3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __mod__(self, other):
254 return coord(self.i % other, self.j % other)
255 def __rdiv__(self, other):
256 return coord(self.i/other, self.j/other)
257 def roundtogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
277 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
278 return self.roundtogrid() / QUADSIZE
280 return self.roundtogrid() % QUADSIZE
283 s.i = self.i + randrange(-1, 2)
284 s.j = self.j + randrange(-1, 2)
287 if self.i == None or self.j == None:
289 return "%s - %s" % (self.i+1, self.j+1)
294 self.name = None # string-valued if inhabited
295 self.quadrant = coord() # quadrant located
296 self.pclass = None # could be ""M", "N", "O", or "destroyed"
297 self.crystals = "absent"# could be "mined", "present", "absent"
298 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
299 self.inhabited = False # is it inhabites?
307 self.starbase = False
310 self.supernova = False
312 self.status = "secure" # Could be "secure", "distressed", "enslaved"
320 def fill2d(size, fillfun):
321 "Fill an empty list in 2D."
323 for i in range(size):
325 for j in range(size):
326 lst[i].append(fillfun(i, j))
331 self.snap = False # snapshot taken
332 self.crew = 0 # crew complement
333 self.remkl = 0 # remaining klingons
334 self.nscrem = 0 # remaining super commanders
335 self.starkl = 0 # destroyed stars
336 self.basekl = 0 # destroyed bases
337 self.nromrem = 0 # Romulans remaining
338 self.nplankl = 0 # destroyed uninhabited planets
339 self.nworldkl = 0 # destroyed inhabited planets
340 self.planets = [] # Planet information
341 self.date = 0.0 # stardate
342 self.remres = 0 # remaining resources
343 self.remtime = 0 # remaining time
344 self.baseq = [] # Base quadrant coordinates
345 self.kcmdr = [] # Commander quadrant coordinates
346 self.kscmdr = coord() # Supercommander quadrant coordinates
348 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
350 self.chart = fill2d(GALSIZE, lambda i, j: page())
354 self.date = None # A real number
355 self.quadrant = None # A coord structure
358 OPTION_ALL = 0xffffffff
359 OPTION_TTY = 0x00000001 # old interface
360 OPTION_CURSES = 0x00000002 # new interface
361 OPTION_IOMODES = 0x00000003 # cover both interfaces
362 OPTION_PLANETS = 0x00000004 # planets and mining
363 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
364 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
365 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
366 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
367 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
368 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
369 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
370 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
371 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
372 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
373 OPTION_PLAIN = 0x01000000 # user chose plain game
374 OPTION_ALMY = 0x02000000 # user chose Almy variant
393 NDEVICES= 16 # Number of devices
402 def damaged(dev): return (game.damage[dev] != 0.0)
403 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
405 # Define future events
406 FSPY = 0 # Spy event happens always (no future[] entry)
407 # can cause SC to tractor beam Enterprise
408 FSNOVA = 1 # Supernova
409 FTBEAM = 2 # Commander tractor beams Enterprise
410 FSNAP = 3 # Snapshot for time warp
411 FBATTAK = 4 # Commander attacks base
412 FCDBAS = 5 # Commander destroys base
413 FSCMOVE = 6 # Supercommander moves (might attack base)
414 FSCDBAS = 7 # Supercommander destroys base
415 FDSPROB = 8 # Move deep space probe
416 FDISTR = 9 # Emit distress call from an inhabited world
417 FENSLV = 10 # Inhabited word is enslaved */
418 FREPRO = 11 # Klingons build a ship in an enslaved system
422 # abstract out the event handling -- underlying data structures will change
423 # when we implement stateful events
425 def findevent(evtype): return game.future[evtype]
428 def __init__(self, type=None, loc=None, power=None):
433 self.kpower = power # enemy energy level
434 game.enemies.append(self)
436 motion = (loc != self.kloc)
437 if self.kloc.i is not None and self.kloc.j is not None:
440 game.quad[self.kloc.i][self.kloc.j] = IHWEB
442 game.quad[self.kloc.i][self.kloc.j] = IHDOT
444 self.kloc = copy.copy(loc)
445 game.quad[self.kloc.i][self.kloc.j] = self.type
446 self.kdist = self.kavgd = (game.sector - loc).distance()
449 self.kdist = self.kavgd = None
450 game.enemies.remove(self)
453 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
457 self.options = None # Game options
458 self.state = snapshot() # A snapshot structure
459 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
460 self.quad = None # contents of our quadrant
461 self.damage = [0.0] * NDEVICES # damage encountered
462 self.future = [] # future events
463 for i in range(NEVENTS):
464 self.future.append(event())
465 self.passwd = None; # Self Destruct password
467 self.quadrant = None # where we are in the large
468 self.sector = None # where we are in the small
469 self.tholian = None # Tholian enemy object
470 self.base = None # position of base in current quadrant
471 self.battle = None # base coordinates being attacked
472 self.plnet = None # location of planet in quadrant
473 self.gamewon = False # Finished!
474 self.ididit = False # action taken -- allows enemy to attack
475 self.alive = False # we are alive (not killed)
476 self.justin = False # just entered quadrant
477 self.shldup = False # shields are up
478 self.shldchg = False # shield is changing (affects efficiency)
479 self.iscate = False # super commander is here
480 self.ientesc = False # attempted escape from supercommander
481 self.resting = False # rest time
482 self.icraft = False # Kirk in Galileo
483 self.landed = False # party on planet (true), on ship (false)
484 self.alldone = False # game is now finished
485 self.neutz = False # Romulan Neutral Zone
486 self.isarmed = False # probe is armed
487 self.inorbit = False # orbiting a planet
488 self.imine = False # mining
489 self.icrystl = False # dilithium crystals aboard
490 self.iseenit = False # seen base attack report
491 self.thawed = False # thawed game
492 self.condition = None # "green", "yellow", "red", "docked", "dead"
493 self.iscraft = None # "onship", "offship", "removed"
494 self.skill = None # Player skill level
495 self.inkling = 0 # initial number of klingons
496 self.inbase = 0 # initial number of bases
497 self.incom = 0 # initial number of commanders
498 self.inscom = 0 # initial number of commanders
499 self.inrom = 0 # initial number of commanders
500 self.instar = 0 # initial stars
501 self.intorps = 0 # initial/max torpedoes
502 self.torps = 0 # number of torpedoes
503 self.ship = 0 # ship type -- 'E' is Enterprise
504 self.abandoned = 0 # count of crew abandoned in space
505 self.length = 0 # length of game
506 self.klhere = 0 # klingons here
507 self.casual = 0 # causalties
508 self.nhelp = 0 # calls for help
509 self.nkinks = 0 # count of energy-barrier crossings
510 self.iplnet = None # planet # in quadrant
511 self.inplan = 0 # initial planets
512 self.irhere = 0 # Romulans in quadrant
513 self.isatb = 0 # =1 if super commander is attacking base
514 self.tourn = None # tournament number
515 self.nprobes = 0 # number of probes available
516 self.inresor = 0.0 # initial resources
517 self.intime = 0.0 # initial time
518 self.inenrg = 0.0 # initial/max energy
519 self.inshld = 0.0 # initial/max shield
520 self.inlsr = 0.0 # initial life support resources
521 self.indate = 0.0 # initial date
522 self.energy = 0.0 # energy level
523 self.shield = 0.0 # shield level
524 self.warpfac = 0.0 # warp speed
525 self.wfacsq = 0.0 # squared warp factor
526 self.lsupres = 0.0 # life support reserves
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.probe = None # object holding probe course info
533 self.height = 0.0 # height of orbit around planet
535 # Stas thinks this should be (C expression):
536 # game.state.remkl + len(game.state.kcmdr) > 0 ?
537 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
538 # He says the existing expression is prone to divide-by-zero errors
539 # after killing the last klingon when score is shown -- perhaps also
540 # if the only remaining klingon is SCOM.
541 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
587 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
590 def randrange(*args):
591 v = random.randrange(*args)
592 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
598 v *= args[0] # returns from [0, args[0])
600 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
601 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
604 # Code from ai.c begins here
607 "Would this quadrant welcome another Klingon?"
608 return iq.valid_quadrant() and \
609 not game.state.galaxy[iq.i][iq.j].supernova and \
610 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
612 def tryexit(enemy, look, irun):
613 "A bad guy attempts to bug out."
615 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
616 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
617 if not welcoming(iq):
619 if enemy.type == IHR:
620 return False; # Romulans cannot escape!
622 # avoid intruding on another commander's territory
623 if enemy.type == IHC:
624 if iq in game.state.kcmdr:
626 # refuse to leave if currently attacking starbase
627 if game.battle == game.quadrant:
629 # don't leave if over 1000 units of energy
630 if enemy.kpower > 1000.0:
632 # emit escape message and move out of quadrant.
633 # we know this if either short or long range sensors are working
634 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
635 game.condition == "docked":
636 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
637 (_(" escapes to Quadrant %s (and regains strength).") % q))
638 # handle local matters related to escape
641 if game.condition != "docked":
643 # Handle global matters related to escape
644 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
645 game.state.galaxy[iq.i][iq.j].klingons += 1
650 schedule(FSCMOVE, 0.2777)
654 for cmdr in game.state.kcmdr:
655 if cmdr == game.quadrant:
656 game.state.kcmdr[n] = iq
658 return True; # success
660 # The bad-guy movement algorithm:
662 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
663 # If both are operating full strength, force is 1000. If both are damaged,
664 # force is -1000. Having shields down subtracts an additional 1000.
666 # 2. Enemy has forces equal to the energy of the attacker plus
667 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
668 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
670 # Attacker Initial energy levels (nominal):
671 # Klingon Romulan Commander Super-Commander
672 # Novice 400 700 1200
674 # Good 450 800 1300 1750
675 # Expert 475 850 1350 1875
676 # Emeritus 500 900 1400 2000
677 # VARIANCE 75 200 200 200
679 # Enemy vessels only move prior to their attack. In Novice - Good games
680 # only commanders move. In Expert games, all enemy vessels move if there
681 # is a commander present. In Emeritus games all enemy vessels move.
683 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
684 # forces are 1000 greater than Enterprise.
686 # Agressive action on average cuts the distance between the ship and
687 # the enemy to 1/4 the original.
689 # 4. At lower energy advantage, movement units are proportional to the
690 # advantage with a 650 advantage being to hold ground, 800 to move forward
691 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
693 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
694 # retreat, especially at high skill levels.
696 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
698 def movebaddy(enemy):
699 "Tactical movement for the bad guys."
700 next = coord(); look = coord()
702 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 if game.skill >= SKILL_EXPERT:
704 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
706 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
708 mdist = int(dist1 + 0.5); # Nearest integer distance
709 # If SC, check with spy to see if should hi-tail it
710 if enemy.type==IHS and \
711 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
715 # decide whether to advance, retreat, or hold position
716 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
718 forces += 1000; # Good for enemy if shield is down!
719 if not damaged(DPHASER) or not damaged(DPHOTON):
720 if damaged(DPHASER): # phasers damaged
723 forces -= 0.2*(game.energy - 2500.0)
724 if damaged(DPHOTON): # photon torpedoes damaged
727 forces -= 50.0*game.torps
729 # phasers and photon tubes both out!
732 if forces <= 1000.0 and game.condition != "docked": # Typical situation
733 motion = ((forces + randreal(200))/150.0) - 5.0
735 if forces > 1000.0: # Very strong -- move in for kill
736 motion = (1.0 - randreal())**2 * dist1 + 1.0
737 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
738 motion -= game.skill*(2.0-randreal()**2)
740 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
741 # don't move if no motion
744 # Limit motion according to skill
745 if abs(motion) > game.skill:
750 # calculate preferred number of steps
751 nsteps = abs(int(motion))
752 if motion > 0 and nsteps > mdist:
753 nsteps = mdist; # don't overshoot
754 if nsteps > QUADSIZE:
755 nsteps = QUADSIZE; # This shouldn't be necessary
757 nsteps = 1; # This shouldn't be necessary
759 proutn("NSTEPS = %d:" % nsteps)
760 # Compute preferred values of delta X and Y
761 m = game.sector - enemy.kloc
762 if 2.0 * abs(m.i) < abs(m.j):
764 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
766 m = (motion * m).sgn()
769 for ll in range(nsteps):
771 proutn(" %d" % (ll+1))
772 # Check if preferred position available
783 attempts = 0; # Settle mysterious hang problem
784 while attempts < 20 and not success:
786 if look.i < 0 or look.i >= QUADSIZE:
787 if motion < 0 and tryexit(enemy, look, irun):
789 if krawli == m.i or m.j == 0:
791 look.i = next.i + krawli
793 elif look.j < 0 or look.j >= QUADSIZE:
794 if motion < 0 and tryexit(enemy, look, irun):
796 if krawlj == m.j or m.i == 0:
798 look.j = next.j + krawlj
800 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
801 # See if enemy should ram ship
802 if game.quad[look.i][look.j] == game.ship and \
803 (enemy.type == IHC or enemy.type == IHS):
804 collision(rammed=True, enemy=enemy)
806 if krawli != m.i and m.j != 0:
807 look.i = next.i + krawli
809 elif krawlj != m.j and m.i != 0:
810 look.j = next.j + krawlj
813 break; # we have failed
825 if not damaged(DSRSENS) or game.condition == "docked":
826 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
827 if enemy.kdist < dist1:
828 proutn(_(" advances to "))
830 proutn(_(" retreats to "))
831 prout("Sector %s." % next)
834 "Sequence Klingon tactical movement."
837 # Figure out which Klingon is the commander (or Supercommander)
839 if game.quadrant in game.state.kcmdr:
840 for enemy in game.enemies:
841 if enemy.type == IHC:
843 if game.state.kscmdr==game.quadrant:
844 for enemy in game.enemies:
845 if enemy.type == IHS:
848 # If skill level is high, move other Klingons and Romulans too!
849 # Move these last so they can base their actions on what the
851 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
852 for enemy in game.enemies:
853 if enemy.type in (IHK, IHR):
855 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
857 def movescom(iq, avoid):
858 "Commander movement helper."
859 # Avoid quadrants with bases if we want to avoid Enterprise
860 if not welcoming(iq) or (avoid and iq in game.state.baseq):
862 if game.justin and not game.iscate:
865 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
866 game.state.kscmdr = iq
867 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
868 if game.state.kscmdr==game.quadrant:
869 # SC has scooted, Remove him from current quadrant
874 for enemy in game.enemies:
875 if enemy.type == IHS:
879 if game.condition != "docked":
881 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
882 # check for a helpful planet
883 for i in range(game.inplan):
884 if game.state.planets[i].quadrant == game.state.kscmdr and \
885 game.state.planets[i].crystals == "present":
887 game.state.planets[i].pclass = "destroyed"
888 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
891 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
892 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
893 prout(_(" by the Super-commander.\""))
895 return True; # looks good!
897 def supercommander():
898 "Move the Super Commander."
899 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
902 prout("== SUPERCOMMANDER")
903 # Decide on being active or passive
904 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 \
905 (game.state.date-game.indate) < 3.0)
906 if not game.iscate and avoid:
907 # compute move away from Enterprise
908 idelta = game.state.kscmdr-game.quadrant
909 if idelta.distance() > 2.0:
911 idelta.i = game.state.kscmdr.j-game.quadrant.j
912 idelta.j = game.quadrant.i-game.state.kscmdr.i
914 # compute distances to starbases
915 if not game.state.baseq:
919 sc = game.state.kscmdr
920 for base in game.state.baseq:
921 basetbl.append((i, (base - sc).distance()))
922 if game.state.baseq > 1:
923 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
924 # look for nearest base without a commander, no Enterprise, and
925 # without too many Klingons, and not already under attack.
926 ifindit = iwhichb = 0
927 for (i2, base) in enumerate(game.state.baseq):
928 i = basetbl[i2][0]; # bug in original had it not finding nearest
929 if base==game.quadrant or base==game.battle or not welcoming(base):
931 # if there is a commander, and no other base is appropriate,
932 # we will take the one with the commander
933 for cmdr in game.state.kcmdr:
934 if base == cmdr and ifindit != 2:
938 else: # no commander -- use this one
943 return # Nothing suitable -- wait until next time
944 ibq = game.state.baseq[iwhichb]
945 # decide how to move toward base
946 idelta = ibq - game.state.kscmdr
947 # Maximum movement is 1 quadrant in either or both axes
948 idelta = idelta.sgn()
949 # try moving in both x and y directions
950 # there was what looked like a bug in the Almy C code here,
951 # but it might be this translation is just wrong.
952 iq = game.state.kscmdr + idelta
953 if not movescom(iq, avoid):
954 # failed -- try some other maneuvers
955 if idelta.i==0 or idelta.j==0:
958 iq.j = game.state.kscmdr.j + 1
959 if not movescom(iq, avoid):
960 iq.j = game.state.kscmdr.j - 1
963 iq.i = game.state.kscmdr.i + 1
964 if not movescom(iq, avoid):
965 iq.i = game.state.kscmdr.i - 1
968 # try moving just in x or y
969 iq.j = game.state.kscmdr.j
970 if not movescom(iq, avoid):
971 iq.j = game.state.kscmdr.j + idelta.j
972 iq.i = game.state.kscmdr.i
975 if len(game.state.baseq) == 0:
978 for ibq in game.state.baseq:
979 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
982 return # no, don't attack base!
985 schedule(FSCDBAS, randreal(1.0, 3.0))
986 if is_scheduled(FCDBAS):
987 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
988 if not communicating():
992 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
994 prout(_(" reports that it is under attack from the Klingon Super-commander."))
995 proutn(_(" It can survive until stardate %d.\"") \
996 % int(scheduled(FSCDBAS)))
999 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1002 game.resting = False
1003 game.optime = 0.0; # actually finished
1005 # Check for intelligence report
1008 (not communicating()) or \
1009 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1012 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1013 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1018 if not game.tholian or game.justin:
1021 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1022 id.i = 0; id.j = QUADSIZE-1
1023 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1024 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1025 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1026 id.i = QUADSIZE-1; id.j = 0
1027 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1030 # something is wrong!
1031 game.tholian.move(None)
1032 prout("***Internal error: Tholian in a bad spot.")
1034 # do nothing if we are blocked
1035 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1037 here = copy.copy(game.tholian.kloc)
1038 delta = (id - game.tholian.kloc).sgn()
1040 while here.i != id.i:
1042 if game.quad[here.i][here.j]==IHDOT:
1043 game.tholian.move(here)
1045 while here.j != id.j:
1047 if game.quad[here.i][here.j]==IHDOT:
1048 game.tholian.move(here)
1049 # check to see if all holes plugged
1050 for i in range(QUADSIZE):
1051 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1053 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1055 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1057 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1059 # All plugged up -- Tholian splits
1060 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1062 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1063 game.tholian.move(None)
1066 # Code from battle.c begins here
1068 def doshield(shraise):
1069 "Change shield status."
1075 key = scanner.next()
1076 if key == "IHALPHA":
1077 if scanner.sees("transfer"):
1080 if damaged(DSHIELD):
1081 prout(_("Shields damaged and down."))
1083 if scanner.sees("up"):
1085 elif scanner.sees("down"):
1088 proutn(_("Do you wish to change shield energy? "))
1090 proutn(_("Energy to transfer to shields- "))
1092 elif damaged(DSHIELD):
1093 prout(_("Shields damaged and down."))
1096 proutn(_("Shields are up. Do you want them down? "))
1103 proutn(_("Shields are down. Do you want them up? "))
1109 if action == "SHUP": # raise shields
1111 prout(_("Shields already up."))
1115 if game.condition != "docked":
1117 prout(_("Shields raised."))
1118 if game.energy <= 0:
1120 prout(_("Shields raising uses up last of energy."))
1125 elif action == "SHDN":
1127 prout(_("Shields already down."))
1131 prout(_("Shields lowered."))
1134 elif action == "NRG":
1135 while scanner.next() != "IHREAL":
1137 proutn(_("Energy to transfer to shields- "))
1139 if scanner.real == 0:
1141 if scanner.real > game.energy:
1142 prout(_("Insufficient ship energy."))
1145 if game.shield+scanner.real >= game.inshld:
1146 prout(_("Shield energy maximized."))
1147 if game.shield+scanner.real > game.inshld:
1148 prout(_("Excess energy requested returned to ship energy"))
1149 game.energy -= game.inshld-game.shield
1150 game.shield = game.inshld
1152 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1153 # Prevent shield drain loophole
1155 prout(_("Engineering to bridge--"))
1156 prout(_(" Scott here. Power circuit problem, Captain."))
1157 prout(_(" I can't drain the shields."))
1160 if game.shield+scanner.real < 0:
1161 prout(_("All shield energy transferred to ship."))
1162 game.energy += game.shield
1165 proutn(_("Scotty- \""))
1166 if scanner.real > 0:
1167 prout(_("Transferring energy to shields.\""))
1169 prout(_("Draining energy from shields.\""))
1170 game.shield += scanner.real
1171 game.energy -= scanner.real
1175 "Choose a device to damage, at random."
1176 # Quoth Eric Allman in the code of BSD-Trek:
1177 # "Under certain conditions you can get a critical hit. This
1178 # sort of hit damages devices. The probability that a given
1179 # device is damaged depends on the device. Well protected
1180 # devices (such as the computer, which is in the core of the
1181 # ship and has considerable redundancy) almost never get
1182 # damaged, whereas devices which are exposed (such as the
1183 # warp engines) or which are particularly delicate (such as
1184 # the transporter) have a much higher probability of being
1187 # This is one place where OPTION_PLAIN does not restore the
1188 # original behavior, which was equiprobable damage across
1189 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1190 # and have done with it. Also, in the original game, DNAVYS
1191 # and DCOMPTR were the same device.
1193 # Instead, we use a table of weights similar to the one from BSD Trek.
1194 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1195 # We don't have a cloaking device. The shuttle got the allocation
1196 # for the cloaking device, then we shaved a half-percent off
1197 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1199 105, # DSRSENS: short range scanners 10.5%
1200 105, # DLRSENS: long range scanners 10.5%
1201 120, # DPHASER: phasers 12.0%
1202 120, # DPHOTON: photon torpedoes 12.0%
1203 25, # DLIFSUP: life support 2.5%
1204 65, # DWARPEN: warp drive 6.5%
1205 70, # DIMPULS: impulse engines 6.5%
1206 145, # DSHIELD: deflector shields 14.5%
1207 30, # DRADIO: subspace radio 3.0%
1208 45, # DSHUTTL: shuttle 4.5%
1209 15, # DCOMPTR: computer 1.5%
1210 20, # NAVCOMP: navigation system 2.0%
1211 75, # DTRANSP: transporter 7.5%
1212 20, # DSHCTRL: high-speed shield controller 2.0%
1213 10, # DDRAY: death ray 1.0%
1214 30, # DDSP: deep-space probes 3.0%
1216 idx = randrange(1000) # weights must sum to 1000
1218 for (i, w) in enumerate(weights):
1222 return None; # we should never get here
1224 def collision(rammed, enemy):
1225 "Collision handling fot rammong events."
1226 prouts(_("***RED ALERT! RED ALERT!"))
1228 prout(_("***COLLISION IMMINENT."))
1232 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1234 proutn(_(" rammed by "))
1237 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1239 proutn(_(" (original position)"))
1241 deadkl(enemy.kloc, enemy.type, game.sector)
1242 proutn("***" + crmship() + " heavily damaged.")
1243 icas = randrange(10, 30)
1244 prout(_("***Sickbay reports %d casualties"), icas)
1246 game.state.crew -= icas
1247 # In the pre-SST2K version, all devices got equiprobably damaged,
1248 # which was silly. Instead, pick up to half the devices at
1249 # random according to our weighting table,
1250 ncrits = randrange(NDEVICES/2)
1251 for m in range(ncrits):
1253 if game.damage[dev] < 0:
1255 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1256 # Damage for at least time of travel!
1257 game.damage[dev] += game.optime + extradm
1259 prout(_("***Shields are down."))
1260 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1267 def torpedo(origin, bearing, dispersion, number, nburst):
1268 "Let a photon torpedo fly"
1269 if not damaged(DSRSENS) or game.condition=="docked":
1270 setwnd(srscan_window)
1272 setwnd(message_window)
1273 ac = bearing + 0.25*dispersion # dispersion is a random variable
1274 bullseye = (15.0 - bearing)*0.5235988
1275 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1276 bumpto = coord(0, 0)
1277 # Loop to move a single torpedo
1278 setwnd(message_window)
1279 for step in range(1, QUADSIZE*2):
1282 if not w.valid_sector():
1284 iquad=game.quad[w.i][w.j]
1285 tracktorpedo(origin, w, step, number, nburst, iquad)
1289 if not damaged(DSRSENS) or game.condition == "docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1296 newcnd(); # we're blown out of dock
1297 if game.landed or game.condition=="docked":
1298 return hit # Cheat if on a planet
1299 ang = track.angle + 2.5*(randreal()-0.5)
1300 temp = math.fabs(math.sin(ang))
1301 if math.fabs(math.cos(ang)) > temp:
1302 temp = math.fabs(math.cos(ang))
1303 xx = -math.sin(ang)/temp
1304 yy = math.cos(ang)/temp
1305 bumpto.i = int(w.i+xx+0.5)
1306 bumpto.j = int(w.j+yy+0.5)
1307 if not bumpto.valid_sector():
1309 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1312 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1313 # can't move into object
1315 game.sector = bumpto
1317 game.quad[w.i][w.j]=IHDOT
1318 game.quad[bumpto.i][bumpto.j]=iquad
1319 prout(_(" displaced by blast to Sector %s ") % bumpto)
1320 for enemy in game.enemies:
1321 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1322 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1324 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1326 if iquad in (IHC, IHS) and withprob(0.05):
1327 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1328 prout(_(" torpedo neutralized."))
1330 for enemy in game.enemies:
1333 kp = math.fabs(enemy.kpower)
1334 h1 = 700.0 + randrange(100) - \
1335 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1339 if enemy.kpower < 0:
1343 if enemy.kpower == 0:
1346 proutn(crmena(True, iquad, "sector", w))
1347 # If enemy damaged but not destroyed, try to displace
1348 ang = track.angle + 2.5*(randreal()-0.5)
1349 temp = math.fabs(math.sin(ang))
1350 if math.fabs(math.cos(ang)) > temp:
1351 temp = math.fabs(math.cos(ang))
1352 xx = -math.sin(ang)/temp
1353 yy = math.cos(ang)/temp
1354 bumpto.i = int(w.i+xx+0.5)
1355 bumpto.j = int(w.j+yy+0.5)
1356 if not bumpto.valid_sector():
1357 prout(_(" damaged but not destroyed."))
1359 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1360 prout(_(" buffeted into black hole."))
1361 deadkl(w, iquad, bumpto)
1362 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1363 prout(_(" damaged but not destroyed."))
1365 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1367 game.quad[w.i][w.j]=IHDOT
1368 game.quad[bumpto.i][bumpto.j]=iquad
1369 for enemy in game.enemies:
1370 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1371 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1373 elif iquad == IHB: # Hit a base
1375 prout(_("***STARBASE DESTROYED.."))
1376 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1377 game.quad[w.i][w.j]=IHDOT
1378 game.base.invalidate()
1379 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1380 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1381 game.state.basekl += 1
1384 elif iquad == IHP: # Hit a planet
1385 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1386 game.state.nplankl += 1
1387 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1388 game.iplnet.pclass = "destroyed"
1390 game.plnet.invalidate()
1391 game.quad[w.i][w.j] = IHDOT
1393 # captain perishes on planet
1396 elif iquad == IHW: # Hit an inhabited world -- very bad!
1397 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1398 game.state.nworldkl += 1
1399 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1400 game.iplnet.pclass = "destroyed"
1402 game.plnet.invalidate()
1403 game.quad[w.i][w.j] = IHDOT
1405 # captain perishes on planet
1407 prout(_("You have just destroyed an inhabited planet."))
1408 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1410 elif iquad == IHSTAR: # Hit a star
1414 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1416 elif iquad == IHQUEST: # Hit a thingy
1417 if not (game.options & OPTION_THINGY) or withprob(0.3):
1419 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1421 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1423 proutn(_("Mr. Spock-"))
1424 prouts(_(" \"Fascinating!\""))
1428 # Stas Sergeev added the possibility that
1429 # you can shove the Thingy and piss it off.
1430 # It then becomes an enemy and may fire at you.
1434 elif iquad == IHBLANK: # Black hole
1436 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1438 elif iquad == IHWEB: # hit the web
1440 prout(_("***Torpedo absorbed by Tholian web."))
1442 elif iquad == IHT: # Hit a Tholian
1443 h1 = 700.0 + randrange(100) - \
1444 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1447 game.quad[w.i][w.j] = IHDOT
1452 proutn(crmena(True, IHT, "sector", w))
1454 prout(_(" survives photon blast."))
1456 prout(_(" disappears."))
1457 game.tholian.move(None)
1458 game.quad[w.i][w.j] = IHWEB
1463 proutn("Don't know how to handle torpedo collision with ")
1464 proutn(crmena(True, iquad, "sector", w))
1469 prout(_("Torpedo missed."))
1473 "Critical-hit resolution."
1474 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1476 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1477 proutn(_("***CRITICAL HIT--"))
1478 # Select devices and cause damage
1480 for loop1 in range(ncrit):
1483 # Cheat to prevent shuttle damage unless on ship
1484 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1487 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1488 game.damage[j] += extradm
1490 for (i, j) in enumerate(cdam):
1492 if skipcount % 3 == 2 and i < len(cdam)-1:
1497 prout(_(" damaged."))
1498 if damaged(DSHIELD) and game.shldup:
1499 prout(_("***Shields knocked down."))
1502 def attack(torps_ok):
1503 # bad guy attacks us
1504 # torps_ok == False forces use of phasers in an attack
1505 # game could be over at this point, check
1508 attempt = False; ihurt = False;
1509 hitmax=0.0; hittot=0.0; chgfac=1.0
1512 prout("=== ATTACK!")
1513 # Tholian gets to move before attacking
1516 # if you have just entered the RNZ, you'll get a warning
1517 if game.neutz: # The one chance not to be attacked
1520 # commanders get a chance to tac-move towards you
1521 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:
1523 # if no enemies remain after movement, we're done
1524 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1526 # set up partial hits if attack happens during shield status change
1527 pfac = 1.0/game.inshld
1529 chgfac = 0.25 + randreal(0.5)
1531 # message verbosity control
1532 if game.skill <= SKILL_FAIR:
1534 for enemy in game.enemies:
1535 if enemy.kpower < 0:
1536 continue; # too weak to attack
1537 # compute hit strength and diminish shield power
1539 # Increase chance of photon torpedos if docked or enemy energy is low
1540 if game.condition == "docked":
1542 if enemy.kpower < 500:
1544 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1546 # different enemies have different probabilities of throwing a torp
1547 usephasers = not torps_ok or \
1548 (enemy.type == IHK and r > 0.0005) or \
1549 (enemy.type==IHC and r > 0.015) or \
1550 (enemy.type==IHR and r > 0.3) or \
1551 (enemy.type==IHS and r > 0.07) or \
1552 (enemy.type==IHQUEST and r > 0.05)
1553 if usephasers: # Enemy uses phasers
1554 if game.condition == "docked":
1555 continue; # Don't waste the effort!
1556 attempt = True; # Attempt to attack
1557 dustfac = randreal(0.8, 0.85)
1558 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1559 enemy.kpower *= 0.75
1560 else: # Enemy uses photon torpedo
1561 # We should be able to make the bearing() method work here
1562 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1564 proutn(_("***TORPEDO INCOMING"))
1565 if not damaged(DSRSENS):
1566 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1569 dispersion = (randreal()+randreal())*0.5 - 0.5
1570 dispersion += 0.002*enemy.kpower*dispersion
1571 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1572 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1573 finish(FWON); # Klingons did themselves in!
1574 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1575 return # Supernova or finished
1578 # incoming phaser or torpedo, shields may dissipate it
1579 if game.shldup or game.shldchg or game.condition=="docked":
1580 # shields will take hits
1581 propor = pfac * game.shield
1582 if game.condition =="docked":
1586 hitsh = propor*chgfac*hit+1.0
1588 if absorb > game.shield:
1589 absorb = game.shield
1590 game.shield -= absorb
1592 # taking a hit blasts us out of a starbase dock
1593 if game.condition == "docked":
1595 # but the shields may take care of it
1596 if propor > 0.1 and hit < 0.005*game.energy:
1598 # hit from this opponent got through shields, so take damage
1600 proutn(_("%d unit hit") % int(hit))
1601 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1602 proutn(_(" on the ") + crmshp())
1603 if not damaged(DSRSENS) and usephasers:
1604 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1606 # Decide if hit is critical
1612 if game.energy <= 0:
1613 # Returning home upon your shield, not with it...
1616 if not attempt and game.condition == "docked":
1617 prout(_("***Enemies decide against attacking your ship."))
1618 percent = 100.0*pfac*game.shield+0.5
1620 # Shields fully protect ship
1621 proutn(_("Enemy attack reduces shield strength to "))
1623 # Emit message if starship suffered hit(s)
1625 proutn(_("Energy left %2d shields ") % int(game.energy))
1628 elif not damaged(DSHIELD):
1631 proutn(_("damaged, "))
1632 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1633 # Check if anyone was hurt
1634 if hitmax >= 200 or hittot >= 500:
1635 icas = randrange(int(hittot * 0.015))
1638 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1639 prout(_(" in that last attack.\""))
1641 game.state.crew -= icas
1642 # After attack, reset average distance to enemies
1643 for enemy in game.enemies:
1644 enemy.kavgd = enemy.kdist
1645 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1648 def deadkl(w, type, mv):
1649 "Kill a Klingon, Tholian, Romulan, or Thingy."
1650 # Added mv to allow enemy to "move" before dying
1651 proutn(crmena(True, type, "sector", mv))
1652 # Decide what kind of enemy it is and update appropriately
1654 # Chalk up a Romulan
1655 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1657 game.state.nromrem -= 1
1661 elif type == IHQUEST:
1666 # Killed some type of Klingon
1667 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1670 game.state.kcmdr.remove(game.quadrant)
1672 if game.state.kcmdr:
1673 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1674 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1677 game.state.remkl -= 1
1679 game.state.nscrem -= 1
1680 game.state.kscmdr.invalidate()
1685 # For each kind of enemy, finish message to player
1686 prout(_(" destroyed."))
1687 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1690 # Remove enemy ship from arrays describing local conditions
1691 for e in game.enemies:
1698 "Return None if target is invalid, otherwise return a course angle."
1699 if not w.valid_sector():
1703 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1704 delta.j = (w.j - game.sector.j);
1705 delta.i = (game.sector.i - w.i);
1706 if delta == coord(0, 0):
1708 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1709 prout(_(" I recommend an immediate review of"))
1710 prout(_(" the Captain's psychological profile.\""))
1713 return delta.bearing()
1716 "Launch photon torpedo."
1719 if damaged(DPHOTON):
1720 prout(_("Photon tubes damaged."))
1724 prout(_("No torpedoes left."))
1727 # First, get torpedo count
1730 if scanner.token == "IHALPHA":
1733 elif scanner.token == "IHEOL" or not scanner.waiting():
1734 prout(_("%d torpedoes left.") % game.torps)
1736 proutn(_("Number of torpedoes to fire- "))
1737 continue # Go back around to get a number
1738 else: # key == "IHREAL"
1740 if n <= 0: # abort command
1745 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1748 scanner.chew() # User requested more torps than available
1749 continue # Go back around
1750 break # All is good, go to next stage
1754 key = scanner.next()
1755 if i==0 and key == "IHEOL":
1756 break; # no coordinate waiting, we will try prompting
1757 if i==1 and key == "IHEOL":
1758 # direct all torpedoes at one target
1760 target.append(target[0])
1761 course.append(course[0])
1764 scanner.push(scanner.token)
1765 target.append(scanner.getcoord())
1766 if target[-1] == None:
1768 course.append(targetcheck(target[-1]))
1769 if course[-1] == None:
1772 if len(target) == 0:
1773 # prompt for each one
1775 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1777 target.append(scanner.getcoord())
1778 if target[-1] == None:
1780 course.append(targetcheck(target[-1]))
1781 if course[-1] == None:
1784 # Loop for moving <n> torpedoes
1786 if game.condition != "docked":
1788 dispersion = (randreal()+randreal())*0.5 -0.5
1789 if math.fabs(dispersion) >= 0.47:
1791 dispersion *= randreal(1.2, 2.2)
1793 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1795 prouts(_("***TORPEDO MISFIRES."))
1798 prout(_(" Remainder of burst aborted."))
1800 prout(_("***Photon tubes damaged by misfire."))
1801 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1803 if game.shldup or game.condition == "docked":
1804 dispersion *= 1.0 + 0.0001*game.shield
1805 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1806 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1808 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1812 "Check for phasers overheating."
1814 checkburn = (rpow-1500.0)*0.00038
1815 if withprob(checkburn):
1816 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1817 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1819 def checkshctrl(rpow):
1820 "Check shield control."
1823 prout(_("Shields lowered."))
1825 # Something bad has happened
1826 prouts(_("***RED ALERT! RED ALERT!"))
1828 hit = rpow*game.shield/game.inshld
1829 game.energy -= rpow+hit*0.8
1830 game.shield -= hit*0.2
1831 if game.energy <= 0.0:
1832 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1837 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1839 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1840 icas = randrange(int(hit*0.012))
1845 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1846 prout(_(" %d casualties so far.\"") % icas)
1848 game.state.crew -= icas
1850 prout(_("Phaser energy dispersed by shields."))
1851 prout(_("Enemy unaffected."))
1856 "Register a phaser hit on Klingons and Romulans."
1857 nenhr2 = len(game.enemies); kk=0
1860 for (k, wham) in enumerate(hits):
1863 dustfac = randreal(0.9, 1.0)
1864 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1865 kpini = game.enemies[kk].kpower
1866 kp = math.fabs(kpini)
1867 if PHASEFAC*hit < kp:
1869 if game.enemies[kk].kpower < 0:
1870 game.enemies[kk].kpower -= -kp
1872 game.enemies[kk].kpower -= kp
1873 kpow = game.enemies[kk].kpower
1874 w = game.enemies[kk].kloc
1876 if not damaged(DSRSENS):
1878 proutn(_("%d unit hit on ") % int(hit))
1880 proutn(_("Very small hit on "))
1881 ienm = game.quad[w.i][w.j]
1884 proutn(crmena(False, ienm, "sector", w))
1888 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1892 kk -= 1 # don't do the increment
1894 else: # decide whether or not to emasculate klingon
1895 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1896 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1897 prout(_(" has just lost its firepower.\""))
1898 game.enemies[kk].kpower = -kpow
1903 "Fire phasers at bad guys."
1905 kz = 0; k = 1; irec=0 # Cheating inhibitor
1906 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1910 # SR sensors and Computer are needed for automode
1911 if damaged(DSRSENS) or damaged(DCOMPTR):
1913 if game.condition == "docked":
1914 prout(_("Phasers can't be fired through base shields."))
1917 if damaged(DPHASER):
1918 prout(_("Phaser control damaged."))
1922 if damaged(DSHCTRL):
1923 prout(_("High speed shield control damaged."))
1926 if game.energy <= 200.0:
1927 prout(_("Insufficient energy to activate high-speed shield control."))
1930 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1932 # Original code so convoluted, I re-did it all
1933 # (That was Tom Almy talking about the C code, I think -- ESR)
1934 while automode=="NOTSET":
1936 if key == "IHALPHA":
1937 if scanner.sees("manual"):
1938 if len(game.enemies)==0:
1939 prout(_("There is no enemy present to select."))
1942 automode="AUTOMATIC"
1945 key = scanner.next()
1946 elif scanner.sees("automatic"):
1947 if (not itarg) and len(game.enemies) != 0:
1948 automode = "FORCEMAN"
1950 if len(game.enemies)==0:
1951 prout(_("Energy will be expended into space."))
1952 automode = "AUTOMATIC"
1953 key = scanner.next()
1954 elif scanner.sees("no"):
1959 elif key == "IHREAL":
1960 if len(game.enemies)==0:
1961 prout(_("Energy will be expended into space."))
1962 automode = "AUTOMATIC"
1964 automode = "FORCEMAN"
1966 automode = "AUTOMATIC"
1969 if len(game.enemies)==0:
1970 prout(_("Energy will be expended into space."))
1971 automode = "AUTOMATIC"
1973 automode = "FORCEMAN"
1975 proutn(_("Manual or automatic? "))
1980 if automode == "AUTOMATIC":
1981 if key == "IHALPHA" and scanner.sees("no"):
1983 key = scanner.next()
1984 if key != "IHREAL" and len(game.enemies) != 0:
1985 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1990 for i in range(len(game.enemies)):
1991 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1993 proutn(_("%d units required. ") % irec)
1995 proutn(_("Units to fire= "))
1996 key = scanner.next()
2001 proutn(_("Energy available= %.2f") % avail)
2004 if not rpow > avail:
2011 if key == "IHALPHA" and scanner.sees("no"):
2014 game.energy -= 200; # Go and do it!
2015 if checkshctrl(rpow):
2020 if len(game.enemies):
2023 for i in range(len(game.enemies)):
2027 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2028 over = randreal(1.01, 1.06) * hits[i]
2030 powrem -= hits[i] + over
2031 if powrem <= 0 and temp < hits[i]:
2040 if extra > 0 and not game.alldone:
2042 proutn(_("*** Tholian web absorbs "))
2043 if len(game.enemies)>0:
2044 proutn(_("excess "))
2045 prout(_("phaser energy."))
2047 prout(_("%d expended on empty space.") % int(extra))
2048 elif automode == "FORCEMAN":
2051 if damaged(DCOMPTR):
2052 prout(_("Battle computer damaged, manual fire only."))
2055 prouts(_("---WORKING---"))
2057 prout(_("Short-range-sensors-damaged"))
2058 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2059 prout(_("Manual-fire-must-be-used"))
2061 elif automode == "MANUAL":
2063 for k in range(len(game.enemies)):
2064 aim = game.enemies[k].kloc
2065 ienm = game.quad[aim.i][aim.j]
2067 proutn(_("Energy available= %.2f") % (avail-0.006))
2071 if damaged(DSRSENS) and \
2072 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2073 prout(cramen(ienm) + _(" can't be located without short range scan."))
2076 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2081 if itarg and k > kz:
2082 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2085 if not damaged(DCOMPTR):
2090 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2091 key = scanner.next()
2092 if key == "IHALPHA" and scanner.sees("no"):
2094 key = scanner.next()
2096 if key == "IHALPHA":
2100 if k==1: # Let me say I'm baffled by this
2103 if scanner.real < 0:
2107 hits[k] = scanner.real
2108 rpow += scanner.real
2109 # If total requested is too much, inform and start over
2111 prout(_("Available energy exceeded -- try again."))
2114 key = scanner.next(); # scan for next value
2117 # zero energy -- abort
2120 if key == "IHALPHA" and scanner.sees("no"):
2125 game.energy -= 200.0
2126 if checkshctrl(rpow):
2130 # Say shield raised or malfunction, if necessary
2137 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2138 prouts(_(" CLICK CLICK POP . . ."))
2139 prout(_(" No response, sir!"))
2142 prout(_("Shields raised."))
2147 # Code from events,c begins here.
2149 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2150 # event of each type active at any given time. Mostly these means we can
2151 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2152 # BSD Trek, from which we swiped the idea, can have up to 5.
2154 def unschedule(evtype):
2155 "Remove an event from the schedule."
2156 game.future[evtype].date = FOREVER
2157 return game.future[evtype]
2159 def is_scheduled(evtype):
2160 "Is an event of specified type scheduled."
2161 return game.future[evtype].date != FOREVER
2163 def scheduled(evtype):
2164 "When will this event happen?"
2165 return game.future[evtype].date
2167 def schedule(evtype, offset):
2168 "Schedule an event of specified type."
2169 game.future[evtype].date = game.state.date + offset
2170 return game.future[evtype]
2172 def postpone(evtype, offset):
2173 "Postpone a scheduled event."
2174 game.future[evtype].date += offset
2177 "Rest period is interrupted by event."
2180 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2182 game.resting = False
2188 "Run through the event queue looking for things to do."
2190 fintim = game.state.date + game.optime; yank=0
2191 ictbeam = False; istract = False
2192 w = coord(); hold = coord()
2193 ev = event(); ev2 = event()
2195 def tractorbeam(yank):
2196 "Tractor-beaming cases merge here."
2198 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2200 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2201 # If Kirk & Co. screwing around on planet, handle
2202 atover(True) # atover(true) is Grab
2205 if game.icraft: # Caught in Galileo?
2208 # Check to see if shuttle is aboard
2209 if game.iscraft == "offship":
2212 prout(_("Galileo, left on the planet surface, is captured"))
2213 prout(_("by aliens and made into a flying McDonald's."))
2214 game.damage[DSHUTTL] = -10
2215 game.iscraft = "removed"
2217 prout(_("Galileo, left on the planet surface, is well hidden."))
2219 game.quadrant = game.state.kscmdr
2221 game.quadrant = game.state.kcmdr[i]
2222 game.sector = randplace(QUADSIZE)
2223 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2224 % (game.quadrant, game.sector))
2226 prout(_("(Remainder of rest/repair period cancelled.)"))
2227 game.resting = False
2229 if not damaged(DSHIELD) and game.shield > 0:
2230 doshield(shraise=True) # raise shields
2231 game.shldchg = False
2233 prout(_("(Shields not currently useable.)"))
2235 # Adjust finish time to time of tractor beaming
2236 fintim = game.state.date+game.optime
2237 attack(torps_ok=False)
2238 if not game.state.kcmdr:
2241 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2244 "Code merges here for any commander destroying a starbase."
2245 # Not perfect, but will have to do
2246 # Handle case where base is in same quadrant as starship
2247 if game.battle == game.quadrant:
2248 game.state.chart[game.battle.i][game.battle.j].starbase = False
2249 game.quad[game.base.i][game.base.j] = IHDOT
2250 game.base.invalidate()
2253 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2254 elif game.state.baseq and communicating():
2255 # Get word via subspace radio
2258 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2259 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2261 prout(_("the Klingon Super-Commander"))
2263 prout(_("a Klingon Commander"))
2264 game.state.chart[game.battle.i][game.battle.j].starbase = False
2265 # Remove Starbase from galaxy
2266 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2267 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2269 # reinstate a commander's base attack
2273 game.battle.invalidate()
2275 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2276 for i in range(1, NEVENTS):
2277 if i == FSNOVA: proutn("=== Supernova ")
2278 elif i == FTBEAM: proutn("=== T Beam ")
2279 elif i == FSNAP: proutn("=== Snapshot ")
2280 elif i == FBATTAK: proutn("=== Base Attack ")
2281 elif i == FCDBAS: proutn("=== Base Destroy ")
2282 elif i == FSCMOVE: proutn("=== SC Move ")
2283 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2284 elif i == FDSPROB: proutn("=== Probe Move ")
2285 elif i == FDISTR: proutn("=== Distress Call ")
2286 elif i == FENSLV: proutn("=== Enslavement ")
2287 elif i == FREPRO: proutn("=== Klingon Build ")
2289 prout("%.2f" % (scheduled(i)))
2292 radio_was_broken = damaged(DRADIO)
2295 # Select earliest extraneous event, evcode==0 if no events
2300 for l in range(1, NEVENTS):
2301 if game.future[l].date < datemin:
2304 prout("== Event %d fires" % evcode)
2305 datemin = game.future[l].date
2306 xtime = datemin-game.state.date
2307 game.state.date = datemin
2308 # Decrement Federation resources and recompute remaining time
2309 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2311 if game.state.remtime <=0:
2314 # Any crew left alive?
2315 if game.state.crew <=0:
2318 # Is life support adequate?
2319 if damaged(DLIFSUP) and game.condition != "docked":
2320 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2323 game.lsupres -= xtime
2324 if game.damage[DLIFSUP] <= xtime:
2325 game.lsupres = game.inlsr
2328 if game.condition == "docked":
2329 repair /= game.docfac
2330 # Don't fix Deathray here
2331 for l in range(NDEVICES):
2332 if game.damage[l] > 0.0 and l != DDRAY:
2333 if game.damage[l]-repair > 0.0:
2334 game.damage[l] -= repair
2336 game.damage[l] = 0.0
2337 # If radio repaired, update star chart and attack reports
2338 if radio_was_broken and not damaged(DRADIO):
2339 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2340 prout(_(" surveillance reports are coming in."))
2342 if not game.iseenit:
2346 prout(_(" The star chart is now up to date.\""))
2348 # Cause extraneous event EVCODE to occur
2349 game.optime -= xtime
2350 if evcode == FSNOVA: # Supernova
2353 schedule(FSNOVA, expran(0.5*game.intime))
2354 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2356 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2357 if game.state.nscrem == 0 or \
2358 ictbeam or istract or \
2359 game.condition=="docked" or game.isatb==1 or game.iscate:
2361 if game.ientesc or \
2362 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2363 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2364 (damaged(DSHIELD) and \
2365 (game.energy < 2500 or damaged(DPHASER)) and \
2366 (game.torps < 5 or damaged(DPHOTON))):
2368 istract = ictbeam = True
2369 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2372 elif evcode == FTBEAM: # Tractor beam
2373 if not game.state.kcmdr:
2376 i = randrange(len(game.state.kcmdr))
2377 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2378 if istract or game.condition == "docked" or yank == 0:
2379 # Drats! Have to reschedule
2381 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2385 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2386 game.snapsht = copy.deepcopy(game.state)
2387 game.state.snap = True
2388 schedule(FSNAP, expran(0.5 * game.intime))
2389 elif evcode == FBATTAK: # Commander attacks starbase
2390 if not game.state.kcmdr or not game.state.baseq:
2396 for ibq in game.state.baseq:
2397 for cmdr in game.state.kcmdr:
2398 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2401 # no match found -- try later
2402 schedule(FBATTAK, expran(0.3*game.intime))
2407 # commander + starbase combination found -- launch attack
2409 schedule(FCDBAS, randreal(1.0, 4.0))
2410 if game.isatb: # extra time if SC already attacking
2411 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2412 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2413 game.iseenit = False
2414 if not communicating():
2415 continue # No warning :-(
2419 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2420 prout(_(" reports that it is under attack and that it can"))
2421 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2424 elif evcode == FSCDBAS: # Supercommander destroys base
2427 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2428 continue # WAS RETURN!
2430 game.battle = game.state.kscmdr
2432 elif evcode == FCDBAS: # Commander succeeds in destroying base
2435 if not game.state.baseq() \
2436 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2437 game.battle.invalidate()
2439 # find the lucky pair
2440 for cmdr in game.state.kcmdr:
2441 if cmdr == game.battle:
2444 # No action to take after all
2447 elif evcode == FSCMOVE: # Supercommander moves
2448 schedule(FSCMOVE, 0.2777)
2449 if not game.ientesc and not istract and game.isatb != 1 and \
2450 (not game.iscate or not game.justin):
2452 elif evcode == FDSPROB: # Move deep space probe
2453 schedule(FDSPROB, 0.01)
2454 if game.probe.next(grain=QUADSIZE):
2455 if not game.probe.quadrant().valid_quadrant() or \
2456 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2457 # Left galaxy or ran into supernova
2461 proutn(_("Lt. Uhura- \"The deep space probe "))
2462 if not game.probe.quadrant().valid_quadrant():
2463 prout(_("has left the galaxy.\""))
2465 prout(_("is no longer transmitting.\""))
2471 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2472 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2474 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2475 chp.klingons = pdest.klingons
2476 chp.starbase = pdest.starbase
2477 chp.stars = pdest.stars
2478 pdest.charted = True
2479 game.probe.moves -= 1 # One less to travel
2480 if game.probe.arrived() and game.isarmed and pdest.stars:
2481 supernova(game.probe) # fire in the hole!
2483 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2485 elif evcode == FDISTR: # inhabited system issues distress call
2487 # try a whole bunch of times to find something suitable
2488 for i in range(100):
2489 # need a quadrant which is not the current one,
2490 # which has some stars which are inhabited and
2491 # not already under attack, which is not
2492 # supernova'ed, and which has some Klingons in it
2493 w = randplace(GALSIZE)
2494 q = game.state.galaxy[w.i][w.j]
2495 if not (game.quadrant == w or q.planet == None or \
2496 not q.planet.inhabited or \
2497 q.supernova or q.status!="secure" or q.klingons<=0):
2500 # can't seem to find one; ignore this call
2502 prout("=== Couldn't find location for distress event.")
2504 # got one!! Schedule its enslavement
2505 ev = schedule(FENSLV, expran(game.intime))
2507 q.status = "distressed"
2508 # tell the captain about it if we can
2510 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2512 prout(_("by a Klingon invasion fleet."))
2515 elif evcode == FENSLV: # starsystem is enslaved
2516 ev = unschedule(FENSLV)
2517 # see if current distress call still active
2518 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2522 q.status = "enslaved"
2524 # play stork and schedule the first baby
2525 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2526 ev2.quadrant = ev.quadrant
2528 # report the disaster if we can
2530 prout(_("Uhura- We've lost contact with starsystem %s") % \
2532 prout(_("in Quadrant %s.\n") % ev.quadrant)
2533 elif evcode == FREPRO: # Klingon reproduces
2534 # If we ever switch to a real event queue, we'll need to
2535 # explicitly retrieve and restore the x and y.
2536 ev = schedule(FREPRO, expran(1.0 * game.intime))
2537 # see if current distress call still active
2538 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2542 if game.state.remkl >=MAXKLGAME:
2543 continue # full right now
2544 # reproduce one Klingon
2547 if game.klhere >= MAXKLQUAD:
2549 # this quadrant not ok, pick an adjacent one
2550 for m.i in range(w.i - 1, w.i + 2):
2551 for m.j in range(w.j - 1, w.j + 2):
2552 if not m.valid_quadrant():
2554 q = game.state.galaxy[m.i][m.j]
2555 # check for this quad ok (not full & no snova)
2556 if q.klingons >= MAXKLQUAD or q.supernova:
2560 continue # search for eligible quadrant failed
2564 game.state.remkl += 1
2566 if game.quadrant == w:
2568 game.enemies.append(newkling())
2569 # recompute time left
2572 if game.quadrant == w:
2573 prout(_("Spock- sensors indicate the Klingons have"))
2574 prout(_("launched a warship from %s.") % q.planet)
2576 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2577 if q.planet != None:
2578 proutn(_("near %s") % q.planet)
2579 prout(_("in Quadrant %s.") % w)
2585 key = scanner.next()
2588 proutn(_("How long? "))
2593 origTime = delay = scanner.real
2596 if delay >= game.state.remtime or len(game.enemies) != 0:
2597 proutn(_("Are you sure? "))
2600 # Alternate resting periods (events) with attacks
2604 game.resting = False
2605 if not game.resting:
2606 prout(_("%d stardates left.") % int(game.state.remtime))
2608 temp = game.optime = delay
2609 if len(game.enemies):
2610 rtime = randreal(1.0, 2.0)
2614 if game.optime < delay:
2615 attack(torps_ok=False)
2623 # Repair Deathray if long rest at starbase
2624 if origTime-delay >= 9.99 and game.condition == "docked":
2625 game.damage[DDRAY] = 0.0
2626 # leave if quadrant supernovas
2627 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2629 game.resting = False
2634 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2635 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2637 # Wow! We've supernova'ed
2638 supernova(game.quadrant)
2640 # handle initial nova
2641 game.quad[nov.i][nov.j] = IHDOT
2642 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2643 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2644 game.state.starkl += 1
2645 # Set up queue to recursively trigger adjacent stars
2651 for offset.i in range(-1, 1+1):
2652 for offset.j in range(-1, 1+1):
2653 if offset.j==0 and offset.i==0:
2655 neighbor = start + offset
2656 if not neighbor.valid_sector():
2658 iquad = game.quad[neighbor.i][neighbor.j]
2659 # Empty space ends reaction
2660 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2662 elif iquad == IHSTAR: # Affect another star
2664 # This star supernovas
2665 supernova(game.quadrant)
2668 hits.append(neighbor)
2669 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2670 game.state.starkl += 1
2671 proutn(crmena(True, IHSTAR, "sector", neighbor))
2673 game.quad[neighbor.i][neighbor.j] = IHDOT
2675 elif iquad in (IHP, IHW): # Destroy planet
2676 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2678 game.state.nplankl += 1
2680 game.state.worldkl += 1
2681 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2682 game.iplnet.pclass = "destroyed"
2684 game.plnet.invalidate()
2688 game.quad[neighbor.i][neighbor.j] = IHDOT
2689 elif iquad == IHB: # Destroy base
2690 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2691 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2692 game.base.invalidate()
2693 game.state.basekl += 1
2695 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2696 game.quad[neighbor.i][neighbor.j] = IHDOT
2697 elif iquad in (IHE, IHF): # Buffet ship
2698 prout(_("***Starship buffeted by nova."))
2700 if game.shield >= 2000.0:
2701 game.shield -= 2000.0
2703 diff = 2000.0 - game.shield
2707 prout(_("***Shields knocked out."))
2708 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2710 game.energy -= 2000.0
2711 if game.energy <= 0:
2714 # add in course nova contributes to kicking starship
2715 bump += (game.sector-hits[mm]).sgn()
2716 elif iquad == IHK: # kill klingon
2717 deadkl(neighbor, iquad, neighbor)
2718 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2719 for ll in range(len(game.enemies)):
2720 if game.enemies[ll].kloc == neighbor:
2722 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2723 if game.enemies[ll].kpower <= 0.0:
2724 deadkl(neighbor, iquad, neighbor)
2726 newc = neighbor + neighbor - hits[mm]
2727 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2728 if not newc.valid_sector():
2729 # can't leave quadrant
2732 iquad1 = game.quad[newc.i][newc.j]
2733 if iquad1 == IHBLANK:
2734 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2736 deadkl(neighbor, iquad, newc)
2739 # can't move into something else
2742 proutn(_(", buffeted to Sector %s") % newc)
2743 game.quad[neighbor.i][neighbor.j] = IHDOT
2744 game.quad[newc.i][newc.j] = iquad
2745 game.enemies[ll].move(newc)
2746 # Starship affected by nova -- kick it away.
2748 direc = course[3*(bump.i+1)+bump.j+2]
2753 course = course(bearing=direc, distance=dist)
2754 game.optime = course.time(warp=4)
2756 prout(_("Force of nova displaces starship."))
2757 imove(course, novapush=True)
2758 game.optime = course.time(warp=4)
2762 "Star goes supernova."
2767 # Scheduled supernova -- select star at random.
2770 for nq.i in range(GALSIZE):
2771 for nq.j in range(GALSIZE):
2772 stars += game.state.galaxy[nq.i][nq.j].stars
2774 return # nothing to supernova exists
2775 num = randrange(stars) + 1
2776 for nq.i in range(GALSIZE):
2777 for nq.j in range(GALSIZE):
2778 num -= game.state.galaxy[nq.i][nq.j].stars
2784 proutn("=== Super nova here?")
2787 if not nq == game.quadrant or game.justin:
2788 # it isn't here, or we just entered (treat as enroute)
2791 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2792 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2795 # we are in the quadrant!
2796 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2797 for ns.i in range(QUADSIZE):
2798 for ns.j in range(QUADSIZE):
2799 if game.quad[ns.i][ns.j]==IHSTAR:
2806 prouts(_("***RED ALERT! RED ALERT!"))
2808 prout(_("***Incipient supernova detected at Sector %s") % ns)
2809 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2810 proutn(_("Emergency override attempts t"))
2811 prouts("***************")
2815 # destroy any Klingons in supernovaed quadrant
2816 kldead = game.state.galaxy[nq.i][nq.j].klingons
2817 game.state.galaxy[nq.i][nq.j].klingons = 0
2818 if nq == game.state.kscmdr:
2819 # did in the Supercommander!
2820 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2824 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2825 comkills = len(game.state.kcmdr) - len(survivors)
2826 game.state.kcmdr = survivors
2828 if not game.state.kcmdr:
2830 game.state.remkl -= kldead
2831 # destroy Romulans and planets in supernovaed quadrant
2832 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2833 game.state.galaxy[nq.i][nq.j].romulans = 0
2834 game.state.nromrem -= nrmdead
2836 for loop in range(game.inplan):
2837 if game.state.planets[loop].quadrant == nq:
2838 game.state.planets[loop].pclass = "destroyed"
2840 # Destroy any base in supernovaed quadrant
2841 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2842 # If starship caused supernova, tally up destruction
2844 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2845 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2846 game.state.nplankl += npdead
2847 # mark supernova in galaxy and in star chart
2848 if game.quadrant == nq or communicating():
2849 game.state.galaxy[nq.i][nq.j].supernova = True
2850 # If supernova destroys last Klingons give special message
2851 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2854 prout(_("Lucky you!"))
2855 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2858 # if some Klingons remain, continue or die in supernova
2863 # Code from finish.c ends here.
2866 "Self-destruct maneuver. Finish with a BANG!"
2868 if damaged(DCOMPTR):
2869 prout(_("Computer damaged; cannot execute destruct sequence."))
2871 prouts(_("---WORKING---")); skip(1)
2872 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2873 prouts(" 10"); skip(1)
2874 prouts(" 9"); skip(1)
2875 prouts(" 8"); skip(1)
2876 prouts(" 7"); skip(1)
2877 prouts(" 6"); skip(1)
2879 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2881 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2883 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2887 if game.passwd != scanner.token:
2888 prouts(_("PASSWORD-REJECTED;"))
2890 prouts(_("CONTINUITY-EFFECTED"))
2893 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2894 prouts(" 5"); skip(1)
2895 prouts(" 4"); skip(1)
2896 prouts(" 3"); skip(1)
2897 prouts(" 2"); skip(1)
2898 prouts(" 1"); skip(1)
2900 prouts(_("GOODBYE-CRUEL-WORLD"))
2908 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2912 if len(game.enemies) != 0:
2913 whammo = 25.0 * game.energy
2915 while l <= len(game.enemies):
2916 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2917 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2922 "Compute our rate of kils over time."
2923 elapsed = game.state.date - game.indate
2924 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2927 starting = (game.inkling + game.incom + game.inscom)
2928 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2929 return (starting - remaining)/elapsed
2933 badpt = 5.0*game.state.starkl + \
2935 10.0*game.state.nplankl + \
2936 300*game.state.nworldkl + \
2938 100.0*game.state.basekl +\
2940 if game.ship == IHF:
2942 elif game.ship == None:
2947 # end the game, with appropriate notfications
2951 prout(_("It is stardate %.1f.") % game.state.date)
2953 if ifin == FWON: # Game has been won
2954 if game.state.nromrem != 0:
2955 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2958 prout(_("You have smashed the Klingon invasion fleet and saved"))
2959 prout(_("the Federation."))
2964 badpt = 0.0 # Close enough!
2965 # killsPerDate >= RateMax
2966 if game.state.date-game.indate < 5.0 or \
2967 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2969 prout(_("In fact, you have done so well that Starfleet Command"))
2970 if game.skill == SKILL_NOVICE:
2971 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2972 elif game.skill == SKILL_FAIR:
2973 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2974 elif game.skill == SKILL_GOOD:
2975 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2976 elif game.skill == SKILL_EXPERT:
2977 prout(_("promotes you to Commodore Emeritus."))
2979 prout(_("Now that you think you're really good, try playing"))
2980 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2981 elif game.skill == SKILL_EMERITUS:
2983 proutn(_("Computer- "))
2984 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2986 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2988 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2990 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2992 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2994 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2996 prout(_("Now you can retire and write your own Star Trek game!"))
2998 elif game.skill >= SKILL_EXPERT:
2999 if game.thawed and not idebug:
3000 prout(_("You cannot get a citation, so..."))
3002 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3006 # Only grant long life if alive (original didn't!)
3008 prout(_("LIVE LONG AND PROSPER."))
3013 elif ifin == FDEPLETE: # Federation Resources Depleted
3014 prout(_("Your time has run out and the Federation has been"))
3015 prout(_("conquered. Your starship is now Klingon property,"))
3016 prout(_("and you are put on trial as a war criminal. On the"))
3017 proutn(_("basis of your record, you are "))
3018 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3019 prout(_("acquitted."))
3021 prout(_("LIVE LONG AND PROSPER."))
3023 prout(_("found guilty and"))
3024 prout(_("sentenced to death by slow torture."))
3028 elif ifin == FLIFESUP:
3029 prout(_("Your life support reserves have run out, and"))
3030 prout(_("you die of thirst, starvation, and asphyxiation."))
3031 prout(_("Your starship is a derelict in space."))
3033 prout(_("Your energy supply is exhausted."))
3035 prout(_("Your starship is a derelict in space."))
3036 elif ifin == FBATTLE:
3037 prout(_("The %s has been destroyed in battle.") % crmshp())
3039 prout(_("Dulce et decorum est pro patria mori."))
3041 prout(_("You have made three attempts to cross the negative energy"))
3042 prout(_("barrier which surrounds the galaxy."))
3044 prout(_("Your navigation is abominable."))
3047 prout(_("Your starship has been destroyed by a nova."))
3048 prout(_("That was a great shot."))
3050 elif ifin == FSNOVAED:
3051 prout(_("The %s has been fried by a supernova.") % crmshp())
3052 prout(_("...Not even cinders remain..."))
3053 elif ifin == FABANDN:
3054 prout(_("You have been captured by the Klingons. If you still"))
3055 prout(_("had a starbase to be returned to, you would have been"))
3056 prout(_("repatriated and given another chance. Since you have"))
3057 prout(_("no starbases, you will be mercilessly tortured to death."))
3058 elif ifin == FDILITHIUM:
3059 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3060 elif ifin == FMATERIALIZE:
3061 prout(_("Starbase was unable to re-materialize your starship."))
3062 prout(_("Sic transit gloria mundi"))
3063 elif ifin == FPHASER:
3064 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3066 prout(_("You and your landing party have been"))
3067 prout(_("converted to energy, disipating through space."))
3068 elif ifin == FMINING:
3069 prout(_("You are left with your landing party on"))
3070 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3072 prout(_("They are very fond of \"Captain Kirk\" soup."))
3074 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3075 elif ifin == FDPLANET:
3076 prout(_("You and your mining party perish."))
3078 prout(_("That was a great shot."))
3081 prout(_("The Galileo is instantly annihilated by the supernova."))
3082 prout(_("You and your mining party are atomized."))
3084 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3085 prout(_("joins the Romulans, wreaking terror on the Federation."))
3086 elif ifin == FPNOVA:
3087 prout(_("You and your mining party are atomized."))
3089 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3090 prout(_("joins the Romulans, wreaking terror on the Federation."))
3091 elif ifin == FSTRACTOR:
3092 prout(_("The shuttle craft Galileo is also caught,"))
3093 prout(_("and breaks up under the strain."))
3095 prout(_("Your debris is scattered for millions of miles."))
3096 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3098 prout(_("The mutants attack and kill Spock."))
3099 prout(_("Your ship is captured by Klingons, and"))
3100 prout(_("your crew is put on display in a Klingon zoo."))
3101 elif ifin == FTRIBBLE:
3102 prout(_("Tribbles consume all remaining water,"))
3103 prout(_("food, and oxygen on your ship."))
3105 prout(_("You die of thirst, starvation, and asphyxiation."))
3106 prout(_("Your starship is a derelict in space."))
3108 prout(_("Your ship is drawn to the center of the black hole."))
3109 prout(_("You are crushed into extremely dense matter."))
3111 prout(_("Your last crew member has died."))
3112 if game.ship == IHF:
3114 elif game.ship == IHE:
3117 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3118 goodies = game.state.remres/game.inresor
3119 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3120 if goodies/baddies >= randreal(1.0, 1.5):
3121 prout(_("As a result of your actions, a treaty with the Klingon"))
3122 prout(_("Empire has been signed. The terms of the treaty are"))
3123 if goodies/baddies >= randreal(3.0):
3124 prout(_("favorable to the Federation."))
3126 prout(_("Congratulations!"))
3128 prout(_("highly unfavorable to the Federation."))
3130 prout(_("The Federation will be destroyed."))
3132 prout(_("Since you took the last Klingon with you, you are a"))
3133 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3134 prout(_("statue in your memory. Rest in peace, and try not"))
3135 prout(_("to think about pigeons."))
3140 "Compute player's score."
3141 timused = game.state.date - game.indate
3143 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3145 perdate = killrate()
3146 ithperd = 500*perdate + 0.5
3149 iwon = 100*game.skill
3150 if game.ship == IHE:
3152 elif game.ship == IHF:
3156 if not game.gamewon:
3157 game.state.nromrem = 0 # None captured if no win
3158 iscore = 10*(game.inkling - game.state.remkl) \
3159 + 50*(game.incom - len(game.state.kcmdr)) \
3161 + 20*(game.inrom - game.state.nromrem) \
3162 + 200*(game.inscom - game.state.nscrem) \
3163 - game.state.nromrem \
3168 prout(_("Your score --"))
3169 if game.inrom - game.state.nromrem:
3170 prout(_("%6d Romulans destroyed %5d") %
3171 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3172 if game.state.nromrem:
3173 prout(_("%6d Romulans captured %5d") %
3174 (game.state.nromrem, game.state.nromrem))
3175 if game.inkling - game.state.remkl:
3176 prout(_("%6d ordinary Klingons destroyed %5d") %
3177 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3178 if game.incom - len(game.state.kcmdr):
3179 prout(_("%6d Klingon commanders destroyed %5d") %
3180 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3181 if game.inscom - game.state.nscrem:
3182 prout(_("%6d Super-Commander destroyed %5d") %
3183 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3185 prout(_("%6.2f Klingons per stardate %5d") %
3187 if game.state.starkl:
3188 prout(_("%6d stars destroyed by your action %5d") %
3189 (game.state.starkl, -5*game.state.starkl))
3190 if game.state.nplankl:
3191 prout(_("%6d planets destroyed by your action %5d") %
3192 (game.state.nplankl, -10*game.state.nplankl))
3193 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3194 prout(_("%6d inhabited planets destroyed by your action %5d") %
3195 (game.state.nplankl, -300*game.state.nworldkl))
3196 if game.state.basekl:
3197 prout(_("%6d bases destroyed by your action %5d") %
3198 (game.state.basekl, -100*game.state.basekl))
3200 prout(_("%6d calls for help from starbase %5d") %
3201 (game.nhelp, -45*game.nhelp))
3203 prout(_("%6d casualties incurred %5d") %
3204 (game.casual, -game.casual))
3206 prout(_("%6d crew abandoned in space %5d") %
3207 (game.abandoned, -3*game.abandoned))
3209 prout(_("%6d ship(s) lost or destroyed %5d") %
3210 (klship, -100*klship))
3212 prout(_("Penalty for getting yourself killed -200"))
3214 proutn(_("Bonus for winning "))
3215 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3216 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3217 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3218 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3219 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3220 prout(" %5d" % iwon)
3222 prout(_("TOTAL SCORE %5d") % iscore)
3225 "Emit winner's commemmorative plaque."
3228 proutn(_("File or device name for your plaque: "))
3231 fp = open(winner, "w")
3234 prout(_("Invalid name."))
3236 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3238 # The 38 below must be 64 for 132-column paper
3239 nskip = 38 - len(winner)/2
3240 fp.write("\n\n\n\n")
3241 # --------DRAW ENTERPRISE PICTURE.
3242 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3243 fp.write(" EEE E : : : E\n" )
3244 fp.write(" EE EEE E : : NCC-1701 : E\n")
3245 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3246 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3247 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3248 fp.write(" EEEEEEE EEEEE E E E E\n")
3249 fp.write(" EEE E E E E\n")
3250 fp.write(" E E E E\n")
3251 fp.write(" EEEEEEEEEEEEE E E\n")
3252 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3253 fp.write(" :E : EEEE E\n")
3254 fp.write(" .-E -:----- E\n")
3255 fp.write(" :E : E\n")
3256 fp.write(" EE : EEEEEEEE\n")
3257 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3259 fp.write(_(" U. S. S. ENTERPRISE\n"))
3260 fp.write("\n\n\n\n")
3261 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3263 fp.write(_(" Starfleet Command bestows to you\n"))
3265 fp.write("%*s%s\n\n" % (nskip, "", winner))
3266 fp.write(_(" the rank of\n\n"))
3267 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3269 if game.skill == SKILL_EXPERT:
3270 fp.write(_(" Expert level\n\n"))
3271 elif game.skill == SKILL_EMERITUS:
3272 fp.write(_("Emeritus level\n\n"))
3274 fp.write(_(" Cheat level\n\n"))
3275 timestring = time.ctime()
3276 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3277 (timestring+4, timestring+20, timestring+11))
3278 fp.write(_(" Your score: %d\n\n") % iscore)
3279 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3282 # Code from io.c begins here
3284 rows = linecount = 0 # for paging
3287 fullscreen_window = None
3288 srscan_window = None
3289 report_window = None
3290 status_window = None
3291 lrscan_window = None
3292 message_window = None
3293 prompt_window = None
3298 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3299 gettext.textdomain("sst")
3300 if not (game.options & OPTION_CURSES):
3301 ln_env = os.getenv("LINES")
3307 stdscr = curses.initscr()
3311 global fullscreen_window, srscan_window, report_window, status_window
3312 global lrscan_window, message_window, prompt_window
3313 (rows, columns) = stdscr.getmaxyx()
3314 fullscreen_window = stdscr
3315 srscan_window = curses.newwin(12, 25, 0, 0)
3316 report_window = curses.newwin(11, 0, 1, 25)
3317 status_window = curses.newwin(10, 0, 1, 39)
3318 lrscan_window = curses.newwin(5, 0, 0, 64)
3319 message_window = curses.newwin(0, 0, 12, 0)
3320 prompt_window = curses.newwin(1, 0, rows-2, 0)
3321 message_window.scrollok(True)
3322 setwnd(fullscreen_window)
3326 if game.options & OPTION_CURSES:
3327 stdscr.keypad(False)
3333 "Wait for user action -- OK to do nothing if on a TTY"
3334 if game.options & OPTION_CURSES:
3339 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3343 if game.skill > SKILL_FAIR:
3344 prompt = _("[CONTINUE?]")
3346 prompt = _("[PRESS ENTER TO CONTINUE]")
3348 if game.options & OPTION_CURSES:
3350 setwnd(prompt_window)
3351 prompt_window.clear()
3352 prompt_window.addstr(prompt)
3353 prompt_window.getstr()
3354 prompt_window.clear()
3355 prompt_window.refresh()
3356 setwnd(message_window)
3359 sys.stdout.write('\n')
3362 for j in range(rows):
3363 sys.stdout.write('\n')
3367 "Skip i lines. Pause game if this would cause a scrolling event."
3368 for dummy in range(i):
3369 if game.options & OPTION_CURSES:
3370 (y, x) = curwnd.getyx()
3371 (my, mx) = curwnd.getmaxyx()
3372 if curwnd == message_window and y >= my - 3:
3378 except curses.error:
3383 if rows and linecount >= rows:
3386 sys.stdout.write('\n')
3389 "Utter a line with no following line feed."
3390 if game.options & OPTION_CURSES:
3394 sys.stdout.write(line)
3404 if not replayfp or replayfp.closed: # Don't slow down replays
3407 if game.options & OPTION_CURSES:
3411 if not replayfp or replayfp.closed:
3415 "Get a line of input."
3416 if game.options & OPTION_CURSES:
3417 line = curwnd.getstr() + "\n"
3420 if replayfp and not replayfp.closed:
3422 line = replayfp.readline()
3425 prout("*** Replay finished")
3428 elif line[0] != "#":
3431 line = raw_input() + "\n"
3437 "Change windows -- OK for this to be a no-op in tty mode."
3439 if game.options & OPTION_CURSES:
3441 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3444 "Clear to end of line -- can be a no-op in tty mode"
3445 if game.options & OPTION_CURSES:
3450 "Clear screen -- can be a no-op in tty mode."
3452 if game.options & OPTION_CURSES:
3459 "Set highlight video, if this is reasonable."
3460 if game.options & OPTION_CURSES:
3461 curwnd.attron(curses.A_REVERSE)
3464 # Things past this point have policy implications.
3468 "Hook to be called after moving to redraw maps."
3469 if game.options & OPTION_CURSES:
3472 setwnd(srscan_window)
3476 setwnd(status_window)
3477 status_window.clear()
3478 status_window.move(0, 0)
3479 setwnd(report_window)
3480 report_window.clear()
3481 report_window.move(0, 0)
3483 setwnd(lrscan_window)
3484 lrscan_window.clear()
3485 lrscan_window.move(0, 0)
3486 lrscan(silent=False)
3488 def put_srscan_sym(w, sym):
3489 "Emit symbol for short-range scan."
3490 srscan_window.move(w.i+1, w.j*2+2)
3491 srscan_window.addch(sym)
3492 srscan_window.refresh()
3495 "Enemy fall down, go boom."
3496 if game.options & OPTION_CURSES:
3498 setwnd(srscan_window)
3499 srscan_window.attron(curses.A_REVERSE)
3500 put_srscan_sym(w, game.quad[w.i][w.j])
3504 srscan_window.attroff(curses.A_REVERSE)
3505 put_srscan_sym(w, game.quad[w.i][w.j])
3506 curses.delay_output(500)
3507 setwnd(message_window)
3510 "Sound and visual effects for teleportation."
3511 if game.options & OPTION_CURSES:
3513 setwnd(message_window)
3515 prouts(" . . . . . ")
3516 if game.options & OPTION_CURSES:
3517 #curses.delay_output(1000)
3521 def tracktorpedo(origin, w, step, i, n, iquad):
3522 "Torpedo-track animation."
3523 if not game.options & OPTION_CURSES:
3527 proutn(_("Track for torpedo number %d- ") % (i+1))
3530 proutn(_("Torpedo track- "))
3531 elif step==4 or step==9:
3535 if not damaged(DSRSENS) or game.condition=="docked":
3536 if i != 0 and step == 1:
3539 if (iquad==IHDOT) or (iquad==IHBLANK):
3540 put_srscan_sym(w, '+')
3544 put_srscan_sym(w, iquad)
3546 curwnd.attron(curses.A_REVERSE)
3547 put_srscan_sym(w, iquad)
3551 curwnd.attroff(curses.A_REVERSE)
3552 put_srscan_sym(w, iquad)
3557 "Display the current galaxy chart."
3558 if game.options & OPTION_CURSES:
3559 setwnd(message_window)
3560 message_window.clear()
3562 if game.options & OPTION_TTY:
3567 def prstat(txt, data):
3569 if game.options & OPTION_CURSES:
3571 setwnd(status_window)
3573 proutn(" " * (NSYM - len(txt)))
3576 if game.options & OPTION_CURSES:
3577 setwnd(report_window)
3579 # Code from moving.c begins here
3581 def imove(course=None, novapush=False):
3582 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3583 w = coord(); final = coord()
3586 def no_quad_change():
3587 # No quadrant change -- compute new average enemy distances
3588 game.quad[game.sector.i][game.sector.j] = game.ship
3590 for enemy in game.enemies:
3591 finald = (w-enemy.kloc).distance()
3592 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3593 enemy.kdist = finald
3594 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3595 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3596 attack(torps_ok=False)
3597 for enemy in game.enemies:
3598 enemy.kavgd = enemy.kdist
3601 setwnd(message_window)
3604 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3605 game.inorbit = False
3606 # If tractor beam is to occur, don't move full distance
3607 if game.state.date+game.optime >= scheduled(FTBEAM):
3609 game.condition = "red"
3610 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3611 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3612 # Move within the quadrant
3613 game.quad[game.sector.i][game.sector.j] = IHDOT
3614 for m in range(course.moves):
3617 if course.origin.quadrant() != course.location.quadrant():
3618 # Leaving quadrant -- allow final enemy attack
3619 # Don't do it if being pushed by Nova
3620 if len(game.enemies) != 0 and not novapush:
3622 for enemy in game.enemies:
3623 finald = (w - enemy.kloc).distance()
3624 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3625 # Stas Sergeev added the condition
3626 # that attacks only happen if Klingons
3627 # are present and your skill is good.
3628 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3629 attack(torps_ok=False)
3632 # check for edge of galaxy
3636 if course.final.i < 0:
3637 course.final.i = -course.final.i
3639 if course.final.j < 0:
3640 course.final.j = -course.final.j
3642 if course.final.i >= GALSIZE*QUADSIZE:
3643 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3645 if course.final.j >= GALSIZE*QUADSIZE:
3646 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3654 if game.nkinks == 3:
3655 # Three strikes -- you're out!
3659 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3660 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3661 prout(_("YOU WILL BE DESTROYED."))
3662 # Compute final position in new quadrant
3663 if trbeam: # Don't bother if we are to be beamed
3665 game.quadrant = course.final.quadrant()
3666 game.sector = course.final.sector()
3668 prout(_("Entering Quadrant %s.") % game.quadrant)
3669 game.quad[game.sector.i][game.sector.j] = game.ship
3671 if game.skill>SKILL_NOVICE:
3672 attack(torps_ok=False)
3674 iquad = game.quad[w.i][w.j]
3676 # object encountered in flight path
3677 stopegy = 50.0*course.distance/game.optime
3678 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3680 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3681 for enemy in game.enemies:
3682 if enemy.kloc == game.sector:
3684 collision(rammed=False, enemy=enemy)
3686 elif iquad == IHBLANK:
3688 prouts(_("***RED ALERT! RED ALERT!"))
3690 proutn("***" + crmshp())
3691 proutn(_(" pulled into black hole at Sector %s") % w)
3692 # Getting pulled into a black hole was certain
3693 # death in Almy's original. Stas Sergeev added a
3694 # possibility that you'll get timewarped instead.
3696 for m in range(NDEVICES):
3697 if game.damage[m]>0:
3699 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3700 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3710 prout(_(" encounters Tholian web at %s;") % w)
3712 prout(_(" blocked by object at %s;") % w)
3713 proutn(_("Emergency stop required "))
3714 prout(_("%2d units of energy.") % int(stopegy))
3715 game.energy -= stopegy
3717 if game.energy <= 0:
3723 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3730 "Dock our ship at a starbase."
3732 if game.condition == "docked" and verbose:
3733 prout(_("Already docked."))
3736 prout(_("You must first leave standard orbit."))
3738 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3739 prout(crmshp() + _(" not adjacent to base."))
3741 game.condition = "docked"
3745 if game.energy < game.inenrg:
3746 game.energy = game.inenrg
3747 game.shield = game.inshld
3748 game.torps = game.intorps
3749 game.lsupres = game.inlsr
3750 game.state.crew = FULLCREW
3751 if not damaged(DRADIO) and \
3752 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3753 # get attack report from base
3754 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3758 # This program originally required input in terms of a (clock)
3759 # direction and distance. Somewhere in history, it was changed to
3760 # cartesian coordinates. So we need to convert. Probably
3761 # "manual" input should still be done this way -- it's a real
3762 # pain if the computer isn't working! Manual mode is still confusing
3763 # because it involves giving x and y motions, yet the coordinates
3764 # are always displayed y - x, where +y is downward!
3766 def cartesian(loc1=None, loc2=None):
3768 return game.quadrant * QUADSIZE + game.sector
3770 return game.quadrant * QUADSIZE + loc1
3772 return loc1 * QUADSIZE + loc2
3774 def getcourse(isprobe):
3775 "Get a course and distance from the user."
3777 dquad = copy.copy(game.quadrant)
3778 navmode = "unspecified"
3782 if game.landed and not isprobe:
3783 prout(_("Dummy! You can't leave standard orbit until you"))
3784 proutn(_("are back aboard the ship."))
3787 while navmode == "unspecified":
3788 if damaged(DNAVSYS):
3790 prout(_("Computer damaged; manual navigation only"))
3792 prout(_("Computer damaged; manual movement only"))
3797 key = scanner.next()
3799 proutn(_("Manual or automatic- "))
3802 elif key == "IHALPHA":
3803 if scanner.sees("manual"):
3805 key = scanner.next()
3807 elif scanner.sees("automatic"):
3808 navmode = "automatic"
3809 key = scanner.next()
3817 prout(_("(Manual navigation assumed.)"))
3819 prout(_("(Manual movement assumed.)"))
3823 if navmode == "automatic":
3824 while key == "IHEOL":
3826 proutn(_("Target quadrant or quadrant§or- "))
3828 proutn(_("Destination sector or quadrant§or- "))
3831 key = scanner.next()
3835 xi = int(round(scanner.real))-1
3836 key = scanner.next()
3840 xj = int(round(scanner.real))-1
3841 key = scanner.next()
3843 # both quadrant and sector specified
3844 xk = int(round(scanner.real))-1
3845 key = scanner.next()
3849 xl = int(round(scanner.real))-1
3855 # only one pair of numbers was specified
3857 # only quadrant specified -- go to center of dest quad
3860 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3862 # only sector specified
3866 if not dquad.valid_quadrant() or not dsect.valid_sector():
3873 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3875 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3876 # the actual deltas get computed here
3877 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3878 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3880 while key == "IHEOL":
3881 proutn(_("X and Y displacements- "))
3884 key = scanner.next()
3889 delta.j = scanner.real
3890 key = scanner.next()
3894 delta.i = scanner.real
3895 # Check for zero movement
3896 if delta.i == 0 and delta.j == 0:
3899 if itemp == "verbose" and not isprobe:
3901 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3903 return course(bearing=delta.bearing(), distance=delta.distance())
3906 def __init__(self, bearing, distance, origin=None):
3907 self.distance = distance
3908 self.bearing = bearing
3910 self.origin = cartesian(game.quadrant, game.sector)
3912 self.origin = origin
3913 # The bearing() code we inherited from FORTRAN is actually computing
3914 # clockface directions!
3915 if self.bearing < 0.0:
3916 self.bearing += 12.0
3917 self.angle = ((15.0 - self.bearing) * 0.5235988)
3919 self.origin = cartesian(game.quadrant, game.sector)
3921 self.origin = cartesian(game.quadrant, origin)
3922 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3923 bigger = max(abs(self.increment.i), abs(self.increment.j))
3924 self.increment /= bigger
3925 self.moves = int(round(10*self.distance*bigger))
3927 self.final = (self.location + self.moves*self.increment).roundtogrid()
3929 self.location = self.origin
3932 return self.location.roundtogrid() == self.final
3933 def next(self, grain=1):
3934 "Next step on course."
3936 self.nextlocation = self.location + self.increment
3937 oldloc = (self.location/grain).roundtogrid()
3938 newloc = (self.nextlocation/grain).roundtogrid()
3939 self.location = self.nextlocation
3940 if newloc != oldloc:
3945 return self.location.quadrant()
3947 return self.location.sector()
3948 def power(self, warp):
3949 return self.distance*(warp**3)*(game.shldup+1)
3950 def time(self, warp):
3951 return 10.0*self.distance/warp**2
3954 "Move under impulse power."
3956 if damaged(DIMPULS):
3959 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3961 if game.energy > 30.0:
3963 course = getcourse(isprobe=False)
3966 power = 20.0 + 100.0*course.distance
3969 if power >= game.energy:
3970 # Insufficient power for trip
3972 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3973 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3974 if game.energy > 30:
3975 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3976 int(0.01 * (game.energy-20.0)-0.05))
3977 prout(_(" quadrants.\""))
3979 prout(_("quadrant. They are, therefore, useless.\""))
3982 # Make sure enough time is left for the trip
3983 game.optime = course.dist/0.095
3984 if game.optime >= game.state.remtime:
3985 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3986 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3987 proutn(_("we dare spend the time?\" "))
3990 # Activate impulse engines and pay the cost
3991 imove(course, novapush=False)
3995 power = 20.0 + 100.0*course.dist
3996 game.energy -= power
3997 game.optime = course.dist/0.095
3998 if game.energy <= 0:
4002 def warp(course, involuntary):
4003 "ove under warp drive."
4004 blooey = False; twarp = False
4005 if not involuntary: # Not WARPX entry
4007 if game.damage[DWARPEN] > 10.0:
4010 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4012 if damaged(DWARPEN) and game.warpfac > 4.0:
4015 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4016 prout(_(" is repaired, I can only give you warp 4.\""))
4018 # Read in course and distance
4021 course = getcourse(isprobe=False)
4024 # Make sure starship has enough energy for the trip
4025 # Note: this formula is slightly different from the C version,
4026 # and lets you skate a bit closer to the edge.
4027 if course.power(game.warpfac) >= game.energy:
4028 # Insufficient power for trip
4031 prout(_("Engineering to bridge--"))
4032 if not game.shldup or 0.5*power > game.energy:
4033 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4035 prout(_("We can't do it, Captain. We don't have enough energy."))
4037 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4040 prout(_("if you'll lower the shields."))
4044 prout(_("We haven't the energy to go that far with the shields up."))
4046 # Make sure enough time is left for the trip
4047 game.optime = course.time(game.warpfac)
4048 if game.optime >= 0.8*game.state.remtime:
4050 prout(_("First Officer Spock- \"Captain, I compute that such"))
4051 proutn(_(" a trip would require approximately %2.0f") %
4052 (100.0*game.optime/game.state.remtime))
4053 prout(_(" percent of our"))
4054 proutn(_(" remaining time. Are you sure this is wise?\" "))
4060 if game.warpfac > 6.0:
4061 # Decide if engine damage will occur
4062 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4063 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4064 if prob > randreal():
4066 course.distance = randreal(course.distance)
4067 # Decide if time warp will occur
4068 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4070 if idebug and game.warpfac==10 and not twarp:
4072 proutn("=== Force time warp? ")
4076 # If time warp or engine damage, check path
4077 # If it is obstructed, don't do warp or damage
4078 for m in range(course.moves):
4081 if not w.valid_sector():
4083 if game.quad[w.x][w.y] != IHDOT:
4087 # Activate Warp Engines and pay the cost
4088 imove(course, novapush=False)
4091 game.energy -= course.power(game.warpfac)
4092 if game.energy <= 0:
4094 game.optime = course.time(game.warpfac)
4098 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4100 prout(_("Engineering to bridge--"))
4101 prout(_(" Scott here. The warp engines are damaged."))
4102 prout(_(" We'll have to reduce speed to warp 4."))
4107 "Change the warp factor."
4113 proutn(_("Warp factor- "))
4118 if game.damage[DWARPEN] > 10.0:
4119 prout(_("Warp engines inoperative."))
4121 if damaged(DWARPEN) and scanner.real > 4.0:
4122 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4123 prout(_(" but right now we can only go warp 4.\""))
4125 if scanner.real > 10.0:
4126 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4128 if scanner.real < 1.0:
4129 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4131 oldfac = game.warpfac
4132 game.warpfac = scanner.real
4133 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4134 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4137 if game.warpfac < 8.00:
4138 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4140 if game.warpfac == 10.0:
4141 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4143 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4147 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4149 # is captain on planet?
4151 if damaged(DTRANSP):
4154 prout(_("Scotty rushes to the transporter controls."))
4156 prout(_("But with the shields up it's hopeless."))
4158 prouts(_("His desperate attempt to rescue you . . ."))
4163 prout(_("SUCCEEDS!"))
4166 proutn(_("The crystals mined were "))
4174 # Check to see if captain in shuttle craft
4179 # Inform captain of attempt to reach safety
4183 prouts(_("***RED ALERT! RED ALERT!"))
4185 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4186 prouts(_(" a supernova."))
4188 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4189 prout(_("safely out of quadrant."))
4190 if not damaged(DRADIO):
4191 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4192 # Try to use warp engines
4193 if damaged(DWARPEN):
4195 prout(_("Warp engines damaged."))
4198 game.warpfac = randreal(6.0, 8.0)
4199 prout(_("Warp factor set to %d") % int(game.warpfac))
4200 power = 0.75*game.energy
4201 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4202 distreq = randreal(math.sqrt(2))
4203 if distreq < game.dist:
4205 course = course(bearing=randreal(12), distance=dist) # How dumb!
4206 game.optime = course.time()
4208 game.inorbit = False
4209 warp(course, involuntary=True)
4211 # This is bad news, we didn't leave quadrant.
4215 prout(_("Insufficient energy to leave quadrant."))
4218 # Repeat if another snova
4219 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4221 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4222 finish(FWON) # Snova killed remaining enemy.
4225 "Let's do the time warp again."
4226 prout(_("***TIME WARP ENTERED."))
4227 if game.state.snap and withprob(0.5):
4229 prout(_("You are traveling backwards in time %d stardates.") %
4230 int(game.state.date-game.snapsht.date))
4231 game.state = game.snapsht
4232 game.state.snap = False
4233 if len(game.state.kcmdr):
4234 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4235 schedule(FBATTAK, expran(0.3*game.intime))
4236 schedule(FSNOVA, expran(0.5*game.intime))
4237 # next snapshot will be sooner
4238 schedule(FSNAP, expran(0.25*game.state.remtime))
4240 if game.state.nscrem:
4241 schedule(FSCMOVE, 0.2777)
4245 game.battle.invalidate()
4246 # Make sure Galileo is consistant -- Snapshot may have been taken
4247 # when on planet, which would give us two Galileos!
4249 for l in range(game.inplan):
4250 if game.state.planets[l].known == "shuttle_down":
4252 if game.iscraft == "onship" and game.ship==IHE:
4253 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4254 game.iscraft = "offship"
4255 # Likewise, if in the original time the Galileo was abandoned, but
4256 # was on ship earlier, it would have vanished -- let's restore it.
4257 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4258 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4259 game.iscraft = "onship"
4260 # There used to be code to do the actual reconstrction here,
4261 # but the starchart is now part of the snapshotted galaxy state.
4262 prout(_("Spock has reconstructed a correct star chart from memory"))
4264 # Go forward in time
4265 game.optime = -0.5*game.intime*math.log(randreal())
4266 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4267 # cheat to make sure no tractor beams occur during time warp
4268 postpone(FTBEAM, game.optime)
4269 game.damage[DRADIO] += game.optime
4271 events() # Stas Sergeev added this -- do pending events
4274 "Launch deep-space probe."
4275 # New code to launch a deep space probe
4276 if game.nprobes == 0:
4279 if game.ship == IHE:
4280 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4282 prout(_("Ye Faerie Queene has no deep space probes."))
4287 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4289 if is_scheduled(FDSPROB):
4292 if damaged(DRADIO) and game.condition != "docked":
4293 prout(_("Spock- \"Records show the previous probe has not yet"))
4294 prout(_(" reached its destination.\""))
4296 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4298 key = scanner.next()
4300 if game.nprobes == 1:
4301 prout(_("1 probe left."))
4303 prout(_("%d probes left") % game.nprobes)
4304 proutn(_("Are you sure you want to fire a probe? "))
4307 game.isarmed = False
4308 if key == "IHALPHA" and scanner.token == "armed":
4310 key = scanner.next()
4311 elif key == "IHEOL":
4312 proutn(_("Arm NOVAMAX warhead? "))
4314 elif key == "IHREAL": # first element of course
4315 scanner.push(scanner.token)
4317 game.probe = getcourse(isprobe=True)
4321 schedule(FDSPROB, 0.01) # Time to move one sector
4322 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4327 "Yell for help from nearest starbase."
4328 # There's more than one way to move in this game!
4330 # Test for conditions which prevent calling for help
4331 if game.condition == "docked":
4332 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4335 prout(_("Subspace radio damaged."))
4337 if not game.state.baseq:
4338 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4341 prout(_("You must be aboard the %s.") % crmshp())
4343 # OK -- call for help from nearest starbase
4346 # There's one in this quadrant
4347 ddist = (game.base - game.sector).distance()
4350 for ibq in game.state.baseq:
4351 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4354 # Since starbase not in quadrant, set up new quadrant
4357 # dematerialize starship
4358 game.quad[game.sector.i][game.sector.j]=IHDOT
4359 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4360 % (game.quadrant, crmshp()))
4361 game.sector.invalidate()
4362 for m in range(1, 5+1):
4363 w = game.base.scatter()
4364 if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4365 # found one -- finish up
4368 if not game.sector.is_valid():
4369 prout(_("You have been lost in space..."))
4370 finish(FMATERIALIZE)
4372 # Give starbase three chances to rematerialize starship
4373 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4374 for m in range(1, 3+1):
4375 if m == 1: proutn(_("1st"))
4376 elif m == 2: proutn(_("2nd"))
4377 elif m == 3: proutn(_("3rd"))
4378 proutn(_(" attempt to re-materialize ") + crmshp())
4379 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4382 if randreal() > probf:
4385 curses.delay_output(500)
4388 game.quad[ix][iy]=IHQUEST
4391 setwnd(message_window)
4392 finish(FMATERIALIZE)
4394 game.quad[ix][iy]=game.ship
4396 prout(_("succeeds."))
4400 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4405 if game.condition=="docked":
4407 prout(_("You cannot abandon Ye Faerie Queene."))
4410 # Must take shuttle craft to exit
4411 if game.damage[DSHUTTL]==-1:
4412 prout(_("Ye Faerie Queene has no shuttle craft."))
4414 if game.damage[DSHUTTL]<0:
4415 prout(_("Shuttle craft now serving Big Macs."))
4417 if game.damage[DSHUTTL]>0:
4418 prout(_("Shuttle craft damaged."))
4421 prout(_("You must be aboard the ship."))
4423 if game.iscraft != "onship":
4424 prout(_("Shuttle craft not currently available."))
4426 # Emit abandon ship messages
4428 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4430 prouts(_("***ALL HANDS ABANDON SHIP!"))
4432 prout(_("Captain and crew escape in shuttle craft."))
4433 if not game.state.baseq:
4434 # Oops! no place to go...
4437 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4439 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4440 prout(_("Remainder of ship's complement beam down"))
4441 prout(_("to nearest habitable planet."))
4442 elif q.planet != None and not damaged(DTRANSP):
4443 prout(_("Remainder of ship's complement beam down to %s.") %
4446 prout(_("Entire crew of %d left to die in outer space.") %
4448 game.casual += game.state.crew
4449 game.abandoned += game.state.crew
4450 # If at least one base left, give 'em the Faerie Queene
4452 game.icrystl = False # crystals are lost
4453 game.nprobes = 0 # No probes
4454 prout(_("You are captured by Klingons and released to"))
4455 prout(_("the Federation in a prisoner-of-war exchange."))
4456 nb = randrange(len(game.state.baseq))
4457 # Set up quadrant and position FQ adjacient to base
4458 if not game.quadrant == game.state.baseq[nb]:
4459 game.quadrant = game.state.baseq[nb]
4460 game.sector.i = game.sector.j = 5
4463 # position next to base by trial and error
4464 game.quad[game.sector.i][game.sector.j] = IHDOT
4465 for l in range(QUADSIZE):
4466 game.sector = game.base.scatter()
4467 if game.sector.valid_sector() and \
4468 game.quad[game.sector.i][game.sector.j] == IHDOT:
4471 break # found a spot
4472 game.sector.i=QUADSIZE/2
4473 game.sector.j=QUADSIZE/2
4475 # Get new commission
4476 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4477 game.state.crew = FULLCREW
4478 prout(_("Starfleet puts you in command of another ship,"))
4479 prout(_("the Faerie Queene, which is antiquated but,"))
4480 prout(_("still useable."))
4482 prout(_("The dilithium crystals have been moved."))
4484 game.iscraft = "offship" # Galileo disappears
4486 game.condition="docked"
4487 for l in range(NDEVICES):
4488 game.damage[l] = 0.0
4489 game.damage[DSHUTTL] = -1
4490 game.energy = game.inenrg = 3000.0
4491 game.shield = game.inshld = 1250.0
4492 game.torps = game.intorps = 6
4493 game.lsupres=game.inlsr=3.0
4498 # Code from planets.c begins here.
4501 "Abort a lengthy operation if an event interrupts it."
4504 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4509 "Report on (uninhabited) planets in the galaxy."
4513 prout(_("Spock- \"Planet report follows, Captain.\""))
4515 for i in range(game.inplan):
4516 if game.state.planets[i].pclass == "destroyed":
4518 if (game.state.planets[i].known != "unknown" \
4519 and not game.state.planets[i].inhabited) \
4522 if idebug and game.state.planets[i].known=="unknown":
4523 proutn("(Unknown) ")
4524 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4525 proutn(_(" class "))
4526 proutn(game.state.planets[i].pclass)
4528 if game.state.planets[i].crystals != present:
4530 prout(_("dilithium crystals present."))
4531 if game.state.planets[i].known=="shuttle_down":
4532 prout(_(" Shuttle Craft Galileo on surface."))
4534 prout(_("No information available."))
4537 "Enter standard orbit."
4541 prout(_("Already in standard orbit."))
4543 if damaged(DWARPEN) and damaged(DIMPULS):
4544 prout(_("Both warp and impulse engines damaged."))
4546 if not game.plnet.is_valid():
4547 prout("There is no planet in this sector.")
4549 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4550 prout(crmshp() + _(" not adjacent to planet."))
4553 game.optime = randreal(0.02, 0.05)
4554 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4558 game.height = randreal(1400, 8600)
4559 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4564 "Examine planets in this quadrant."
4565 if damaged(DSRSENS):
4566 if game.options & OPTION_TTY:
4567 prout(_("Short range sensors damaged."))
4569 if game.iplnet == None:
4570 if game.options & OPTION_TTY:
4571 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4573 if game.iplnet.known == "unknown":
4574 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4576 prout(_(" Planet at Sector %s is of class %s.") %
4577 (game.plnet, game.iplnet.pclass))
4578 if game.iplnet.known=="shuttle_down":
4579 prout(_(" Sensors show Galileo still on surface."))
4580 proutn(_(" Readings indicate"))
4581 if game.iplnet.crystals != "present":
4583 prout(_(" dilithium crystals present.\""))
4584 if game.iplnet.known == "unknown":
4585 game.iplnet.known = "known"
4586 elif game.iplnet.inhabited:
4587 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4588 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4591 "Use the transporter."
4595 if damaged(DTRANSP):
4596 prout(_("Transporter damaged."))
4597 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4599 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4603 if not game.inorbit:
4604 prout(crmshp() + _(" not in standard orbit."))
4607 prout(_("Impossible to transport through shields."))
4609 if game.iplnet.known=="unknown":
4610 prout(_("Spock- \"Captain, we have no information on this planet"))
4611 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4612 prout(_(" you may not go down.\""))
4614 if not game.landed and game.iplnet.crystals=="absent":
4615 prout(_("Spock- \"Captain, I fail to see the logic in"))
4616 prout(_(" exploring a planet with no dilithium crystals."))
4617 proutn(_(" Are you sure this is wise?\" "))
4621 if not (game.options & OPTION_PLAIN):
4622 nrgneed = 50 * game.skill + game.height / 100.0
4623 if nrgneed > game.energy:
4624 prout(_("Engineering to bridge--"))
4625 prout(_(" Captain, we don't have enough energy for transportation."))
4627 if not game.landed and nrgneed * 2 > game.energy:
4628 prout(_("Engineering to bridge--"))
4629 prout(_(" Captain, we have enough energy only to transport you down to"))
4630 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4631 if game.iplnet.known == "shuttle_down":
4632 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4633 proutn(_(" Are you sure this is wise?\" "))
4638 # Coming from planet
4639 if game.iplnet.known=="shuttle_down":
4640 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4644 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4645 prout(_("Landing party assembled, ready to beam up."))
4647 prout(_("Kirk whips out communicator..."))
4648 prouts(_("BEEP BEEP BEEP"))
4650 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4653 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4655 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4657 prout(_("Kirk- \"Energize.\""))
4660 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4663 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4665 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4668 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4669 game.landed = not game.landed
4670 game.energy -= nrgneed
4672 prout(_("Transport complete."))
4673 if game.landed and game.iplnet.known=="shuttle_down":
4674 prout(_("The shuttle craft Galileo is here!"))
4675 if not game.landed and game.imine:
4682 "Strip-mine a world for dilithium."
4686 prout(_("Mining party not on planet."))
4688 if game.iplnet.crystals == "mined":
4689 prout(_("This planet has already been strip-mined for dilithium."))
4691 elif game.iplnet.crystals == "absent":
4692 prout(_("No dilithium crystals on this planet."))
4695 prout(_("You've already mined enough crystals for this trip."))
4697 if game.icrystl and game.cryprob == 0.05:
4698 prout(_("With all those fresh crystals aboard the ") + crmshp())
4699 prout(_("there's no reason to mine more at this time."))
4701 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4704 prout(_("Mining operation complete."))
4705 game.iplnet.crystals = "mined"
4706 game.imine = game.ididit = True
4709 "Use dilithium crystals."
4713 if not game.icrystl:
4714 prout(_("No dilithium crystals available."))
4716 if game.energy >= 1000:
4717 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4718 prout(_(" except when Condition Yellow exists."))
4720 prout(_("Spock- \"Captain, I must warn you that loading"))
4721 prout(_(" raw dilithium crystals into the ship's power"))
4722 prout(_(" system may risk a severe explosion."))
4723 proutn(_(" Are you sure this is wise?\" "))
4728 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4729 prout(_(" Mr. Spock and I will try it.\""))
4731 prout(_("Spock- \"Crystals in place, Sir."))
4732 prout(_(" Ready to activate circuit.\""))
4734 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4736 if with(game.cryprob):
4737 prouts(_(" \"Activating now! - - No good! It's***"))
4739 prouts(_("***RED ALERT! RED A*L********************************"))
4742 prouts(_("****************** KA-BOOM!!!! *******************"))
4746 game.energy += randreal(5000.0, 5500.0)
4747 prouts(_(" \"Activating now! - - "))
4748 prout(_("The instruments"))
4749 prout(_(" are going crazy, but I think it's"))
4750 prout(_(" going to work!! Congratulations, Sir!\""))
4755 "Use shuttlecraft for planetary jaunt."
4758 if damaged(DSHUTTL):
4759 if game.damage[DSHUTTL] == -1.0:
4760 if game.inorbit and game.iplnet.known == "shuttle_down":
4761 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4763 prout(_("Ye Faerie Queene had no shuttle craft."))
4764 elif game.damage[DSHUTTL] > 0:
4765 prout(_("The Galileo is damaged."))
4766 else: # game.damage[DSHUTTL] < 0
4767 prout(_("Shuttle craft is now serving Big Macs."))
4769 if not game.inorbit:
4770 prout(crmshp() + _(" not in standard orbit."))
4772 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4773 prout(_("Shuttle craft not currently available."))
4775 if not game.landed and game.iplnet.known=="shuttle_down":
4776 prout(_("You will have to beam down to retrieve the shuttle craft."))
4778 if game.shldup or game.condition == "docked":
4779 prout(_("Shuttle craft cannot pass through shields."))
4781 if game.iplnet.known=="unknown":
4782 prout(_("Spock- \"Captain, we have no information on this planet"))
4783 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4784 prout(_(" you may not fly down.\""))
4786 game.optime = 3.0e-5*game.height
4787 if game.optime >= 0.8*game.state.remtime:
4788 prout(_("First Officer Spock- \"Captain, I compute that such"))
4789 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4790 int(100*game.optime/game.state.remtime))
4791 prout(_("remaining time."))
4792 proutn(_("Are you sure this is wise?\" "))
4798 if game.iscraft == "onship":
4800 if not damaged(DTRANSP):
4801 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4805 proutn(_("Shuttle crew"))
4807 proutn(_("Rescue party"))
4808 prout(_(" boards Galileo and swoops toward planet surface."))
4809 game.iscraft = "offship"
4813 game.iplnet.known="shuttle_down"
4814 prout(_("Trip complete."))
4817 # Ready to go back to ship
4818 prout(_("You and your mining party board the"))
4819 prout(_("shuttle craft for the trip back to the Enterprise."))
4821 prouts(_("The short hop begins . . ."))
4823 game.iplnet.known="known"
4829 game.iscraft = "onship"
4835 prout(_("Trip complete."))
4838 # Kirk on ship and so is Galileo
4839 prout(_("Mining party assembles in the hangar deck,"))
4840 prout(_("ready to board the shuttle craft \"Galileo\"."))
4842 prouts(_("The hangar doors open; the trip begins."))
4845 game.iscraft = "offship"
4848 game.iplnet.known = "shuttle_down"
4851 prout(_("Trip complete."))
4855 "Use the big zapper."
4859 if game.ship != IHE:
4860 prout(_("Ye Faerie Queene has no death ray."))
4862 if len(game.enemies)==0:
4863 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4866 prout(_("Death Ray is damaged."))
4868 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4869 prout(_(" is highly unpredictible. Considering the alternatives,"))
4870 proutn(_(" are you sure this is wise?\" "))
4873 prout(_("Spock- \"Acknowledged.\""))
4876 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4878 prout(_("Crew scrambles in emergency preparation."))
4879 prout(_("Spock and Scotty ready the death ray and"))
4880 prout(_("prepare to channel all ship's power to the device."))
4882 prout(_("Spock- \"Preparations complete, sir.\""))
4883 prout(_("Kirk- \"Engage!\""))
4885 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4888 if game.options & OPTION_PLAIN:
4892 prouts(_("Sulu- \"Captain! It's working!\""))
4894 while len(game.enemies) > 0:
4895 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4896 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4897 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4899 if (game.options & OPTION_PLAIN) == 0:
4900 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4902 prout(_(" is still operational.\""))
4904 prout(_(" has been rendered nonfunctional.\""))
4905 game.damage[DDRAY] = 39.95
4907 r = randreal() # Pick failure method
4909 prouts(_("Sulu- \"Captain! It's working!\""))
4911 prouts(_("***RED ALERT! RED ALERT!"))
4913 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4915 prouts(_("***RED ALERT! RED A*L********************************"))
4918 prouts(_("****************** KA-BOOM!!!! *******************"))
4923 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4925 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4927 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4928 prout(_(" have apparently been transformed into strange mutations."))
4929 prout(_(" Vulcans do not seem to be affected."))
4931 prout(_("Kirk- \"Raauch! Raauch!\""))
4936 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4938 proutn(_("Spock- \"I believe the word is"))
4939 prouts(_(" *ASTONISHING*"))
4940 prout(_(" Mr. Sulu."))
4941 for i in range(QUADSIZE):
4942 for j in range(QUADSIZE):
4943 if game.quad[i][j] == IHDOT:
4944 game.quad[i][j] = IHQUEST
4945 prout(_(" Captain, our quadrant is now infested with"))
4946 prouts(_(" - - - - - - *THINGS*."))
4948 prout(_(" I have no logical explanation.\""))
4950 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4952 prout(_("Scotty- \"There are so many tribbles down here"))
4953 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4957 # Code from reports.c begins here
4959 def attackreport(curt):
4960 "eport status of bases under attack."
4962 if is_scheduled(FCDBAS):
4963 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4964 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4965 elif game.isatb == 1:
4966 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4967 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4969 prout(_("No Starbase is currently under attack."))
4971 if is_scheduled(FCDBAS):
4972 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4974 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4978 # report on general game status
4980 s1 = "" and game.thawed and _("thawed ")
4981 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4982 s3 = (None, _("novice"). _("fair"),
4983 _("good"), _("expert"), _("emeritus"))[game.skill]
4984 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4985 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4986 prout(_("No plaque is allowed."))
4988 prout(_("This is tournament game %d.") % game.tourn)
4989 prout(_("Your secret password is \"%s\"") % game.passwd)
4990 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4991 (game.inkling + game.incom + game.inscom)))
4992 if game.incom - len(game.state.kcmdr):
4993 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4994 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4995 prout(_(", but no Commanders."))
4998 if game.skill > SKILL_FAIR:
4999 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5000 if len(game.state.baseq) != game.inbase:
5002 if game.inbase-len(game.state.baseq)==1:
5003 proutn(_("has been 1 base"))
5005 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5006 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5008 prout(_("There are %d bases.") % game.inbase)
5009 if communicating() or game.iseenit:
5010 # Don't report this if not seen and
5011 # either the radio is dead or not at base!
5015 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5017 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5018 if game.ship == IHE:
5019 proutn(_("You have "))
5021 proutn("%d" % (game.nprobes))
5024 proutn(_(" deep space probe"))
5028 if communicating() and is_scheduled(FDSPROB):
5030 proutn(_("An armed deep space probe is in "))
5032 proutn(_("A deep space probe is in "))
5033 prout("Quadrant %s." % game.probec)
5035 if game.cryprob <= .05:
5036 prout(_("Dilithium crystals aboard ship... not yet used."))
5040 while game.cryprob > ai:
5043 prout(_("Dilithium crystals have been used %d time%s.") % \
5044 (i, (_("s"), "")[i==1]))
5048 "Long-range sensor scan."
5049 if damaged(DLRSENS):
5050 # Now allow base's sensors if docked
5051 if game.condition != "docked":
5053 prout(_("LONG-RANGE SENSORS DAMAGED."))
5056 prout(_("Starbase's long-range scan"))
5058 prout(_("Long-range scan"))
5059 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5062 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5063 if not coord(x, y).valid_quadrant():
5067 if not damaged(DRADIO):
5068 game.state.galaxy[x][y].charted = True
5069 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5070 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5071 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5072 if not silent and game.state.galaxy[x][y].supernova:
5075 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5082 for i in range(NDEVICES):
5085 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5086 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5088 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5089 game.damage[i]+0.05,
5090 game.docfac*game.damage[i]+0.005))
5092 prout(_("All devices functional."))
5095 "Update the chart in the Enterprise's computer from galaxy data."
5096 game.lastchart = game.state.date
5097 for i in range(GALSIZE):
5098 for j in range(GALSIZE):
5099 if game.state.galaxy[i][j].charted:
5100 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5101 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5102 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5105 "Display the star chart."
5107 if (game.options & OPTION_AUTOSCAN):
5109 if not damaged(DRADIO):
5111 if game.lastchart < game.state.date and game.condition == "docked":
5112 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5114 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5115 if game.state.date > game.lastchart:
5116 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5117 prout(" 1 2 3 4 5 6 7 8")
5118 for i in range(GALSIZE):
5119 proutn("%d |" % (i+1))
5120 for j in range(GALSIZE):
5121 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5125 if game.state.galaxy[i][j].supernova:
5127 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5129 elif game.state.galaxy[i][j].charted:
5130 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5134 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5142 def sectscan(goodScan, i, j):
5143 "Light up an individual dot in a sector."
5144 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5145 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):
5146 #if game.condition == "red": textcolor("red")
5147 #elif game.condition == "green": textcolor("green")
5148 #elif game.condition == "yellow": textcolor("yellow")
5149 #elif game.condition == "docked": textcolor("cyan")
5150 #elif game.condition == "dead": textcolor("brown")
5151 if game.quad[i][j] != game.ship:
5153 proutn("%c " % game.quad[i][j])
5159 "Emit status report lines"
5160 if not req or req == 1:
5161 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5162 % (game.state.date, game.state.remtime))
5163 if not req or req == 2:
5164 if game.condition != "docked":
5167 for t in range(NDEVICES):
5168 if game.damage[t]>0:
5170 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5171 if not req or req == 3:
5172 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5173 if not req or req == 4:
5174 if damaged(DLIFSUP):
5175 if game.condition == "docked":
5176 s = _("DAMAGED, Base provides")
5178 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5181 prstat(_("Life Support"), s)
5182 if not req or req == 5:
5183 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5184 if not req or req == 6:
5186 if game.icrystl and (game.options & OPTION_SHOWME):
5187 extra = _(" (have crystals)")
5188 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5189 if not req or req == 7:
5190 prstat(_("Torpedoes"), "%d" % (game.torps))
5191 if not req or req == 8:
5192 if damaged(DSHIELD):
5198 data = _(" %d%% %.1f units") \
5199 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5200 prstat(_("Shields"), s+data)
5201 if not req or req == 9:
5202 prstat(_("Klingons Left"), "%d" \
5203 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5204 if not req or req == 10:
5205 if game.options & OPTION_WORLDS:
5206 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5207 if plnet and plnet.inhabited:
5208 prstat(_("Major system"), plnet.name)
5210 prout(_("Sector is uninhabited"))
5211 elif not req or req == 11:
5212 attackreport(not req)
5215 "Request specified status data, a historical relic from slow TTYs."
5216 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5217 while scanner.next() == "IHEOL":
5218 proutn(_("Information desired? "))
5220 if scanner.token in requests:
5221 status(requests.index(scanner.token))
5223 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5224 prout((" date, condition, position, lsupport, warpfactor,"))
5225 prout((" energy, torpedoes, shields, klingons, system, time."))
5230 if damaged(DSRSENS):
5231 # Allow base's sensors if docked
5232 if game.condition != "docked":
5233 prout(_(" S.R. SENSORS DAMAGED!"))
5236 prout(_(" [Using Base's sensors]"))
5238 prout(_(" Short-range scan"))
5239 if goodScan and not damaged(DRADIO):
5240 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5241 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5242 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5243 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5244 prout(" 1 2 3 4 5 6 7 8 9 10")
5245 if game.condition != "docked":
5247 for i in range(QUADSIZE):
5248 proutn("%2d " % (i+1))
5249 for j in range(QUADSIZE):
5250 sectscan(goodScan, i, j)
5254 "Use computer to get estimated time of arrival for a warp jump."
5255 w1 = coord(); w2 = coord()
5257 if damaged(DCOMPTR):
5258 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5261 if scanner.next() != "IHREAL":
5264 proutn(_("Destination quadrant and/or sector? "))
5265 if scanner.next()!="IHREAL":
5268 w1.j = int(scanner.real-0.5)
5269 if scanner.next() != "IHREAL":
5272 w1.i = int(scanner.real-0.5)
5273 if scanner.next() == "IHREAL":
5274 w2.j = int(scanner.real-0.5)
5275 if scanner.next() != "IHREAL":
5278 w2.i = int(scanner.real-0.5)
5280 if game.quadrant.j>w1.i:
5284 if game.quadrant.i>w1.j:
5288 if not w1.valid_quadrant() or not w2.valid_sector():
5291 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5292 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5295 prout(_("Answer \"no\" if you don't know the value:"))
5298 proutn(_("Time or arrival date? "))
5299 if scanner.next()=="IHREAL":
5300 ttime = scanner.real
5301 if ttime > game.state.date:
5302 ttime -= game.state.date # Actually a star date
5303 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5304 if ttime <= 1e-10 or twarp > 10:
5305 prout(_("We'll never make it, sir."))
5312 proutn(_("Warp factor? "))
5313 if scanner.next()== "IHREAL":
5315 twarp = scanner.real
5316 if twarp<1.0 or twarp > 10.0:
5320 prout(_("Captain, certainly you can give me one of these."))
5323 ttime = (10.0*game.dist)/twarp**2
5324 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5325 if tpower >= game.energy:
5326 prout(_("Insufficient energy, sir."))
5327 if not game.shldup or tpower > game.energy*2.0:
5330 proutn(_("New warp factor to try? "))
5331 if scanner.next() == "IHREAL":
5333 twarp = scanner.real
5334 if twarp<1.0 or twarp > 10.0:
5342 prout(_("But if you lower your shields,"))
5343 proutn(_("remaining"))
5346 proutn(_("Remaining"))
5347 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5349 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5351 prout(_("Any warp speed is adequate."))
5353 prout(_("Minimum warp needed is %.2f,") % (twarp))
5354 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5355 if game.state.remtime < ttime:
5356 prout(_("Unfortunately, the Federation will be destroyed by then."))
5358 prout(_("You'll be taking risks at that speed, Captain"))
5359 if (game.isatb==1 and game.state.kscmdr == w1 and \
5360 scheduled(FSCDBAS)< ttime+game.state.date) or \
5361 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5362 prout(_("The starbase there will be destroyed by then."))
5363 proutn(_("New warp factor to try? "))
5364 if scanner.next() == "IHREAL":
5366 twarp = scanner.real
5367 if twarp<1.0 or twarp > 10.0:
5375 # Code from setup.c begins here
5378 "Issue a historically correct banner."
5380 prout(_("-SUPER- STAR TREK"))
5382 # From the FORTRAN original
5383 # prout(_("Latest update-21 Sept 78"))
5389 scanner.push("emsave.trk")
5390 key = scanner.next()
5392 proutn(_("File name: "))
5393 key = scanner.next()
5394 if key != "IHALPHA":
5398 if '.' not in scanner.token:
5399 scanner.token += ".trk"
5401 fp = open(scanner.token, "wb")
5403 prout(_("Can't freeze game as file %s") % scanner.token)
5405 cPickle.dump(game, fp)
5409 "Retrieve saved game."
5410 game.passwd[0] = '\0'
5411 key = scanner.next()
5413 proutn(_("File name: "))
5414 key = scanner.next()
5415 if key != "IHALPHA":
5419 if '.' not in scanner.token:
5420 scanner.token += ".trk"
5422 fp = open(scanner.token, "rb")
5424 prout(_("Can't thaw game in %s") % scanner.token)
5426 game = cPickle.load(fp)
5430 # I used <http://www.memory-alpha.org> to find planets
5431 # with references in ST:TOS. Eath and the Alpha Centauri
5432 # Colony have been omitted.
5434 # Some planets marked Class G and P here will be displayed as class M
5435 # because of the way planets are generated. This is a known bug.
5438 _("Andoria (Fesoan)"), # several episodes
5439 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5440 _("Vulcan (T'Khasi)"), # many episodes
5441 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5442 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5443 _("Ardana"), # TOS: "The Cloud Minders"
5444 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5445 _("Gideon"), # TOS: "The Mark of Gideon"
5446 _("Aldebaran III"), # TOS: "The Deadly Years"
5447 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5448 _("Altair IV"), # TOS: "Amok Time
5449 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5450 _("Benecia"), # TOS: "The Conscience of the King"
5451 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5452 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5453 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5454 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5455 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5456 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5457 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5458 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5459 _("Ingraham B"), # TOS: "Operation: Annihilate"
5460 _("Janus IV"), # TOS: "The Devil in the Dark"
5461 _("Makus III"), # TOS: "The Galileo Seven"
5462 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5463 _("Omega IV"), # TOS: "The Omega Glory"
5464 _("Regulus V"), # TOS: "Amok Time
5465 _("Deneva"), # TOS: "Operation -- Annihilate!"
5466 # Worlds from BSD Trek
5467 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5468 _("Beta III"), # TOS: "The Return of the Archons"
5469 _("Triacus"), # TOS: "And the Children Shall Lead",
5470 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5472 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5473 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5474 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5475 # _("Izar"), # TOS: "Whom Gods Destroy"
5476 # _("Tiburon"), # TOS: "The Way to Eden"
5477 # _("Merak II"), # TOS: "The Cloud Minders"
5478 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5479 # _("Iotia"), # TOS: "A Piece of the Action"
5483 _("S. R. Sensors"), \
5484 _("L. R. Sensors"), \
5486 _("Photon Tubes"), \
5487 _("Life Support"), \
5488 _("Warp Engines"), \
5489 _("Impulse Engines"), \
5491 _("Subspace Radio"), \
5492 _("Shuttle Craft"), \
5494 _("Navigation System"), \
5496 _("Shield Control"), \
5502 "Prepare to play, set up cosmos."
5504 # Decide how many of everything
5506 return # frozen game
5507 # Prepare the Enterprise
5508 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5510 game.state.crew = FULLCREW
5511 game.energy = game.inenrg = 5000.0
5512 game.shield = game.inshld = 2500.0
5515 game.quadrant = randplace(GALSIZE)
5516 game.sector = randplace(QUADSIZE)
5517 game.torps = game.intorps = 10
5518 game.nprobes = randrange(2, 5)
5520 for i in range(NDEVICES):
5521 game.damage[i] = 0.0
5522 # Set up assorted game parameters
5523 game.battle = coord()
5524 game.state.date = game.indate = 100.0 * randreal(20, 51)
5525 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5526 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5527 game.isatb = game.state.nplankl = 0
5528 game.state.starkl = game.state.basekl = 0
5529 game.iscraft = "onship"
5533 # Starchart is functional but we've never seen it
5534 game.lastchart = FOREVER
5535 # Put stars in the galaxy
5537 for i in range(GALSIZE):
5538 for j in range(GALSIZE):
5539 k = randrange(1, QUADSIZE**2/10+1)
5541 game.state.galaxy[i][j].stars = k
5542 # Locate star bases in galaxy
5543 for i in range(game.inbase):
5546 w = randplace(GALSIZE)
5547 if not game.state.galaxy[w.i][w.j].starbase:
5550 # C version: for (j = i-1; j > 0; j--)
5551 # so it did them in the opposite order.
5552 for j in range(1, i):
5553 # Improved placement algorithm to spread out bases
5554 distq = (w - game.state.baseq[j]).distance()
5555 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5558 prout("=== Abandoning base #%d at %s" % (i, w))
5560 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5562 prout("=== Saving base #%d, close to #%d" % (i, j))
5565 game.state.baseq.append(w)
5566 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5567 # Position ordinary Klingon Battle Cruisers
5569 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5570 if klumper > MAXKLQUAD:
5574 klump = (1.0 - r*r)*klumper
5579 w = randplace(GALSIZE)
5580 if not game.state.galaxy[w.i][w.j].supernova and \
5581 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5583 game.state.galaxy[w.i][w.j].klingons += int(klump)
5586 # Position Klingon Commander Ships
5587 for i in range(game.incom):
5589 w = randplace(GALSIZE)
5590 if not welcoming(w) or w in game.state.kcmdr:
5592 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5594 game.state.galaxy[w.i][w.j].klingons += 1
5595 game.state.kcmdr.append(w)
5596 # Locate planets in galaxy
5597 for i in range(game.inplan):
5599 w = randplace(GALSIZE)
5600 if game.state.galaxy[w.i][w.j].planet == None:
5604 new.crystals = "absent"
5605 if (game.options & OPTION_WORLDS) and i < NINHAB:
5606 new.pclass = "M" # All inhabited planets are class M
5607 new.crystals = "absent"
5609 new.name = systnames[i]
5610 new.inhabited = True
5612 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5614 new.crystals = "present"
5615 new.known = "unknown"
5616 new.inhabited = False
5617 game.state.galaxy[w.i][w.j].planet = new
5618 game.state.planets.append(new)
5620 for i in range(game.state.nromrem):
5621 w = randplace(GALSIZE)
5622 game.state.galaxy[w.i][w.j].romulans += 1
5623 # Place the Super-Commander if needed
5624 if game.state.nscrem > 0:
5626 w = randplace(GALSIZE)
5629 game.state.kscmdr = w
5630 game.state.galaxy[w.i][w.j].klingons += 1
5631 # Initialize times for extraneous events
5632 schedule(FSNOVA, expran(0.5 * game.intime))
5633 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5634 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5635 schedule(FBATTAK, expran(0.3*game.intime))
5637 if game.state.nscrem:
5638 schedule(FSCMOVE, 0.2777)
5643 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5644 schedule(FDISTR, expran(1.0 + game.intime))
5649 # Place thing (in tournament game, we don't want one!)
5650 # New in SST2K: never place the Thing near a starbase.
5651 # This makes sense and avoids a special case in the old code.
5653 if game.tourn is None:
5655 thing = randplace(GALSIZE)
5656 if thing not in game.state.baseq:
5659 game.state.snap = False
5660 if game.skill == SKILL_NOVICE:
5661 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5662 prout(_("a deadly Klingon invasion force. As captain of the United"))
5663 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5664 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5665 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5666 prout(_("your mission. As you proceed you may be given more time."))
5668 prout(_("You will have %d supporting starbases.") % (game.inbase))
5669 proutn(_("Starbase locations- "))
5671 prout(_("Stardate %d.") % int(game.state.date))
5673 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5674 prout(_("An unknown number of Romulans."))
5675 if game.state.nscrem:
5676 prout(_("And one (GULP) Super-Commander."))
5677 prout(_("%d stardates.") % int(game.intime))
5678 proutn(_("%d starbases in ") % game.inbase)
5679 for i in range(game.inbase):
5680 proutn(`game.state.baseq[i]`)
5683 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5684 proutn(_(" Sector %s") % game.sector)
5686 prout(_("Good Luck!"))
5687 if game.state.nscrem:
5688 prout(_(" YOU'LL NEED IT."))
5691 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5693 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5694 attack(torps_ok=False)
5697 "Choose your game type."
5702 game.skill = SKILL_NONE
5704 if not scanner.inqueue: # Can start with command line options
5705 proutn(_("Would you like a regular, tournament, or saved game? "))
5707 if scanner.sees("tournament"):
5708 while scanner.next() == "IHEOL":
5709 proutn(_("Type in tournament number-"))
5710 if scanner.real == 0:
5712 continue # We don't want a blank entry
5713 game.tourn = int(round(scanner.real))
5714 random.seed(scanner.real)
5716 logfp.write("# random.seed(%d)\n" % scanner.real)
5718 if scanner.sees("saved") or scanner.sees("frozen"):
5722 if game.passwd == None:
5724 if not game.alldone:
5725 game.thawed = True # No plaque if not finished
5729 if scanner.sees("regular"):
5731 proutn(_("What is \"%s\"?") % scanner.token)
5733 while game.length==0 or game.skill==SKILL_NONE:
5734 if scanner.next() == "IHALPHA":
5735 if scanner.sees("short"):
5737 elif scanner.sees("medium"):
5739 elif scanner.sees("long"):
5741 elif scanner.sees("novice"):
5742 game.skill = SKILL_NOVICE
5743 elif scanner.sees("fair"):
5744 game.skill = SKILL_FAIR
5745 elif scanner.sees("good"):
5746 game.skill = SKILL_GOOD
5747 elif scanner.sees("expert"):
5748 game.skill = SKILL_EXPERT
5749 elif scanner.sees("emeritus"):
5750 game.skill = SKILL_EMERITUS
5752 proutn(_("What is \""))
5753 proutn(scanner.token)
5758 proutn(_("Would you like a Short, Medium, or Long game? "))
5759 elif game.skill == SKILL_NONE:
5760 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5761 # Choose game options -- added by ESR for SST2K
5762 if scanner.next() != "IHALPHA":
5764 proutn(_("Choose your game style (or just press enter): "))
5766 if scanner.sees("plain"):
5767 # Approximates the UT FORTRAN version.
5768 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5769 game.options |= OPTION_PLAIN
5770 elif scanner.sees("almy"):
5771 # Approximates Tom Almy's version.
5772 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5773 game.options |= OPTION_ALMY
5774 elif scanner.sees("fancy") or scanner.sees("\n"):
5776 elif len(scanner.token):
5777 proutn(_("What is \"%s\"?") % scanner.token)
5779 if game.passwd == "debug":
5781 prout("=== Debug mode enabled.")
5782 # Use parameters to generate initial values of things
5783 game.damfac = 0.5 * game.skill
5784 game.inbase = randrange(BASEMIN, BASEMAX+1)
5786 if game.options & OPTION_PLANETS:
5787 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5788 if game.options & OPTION_WORLDS:
5789 game.inplan += int(NINHAB)
5790 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5791 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5792 game.state.remtime = 7.0 * game.length
5793 game.intime = game.state.remtime
5794 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5795 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5796 game.state.remres = (game.inkling+4*game.incom)*game.intime
5797 game.inresor = game.state.remres
5798 if game.inkling > 50:
5799 game.state.inbase += 1
5802 def dropin(iquad=None):
5803 "Drop a feature on a random dot in the current quadrant."
5805 w = randplace(QUADSIZE)
5806 if game.quad[w.i][w.j] == IHDOT:
5808 if iquad is not None:
5809 game.quad[w.i][w.j] = iquad
5813 "Update our alert status."
5814 game.condition = "green"
5815 if game.energy < 1000.0:
5816 game.condition = "yellow"
5817 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5818 game.condition = "red"
5820 game.condition="dead"
5823 "Drop new Klingon into current quadrant."
5824 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5827 "Set up a new state of quadrant, for when we enter or re-enter it."
5830 game.neutz = game.inorbit = game.landed = False
5831 game.ientesc = game.iseenit = False
5832 # Create a blank quadrant
5833 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5835 # Attempt to escape Super-commander, so tbeam back!
5838 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5839 # cope with supernova
5842 game.klhere = q.klingons
5843 game.irhere = q.romulans
5845 game.quad[game.sector.i][game.sector.j] = game.ship
5848 # Position ordinary Klingons
5849 for i in range(game.klhere):
5851 # If we need a commander, promote a Klingon
5852 for cmdr in game.state.kcmdr:
5853 if cmdr == game.quadrant:
5854 e = game.enemies[game.klhere-1]
5855 game.quad[e.kloc.i][e.kloc.j] = IHC
5856 e.kpower = randreal(950,1350) + 50.0*game.skill
5858 # If we need a super-commander, promote a Klingon
5859 if game.quadrant == game.state.kscmdr:
5861 game.quad[e.kloc.i][e.kloc.j] = IHS
5862 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5863 game.iscate = (game.state.remkl > 1)
5864 # Put in Romulans if needed
5865 for i in range(q.romulans):
5866 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5867 # If quadrant needs a starbase, put it in
5869 game.base = dropin(IHB)
5870 # If quadrant needs a planet, put it in
5872 game.iplnet = q.planet
5873 if not q.planet.inhabited:
5874 game.plnet = dropin(IHP)
5876 game.plnet = dropin(IHW)
5877 # Check for condition
5880 if game.irhere > 0 and game.klhere == 0:
5882 if not damaged(DRADIO):
5884 prout(_("LT. Uhura- \"Captain, an urgent message."))
5885 prout(_(" I'll put it on audio.\" CLICK"))
5887 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5888 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5889 # Put in THING if needed
5890 if thing == game.quadrant:
5891 enemy(type=IHQUEST, loc=dropin(),
5892 power=randreal(6000,6500.0)+250.0*game.skill)
5893 if not damaged(DSRSENS):
5895 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5896 prout(_(" Please examine your short-range scan.\""))
5897 # Decide if quadrant needs a Tholian; lighten up if skill is low
5898 if game.options & OPTION_THOLIAN:
5899 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5900 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5901 (game.skill > SKILL_GOOD and withprob(0.08)):
5904 w.i = withprob(0.5) * (QUADSIZE-1)
5905 w.j = withprob(0.5) * (QUADSIZE-1)
5906 if game.quad[w.i][w.j] == IHDOT:
5908 game.tholian = enemy(type=IHT, loc=w,
5909 power=randrange(100, 500) + 25.0*game.skill)
5910 # Reserve unoccupied corners
5911 if game.quad[0][0]==IHDOT:
5912 game.quad[0][0] = 'X'
5913 if game.quad[0][QUADSIZE-1]==IHDOT:
5914 game.quad[0][QUADSIZE-1] = 'X'
5915 if game.quad[QUADSIZE-1][0]==IHDOT:
5916 game.quad[QUADSIZE-1][0] = 'X'
5917 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5918 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5919 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5920 # And finally the stars
5921 for i in range(q.stars):
5923 # Put in a few black holes
5924 for i in range(1, 3+1):
5927 # Take out X's in corners if Tholian present
5929 if game.quad[0][0]=='X':
5930 game.quad[0][0] = IHDOT
5931 if game.quad[0][QUADSIZE-1]=='X':
5932 game.quad[0][QUADSIZE-1] = IHDOT
5933 if game.quad[QUADSIZE-1][0]=='X':
5934 game.quad[QUADSIZE-1][0] = IHDOT
5935 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5936 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5939 "Set the self-destruct password."
5940 if game.options & OPTION_PLAIN:
5943 proutn(_("Please type in a secret password- "))
5945 game.passwd = scanner.token
5946 if game.passwd != None:
5951 game.passwd += chr(ord('a')+randrange(26))
5953 # Code from sst.c begins here
5956 "SRSCAN": OPTION_TTY,
5957 "STATUS": OPTION_TTY,
5958 "REQUEST": OPTION_TTY,
5959 "LRSCAN": OPTION_TTY,
5972 "SENSORS": OPTION_PLANETS,
5973 "ORBIT": OPTION_PLANETS,
5974 "TRANSPORT": OPTION_PLANETS,
5975 "MINE": OPTION_PLANETS,
5976 "CRYSTALS": OPTION_PLANETS,
5977 "SHUTTLE": OPTION_PLANETS,
5978 "PLANETS": OPTION_PLANETS,
5983 "PROBE": OPTION_PROBE,
5985 "FREEZE": 0, # Synonym for SAVE
5991 "SOS": 0, # Synonym for MAYDAY
5992 "CALL": 0, # Synonym for MAYDAY
5998 "Generate a list of legal commands."
5999 prout(_("LEGAL COMMANDS ARE:"))
6001 for key in commands:
6002 if not commands[key] or (commands[key] & game.options):
6003 proutn("%-12s " % key)
6005 if emitted % 5 == 4:
6010 "Browse on-line help."
6011 key = scanner.next()
6014 setwnd(prompt_window)
6015 proutn(_("Help on what command? "))
6016 key = scanner.next()
6017 setwnd(message_window)
6020 if scanner.token in commands or scanner.token == "ABBREV":
6027 cmd = scanner.token.upper()
6029 fp = open(SSTDOC, "r")
6032 fp = open(DOC_NAME, "r")
6034 prout(_("Spock- \"Captain, that information is missing from the"))
6035 proutn(_(" computer. You need to find "))
6037 prout(_(" and put it in the"))
6038 proutn(_(" current directory or to "))
6041 # This used to continue: "You need to find SST.DOC and put
6042 # it in the current directory."
6045 linebuf = fp.readline()
6047 prout(_("Spock- \"Captain, there is no information on that command.\""))
6050 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6051 linebuf = linebuf[3:].strip()
6055 prout(_("Spock- \"Captain, I've found the following information:\""))
6057 while linebuf in fp:
6058 if "******" in linebuf:
6064 "Command-interpretation loop."
6066 setwnd(message_window)
6067 while True: # command loop
6069 while True: # get a command
6074 setwnd(prompt_window)
6077 if scanner.next() == "IHEOL":
6078 if game.options & OPTION_CURSES:
6081 elif scanner.token == "":
6085 setwnd(message_window)
6087 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6089 if len(candidates) == 1:
6092 elif candidates and not (game.options & OPTION_PLAIN):
6093 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6097 if cmd == "SRSCAN": # srscan
6099 elif cmd == "STATUS": # status
6101 elif cmd == "REQUEST": # status request
6103 elif cmd == "LRSCAN": # long range scan
6104 lrscan(silent=False)
6105 elif cmd == "PHASERS": # phasers
6109 elif cmd == "TORPEDO": # photon torpedos
6113 elif cmd == "MOVE": # move under warp
6114 warp(course=None, involuntary=False)
6115 elif cmd == "SHIELDS": # shields
6116 doshield(shraise=False)
6119 game.shldchg = False
6120 elif cmd == "DOCK": # dock at starbase
6123 attack(torps_ok=False)
6124 elif cmd == "DAMAGES": # damage reports
6126 elif cmd == "CHART": # chart
6128 elif cmd == "IMPULSE": # impulse
6130 elif cmd == "REST": # rest
6134 elif cmd == "WARP": # warp
6136 elif cmd == "SCORE": # score
6138 elif cmd == "SENSORS": # sensors
6140 elif cmd == "ORBIT": # orbit
6144 elif cmd == "TRANSPORT": # transport "beam"
6146 elif cmd == "MINE": # mine
6150 elif cmd == "CRYSTALS": # crystals
6154 elif cmd == "SHUTTLE": # shuttle
6158 elif cmd == "PLANETS": # Planet list
6160 elif cmd == "REPORT": # Game Report
6162 elif cmd == "COMPUTER": # use COMPUTER!
6164 elif cmd == "COMMANDS":
6166 elif cmd == "EMEXIT": # Emergency exit
6167 clrscr() # Hide screen
6168 freeze(True) # forced save
6169 raise SysExit,1 # And quick exit
6170 elif cmd == "PROBE":
6171 probe() # Launch probe
6174 elif cmd == "ABANDON": # Abandon Ship
6176 elif cmd == "DESTRUCT": # Self Destruct
6178 elif cmd == "SAVE": # Save Game
6181 if game.skill > SKILL_GOOD:
6182 prout(_("WARNING--Saved games produce no plaques!"))
6183 elif cmd == "DEATHRAY": # Try a desparation measure
6187 elif cmd == "DEBUGCMD": # What do we want for debug???
6189 elif cmd == "MAYDAY": # Call for help
6194 game.alldone = True # quit the game
6199 break # Game has ended
6200 if game.optime != 0.0:
6203 break # Events did us in
6204 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6207 if hitme and not game.justin:
6208 attack(torps_ok=True)
6211 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6222 "Emit the name of an enemy or feature."
6223 if type == IHR: s = _("Romulan")
6224 elif type == IHK: s = _("Klingon")
6225 elif type == IHC: s = _("Commander")
6226 elif type == IHS: s = _("Super-commander")
6227 elif type == IHSTAR: s = _("Star")
6228 elif type == IHP: s = _("Planet")
6229 elif type == IHB: s = _("Starbase")
6230 elif type == IHBLANK: s = _("Black hole")
6231 elif type == IHT: s = _("Tholian")
6232 elif type == IHWEB: s = _("Tholian web")
6233 elif type == IHQUEST: s = _("Stranger")
6234 elif type == IHW: s = _("Inhabited World")
6235 else: s = "Unknown??"
6238 def crmena(stars, enemy, loctype, w):
6239 "Emit the name of an enemy and his location."
6243 buf += cramen(enemy) + _(" at ")
6244 if loctype == "quadrant":
6245 buf += _("Quadrant ")
6246 elif loctype == "sector":
6251 "Emit our ship name."
6252 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6255 "Emit a line of stars"
6256 prouts("******************************************************")
6260 return -avrage*math.log(1e-7 + randreal())
6262 def randplace(size):
6263 "Choose a random location."
6265 w.i = randrange(size)
6266 w.j = randrange(size)
6276 # Get a token from the user
6279 # Fill the token quue if nothing here
6280 while not self.inqueue:
6282 if curwnd==prompt_window:
6284 setwnd(message_window)
6291 self.inqueue = line.lstrip().split() + ["\n"]
6292 # From here on in it's all looking at the queue
6293 self.token = self.inqueue.pop(0)
6294 if self.token == "\n":
6298 self.real = float(self.token)
6299 self.type = "IHREAL"
6304 self.token = self.token.lower()
6305 self.type = "IHALPHA"
6308 def append(self, tok):
6309 self.inqueue.append(tok)
6310 def push(self, tok):
6311 self.inqueue.insert(0, tok)
6315 # Demand input for next scan
6317 self.real = self.token = None
6319 # compares s to item and returns true if it matches to the length of s
6320 return s.startswith(self.token)
6322 # Round token value to nearest integer
6323 return int(round(scanner.real))
6327 if scanner.type != "IHREAL":
6330 s.i = scanner.int()-1
6332 if scanner.type != "IHREAL":
6335 s.j = scanner.int()-1
6338 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6341 "Yes-or-no confirmation."
6345 if scanner.token == 'y':
6347 if scanner.token == 'n':
6350 proutn(_("Please answer with \"y\" or \"n\": "))
6353 "Complain about unparseable input."
6356 prout(_("Beg your pardon, Captain?"))
6359 "Access to the internals for debugging."
6360 proutn("Reset levels? ")
6362 if game.energy < game.inenrg:
6363 game.energy = game.inenrg
6364 game.shield = game.inshld
6365 game.torps = game.intorps
6366 game.lsupres = game.inlsr
6367 proutn("Reset damage? ")
6369 for i in range(NDEVICES):
6370 if game.damage[i] > 0.0:
6371 game.damage[i] = 0.0
6372 proutn("Toggle debug flag? ")
6376 prout("Debug output ON")
6378 prout("Debug output OFF")
6379 proutn("Cause selective damage? ")
6381 for i in range(NDEVICES):
6382 proutn("Kill %s?" % device[i])
6384 key = scanner.next()
6385 if key == "IHALPHA" and scanner.sees("y"):
6386 game.damage[i] = 10.0
6387 proutn("Examine/change events? ")
6392 FSNOVA: "Supernova ",
6395 FBATTAK: "Base Attack ",
6396 FCDBAS: "Base Destroy ",
6397 FSCMOVE: "SC Move ",
6398 FSCDBAS: "SC Base Destroy ",
6399 FDSPROB: "Probe Move ",
6400 FDISTR: "Distress Call ",
6401 FENSLV: "Enslavement ",
6402 FREPRO: "Klingon Build ",
6404 for i in range(1, NEVENTS):
6407 proutn("%.2f" % (scheduled(i)-game.state.date))
6408 if i == FENSLV or i == FREPRO:
6410 proutn(" in %s" % ev.quadrant)
6415 key = scanner.next()
6419 elif key == "IHREAL":
6420 ev = schedule(i, scanner.real)
6421 if i == FENSLV or i == FREPRO:
6423 proutn("In quadrant- ")
6424 key = scanner.next()
6425 # "IHEOL" says to leave coordinates as they are
6428 prout("Event %d canceled, no x coordinate." % (i))
6431 w.i = int(round(scanner.real))
6432 key = scanner.next()
6434 prout("Event %d canceled, no y coordinate." % (i))
6437 w.j = int(round(scanner.real))
6440 proutn("Induce supernova here? ")
6442 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6445 if __name__ == '__main__':
6446 import getopt, socket
6448 global line, thing, game, idebug
6454 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6455 if os.getenv("TERM"):
6456 game.options |= OPTION_CURSES
6458 game.options |= OPTION_TTY
6459 seed = int(time.time())
6460 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6461 for (switch, val) in options:
6464 replayfp = open(val, "r")
6466 sys.stderr.write("sst: can't open replay file %s\n" % val)
6469 line = replayfp.readline().strip()
6470 (leader, key, seed) = line.split()
6472 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6473 line = replayfp.readline().strip()
6474 arguments += line.split()[2:]
6476 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6478 game.options |= OPTION_TTY
6479 game.options &=~ OPTION_CURSES
6480 elif switch == '-s':
6482 elif switch == '-t':
6483 game.options |= OPTION_TTY
6484 game.options &=~ OPTION_CURSES
6485 elif switch == '-x':
6488 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6490 # where to save the input in case of bugs
6492 logfp = open("/usr/tmp/sst-input.log", "w")
6494 sys.stderr.write("sst: warning, can't open logfile\n")
6496 logfp.write("# seed %s\n" % seed)
6497 logfp.write("# options %s\n" % " ".join(arguments))
6498 logfp.write("# recorded by %s@%s on %s\n" % \
6499 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6501 scanner = sstscanner()
6502 map(scanner.append, arguments)
6505 while True: # Play a game
6506 setwnd(fullscreen_window)
6512 game.alldone = False
6518 if game.tourn and game.alldone:
6519 proutn(_("Do you want your score recorded?"))
6525 proutn(_("Do you want to play again? "))
6529 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6533 except KeyboardInterrupt: