 # report on general game status
5095 s1 = "" and game.thawed and _("thawed ")
5096 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5097 s3 = (None, _("novice"). _("fair"),
5098 _("good"), _("expert"), _("emeritus"))[game.skill]
5099 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5100 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5101 prout(_("No plaque is allowed."))
5103 prout(_("This is tournament game %d.") % game.tourn)
5104 prout(_("Your secret password is \"%s\"") % game.passwd)
5105 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5106 (game.inkling + game.incom + game.inscom)))
5107 if game.incom - len(game.state.kcmdr):
5108 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5109 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5110 prout(_(", but no Commanders."))
5113 if game.skill > SKILL_FAIR:
5114 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5115 if len(game.state.baseq) != game.inbase:
5117 if game.inbase-len(game.state.baseq)==1:
5118 proutn(_("has been 1 base"))
5120 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5121 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5123 prout(_("There are %d bases.") % game.inbase)
5124 if communicating() or game.iseenit:
5125 # Don't report this if not seen and
5126 # either the radio is dead or not at base!
5130 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5132 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5133 if game.ship == IHE:
5134 proutn(_("You have "))
5136 proutn("%d" % (game.nprobes))
5139 proutn(_(" deep space probe"))
5143 if communicating() and is_scheduled(FDSPROB):
5145 proutn(_("An armed deep space probe is in "))
5147 proutn(_("A deep space probe is in "))
5148 prout("Quadrant %s." % game.probec)
5150 if game.cryprob <= .05:
5151 prout(_("Dilithium crystals aboard ship... not yet used."))
5155 while game.cryprob > ai:
5158 prout(_("Dilithium crystals have been used %d time%s.") % \
5159 (i, (_("s"), "")[i==1]))
5163 "Long-range sensor scan."
5164 if damaged(DLRSENS):
5165 # Now allow base's sensors if docked
5166 if game.condition != "docked":
5168 prout(_("LONG-RANGE SENSORS DAMAGED."))
5171 prout(_("Starbase's long-range scan"))
5173 prout(_("Long-range scan"))
5174 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5177 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5178 if not VALID_QUADRANT(x, y):
5182 if not damaged(DRADIO):
5183 game.state.galaxy[x][y].charted = True
5184 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5185 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5186 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5187 if not silent and game.state.galaxy[x][y].supernova:
5190 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5198 for i in range(NDEVICES):
5201 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5202 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5204 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5205 game.damage[i]+0.05,
5206 game.docfac*game.damage[i]+0.005))
5208 prout(_("All devices functional."))
5211 "Update the chart in the Enterprise's computer from galaxy data."
5212 game.lastchart = game.state.date
5213 for i in range(GALSIZE):
5214 for j in range(GALSIZE):
5215 if game.state.galaxy[i][j].charted:
5216 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5217 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5218 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5221 "Display the star chart."
5223 if (game.options & OPTION_AUTOSCAN):
5225 if not damaged(DRADIO):
5227 if game.lastchart < game.state.date and game.condition == "docked":
5228 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5230 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5231 if game.state.date > game.lastchart:
5232 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5233 prout(" 1 2 3 4 5 6 7 8")
5234 for i in range(GALSIZE):
5235 proutn("%d |" % (i+1))
5236 for j in range(GALSIZE):
5237 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5241 if game.state.galaxy[i][j].supernova:
5243 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5245 elif game.state.galaxy[i][j].charted:
5246 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5250 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5258 def sectscan(goodScan, i, j):
5259 "Light up an individual dot in a sector."
5260 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5261 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):
5262 if game.condition == "red": textcolor("red")
5263 elif game.condition == "green": textcolor("green")
5264 elif game.condition == "yellow": textcolor("yellow")
5265 elif game.condition == "docked": textcolor("cyan")
5266 elif game.condition == "dead": textcolor("brown")
5267 if game.quad[i][j] != game.ship:
5269 proutn("%c " % game.quad[i][j])
5275 "Emit status report lines"
5276 if not req or req == 1:
5277 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5278 % (game.state.date, game.state.remtime))
5279 if not req or req == 2:
5280 if game.condition != "docked":
5283 for t in range(NDEVICES):
5284 if game.damage[t]>0:
5286 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5287 if not req or req == 3:
5288 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5289 if not req or req == 4:
5290 if damaged(DLIFSUP):
5291 if game.condition == "docked":
5292 s = _("DAMAGED, Base provides")
5294 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5297 prstat(_("Life Support"), s)
5298 if not req or req == 5:
5299 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5300 if not req or req == 6:
5302 if game.icrystl and (game.options & OPTION_SHOWME):
5303 extra = _(" (have crystals)")
5304 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5305 if not req or req == 7:
5306 prstat(_("Torpedoes"), "%d" % (game.torps))
5307 if not req or req == 8:
5308 if damaged(DSHIELD):
5314 data = _(" %d%% %.1f units") \
5315 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5316 prstat(_("Shields"), s+data)
5317 if not req or req == 9:
5318 prstat(_("Klingons Left"), "%d" \
5319 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5320 if not req or req == 10:
5321 if game.options & OPTION_WORLDS:
5322 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5323 if plnet and plnet.inhabited:
5324 prstat(_("Major system"), plnet.name)
5326 prout(_("Sector is uninhabited"))
5327 elif not req or req == 11:
5328 attackreport(not req)
5331 "Request specified status data, a historical relic from slow TTYs."
5332 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5333 while scanner.next() == IHEOL:
5334 proutn(_("Information desired? "))
5336 if scanner.token in requests:
5337 status(requests.index(scanner.token))
5339 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5340 prout((" date, condition, position, lsupport, warpfactor,"))
5341 prout((" energy, torpedoes, shields, klingons, system, time."))
5346 if damaged(DSRSENS):
5347 # Allow base's sensors if docked
5348 if game.condition != "docked":
5349 prout(_(" S.R. SENSORS DAMAGED!"))
5352 prout(_(" [Using Base's sensors]"))
5354 prout(_(" Short-range scan"))
5355 if goodScan and not damaged(DRADIO):
5356 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5357 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5358 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5359 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5360 prout(" 1 2 3 4 5 6 7 8 9 10")
5361 if game.condition != "docked":
5363 for i in range(QUADSIZE):
5364 proutn("%2d " % (i+1))
5365 for j in range(QUADSIZE):
5366 sectscan(goodScan, i, j)
5370 "Use computer to get estimated time of arrival for a warp jump."
5371 w1 = coord(); w2 = coord()
5373 if damaged(DCOMPTR):
5374 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5377 if scanner.next() != IHREAL:
5380 proutn(_("Destination quadrant and/or sector? "))
5381 if scanner.next()!=IHREAL:
5384 w1.y = int(scanner.real-0.5)
5385 if scanner.next() != IHREAL:
5388 w1.x = int(scanner.real-0.5)
5389 if scanner.next() == IHREAL:
5390 w2.y = int(scanner.real-0.5)
5391 if scanner.next() != IHREAL:
5394 w2.x = int(scanner.real-0.5)
5396 if game.quadrant.y>w1.x:
5400 if game.quadrant.x>w1.y:
5404 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5407 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5408 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5411 prout(_("Answer \"no\" if you don't know the value:"))
5414 proutn(_("Time or arrival date? "))
5415 if scanner.next()==IHREAL:
5416 ttime = scanner.real
5417 if ttime > game.state.date:
5418 ttime -= game.state.date # Actually a star date
5419 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5420 if ttime <= 1e-10 or twarp > 10:
5421 prout(_("We'll never make it, sir."))
5428 proutn(_("Warp factor? "))
5429 if scanner.next()== IHREAL:
5431 twarp = scanner.real
5432 if twarp<1.0 or twarp > 10.0:
5436 prout(_("Captain, certainly you can give me one of these."))
5439 ttime = (10.0*game.dist)/twarp**2
5440 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5441 if tpower >= game.energy:
5442 prout(_("Insufficient energy, sir."))
5443 if not game.shldup or tpower > game.energy*2.0:
5446 proutn(_("New warp factor to try? "))
5447 if scanner.next() == IHREAL:
5449 twarp = scanner.real
5450 if twarp<1.0 or twarp > 10.0:
5458 prout(_("But if you lower your shields,"))
5459 proutn(_("remaining"))
5462 proutn(_("Remaining"))
5463 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5465 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5467 prout(_("Any warp speed is adequate."))
5469 prout(_("Minimum warp needed is %.2f,") % (twarp))
5470 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5471 if game.state.remtime < ttime:
5472 prout(_("Unfortunately, the Federation will be destroyed by then."))
5474 prout(_("You'll be taking risks at that speed, Captain"))
5475 if (game.isatb==1 and game.state.kscmdr == w1 and \
5476 scheduled(FSCDBAS)< ttime+game.state.date) or \
5477 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5478 prout(_("The starbase there will be destroyed by then."))
5479 proutn(_("New warp factor to try? "))
5480 if scanner.next() == IHREAL:
5482 twarp = scanner.real
5483 if twarp<1.0 or twarp > 10.0:
5491 # Code from setup.c begins here
5494 "Issue a historically correct banner."
5496 prout(_("-SUPER- STAR TREK"))
5498 # From the FORTRAN original
5499 # prout(_("Latest update-21 Sept 78"))
5505 scanner.token = "emsave.trk"
5507 key = scanner.next()
5509 proutn(_("File name: "))
5510 key = scanner.next()
5515 if '.' not in scanner.token:
5516 scanner.token += ".trk"
5518 fp = open(scanner.token, "wb")
5520 prout(_("Can't freeze game as file %s") % scanner.token)
5522 cPickle.dump(game, fp)
5526 "Retrieve saved game."
5527 game.passwd[0] = '\0'
5528 key = scanner.next()
5530 proutn(_("File name: "))
5531 key = scanner.next()
5536 if '.' not in scanner.token:
5537 scanner.token += ".trk"
5539 fp = open(scanner.token, "rb")
5541 prout(_("Can't thaw game in %s") % scanner.token)
5543 game = cPickle.load(fp)
5547 # I used <http://www.memory-alpha.org> to find planets
5548 # with references in ST:TOS. Eath and the Alpha Centauri
5549 # Colony have been omitted.
5551 # Some planets marked Class G and P here will be displayed as class M
5552 # because of the way planets are generated. This is a known bug.
5555 _("Andoria (Fesoan)"), # several episodes
5556 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5557 _("Vulcan (T'Khasi)"), # many episodes
5558 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5559 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5560 _("Ardana"), # TOS: "The Cloud Minders"
5561 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5562 _("Gideon"), # TOS: "The Mark of Gideon"
5563 _("Aldebaran III"), # TOS: "The Deadly Years"
5564 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5565 _("Altair IV"), # TOS: "Amok Time
5566 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5567 _("Benecia"), # TOS: "The Conscience of the King"
5568 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5569 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5570 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5571 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5572 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5573 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5574 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5575 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5576 _("Ingraham B"), # TOS: "Operation: Annihilate"
5577 _("Janus IV"), # TOS: "The Devil in the Dark"
5578 _("Makus III"), # TOS: "The Galileo Seven"
5579 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5580 _("Omega IV"), # TOS: "The Omega Glory"
5581 _("Regulus V"), # TOS: "Amok Time
5582 _("Deneva"), # TOS: "Operation -- Annihilate!"
5583 # Worlds from BSD Trek
5584 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5585 _("Beta III"), # TOS: "The Return of the Archons"
5586 _("Triacus"), # TOS: "And the Children Shall Lead",
5587 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5589 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5590 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5591 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5592 # _("Izar"), # TOS: "Whom Gods Destroy"
5593 # _("Tiburon"), # TOS: "The Way to Eden"
5594 # _("Merak II"), # TOS: "The Cloud Minders"
5595 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5596 # _("Iotia"), # TOS: "A Piece of the Action"
5600 _("S. R. Sensors"), \
5601 _("L. R. Sensors"), \
5603 _("Photon Tubes"), \
5604 _("Life Support"), \
5605 _("Warp Engines"), \
5606 _("Impulse Engines"), \
5608 _("Subspace Radio"), \
5609 _("Shuttle Craft"), \
5611 _("Navigation System"), \
5613 _("Shield Control"), \
5619 "Prepare to play, set up cosmos."
5621 # Decide how many of everything
5623 return # frozen game
5624 # Prepare the Enterprise
5625 game.alldone = game.gamewon = False
5627 game.state.crew = FULLCREW
5628 game.energy = game.inenrg = 5000.0
5629 game.shield = game.inshld = 2500.0
5630 game.shldchg = False
5634 game.quadrant = randplace(GALSIZE)
5635 game.sector = randplace(QUADSIZE)
5636 game.torps = game.intorps = 10
5637 game.nprobes = randrange(2, 5)
5639 game.wfacsq = game.warpfac * game.warpfac
5640 for i in range(NDEVICES):
5641 game.damage[i] = 0.0
5642 # Set up assorted game parameters
5643 game.battle = coord()
5644 game.state.date = game.indate = 100.0 * randreal(20, 51)
5645 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5646 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5647 game.isatb = game.state.nplankl = 0
5648 game.state.starkl = game.state.basekl = 0
5649 game.iscraft = "onship"
5653 # Starchart is functional but we've never seen it
5654 game.lastchart = FOREVER
5655 # Put stars in the galaxy
5657 for i in range(GALSIZE):
5658 for j in range(GALSIZE):
5659 k = randrange(1, QUADSIZE**2/10+1)
5661 game.state.galaxy[i][j].stars = k
5662 # Locate star bases in galaxy
5663 for i in range(game.inbase):
5666 w = randplace(GALSIZE)
5667 if not game.state.galaxy[w.x][w.y].starbase:
5670 # C version: for (j = i-1; j > 0; j--)
5671 # so it did them in the opposite order.
5672 for j in range(1, i):
5673 # Improved placement algorithm to spread out bases
5674 distq = (w - game.state.baseq[j]).distance()
5675 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5678 prout("=== Abandoning base #%d at %s" % (i, w))
5680 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5682 prout("=== Saving base #%d, close to #%d" % (i, j))
5685 game.state.baseq.append(w)
5686 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5687 # Position ordinary Klingon Battle Cruisers
5689 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5690 if klumper > MAXKLQUAD:
5694 klump = (1.0 - r*r)*klumper
5699 w = randplace(GALSIZE)
5700 if not game.state.galaxy[w.x][w.y].supernova and \
5701 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5703 game.state.galaxy[w.x][w.y].klingons += int(klump)
5706 # Position Klingon Commander Ships
5707 for i in range(game.incom):
5709 w = randplace(GALSIZE)
5710 if not welcoming(w) or w in game.state.kcmdr:
5712 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5714 game.state.galaxy[w.x][w.y].klingons += 1
5715 game.state.kcmdr.append(w)
5716 # Locate planets in galaxy
5717 for i in range(game.inplan):
5719 w = randplace(GALSIZE)
5720 if game.state.galaxy[w.x][w.y].planet == None:
5724 new.crystals = "absent"
5725 if (game.options & OPTION_WORLDS) and i < NINHAB:
5726 new.pclass = "M" # All inhabited planets are class M
5727 new.crystals = "absent"
5729 new.name = systnames[i]
5730 new.inhabited = True
5732 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5734 new.crystals = "present"
5735 new.known = "unknown"
5736 new.inhabited = False
5737 game.state.galaxy[w.x][w.y].planet = new
5738 game.state.planets.append(new)
5740 for i in range(game.state.nromrem):
5741 w = randplace(GALSIZE)
5742 game.state.galaxy[w.x][w.y].romulans += 1
5743 # Place the Super-Commander if needed
5744 if game.state.nscrem > 0:
5746 w = randplace(GALSIZE)
5749 game.state.kscmdr = w
5750 game.state.galaxy[w.x][w.y].klingons += 1
5751 # Initialize times for extraneous events
5752 schedule(FSNOVA, expran(0.5 * game.intime))
5753 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5754 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5755 schedule(FBATTAK, expran(0.3*game.intime))
5757 if game.state.nscrem:
5758 schedule(FSCMOVE, 0.2777)
5763 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5764 schedule(FDISTR, expran(1.0 + game.intime))
5769 # Place thing (in tournament game, we don't want one!)
5770 # New in SST2K: never place the Thing near a starbase.
5771 # This makes sense and avoids a special case in the old code.
5773 if game.tourn is None:
5775 thing = randplace(GALSIZE)
5776 if thing not in game.state.baseq:
5779 game.state.snap = False
5780 if game.skill == SKILL_NOVICE:
5781 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5782 prout(_("a deadly Klingon invasion force. As captain of the United"))
5783 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5784 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5785 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5786 prout(_("your mission. As you proceed you may be given more time."))
5788 prout(_("You will have %d supporting starbases.") % (game.inbase))
5789 proutn(_("Starbase locations- "))
5791 prout(_("Stardate %d.") % int(game.state.date))
5793 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5794 prout(_("An unknown number of Romulans."))
5795 if game.state.nscrem:
5796 prout(_("And one (GULP) Super-Commander."))
5797 prout(_("%d stardates.") % int(game.intime))
5798 proutn(_("%d starbases in ") % game.inbase)
5799 for i in range(game.inbase):
5800 proutn(`game.state.baseq[i]`)
5803 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5804 proutn(_(" Sector %s") % game.sector)
5806 prout(_("Good Luck!"))
5807 if game.state.nscrem:
5808 prout(_(" YOU'LL NEED IT."))
5811 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5813 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5814 attack(torps_ok=False)
5817 "Choose your game type."
5822 game.skill = SKILL_NONE
5824 if not scanner.inqueue: # Can start with command line options
5825 proutn(_("Would you like a regular, tournament, or saved game? "))
5827 if len(scanner.token)==0: # Try again
5829 if scanner.sees("tournament"):
5830 while scanner.next() == IHEOL:
5831 proutn(_("Type in tournament number-"))
5832 if scanner.real == 0:
5834 continue # We don't want a blank entry
5835 game.tourn = int(round(scanner.real))
5836 random.seed(scanner.real)
5838 logfp.write("# random.seed(%d)\n" % scanner.real)
5840 if scanner.sees("saved") or scanner.sees("frozen"):
5844 if game.passwd == None:
5846 if not game.alldone:
5847 game.thawed = True # No plaque if not finished
5851 if scanner.sees("regular"):
5853 proutn(_("What is \"%s\"?") % scanner.token)
5855 while game.length==0 or game.skill==SKILL_NONE:
5856 if scanner.next() == IHALPHA:
5857 if scanner.sees("short"):
5859 elif scanner.sees("medium"):
5861 elif scanner.sees("long"):
5863 elif scanner.sees("novice"):
5864 game.skill = SKILL_NOVICE
5865 elif scanner.sees("fair"):
5866 game.skill = SKILL_FAIR
5867 elif scanner.sees("good"):
5868 game.skill = SKILL_GOOD
5869 elif scanner.sees("expert"):
5870 game.skill = SKILL_EXPERT
5871 elif scanner.sees("emeritus"):
5872 game.skill = SKILL_EMERITUS
5874 proutn(_("What is \""))
5875 proutn(scanner.token)
5880 proutn(_("Would you like a Short, Medium, or Long game? "))
5881 elif game.skill == SKILL_NONE:
5882 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5883 # Choose game options -- added by ESR for SST2K
5884 if scanner.next() != IHALPHA:
5886 proutn(_("Choose your game style (or just press enter): "))
5888 if scanner.sees("plain"):
5889 # Approximates the UT FORTRAN version.
5890 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5891 game.options |= OPTION_PLAIN
5892 elif scanner.sees("almy"):
5893 # Approximates Tom Almy's version.
5894 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5895 game.options |= OPTION_ALMY
5896 elif scanner.sees("fancy"):
5898 elif len(scanner.token):
5899 proutn(_("What is \"%s\"?") % scanner.token)
5901 if game.passwd == "debug":
5903 prout("=== Debug mode enabled.")
5904 # Use parameters to generate initial values of things
5905 game.damfac = 0.5 * game.skill
5906 game.inbase = randrange(BASEMIN, BASEMAX+1)
5908 if game.options & OPTION_PLANETS:
5909 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5910 if game.options & OPTION_WORLDS:
5911 game.inplan += int(NINHAB)
5912 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5913 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5914 game.state.remtime = 7.0 * game.length
5915 game.intime = game.state.remtime
5916 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5917 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5918 game.state.remres = (game.inkling+4*game.incom)*game.intime
5919 game.inresor = game.state.remres
5920 if game.inkling > 50:
5921 game.state.inbase += 1
5924 def dropin(iquad=None):
5925 "Drop a feature on a random dot in the current quadrant."
5927 w = randplace(QUADSIZE)
5928 if game.quad[w.x][w.y] == IHDOT:
5930 if iquad is not None:
5931 game.quad[w.x][w.y] = iquad
5935 "Update our alert status."
5936 game.condition = "green"
5937 if game.energy < 1000.0:
5938 game.condition = "yellow"
5939 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5940 game.condition = "red"
5942 game.condition="dead"
5945 "Drop new Klingon into current quadrant."
5946 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5949 "Set up a new state of quadrant, for when we enter or re-enter it."
5952 game.neutz = game.inorbit = game.landed = False
5953 game.ientesc = game.iseenit = False
5954 # Create a blank quadrant
5955 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5957 # Attempt to escape Super-commander, so tbeam back!
5960 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5961 # cope with supernova
5964 game.klhere = q.klingons
5965 game.irhere = q.romulans
5967 game.quad[game.sector.x][game.sector.y] = game.ship
5970 # Position ordinary Klingons
5971 for i in range(game.klhere):
5973 # If we need a commander, promote a Klingon
5974 for cmdr in game.state.kcmdr:
5975 if cmdr == game.quadrant:
5976 e = game.enemies[game.klhere-1]
5977 game.quad[e.kloc.x][e.kloc.y] = IHC
5978 e.kpower = randreal(950,1350) + 50.0*game.skill
5980 # If we need a super-commander, promote a Klingon
5981 if game.quadrant == game.state.kscmdr:
5983 game.quad[e.kloc.x][e.kloc.y] = IHS
5984 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5985 game.iscate = (game.state.remkl > 1)
5986 # Put in Romulans if needed
5987 for i in range(q.romulans):
5988 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5989 # If quadrant needs a starbase, put it in
5991 game.base = dropin(IHB)
5992 # If quadrant needs a planet, put it in
5994 game.iplnet = q.planet
5995 if not q.planet.inhabited:
5996 game.plnet = dropin(IHP)
5998 game.plnet = dropin(IHW)
5999 # Check for condition
6002 if game.irhere > 0 and game.klhere == 0:
6004 if not damaged(DRADIO):
6006 prout(_("LT. Uhura- \"Captain, an urgent message."))
6007 prout(_(" I'll put it on audio.\" CLICK"))
6009 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6010 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6011 # Put in THING if needed
6012 if thing == game.quadrant:
6013 enemy(type=IHQUEST, loc=dropin(),
6014 power=randreal(6000,6500.0)+250.0*game.skill)
6015 if not damaged(DSRSENS):
6017 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6018 prout(_(" Please examine your short-range scan.\""))
6019 # Decide if quadrant needs a Tholian; lighten up if skill is low
6020 if game.options & OPTION_THOLIAN:
6021 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6022 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6023 (game.skill > SKILL_GOOD and withprob(0.08)):
6026 w.x = withprob(0.5) * (QUADSIZE-1)
6027 w.y = withprob(0.5) * (QUADSIZE-1)
6028 if game.quad[w.x][w.y] == IHDOT:
6030 game.tholian = enemy(type=IHT, loc=w,
6031 power=randrange(100, 500) + 25.0*game.skill)
6032 # Reserve unoccupied corners
6033 if game.quad[0][0]==IHDOT:
6034 game.quad[0][0] = 'X'
6035 if game.quad[0][QUADSIZE-1]==IHDOT:
6036 game.quad[0][QUADSIZE-1] = 'X'
6037 if game.quad[QUADSIZE-1][0]==IHDOT:
6038 game.quad[QUADSIZE-1][0] = 'X'
6039 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6040 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6041 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6042 # And finally the stars
6043 for i in range(q.stars):
6045 # Put in a few black holes
6046 for i in range(1, 3+1):
6049 # Take out X's in corners if Tholian present
6051 if game.quad[0][0]=='X':
6052 game.quad[0][0] = IHDOT
6053 if game.quad[0][QUADSIZE-1]=='X':
6054 game.quad[0][QUADSIZE-1] = IHDOT
6055 if game.quad[QUADSIZE-1][0]=='X':
6056 game.quad[QUADSIZE-1][0] = IHDOT
6057 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6058 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6061 "Set the self-destruct password."
6062 if game.options & OPTION_PLAIN:
6065 proutn(_("Please type in a secret password- "))
6067 game.passwd = scanner.token
6068 if game.passwd != None:
6073 game.passwd += chr(ord('a')+randrange(26))
6075 # Code from sst.c begins here
6078 "SRSCAN": OPTION_TTY,
6079 "STATUS": OPTION_TTY,
6080 "REQUEST": OPTION_TTY,
6081 "LRSCAN": OPTION_TTY,
6094 "SENSORS": OPTION_PLANETS,
6095 "ORBIT": OPTION_PLANETS,
6096 "TRANSPORT": OPTION_PLANETS,
6097 "MINE": OPTION_PLANETS,
6098 "CRYSTALS": OPTION_PLANETS,
6099 "SHUTTLE": OPTION_PLANETS,
6100 "PLANETS": OPTION_PLANETS,
6105 "PROBE": OPTION_PROBE,
6107 "FREEZE": 0, # Synonym for SAVE
6113 "SOS": 0, # Synonym for MAYDAY
6114 "CALL": 0, # Synonym for MAYDAY
6120 "Generate a list of legal commands."
6121 proutn(_("LEGAL COMMANDS ARE:"))
6122 for (k, key) in enumerate(commands):
6123 if not commands[cmd] or (commands[key] & game.options):
6126 proutn("%-12s " % key)
6130 "Browse on-line help."
6131 key = scanner.next()
6134 setwnd(prompt_window)
6135 proutn(_("Help on what command? "))
6136 key = scanner.next()
6137 setwnd(message_window)
6140 if scanner.token in commands or scanner.token == "ABBREV":
6147 cmd = scanner.token.upper()
6149 fp = open(SSTDOC, "r")
6152 fp = open(DOC_NAME, "r")
6154 prout(_("Spock- \"Captain, that information is missing from the"))
6155 proutn(_(" computer. You need to find "))
6157 prout(_(" and put it in the"))
6158 proutn(_(" current directory or to "))
6162 # This used to continue: "You need to find SST.DOC and put
6163 # it in the current directory."
6167 linebuf = fp.readline()
6169 prout(_("Spock- \"Captain, there is no information on that command.\""))
6172 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6173 linebuf = linebuf[3:].strip()
6177 prout(_("Spock- \"Captain, I've found the following information:\""))
6179 while linebuf in fp:
6180 if "******" in linebuf:
6186 "Command-interpretation loop."
6188 setwnd(message_window)
6189 while True: # command loop
6191 while True: # get a command
6196 setwnd(prompt_window)
6199 if scanner.next() == IHEOL:
6200 if game.options & OPTION_CURSES:
6203 elif scanner.token == "":
6207 setwnd(message_window)
6209 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6211 if len(candidates) == 1:
6214 elif candidates and not (game.options & OPTION_PLAIN):
6215 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6219 if cmd == "SRSCAN": # srscan
6221 elif cmd == "STATUS": # status
6223 elif cmd == "REQUEST": # status request
6225 elif cmd == "LRSCAN": # long range scan
6226 lrscan(silent=False)
6227 elif cmd == "PHASERS": # phasers
6231 elif cmd == "TORPEDO": # photon torpedos
6235 elif cmd == "MOVE": # move under warp
6237 elif cmd == "SHIELDS": # shields
6238 doshield(shraise=False)
6241 game.shldchg = False
6242 elif cmd == "DOCK": # dock at starbase
6245 attack(torps_ok=False)
6246 elif cmd == "DAMAGES": # damage reports
6248 elif cmd == "CHART": # chart
6250 elif cmd == "IMPULSE": # impulse
6252 elif cmd == "REST": # rest
6256 elif cmd == "WARP": # warp
6258 elif cmd == "SCORE": # score
6260 elif cmd == "SENSORS": # sensors
6262 elif cmd == "ORBIT": # orbit
6266 elif cmd == "TRANSPORT": # transport "beam"
6268 elif cmd == "MINE": # mine
6272 elif cmd == "CRYSTALS": # crystals
6276 elif cmd == "SHUTTLE": # shuttle
6280 elif cmd == "PLANETS": # Planet list
6282 elif cmd == "REPORT": # Game Report
6284 elif cmd == "COMPUTER": # use COMPUTER!
6286 elif cmd == "COMMANDS":
6288 elif cmd == "EMEXIT": # Emergency exit
6289 clrscr() # Hide screen
6290 freeze(True) # forced save
6291 raise SysExit,1 # And quick exit
6292 elif cmd == "PROBE":
6293 probe() # Launch probe
6296 elif cmd == "ABANDON": # Abandon Ship
6298 elif cmd == "DESTRUCT": # Self Destruct
6300 elif cmd == "SAVE": # Save Game
6303 if game.skill > SKILL_GOOD:
6304 prout(_("WARNING--Saved games produce no plaques!"))
6305 elif cmd == "DEATHRAY": # Try a desparation measure
6309 elif cmd == "DEBUGCMD": # What do we want for debug???
6311 elif cmd == "MAYDAY": # Call for help
6316 game.alldone = True # quit the game
6321 break # Game has ended
6322 if game.optime != 0.0:
6325 break # Events did us in
6326 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6329 if hitme and not game.justin:
6330 attack(torps_ok=True)
6333 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6344 "Emit the name of an enemy or feature."
6345 if type == IHR: s = _("Romulan")
6346 elif type == IHK: s = _("Klingon")
6347 elif type == IHC: s = _("Commander")
6348 elif type == IHS: s = _("Super-commander")
6349 elif type == IHSTAR: s = _("Star")
6350 elif type == IHP: s = _("Planet")
6351 elif type == IHB: s = _("Starbase")
6352 elif type == IHBLANK: s = _("Black hole")
6353 elif type == IHT: s = _("Tholian")
6354 elif type == IHWEB: s = _("Tholian web")
6355 elif type == IHQUEST: s = _("Stranger")
6356 elif type == IHW: s = _("Inhabited World")
6357 else: s = "Unknown??"
6360 def crmena(stars, enemy, loctype, w):
6361 "Emit the name of an enemy and his location."
6365 buf += cramen(enemy) + _(" at ")
6366 if loctype == "quadrant":
6367 buf += _("Quadrant ")
6368 elif loctype == "sector":
6373 "Emit our ship name."
6374 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6377 "Emit a line of stars"
6378 prouts("******************************************************")
6382 return -avrage*math.log(1e-7 + randreal())
6384 def randplace(size):
6385 "Choose a random location."
6387 w.x = randrange(size)
6388 w.y = randrange(size)
6398 # Get a token from the user
6401 # Fill the token quue if nothing here
6402 while not self.inqueue:
6404 if curwnd==prompt_window:
6406 setwnd(message_window)
6410 # Skip leading white space
6411 line = line.lstrip()
6415 self.inqueue = line.lstrip().split() + [IHEOL]
6416 # From here on in it's all looking at the queue
6417 self.token = self.inqueue.pop(0)
6418 if self.token == IHEOL:
6422 self.real = float(self.token)
6428 self.token = self.token.lower()
6432 def push(self, tok):
6433 self.inqueue.append(tok)
6437 # Demand input for next scan
6439 self.real = self.token = None
6441 # return IHEOL next time
6442 self.inqueue = [IHEOL]
6443 self.real = self.token = None
6445 # compares s to item and returns true if it matches to the length of s
6446 return s.startswith(self.token)
6448 # Round token value to nearest integer
6449 return int(round(scanner.real))
6453 if scanner.type != IHREAL:
6456 s.x = scanner.int()-1
6458 if scanner.type != IHREAL:
6461 s.y = scanner.int()-1
6465 "Yes-or-no confirmation."
6470 if scanner.token == 'y':
6472 if scanner.token == 'n':
6474 proutn(_("Please answer with \"y\" or \"n\": "))
6477 "Complain about unparseable input."
6480 prout(_("Beg your pardon, Captain?"))
6483 "Access to the internals for debugging."
6484 proutn("Reset levels? ")
6486 if game.energy < game.inenrg:
6487 game.energy = game.inenrg
6488 game.shield = game.inshld
6489 game.torps = game.intorps
6490 game.lsupres = game.inlsr
6491 proutn("Reset damage? ")
6493 for i in range(NDEVICES):
6494 if game.damage[i] > 0.0:
6495 game.damage[i] = 0.0
6496 proutn("Toggle debug flag? ")
6500 prout("Debug output ON")
6502 prout("Debug output OFF")
6503 proutn("Cause selective damage? ")
6505 for i in range(NDEVICES):
6506 proutn("Kill %s?" % device[i])
6508 key = scanner.next()
6509 if key == IHALPHA and scanner.sees("y"):
6510 game.damage[i] = 10.0
6511 proutn("Examine/change events? ")
6516 FSNOVA: "Supernova ",
6519 FBATTAK: "Base Attack ",
6520 FCDBAS: "Base Destroy ",
6521 FSCMOVE: "SC Move ",
6522 FSCDBAS: "SC Base Destroy ",
6523 FDSPROB: "Probe Move ",
6524 FDISTR: "Distress Call ",
6525 FENSLV: "Enslavement ",
6526 FREPRO: "Klingon Build ",
6528 for i in range(1, NEVENTS):
6531 proutn("%.2f" % (scheduled(i)-game.state.date))
6532 if i == FENSLV or i == FREPRO:
6534 proutn(" in %s" % ev.quadrant)
6539 key = scanner.next()
6544 ev = schedule(i, scanner.real)
6545 if i == FENSLV or i == FREPRO:
6547 proutn("In quadrant- ")
6548 key = scanner.next()
6549 # IHEOL says to leave coordinates as they are
6552 prout("Event %d canceled, no x coordinate." % (i))
6555 w.x = int(round(scanner.real))
6556 key = scanner.next()
6558 prout("Event %d canceled, no y coordinate." % (i))
6561 w.y = int(round(scanner.real))
6564 proutn("Induce supernova here? ")
6566 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6569 if __name__ == '__main__':
6571 global line, thing, game, idebug
6577 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6578 # Disable curses mode until the game logic is working.
6579 # if os.getenv("TERM"):
6580 # game.options |= OPTION_CURSES | OPTION_SHOWME
6582 game.options |= OPTION_TTY
6583 seed = int(time.time())
6584 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6585 for (switch, val) in options:
6588 replayfp = open(val, "r")
6590 sys.stderr.write("sst: can't open replay file %s\n" % val)
6593 line = replayfp.readline().strip()
6594 (leader, key, seed) = line.split()
6596 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6597 line = replayfp.readline().strip()
6598 arguments += line.split()[2:]
6600 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6602 game.options |= OPTION_TTY
6603 game.options &=~ OPTION_CURSES
6604 elif switch == '-s':
6606 elif switch == '-t':
6607 game.options |= OPTION_TTY
6608 game.options &=~ OPTION_CURSES
6609 elif switch == '-x':
6612 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6614 # where to save the input in case of bugs
6616 logfp = open("/usr/tmp/sst-input.log", "w")
6618 sys.stderr.write("sst: warning, can't open logfile\n")
6620 logfp.write("# seed %s\n" % seed)
6621 logfp.write("# options %s\n" % " ".join(arguments))
6623 scanner = sstscanner()
6624 map(scanner.push, arguments)
6627 while True: # Play a game
6628 setwnd(fullscreen_window)
6634 game.alldone = False
6640 if game.tourn and game.alldone:
6641 proutn(_("Do you want your score recorded?"))
6646 proutn(_("Do you want to play again? "))
6650 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6654 except KeyboardInterrupt: