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 __rdiv__(self, other):
254 return coord(self.i/other, self.j/other)
255 def roundtogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def trunctogrid(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)
278 s.i = self.i + randrange(-1, 2)
279 s.j = self.j + randrange(-1, 2)
284 if self.i == None or self.j == None:
286 return "%s - %s" % (self.i+1, self.j+1)
291 self.name = None # string-valued if inhabited
292 self.quadrant = coord() # quadrant located
293 self.pclass = None # could be ""M", "N", "O", or "destroyed"
294 self.crystals = "absent"# could be "mined", "present", "absent"
295 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
296 self.inhabited = False # is it inhabites?
304 self.starbase = False
307 self.supernova = False
309 self.status = "secure" # Could be "secure", "distressed", "enslaved"
317 def fill2d(size, fillfun):
318 "Fill an empty list in 2D."
320 for i in range(size):
322 for j in range(size):
323 lst[i].append(fillfun(i, j))
328 self.snap = False # snapshot taken
329 self.crew = 0 # crew complement
330 self.remkl = 0 # remaining klingons
331 self.nscrem = 0 # remaining super commanders
332 self.starkl = 0 # destroyed stars
333 self.basekl = 0 # destroyed bases
334 self.nromrem = 0 # Romulans remaining
335 self.nplankl = 0 # destroyed uninhabited planets
336 self.nworldkl = 0 # destroyed inhabited planets
337 self.planets = [] # Planet information
338 self.date = 0.0 # stardate
339 self.remres = 0 # remaining resources
340 self.remtime = 0 # remaining time
341 self.baseq = [] # Base quadrant coordinates
342 self.kcmdr = [] # Commander quadrant coordinates
343 self.kscmdr = coord() # Supercommander quadrant coordinates
345 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
347 self.chart = fill2d(GALSIZE, lambda i, j: page())
351 self.date = None # A real number
352 self.quadrant = None # A coord structure
355 OPTION_ALL = 0xffffffff
356 OPTION_TTY = 0x00000001 # old interface
357 OPTION_CURSES = 0x00000002 # new interface
358 OPTION_IOMODES = 0x00000003 # cover both interfaces
359 OPTION_PLANETS = 0x00000004 # planets and mining
360 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
364 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
366 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
367 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
368 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN = 0x01000000 # user chose plain game
371 OPTION_ALMY = 0x02000000 # user chose Almy variant
390 NDEVICES= 16 # Number of devices
399 def damaged(dev): return (game.damage[dev] != 0.0)
400 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
402 # Define future events
403 FSPY = 0 # Spy event happens always (no future[] entry)
404 # can cause SC to tractor beam Enterprise
405 FSNOVA = 1 # Supernova
406 FTBEAM = 2 # Commander tractor beams Enterprise
407 FSNAP = 3 # Snapshot for time warp
408 FBATTAK = 4 # Commander attacks base
409 FCDBAS = 5 # Commander destroys base
410 FSCMOVE = 6 # Supercommander moves (might attack base)
411 FSCDBAS = 7 # Supercommander destroys base
412 FDSPROB = 8 # Move deep space probe
413 FDISTR = 9 # Emit distress call from an inhabited world
414 FENSLV = 10 # Inhabited word is enslaved */
415 FREPRO = 11 # Klingons build a ship in an enslaved system
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
422 def findevent(evtype): return game.future[evtype]
425 def __init__(self, type=None, loc=None, power=None):
430 self.kpower = power # enemy energy level
431 game.enemies.append(self)
433 motion = (loc != self.kloc)
434 if self.kloc.i is not None and self.kloc.j is not None:
437 game.quad[self.kloc.i][self.kloc.j] = IHWEB
439 game.quad[self.kloc.i][self.kloc.j] = IHDOT
441 self.kloc = copy.copy(loc)
442 game.quad[self.kloc.i][self.kloc.j] = self.type
443 self.kdist = self.kavgd = (game.sector - loc).distance()
446 self.kdist = self.kavgd = None
447 game.enemies.remove(self)
450 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
454 self.options = None # Game options
455 self.state = snapshot() # A snapshot structure
456 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
457 self.quad = None # contents of our quadrant
458 self.damage = [0.0] * NDEVICES # damage encountered
459 self.future = [] # future events
460 for i in range(NEVENTS):
461 self.future.append(event())
462 self.passwd = None; # Self Destruct password
464 self.quadrant = None # where we are in the large
465 self.sector = None # where we are in the small
466 self.tholian = None # Tholian enemy object
467 self.base = None # position of base in current quadrant
468 self.battle = None # base coordinates being attacked
469 self.plnet = None # location of planet in quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.nprobes = 0 # number of probes available
513 self.inresor = 0.0 # initial resources
514 self.intime = 0.0 # initial time
515 self.inenrg = 0.0 # initial/max energy
516 self.inshld = 0.0 # initial/max shield
517 self.inlsr = 0.0 # initial life support resources
518 self.indate = 0.0 # initial date
519 self.energy = 0.0 # energy level
520 self.shield = 0.0 # shield level
521 self.warpfac = 0.0 # warp speed
522 self.wfacsq = 0.0 # squared warp factor
523 self.lsupres = 0.0 # life support reserves
524 self.optime = 0.0 # time taken by current operation
525 self.docfac = 0.0 # repair factor when docking (constant?)
526 self.damfac = 0.0 # damage factor
527 self.lastchart = 0.0 # time star chart was last updated
528 self.cryprob = 0.0 # probability that crystal will work
529 self.probe = None # object holding probe course info
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + len(game.state.kcmdr) > 0 ?
534 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
584 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
587 def randrange(*args):
588 v = random.randrange(*args)
589 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
595 v *= args[0] # returns from [0, args[0])
597 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
598 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 # Code from ai.c begins here
604 "Would this quadrant welcome another Klingon?"
605 return iq.valid_quadrant() and \
606 not game.state.galaxy[iq.i][iq.j].supernova and \
607 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
609 def tryexit(enemy, look, irun):
610 "A bad guy attempts to bug out."
612 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614 if not welcoming(iq):
616 if enemy.type == IHR:
617 return False; # Romulans cannot escape!
619 # avoid intruding on another commander's territory
620 if enemy.type == IHC:
621 if iq in game.state.kcmdr:
623 # refuse to leave if currently attacking starbase
624 if game.battle == game.quadrant:
626 # don't leave if over 1000 units of energy
627 if enemy.kpower > 1000.0:
629 # emit escape message and move out of quadrant.
630 # we know this if either short or long range sensors are working
631 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632 game.condition == "docked":
633 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634 (_(" escapes to Quadrant %s (and regains strength).") % q))
635 # handle local matters related to escape
638 if game.condition != "docked":
640 # Handle global matters related to escape
641 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642 game.state.galaxy[iq.i][iq.j].klingons += 1
647 schedule(FSCMOVE, 0.2777)
651 for cmdr in game.state.kcmdr:
652 if cmdr == game.quadrant:
653 game.state.kcmdr[n] = iq
655 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
695 def movebaddy(enemy):
696 "Tactical movement for the bad guys."
697 next = coord(); look = coord()
699 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
700 if game.skill >= SKILL_EXPERT:
701 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
703 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
705 mdist = int(dist1 + 0.5); # Nearest integer distance
706 # If SC, check with spy to see if should hi-tail it
707 if enemy.type==IHS and \
708 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
712 # decide whether to advance, retreat, or hold position
713 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
715 forces += 1000; # Good for enemy if shield is down!
716 if not damaged(DPHASER) or not damaged(DPHOTON):
717 if damaged(DPHASER): # phasers damaged
720 forces -= 0.2*(game.energy - 2500.0)
721 if damaged(DPHOTON): # photon torpedoes damaged
724 forces -= 50.0*game.torps
726 # phasers and photon tubes both out!
729 if forces <= 1000.0 and game.condition != "docked": # Typical situation
730 motion = ((forces + randreal(200))/150.0) - 5.0
732 if forces > 1000.0: # Very strong -- move in for kill
733 motion = (1.0 - randreal())**2 * dist1 + 1.0
734 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
735 motion -= game.skill*(2.0-randreal()**2)
737 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738 # don't move if no motion
741 # Limit motion according to skill
742 if abs(motion) > game.skill:
747 # calculate preferred number of steps
748 nsteps = abs(int(motion))
749 if motion > 0 and nsteps > mdist:
750 nsteps = mdist; # don't overshoot
751 if nsteps > QUADSIZE:
752 nsteps = QUADSIZE; # This shouldn't be necessary
754 nsteps = 1; # This shouldn't be necessary
756 proutn("NSTEPS = %d:" % nsteps)
757 # Compute preferred values of delta X and Y
758 m = game.sector - enemy.kloc
759 if 2.0 * abs(m.i) < abs(m.j):
761 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
763 m = (motion * m).sgn()
766 for ll in range(nsteps):
768 proutn(" %d" % (ll+1))
769 # Check if preferred position available
780 attempts = 0; # Settle mysterious hang problem
781 while attempts < 20 and not success:
783 if look.i < 0 or look.i >= QUADSIZE:
784 if motion < 0 and tryexit(enemy, look, irun):
786 if krawli == m.i or m.j == 0:
788 look.i = next.i + krawli
790 elif look.j < 0 or look.j >= QUADSIZE:
791 if motion < 0 and tryexit(enemy, look, irun):
793 if krawlj == m.j or m.i == 0:
795 look.j = next.j + krawlj
797 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798 # See if enemy should ram ship
799 if game.quad[look.i][look.j] == game.ship and \
800 (enemy.type == IHC or enemy.type == IHS):
801 collision(rammed=True, enemy=enemy)
803 if krawli != m.i and m.j != 0:
804 look.i = next.i + krawli
806 elif krawlj != m.j and m.i != 0:
807 look.j = next.j + krawlj
810 break; # we have failed
822 if not damaged(DSRSENS) or game.condition == "docked":
823 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824 if enemy.kdist < dist1:
825 proutn(_(" advances to "))
827 proutn(_(" retreats to "))
828 prout("Sector %s." % next)
831 "Sequence Klingon tactical movement."
834 # Figure out which Klingon is the commander (or Supercommander)
836 if game.quadrant in game.state.kcmdr:
837 for enemy in game.enemies:
838 if enemy.type == IHC:
840 if game.state.kscmdr==game.quadrant:
841 for enemy in game.enemies:
842 if enemy.type == IHS:
845 # If skill level is high, move other Klingons and Romulans too!
846 # Move these last so they can base their actions on what the
848 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849 for enemy in game.enemies:
850 if enemy.type in (IHK, IHR):
852 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
854 def movescom(iq, avoid):
855 "Commander movement helper."
856 # Avoid quadrants with bases if we want to avoid Enterprise
857 if not welcoming(iq) or (avoid and iq in game.state.baseq):
859 if game.justin and not game.iscate:
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863 game.state.kscmdr = iq
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865 if game.state.kscmdr==game.quadrant:
866 # SC has scooted, Remove him from current quadrant
871 for enemy in game.enemies:
872 if enemy.type == IHS:
876 if game.condition != "docked":
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].quadrant == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return True; # looks good!
894 def supercommander():
895 "Move the Super Commander."
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 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 \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if idelta.distance() > 2.0:
908 idelta.i = game.state.kscmdr.j-game.quadrant.j
909 idelta.j = game.quadrant.i-game.state.kscmdr.i
911 # compute distances to starbases
912 if not game.state.baseq:
916 sc = game.state.kscmdr
917 for base in game.state.baseq:
918 basetbl.append((i, (base - sc).distance()))
919 if game.state.baseq > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for (i2, base) in enumerate(game.state.baseq):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 if base==game.quadrant or base==game.battle or not welcoming(base):
928 # if there is a commander, and no other base is appropriate,
929 # we will take the one with the commander
930 for cmdr in game.state.kcmdr:
931 if base == cmdr and ifindit != 2:
935 else: # no commander -- use this one
940 return # Nothing suitable -- wait until next time
941 ibq = game.state.baseq[iwhichb]
942 # decide how to move toward base
943 idelta = ibq - game.state.kscmdr
944 # Maximum movement is 1 quadrant in either or both axes
945 idelta = idelta.sgn()
946 # try moving in both x and y directions
947 # there was what looked like a bug in the Almy C code here,
948 # but it might be this translation is just wrong.
949 iq = game.state.kscmdr + idelta
950 if not movescom(iq, avoid):
951 # failed -- try some other maneuvers
952 if idelta.i==0 or idelta.j==0:
955 iq.j = game.state.kscmdr.j + 1
956 if not movescom(iq, avoid):
957 iq.j = game.state.kscmdr.j - 1
960 iq.i = game.state.kscmdr.i + 1
961 if not movescom(iq, avoid):
962 iq.i = game.state.kscmdr.i - 1
965 # try moving just in x or y
966 iq.j = game.state.kscmdr.j
967 if not movescom(iq, avoid):
968 iq.j = game.state.kscmdr.j + idelta.j
969 iq.i = game.state.kscmdr.i
972 if len(game.state.baseq) == 0:
975 for ibq in game.state.baseq:
976 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
979 return # no, don't attack base!
982 schedule(FSCDBAS, randreal(1.0, 3.0))
983 if is_scheduled(FCDBAS):
984 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985 if not communicating():
989 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
991 prout(_(" reports that it is under attack from the Klingon Super-commander."))
992 proutn(_(" It can survive until stardate %d.\"") \
993 % int(scheduled(FSCDBAS)))
996 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.optime = 0.0; # actually finished
1002 # Check for intelligence report
1005 (not communicating()) or \
1006 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1009 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1010 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1015 if not game.tholian or game.justin:
1018 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019 id.i = 0; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = 0
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1027 # something is wrong!
1028 game.tholian.move(None)
1029 prout("***Internal error: Tholian in a bad spot.")
1031 # do nothing if we are blocked
1032 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1034 here = copy.copy(game.tholian.kloc)
1035 delta = (id - game.tholian.kloc).sgn()
1037 while here.i != id.i:
1039 if game.quad[here.i][here.j]==IHDOT:
1040 game.tholian.move(here)
1042 while here.j != id.j:
1044 if game.quad[here.i][here.j]==IHDOT:
1045 game.tholian.move(here)
1046 # check to see if all holes plugged
1047 for i in range(QUADSIZE):
1048 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1050 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1052 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1054 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1056 # All plugged up -- Tholian splits
1057 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1059 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060 game.tholian.move(None)
1063 # Code from battle.c begins here
1065 def doshield(shraise):
1066 "Change shield status."
1072 key = scanner.next()
1073 if key == "IHALPHA":
1074 if scanner.sees("transfer"):
1077 if damaged(DSHIELD):
1078 prout(_("Shields damaged and down."))
1080 if scanner.sees("up"):
1082 elif scanner.sees("down"):
1085 proutn(_("Do you wish to change shield energy? "))
1087 proutn(_("Energy to transfer to shields- "))
1089 elif damaged(DSHIELD):
1090 prout(_("Shields damaged and down."))
1093 proutn(_("Shields are up. Do you want them down? "))
1100 proutn(_("Shields are down. Do you want them up? "))
1106 if action == "SHUP": # raise shields
1108 prout(_("Shields already up."))
1112 if game.condition != "docked":
1114 prout(_("Shields raised."))
1115 if game.energy <= 0:
1117 prout(_("Shields raising uses up last of energy."))
1122 elif action == "SHDN":
1124 prout(_("Shields already down."))
1128 prout(_("Shields lowered."))
1131 elif action == "NRG":
1132 while scanner.next() != "IHREAL":
1134 proutn(_("Energy to transfer to shields- "))
1136 if scanner.real == 0:
1138 if scanner.real > game.energy:
1139 prout(_("Insufficient ship energy."))
1142 if game.shield+scanner.real >= game.inshld:
1143 prout(_("Shield energy maximized."))
1144 if game.shield+scanner.real > game.inshld:
1145 prout(_("Excess energy requested returned to ship energy"))
1146 game.energy -= game.inshld-game.shield
1147 game.shield = game.inshld
1149 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150 # Prevent shield drain loophole
1152 prout(_("Engineering to bridge--"))
1153 prout(_(" Scott here. Power circuit problem, Captain."))
1154 prout(_(" I can't drain the shields."))
1157 if game.shield+scanner.real < 0:
1158 prout(_("All shield energy transferred to ship."))
1159 game.energy += game.shield
1162 proutn(_("Scotty- \""))
1163 if scanner.real > 0:
1164 prout(_("Transferring energy to shields.\""))
1166 prout(_("Draining energy from shields.\""))
1167 game.shield += scanner.real
1168 game.energy -= scanner.real
1172 "Choose a device to damage, at random."
1173 # Quoth Eric Allman in the code of BSD-Trek:
1174 # "Under certain conditions you can get a critical hit. This
1175 # sort of hit damages devices. The probability that a given
1176 # device is damaged depends on the device. Well protected
1177 # devices (such as the computer, which is in the core of the
1178 # ship and has considerable redundancy) almost never get
1179 # damaged, whereas devices which are exposed (such as the
1180 # warp engines) or which are particularly delicate (such as
1181 # the transporter) have a much higher probability of being
1184 # This is one place where OPTION_PLAIN does not restore the
1185 # original behavior, which was equiprobable damage across
1186 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1187 # and have done with it. Also, in the original game, DNAVYS
1188 # and DCOMPTR were the same device.
1190 # Instead, we use a table of weights similar to the one from BSD Trek.
1191 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1192 # We don't have a cloaking device. The shuttle got the allocation
1193 # for the cloaking device, then we shaved a half-percent off
1194 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1196 105, # DSRSENS: short range scanners 10.5%
1197 105, # DLRSENS: long range scanners 10.5%
1198 120, # DPHASER: phasers 12.0%
1199 120, # DPHOTON: photon torpedoes 12.0%
1200 25, # DLIFSUP: life support 2.5%
1201 65, # DWARPEN: warp drive 6.5%
1202 70, # DIMPULS: impulse engines 6.5%
1203 145, # DSHIELD: deflector shields 14.5%
1204 30, # DRADIO: subspace radio 3.0%
1205 45, # DSHUTTL: shuttle 4.5%
1206 15, # DCOMPTR: computer 1.5%
1207 20, # NAVCOMP: navigation system 2.0%
1208 75, # DTRANSP: transporter 7.5%
1209 20, # DSHCTRL: high-speed shield controller 2.0%
1210 10, # DDRAY: death ray 1.0%
1211 30, # DDSP: deep-space probes 3.0%
1213 idx = randrange(1000) # weights must sum to 1000
1215 for (i, w) in enumerate(weights):
1219 return None; # we should never get here
1221 def collision(rammed, enemy):
1222 "Collision handling fot rammong events."
1223 prouts(_("***RED ALERT! RED ALERT!"))
1225 prout(_("***COLLISION IMMINENT."))
1229 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1231 proutn(_(" rammed by "))
1234 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1236 proutn(_(" (original position)"))
1238 deadkl(enemy.kloc, enemy.type, game.sector)
1239 proutn("***" + crmship() + " heavily damaged.")
1240 icas = randrange(10, 30)
1241 prout(_("***Sickbay reports %d casualties"), icas)
1243 game.state.crew -= icas
1244 # In the pre-SST2K version, all devices got equiprobably damaged,
1245 # which was silly. Instead, pick up to half the devices at
1246 # random according to our weighting table,
1247 ncrits = randrange(NDEVICES/2)
1248 for m in range(ncrits):
1250 if game.damage[dev] < 0:
1252 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253 # Damage for at least time of travel!
1254 game.damage[dev] += game.optime + extradm
1256 prout(_("***Shields are down."))
1257 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265 "Let a photon torpedo fly"
1266 if not damaged(DSRSENS) or game.condition=="docked":
1267 setwnd(srscan_window)
1269 setwnd(message_window)
1270 ac = bearing + 0.25*dispersion # dispersion is a random variable
1271 bullseye = (15.0 - bearing)*0.5235988
1272 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1273 bumpto = coord(0, 0)
1274 # Loop to move a single torpedo
1275 setwnd(message_window)
1276 for step in range(1, QUADSIZE*2):
1279 if not w.valid_sector():
1281 iquad=game.quad[w.i][w.j]
1282 tracktorpedo(origin, w, step, number, nburst, iquad)
1286 if damaged(DSRSENS) and not game.condition=="docked":
1287 skip(1); # start new line after text track
1288 if iquad in (IHE, IHF): # Hit our ship
1290 prout(_("Torpedo hits %s.") % crmshp())
1291 hit = 700.0 + randreal(100) - \
1292 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1293 newcnd(); # we're blown out of dock
1294 if game.landed or game.condition=="docked":
1295 return hit # Cheat if on a planet
1296 ang = track.angle + 2.5*(randreal()-0.5)
1297 temp = math.fabs(math.sin(ang))
1298 if math.fabs(math.cos(ang)) > temp:
1299 temp = math.fabs(math.cos(ang))
1300 xx = -math.sin(ang)/temp
1301 yy = math.cos(ang)/temp
1302 bumpto.i = int(w.i+xx+0.5)
1303 bumpto.j = int(w.j+yy+0.5)
1304 if not bumpto.valid_sector():
1306 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1309 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1310 # can't move into object
1312 game.sector = bumpto
1314 game.quad[w.i][w.j]=IHDOT
1315 game.quad[bumpto.i][bumpto.j]=iquad
1316 prout(_(" displaced by blast to Sector %s ") % bumpto)
1317 for enemy in game.enemies:
1318 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1319 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1321 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1323 if iquad in (IHC, IHS) and withprob(0.05):
1324 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1325 prout(_(" torpedo neutralized."))
1327 for enemy in game.enemies:
1330 kp = math.fabs(enemy.kpower)
1331 h1 = 700.0 + randrange(100) - \
1332 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1336 if enemy.kpower < 0:
1340 if enemy.kpower == 0:
1343 proutn(crmena(True, iquad, "sector", w))
1344 # If enemy damaged but not destroyed, try to displace
1345 ang = track.angle + 2.5*(randreal()-0.5)
1346 temp = math.fabs(math.sin(ang))
1347 if math.fabs(math.cos(ang)) > temp:
1348 temp = math.fabs(math.cos(ang))
1349 xx = -math.sin(ang)/temp
1350 yy = math.cos(ang)/temp
1351 bumpto.i = int(w.i+xx+0.5)
1352 bumpto.j = int(w.j+yy+0.5)
1353 if not bumpto.valid_sector():
1354 prout(_(" damaged but not destroyed."))
1356 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1357 prout(_(" buffeted into black hole."))
1358 deadkl(w, iquad, bumpto)
1360 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1361 # can't move into object
1362 prout(_(" damaged but not destroyed."))
1364 proutn(_(" damaged--"))
1366 game.quad[w.i][w.j]=IHDOT
1367 game.quad[bumpto.i][bumpto.j]=iquad
1368 prout(_(" displaced by blast to Sector %s ") % bumpto)
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))
1374 elif iquad == IHB: # Hit a base
1376 prout(_("***STARBASE DESTROYED.."))
1377 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1378 game.quad[w.i][w.j]=IHDOT
1379 game.base.invalidate()
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1381 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1382 game.state.basekl += 1
1385 elif iquad == IHP: # Hit a planet
1386 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1387 game.state.nplankl += 1
1388 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1389 game.iplnet.pclass = "destroyed"
1391 game.plnet.invalidate()
1392 game.quad[w.i][w.j] = IHDOT
1394 # captain perishes on planet
1397 elif iquad == IHW: # Hit an inhabited world -- very bad!
1398 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1399 game.state.nworldkl += 1
1400 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1401 game.iplnet.pclass = "destroyed"
1403 game.plnet.invalidate()
1404 game.quad[w.i][w.j] = IHDOT
1406 # captain perishes on planet
1408 prout(_("You have just destroyed an inhabited planet."))
1409 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1411 elif iquad == IHSTAR: # Hit a star
1415 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1417 elif iquad == IHQUEST: # Hit a thingy
1418 if not (game.options & OPTION_THINGY) or withprob(0.3):
1420 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1422 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1424 proutn(_("Mr. Spock-"))
1425 prouts(_(" \"Fascinating!\""))
1429 # Stas Sergeev added the possibility that
1430 # you can shove the Thingy and piss it off.
1431 # It then becomes an enemy and may fire at you.
1435 elif iquad == IHBLANK: # Black hole
1437 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1439 elif iquad == IHWEB: # hit the web
1441 prout(_("***Torpedo absorbed by Tholian web."))
1443 elif iquad == IHT: # Hit a Tholian
1444 h1 = 700.0 + randrange(100) - \
1445 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1448 game.quad[w.i][w.j] = IHDOT
1453 proutn(crmena(True, IHT, "sector", w))
1455 prout(_(" survives photon blast."))
1457 prout(_(" disappears."))
1458 game.tholian.move(None)
1459 game.quad[w.i][w.j] = IHWEB
1464 proutn("Don't know how to handle torpedo collision with ")
1465 proutn(crmena(True, iquad, "sector", w))
1470 prout(_("Torpedo missed."))
1474 "Critical-hit resolution."
1475 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1477 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1478 proutn(_("***CRITICAL HIT--"))
1479 # Select devices and cause damage
1481 for loop1 in range(ncrit):
1484 # Cheat to prevent shuttle damage unless on ship
1485 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1488 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1489 game.damage[j] += extradm
1491 for (i, j) in enumerate(cdam):
1493 if skipcount % 3 == 2 and i < len(cdam)-1:
1498 prout(_(" damaged."))
1499 if damaged(DSHIELD) and game.shldup:
1500 prout(_("***Shields knocked down."))
1503 def attack(torps_ok):
1504 # bad guy attacks us
1505 # torps_ok == False forces use of phasers in an attack
1506 # game could be over at this point, check
1509 attempt = False; ihurt = False;
1510 hitmax=0.0; hittot=0.0; chgfac=1.0
1513 prout("=== ATTACK!")
1514 # Tholian gets to move before attacking
1517 # if you have just entered the RNZ, you'll get a warning
1518 if game.neutz: # The one chance not to be attacked
1521 # commanders get a chance to tac-move towards you
1522 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:
1524 # if no enemies remain after movement, we're done
1525 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1527 # set up partial hits if attack happens during shield status change
1528 pfac = 1.0/game.inshld
1530 chgfac = 0.25 + randreal(0.5)
1532 # message verbosity control
1533 if game.skill <= SKILL_FAIR:
1535 for enemy in game.enemies:
1536 if enemy.kpower < 0:
1537 continue; # too weak to attack
1538 # compute hit strength and diminish shield power
1540 # Increase chance of photon torpedos if docked or enemy energy is low
1541 if game.condition == "docked":
1543 if enemy.kpower < 500:
1545 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1547 # different enemies have different probabilities of throwing a torp
1548 usephasers = not torps_ok or \
1549 (enemy.type == IHK and r > 0.0005) or \
1550 (enemy.type==IHC and r > 0.015) or \
1551 (enemy.type==IHR and r > 0.3) or \
1552 (enemy.type==IHS and r > 0.07) or \
1553 (enemy.type==IHQUEST and r > 0.05)
1554 if usephasers: # Enemy uses phasers
1555 if game.condition == "docked":
1556 continue; # Don't waste the effort!
1557 attempt = True; # Attempt to attack
1558 dustfac = randreal(0.8, 0.85)
1559 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1560 enemy.kpower *= 0.75
1561 else: # Enemy uses photon torpedo
1562 # We should be able to make the bearing() method work here
1563 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1565 proutn(_("***TORPEDO INCOMING"))
1566 if not damaged(DSRSENS):
1567 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1570 dispersion = (randreal()+randreal())*0.5 - 0.5
1571 dispersion += 0.002*enemy.kpower*dispersion
1572 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1573 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1574 finish(FWON); # Klingons did themselves in!
1575 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1576 return # Supernova or finished
1579 # incoming phaser or torpedo, shields may dissipate it
1580 if game.shldup or game.shldchg or game.condition=="docked":
1581 # shields will take hits
1582 propor = pfac * game.shield
1583 if game.condition =="docked":
1587 hitsh = propor*chgfac*hit+1.0
1589 if absorb > game.shield:
1590 absorb = game.shield
1591 game.shield -= absorb
1593 # taking a hit blasts us out of a starbase dock
1594 if game.condition == "docked":
1596 # but the shields may take care of it
1597 if propor > 0.1 and hit < 0.005*game.energy:
1599 # hit from this opponent got through shields, so take damage
1601 proutn(_("%d unit hit") % int(hit))
1602 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1603 proutn(_(" on the ") + crmshp())
1604 if not damaged(DSRSENS) and usephasers:
1605 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1607 # Decide if hit is critical
1613 if game.energy <= 0:
1614 # Returning home upon your shield, not with it...
1617 if not attempt and game.condition == "docked":
1618 prout(_("***Enemies decide against attacking your ship."))
1619 percent = 100.0*pfac*game.shield+0.5
1621 # Shields fully protect ship
1622 proutn(_("Enemy attack reduces shield strength to "))
1624 # Emit message if starship suffered hit(s)
1626 proutn(_("Energy left %2d shields ") % int(game.energy))
1629 elif not damaged(DSHIELD):
1632 proutn(_("damaged, "))
1633 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1634 # Check if anyone was hurt
1635 if hitmax >= 200 or hittot >= 500:
1636 icas = randrange(int(hittot * 0.015))
1639 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1640 prout(_(" in that last attack.\""))
1642 game.state.crew -= icas
1643 # After attack, reset average distance to enemies
1644 for enemy in game.enemies:
1645 enemy.kavgd = enemy.kdist
1646 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1649 def deadkl(w, type, mv):
1650 "Kill a Klingon, Tholian, Romulan, or Thingy."
1651 # Added mv to allow enemy to "move" before dying
1652 proutn(crmena(True, type, "sector", mv))
1653 # Decide what kind of enemy it is and update appropriately
1655 # Chalk up a Romulan
1656 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1658 game.state.nromrem -= 1
1662 elif type == IHQUEST:
1667 # Killed some type of Klingon
1668 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1671 game.state.kcmdr.remove(game.quadrant)
1673 if game.state.kcmdr:
1674 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1675 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1678 game.state.remkl -= 1
1680 game.state.nscrem -= 1
1681 game.state.kscmdr.invalidate()
1686 # For each kind of enemy, finish message to player
1687 prout(_(" destroyed."))
1688 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1691 # Remove enemy ship from arrays describing local conditions
1692 for e in game.enemies:
1699 "Return None if target is invalid, otherwise return a course angle."
1700 if not w.valid_sector():
1704 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1705 delta.j = (w.j - game.sector.j);
1706 delta.i = (game.sector.i - w.i);
1707 if delta == coord(0, 0):
1709 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1710 prout(_(" I recommend an immediate review of"))
1711 prout(_(" the Captain's psychological profile.\""))
1714 return delta.bearing()
1717 "Launch photon torpedo."
1720 if damaged(DPHOTON):
1721 prout(_("Photon tubes damaged."))
1725 prout(_("No torpedoes left."))
1728 # First, get torpedo count
1731 if scanner.token == "IHALPHA":
1734 elif scanner.token == "IHEOL" or not scanner.waiting():
1735 prout(_("%d torpedoes left.") % game.torps)
1737 proutn(_("Number of torpedoes to fire- "))
1738 continue # Go back around to get a number
1739 else: # key == "IHREAL"
1741 if n <= 0: # abort command
1746 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1749 scanner.chew() # User requested more torps than available
1750 continue # Go back around
1751 break # All is good, go to next stage
1755 key = scanner.next()
1756 if i==0 and key == "IHEOL":
1757 break; # no coordinate waiting, we will try prompting
1758 if i==1 and key == "IHEOL":
1759 # direct all torpedoes at one target
1761 target.append(target[0])
1762 course.append(course[0])
1765 scanner.push(scanner.token)
1766 target.append(scanner.getcoord())
1767 if target[-1] == None:
1769 course.append(targetcheck(target[-1]))
1770 if course[-1] == None:
1773 if len(target) == 0:
1774 # prompt for each one
1776 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1778 target.append(scanner.getcoord())
1779 if target[-1] == None:
1781 course.append(targetcheck(target[-1]))
1782 if course[-1] == None:
1785 # Loop for moving <n> torpedoes
1787 if game.condition != "docked":
1789 dispersion = (randreal()+randreal())*0.5 -0.5
1790 if math.fabs(dispersion) >= 0.47:
1792 dispersion *= randreal(1.2, 2.2)
1794 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1796 prouts(_("***TORPEDO MISFIRES."))
1799 prout(_(" Remainder of burst aborted."))
1801 prout(_("***Photon tubes damaged by misfire."))
1802 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1804 if game.shldup or game.condition == "docked":
1805 dispersion *= 1.0 + 0.0001*game.shield
1806 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1807 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1809 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1813 "Check for phasers overheating."
1815 checkburn = (rpow-1500.0)*0.00038
1816 if withprob(checkburn):
1817 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1818 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1820 def checkshctrl(rpow):
1821 "Check shield control."
1824 prout(_("Shields lowered."))
1826 # Something bad has happened
1827 prouts(_("***RED ALERT! RED ALERT!"))
1829 hit = rpow*game.shield/game.inshld
1830 game.energy -= rpow+hit*0.8
1831 game.shield -= hit*0.2
1832 if game.energy <= 0.0:
1833 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1838 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1840 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1841 icas = randrange(int(hit*0.012))
1846 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1847 prout(_(" %d casualties so far.\"") % icas)
1849 game.state.crew -= icas
1851 prout(_("Phaser energy dispersed by shields."))
1852 prout(_("Enemy unaffected."))
1857 "Register a phaser hit on Klingons and Romulans."
1858 nenhr2 = len(game.enemies); kk=0
1861 for (k, wham) in enumerate(hits):
1864 dustfac = randreal(0.9, 1.0)
1865 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1866 kpini = game.enemies[kk].kpower
1867 kp = math.fabs(kpini)
1868 if PHASEFAC*hit < kp:
1870 if game.enemies[kk].kpower < 0:
1871 game.enemies[kk].kpower -= -kp
1873 game.enemies[kk].kpower -= kp
1874 kpow = game.enemies[kk].kpower
1875 w = game.enemies[kk].kloc
1877 if not damaged(DSRSENS):
1879 proutn(_("%d unit hit on ") % int(hit))
1881 proutn(_("Very small hit on "))
1882 ienm = game.quad[w.i][w.j]
1885 proutn(crmena(False, ienm, "sector", w))
1889 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1893 kk -= 1 # don't do the increment
1895 else: # decide whether or not to emasculate klingon
1896 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1897 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1898 prout(_(" has just lost its firepower.\""))
1899 game.enemies[kk].kpower = -kpow
1904 "Fire phasers at bad guys."
1906 kz = 0; k = 1; irec=0 # Cheating inhibitor
1907 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1911 # SR sensors and Computer are needed for automode
1912 if damaged(DSRSENS) or damaged(DCOMPTR):
1914 if game.condition == "docked":
1915 prout(_("Phasers can't be fired through base shields."))
1918 if damaged(DPHASER):
1919 prout(_("Phaser control damaged."))
1923 if damaged(DSHCTRL):
1924 prout(_("High speed shield control damaged."))
1927 if game.energy <= 200.0:
1928 prout(_("Insufficient energy to activate high-speed shield control."))
1931 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1933 # Original code so convoluted, I re-did it all
1934 # (That was Tom Almy talking about the C code, I think -- ESR)
1935 while automode=="NOTSET":
1937 if key == "IHALPHA":
1938 if scanner.sees("manual"):
1939 if len(game.enemies)==0:
1940 prout(_("There is no enemy present to select."))
1943 automode="AUTOMATIC"
1946 key = scanner.next()
1947 elif scanner.sees("automatic"):
1948 if (not itarg) and len(game.enemies) != 0:
1949 automode = "FORCEMAN"
1951 if len(game.enemies)==0:
1952 prout(_("Energy will be expended into space."))
1953 automode = "AUTOMATIC"
1954 key = scanner.next()
1955 elif scanner.sees("no"):
1960 elif key == "IHREAL":
1961 if len(game.enemies)==0:
1962 prout(_("Energy will be expended into space."))
1963 automode = "AUTOMATIC"
1965 automode = "FORCEMAN"
1967 automode = "AUTOMATIC"
1970 if len(game.enemies)==0:
1971 prout(_("Energy will be expended into space."))
1972 automode = "AUTOMATIC"
1974 automode = "FORCEMAN"
1976 proutn(_("Manual or automatic? "))
1981 if automode == "AUTOMATIC":
1982 if key == "IHALPHA" and scanner.sees("no"):
1984 key = scanner.next()
1985 if key != "IHREAL" and len(game.enemies) != 0:
1986 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1991 for i in range(len(game.enemies)):
1992 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1994 proutn(_("%d units required. ") % irec)
1996 proutn(_("Units to fire= "))
1997 key = scanner.next()
2002 proutn(_("Energy available= %.2f") % avail)
2005 if not rpow > avail:
2012 if key == "IHALPHA" and scanner.sees("no"):
2015 game.energy -= 200; # Go and do it!
2016 if checkshctrl(rpow):
2021 if len(game.enemies):
2024 for i in range(len(game.enemies)):
2028 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2029 over = randreal(1.01, 1.06) * hits[i]
2031 powrem -= hits[i] + over
2032 if powrem <= 0 and temp < hits[i]:
2041 if extra > 0 and not game.alldone:
2043 proutn(_("*** Tholian web absorbs "))
2044 if len(game.enemies)>0:
2045 proutn(_("excess "))
2046 prout(_("phaser energy."))
2048 prout(_("%d expended on empty space.") % int(extra))
2049 elif automode == "FORCEMAN":
2052 if damaged(DCOMPTR):
2053 prout(_("Battle computer damaged, manual fire only."))
2056 prouts(_("---WORKING---"))
2058 prout(_("Short-range-sensors-damaged"))
2059 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2060 prout(_("Manual-fire-must-be-used"))
2062 elif automode == "MANUAL":
2064 for k in range(len(game.enemies)):
2065 aim = game.enemies[k].kloc
2066 ienm = game.quad[aim.i][aim.j]
2068 proutn(_("Energy available= %.2f") % (avail-0.006))
2072 if damaged(DSRSENS) and \
2073 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2074 prout(cramen(ienm) + _(" can't be located without short range scan."))
2077 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2082 if itarg and k > kz:
2083 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2086 if not damaged(DCOMPTR):
2091 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2092 key = scanner.next()
2093 if key == "IHALPHA" and scanner.sees("no"):
2095 key = scanner.next()
2097 if key == "IHALPHA":
2101 if k==1: # Let me say I'm baffled by this
2104 if scanner.real < 0:
2108 hits[k] = scanner.real
2109 rpow += scanner.real
2110 # If total requested is too much, inform and start over
2112 prout(_("Available energy exceeded -- try again."))
2115 key = scanner.next(); # scan for next value
2118 # zero energy -- abort
2121 if key == "IHALPHA" and scanner.sees("no"):
2126 game.energy -= 200.0
2127 if checkshctrl(rpow):
2131 # Say shield raised or malfunction, if necessary
2138 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2139 prouts(_(" CLICK CLICK POP . . ."))
2140 prout(_(" No response, sir!"))
2143 prout(_("Shields raised."))
2148 # Code from events,c begins here.
2150 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2151 # event of each type active at any given time. Mostly these means we can
2152 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2153 # BSD Trek, from which we swiped the idea, can have up to 5.
2155 def unschedule(evtype):
2156 "Remove an event from the schedule."
2157 game.future[evtype].date = FOREVER
2158 return game.future[evtype]
2160 def is_scheduled(evtype):
2161 "Is an event of specified type scheduled."
2162 return game.future[evtype].date != FOREVER
2164 def scheduled(evtype):
2165 "When will this event happen?"
2166 return game.future[evtype].date
2168 def schedule(evtype, offset):
2169 "Schedule an event of specified type."
2170 game.future[evtype].date = game.state.date + offset
2171 return game.future[evtype]
2173 def postpone(evtype, offset):
2174 "Postpone a scheduled event."
2175 game.future[evtype].date += offset
2178 "Rest period is interrupted by event."
2181 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2183 game.resting = False
2189 "Run through the event queue looking for things to do."
2191 fintim = game.state.date + game.optime; yank=0
2192 ictbeam = False; istract = False
2193 w = coord(); hold = coord()
2194 ev = event(); ev2 = event()
2196 def tractorbeam(yank):
2197 "Tractor-beaming cases merge here."
2199 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2201 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2202 # If Kirk & Co. screwing around on planet, handle
2203 atover(True) # atover(true) is Grab
2206 if game.icraft: # Caught in Galileo?
2209 # Check to see if shuttle is aboard
2210 if game.iscraft == "offship":
2213 prout(_("Galileo, left on the planet surface, is captured"))
2214 prout(_("by aliens and made into a flying McDonald's."))
2215 game.damage[DSHUTTL] = -10
2216 game.iscraft = "removed"
2218 prout(_("Galileo, left on the planet surface, is well hidden."))
2220 game.quadrant = game.state.kscmdr
2222 game.quadrant = game.state.kcmdr[i]
2223 game.sector = randplace(QUADSIZE)
2224 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2225 % (game.quadrant, game.sector))
2227 prout(_("(Remainder of rest/repair period cancelled.)"))
2228 game.resting = False
2230 if not damaged(DSHIELD) and game.shield > 0:
2231 doshield(shraise=True) # raise shields
2232 game.shldchg = False
2234 prout(_("(Shields not currently useable.)"))
2236 # Adjust finish time to time of tractor beaming
2237 fintim = game.state.date+game.optime
2238 attack(torps_ok=False)
2239 if not game.state.kcmdr:
2242 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2245 "Code merges here for any commander destroying a starbase."
2246 # Not perfect, but will have to do
2247 # Handle case where base is in same quadrant as starship
2248 if game.battle == game.quadrant:
2249 game.state.chart[game.battle.i][game.battle.j].starbase = False
2250 game.quad[game.base.i][game.base.j] = IHDOT
2251 game.base.invalidate()
2254 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2255 elif game.state.baseq and communicating():
2256 # Get word via subspace radio
2259 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2260 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2262 prout(_("the Klingon Super-Commander"))
2264 prout(_("a Klingon Commander"))
2265 game.state.chart[game.battle.i][game.battle.j].starbase = False
2266 # Remove Starbase from galaxy
2267 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2268 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2270 # reinstate a commander's base attack
2274 game.battle.invalidate()
2276 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2277 for i in range(1, NEVENTS):
2278 if i == FSNOVA: proutn("=== Supernova ")
2279 elif i == FTBEAM: proutn("=== T Beam ")
2280 elif i == FSNAP: proutn("=== Snapshot ")
2281 elif i == FBATTAK: proutn("=== Base Attack ")
2282 elif i == FCDBAS: proutn("=== Base Destroy ")
2283 elif i == FSCMOVE: proutn("=== SC Move ")
2284 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2285 elif i == FDSPROB: proutn("=== Probe Move ")
2286 elif i == FDISTR: proutn("=== Distress Call ")
2287 elif i == FENSLV: proutn("=== Enslavement ")
2288 elif i == FREPRO: proutn("=== Klingon Build ")
2290 prout("%.2f" % (scheduled(i)))
2293 radio_was_broken = damaged(DRADIO)
2296 # Select earliest extraneous event, evcode==0 if no events
2301 for l in range(1, NEVENTS):
2302 if game.future[l].date < datemin:
2305 prout("== Event %d fires" % evcode)
2306 datemin = game.future[l].date
2307 xtime = datemin-game.state.date
2308 game.state.date = datemin
2309 # Decrement Federation resources and recompute remaining time
2310 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2312 if game.state.remtime <=0:
2315 # Any crew left alive?
2316 if game.state.crew <=0:
2319 # Is life support adequate?
2320 if damaged(DLIFSUP) and game.condition != "docked":
2321 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2324 game.lsupres -= xtime
2325 if game.damage[DLIFSUP] <= xtime:
2326 game.lsupres = game.inlsr
2329 if game.condition == "docked":
2330 repair /= game.docfac
2331 # Don't fix Deathray here
2332 for l in range(NDEVICES):
2333 if game.damage[l] > 0.0 and l != DDRAY:
2334 if game.damage[l]-repair > 0.0:
2335 game.damage[l] -= repair
2337 game.damage[l] = 0.0
2338 # If radio repaired, update star chart and attack reports
2339 if radio_was_broken and not damaged(DRADIO):
2340 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2341 prout(_(" surveillance reports are coming in."))
2343 if not game.iseenit:
2347 prout(_(" The star chart is now up to date.\""))
2349 # Cause extraneous event EVCODE to occur
2350 game.optime -= xtime
2351 if evcode == FSNOVA: # Supernova
2354 schedule(FSNOVA, expran(0.5*game.intime))
2355 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2357 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2358 if game.state.nscrem == 0 or \
2359 ictbeam or istract or \
2360 game.condition=="docked" or game.isatb==1 or game.iscate:
2362 if game.ientesc or \
2363 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2364 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2365 (damaged(DSHIELD) and \
2366 (game.energy < 2500 or damaged(DPHASER)) and \
2367 (game.torps < 5 or damaged(DPHOTON))):
2369 istract = ictbeam = True
2370 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2373 elif evcode == FTBEAM: # Tractor beam
2374 if not game.state.kcmdr:
2377 i = randrange(len(game.state.kcmdr))
2378 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2379 if istract or game.condition == "docked" or yank == 0:
2380 # Drats! Have to reschedule
2382 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2386 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2387 game.snapsht = copy.deepcopy(game.state)
2388 game.state.snap = True
2389 schedule(FSNAP, expran(0.5 * game.intime))
2390 elif evcode == FBATTAK: # Commander attacks starbase
2391 if not game.state.kcmdr or not game.state.baseq:
2397 for ibq in game.state.baseq:
2398 for cmdr in game.state.kcmdr:
2399 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2402 # no match found -- try later
2403 schedule(FBATTAK, expran(0.3*game.intime))
2408 # commander + starbase combination found -- launch attack
2410 schedule(FCDBAS, randreal(1.0, 4.0))
2411 if game.isatb: # extra time if SC already attacking
2412 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2413 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2414 game.iseenit = False
2415 if not communicating():
2416 continue # No warning :-(
2420 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2421 prout(_(" reports that it is under attack and that it can"))
2422 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2425 elif evcode == FSCDBAS: # Supercommander destroys base
2428 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2429 continue # WAS RETURN!
2431 game.battle = game.state.kscmdr
2433 elif evcode == FCDBAS: # Commander succeeds in destroying base
2436 if not game.state.baseq() \
2437 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2438 game.battle.invalidate()
2440 # find the lucky pair
2441 for cmdr in game.state.kcmdr:
2442 if cmdr == game.battle:
2445 # No action to take after all
2448 elif evcode == FSCMOVE: # Supercommander moves
2449 schedule(FSCMOVE, 0.2777)
2450 if not game.ientesc and not istract and game.isatb != 1 and \
2451 (not game.iscate or not game.justin):
2453 elif evcode == FDSPROB: # Move deep space probe
2454 schedule(FDSPROB, 0.01)
2455 if game.probe.next(grain=QUADSIZE):
2456 if not game.probe.quadrant().valid_quadrant() or \
2457 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2458 # Left galaxy or ran into supernova
2462 proutn(_("Lt. Uhura- \"The deep space probe "))
2463 if not game.probe.quadrant().valid_quadrant():
2464 prout(_("has left the galaxy.\""))
2466 prout(_("is no longer transmitting.\""))
2472 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2473 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2475 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2476 chp.klingons = pdest.klingons
2477 chp.starbase = pdest.starbase
2478 chp.stars = pdest.stars
2479 pdest.charted = True
2480 game.probe.moves -= 1 # One less to travel
2481 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2482 supernova(game.probe) # fire in the hole!
2484 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2486 elif evcode == FDISTR: # inhabited system issues distress call
2488 # try a whole bunch of times to find something suitable
2489 for i in range(100):
2490 # need a quadrant which is not the current one,
2491 # which has some stars which are inhabited and
2492 # not already under attack, which is not
2493 # supernova'ed, and which has some Klingons in it
2494 w = randplace(GALSIZE)
2495 q = game.state.galaxy[w.i][w.j]
2496 if not (game.quadrant == w or q.planet == None or \
2497 not q.planet.inhabited or \
2498 q.supernova or q.status!="secure" or q.klingons<=0):
2501 # can't seem to find one; ignore this call
2503 prout("=== Couldn't find location for distress event.")
2505 # got one!! Schedule its enslavement
2506 ev = schedule(FENSLV, expran(game.intime))
2508 q.status = "distressed"
2509 # tell the captain about it if we can
2511 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2513 prout(_("by a Klingon invasion fleet."))
2516 elif evcode == FENSLV: # starsystem is enslaved
2517 ev = unschedule(FENSLV)
2518 # see if current distress call still active
2519 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2523 q.status = "enslaved"
2525 # play stork and schedule the first baby
2526 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2527 ev2.quadrant = ev.quadrant
2529 # report the disaster if we can
2531 prout(_("Uhura- We've lost contact with starsystem %s") % \
2533 prout(_("in Quadrant %s.\n") % ev.quadrant)
2534 elif evcode == FREPRO: # Klingon reproduces
2535 # If we ever switch to a real event queue, we'll need to
2536 # explicitly retrieve and restore the x and y.
2537 ev = schedule(FREPRO, expran(1.0 * game.intime))
2538 # see if current distress call still active
2539 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2543 if game.state.remkl >=MAXKLGAME:
2544 continue # full right now
2545 # reproduce one Klingon
2548 if game.klhere >= MAXKLQUAD:
2550 # this quadrant not ok, pick an adjacent one
2551 for m.i in range(w.i - 1, w.i + 2):
2552 for m.j in range(w.j - 1, w.j + 2):
2553 if not m.valid_quadrant():
2555 q = game.state.galaxy[m.i][m.j]
2556 # check for this quad ok (not full & no snova)
2557 if q.klingons >= MAXKLQUAD or q.supernova:
2561 continue # search for eligible quadrant failed
2565 game.state.remkl += 1
2567 if game.quadrant == w:
2569 game.enemies.append(newkling())
2570 # recompute time left
2573 if game.quadrant == w:
2574 prout(_("Spock- sensors indicate the Klingons have"))
2575 prout(_("launched a warship from %s.") % q.planet)
2577 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2578 if q.planet != None:
2579 proutn(_("near %s") % q.planet)
2580 prout(_("in Quadrant %s.") % w)
2586 key = scanner.next()
2589 proutn(_("How long? "))
2594 origTime = delay = scanner.real
2597 if delay >= game.state.remtime or len(game.enemies) != 0:
2598 proutn(_("Are you sure? "))
2601 # Alternate resting periods (events) with attacks
2605 game.resting = False
2606 if not game.resting:
2607 prout(_("%d stardates left.") % int(game.state.remtime))
2609 temp = game.optime = delay
2610 if len(game.enemies):
2611 rtime = randreal(1.0, 2.0)
2615 if game.optime < delay:
2616 attack(torps_ok=False)
2624 # Repair Deathray if long rest at starbase
2625 if origTime-delay >= 9.99 and game.condition == "docked":
2626 game.damage[DDRAY] = 0.0
2627 # leave if quadrant supernovas
2628 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2630 game.resting = False
2635 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2636 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2638 # Wow! We've supernova'ed
2639 supernova(game.quadrant)
2641 # handle initial nova
2642 game.quad[nov.i][nov.j] = IHDOT
2643 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2644 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2645 game.state.starkl += 1
2646 # Set up queue to recursively trigger adjacent stars
2652 for offset.i in range(-1, 1+1):
2653 for offset.j in range(-1, 1+1):
2654 if offset.j==0 and offset.i==0:
2656 neighbor = start + offset
2657 if not neighbor.valid_sector():
2659 iquad = game.quad[neighbor.i][neighbor.j]
2660 # Empty space ends reaction
2661 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2663 elif iquad == IHSTAR: # Affect another star
2665 # This star supernovas
2666 supernova(game.quadrant)
2669 hits.append(neighbor)
2670 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2671 game.state.starkl += 1
2672 proutn(crmena(True, IHSTAR, "sector", neighbor))
2674 game.quad[neighbor.i][neighbor.j] = IHDOT
2676 elif iquad in (IHP, IHW): # Destroy planet
2677 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2679 game.state.nplankl += 1
2681 game.state.worldkl += 1
2682 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2683 game.iplnet.pclass = "destroyed"
2685 game.plnet.invalidate()
2689 game.quad[neighbor.i][neighbor.j] = IHDOT
2690 elif iquad == IHB: # Destroy base
2691 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2692 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2693 game.base.invalidate()
2694 game.state.basekl += 1
2696 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2697 game.quad[neighbor.i][neighbor.j] = IHDOT
2698 elif iquad in (IHE, IHF): # Buffet ship
2699 prout(_("***Starship buffeted by nova."))
2701 if game.shield >= 2000.0:
2702 game.shield -= 2000.0
2704 diff = 2000.0 - game.shield
2708 prout(_("***Shields knocked out."))
2709 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2711 game.energy -= 2000.0
2712 if game.energy <= 0:
2715 # add in course nova contributes to kicking starship
2716 bump += (game.sector-hits[mm]).sgn()
2717 elif iquad == IHK: # kill klingon
2718 deadkl(neighbor, iquad, neighbor)
2719 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2720 for ll in range(len(game.enemies)):
2721 if game.enemies[ll].kloc == neighbor:
2723 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2724 if game.enemies[ll].kpower <= 0.0:
2725 deadkl(neighbor, iquad, neighbor)
2727 newc = neighbor + neighbor - hits[mm]
2728 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2729 if not newc.valid_sector():
2730 # can't leave quadrant
2733 iquad1 = game.quad[newc.i][newc.j]
2734 if iquad1 == IHBLANK:
2735 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2737 deadkl(neighbor, iquad, newc)
2740 # can't move into something else
2743 proutn(_(", buffeted to Sector %s") % newc)
2744 game.quad[neighbor.i][neighbor.j] = IHDOT
2745 game.quad[newc.i][newc.j] = iquad
2746 game.enemies[ll].move(newc)
2747 # Starship affected by nova -- kick it away.
2749 direc = course[3*(bump.i+1)+bump.j+2]
2754 course = course(bearing=direc, distance=dist)
2755 game.optime = course.time(warp=4)
2757 prout(_("Force of nova displaces starship."))
2758 imove(course, novapush=True)
2759 game.optime = course.time(warp=4)
2763 "Star goes supernova."
2768 # Scheduled supernova -- select star at random.
2771 for nq.i in range(GALSIZE):
2772 for nq.j in range(GALSIZE):
2773 stars += game.state.galaxy[nq.i][nq.j].stars
2775 return # nothing to supernova exists
2776 num = randrange(stars) + 1
2777 for nq.i in range(GALSIZE):
2778 for nq.j in range(GALSIZE):
2779 num -= game.state.galaxy[nq.i][nq.j].stars
2785 proutn("=== Super nova here?")
2788 if not nq == game.quadrant or game.justin:
2789 # it isn't here, or we just entered (treat as enroute)
2792 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2793 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2796 # we are in the quadrant!
2797 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2798 for ns.i in range(QUADSIZE):
2799 for ns.j in range(QUADSIZE):
2800 if game.quad[ns.i][ns.j]==IHSTAR:
2807 prouts(_("***RED ALERT! RED ALERT!"))
2809 prout(_("***Incipient supernova detected at Sector %s") % ns)
2810 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2811 proutn(_("Emergency override attempts t"))
2812 prouts("***************")
2816 # destroy any Klingons in supernovaed quadrant
2817 kldead = game.state.galaxy[nq.i][nq.j].klingons
2818 game.state.galaxy[nq.i][nq.j].klingons = 0
2819 if nq == game.state.kscmdr:
2820 # did in the Supercommander!
2821 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2825 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2826 comkills = len(game.state.kcmdr) - len(survivors)
2827 game.state.kcmdr = survivors
2829 if not game.state.kcmdr:
2831 game.state.remkl -= kldead
2832 # destroy Romulans and planets in supernovaed quadrant
2833 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2834 game.state.galaxy[nq.i][nq.j].romulans = 0
2835 game.state.nromrem -= nrmdead
2837 for loop in range(game.inplan):
2838 if game.state.planets[loop].quadrant == nq:
2839 game.state.planets[loop].pclass = "destroyed"
2841 # Destroy any base in supernovaed quadrant
2842 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2843 # If starship caused supernova, tally up destruction
2845 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2846 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2847 game.state.nplankl += npdead
2848 # mark supernova in galaxy and in star chart
2849 if game.quadrant == nq or communicating():
2850 game.state.galaxy[nq.i][nq.j].supernova = True
2851 # If supernova destroys last Klingons give special message
2852 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2855 prout(_("Lucky you!"))
2856 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2859 # if some Klingons remain, continue or die in supernova
2864 # Code from finish.c ends here.
2867 "Self-destruct maneuver. Finish with a BANG!"
2869 if damaged(DCOMPTR):
2870 prout(_("Computer damaged; cannot execute destruct sequence."))
2872 prouts(_("---WORKING---")); skip(1)
2873 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2874 prouts(" 10"); skip(1)
2875 prouts(" 9"); skip(1)
2876 prouts(" 8"); skip(1)
2877 prouts(" 7"); skip(1)
2878 prouts(" 6"); skip(1)
2880 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2882 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2884 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2888 if game.passwd != scanner.token:
2889 prouts(_("PASSWORD-REJECTED;"))
2891 prouts(_("CONTINUITY-EFFECTED"))
2894 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2895 prouts(" 5"); skip(1)
2896 prouts(" 4"); skip(1)
2897 prouts(" 3"); skip(1)
2898 prouts(" 2"); skip(1)
2899 prouts(" 1"); skip(1)
2901 prouts(_("GOODBYE-CRUEL-WORLD"))
2909 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2913 if len(game.enemies) != 0:
2914 whammo = 25.0 * game.energy
2916 while l <= len(game.enemies):
2917 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2918 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2923 "Compute our rate of kils over time."
2924 elapsed = game.state.date - game.indate
2925 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2928 starting = (game.inkling + game.incom + game.inscom)
2929 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2930 return (starting - remaining)/elapsed
2934 badpt = 5.0*game.state.starkl + \
2936 10.0*game.state.nplankl + \
2937 300*game.state.nworldkl + \
2939 100.0*game.state.basekl +\
2941 if game.ship == IHF:
2943 elif game.ship == None:
2948 # end the game, with appropriate notfications
2952 prout(_("It is stardate %.1f.") % game.state.date)
2954 if ifin == FWON: # Game has been won
2955 if game.state.nromrem != 0:
2956 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2959 prout(_("You have smashed the Klingon invasion fleet and saved"))
2960 prout(_("the Federation."))
2965 badpt = 0.0 # Close enough!
2966 # killsPerDate >= RateMax
2967 if game.state.date-game.indate < 5.0 or \
2968 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2970 prout(_("In fact, you have done so well that Starfleet Command"))
2971 if game.skill == SKILL_NOVICE:
2972 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2973 elif game.skill == SKILL_FAIR:
2974 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2975 elif game.skill == SKILL_GOOD:
2976 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2977 elif game.skill == SKILL_EXPERT:
2978 prout(_("promotes you to Commodore Emeritus."))
2980 prout(_("Now that you think you're really good, try playing"))
2981 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2982 elif game.skill == SKILL_EMERITUS:
2984 proutn(_("Computer- "))
2985 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2987 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2989 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2991 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2993 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2995 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2997 prout(_("Now you can retire and write your own Star Trek game!"))
2999 elif game.skill >= SKILL_EXPERT:
3000 if game.thawed and not idebug:
3001 prout(_("You cannot get a citation, so..."))
3003 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3007 # Only grant long life if alive (original didn't!)
3009 prout(_("LIVE LONG AND PROSPER."))
3014 elif ifin == FDEPLETE: # Federation Resources Depleted
3015 prout(_("Your time has run out and the Federation has been"))
3016 prout(_("conquered. Your starship is now Klingon property,"))
3017 prout(_("and you are put on trial as a war criminal. On the"))
3018 proutn(_("basis of your record, you are "))
3019 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3020 prout(_("acquitted."))
3022 prout(_("LIVE LONG AND PROSPER."))
3024 prout(_("found guilty and"))
3025 prout(_("sentenced to death by slow torture."))
3029 elif ifin == FLIFESUP:
3030 prout(_("Your life support reserves have run out, and"))
3031 prout(_("you die of thirst, starvation, and asphyxiation."))
3032 prout(_("Your starship is a derelict in space."))
3034 prout(_("Your energy supply is exhausted."))
3036 prout(_("Your starship is a derelict in space."))
3037 elif ifin == FBATTLE:
3038 prout(_("The %s has been destroyed in battle.") % crmshp())
3040 prout(_("Dulce et decorum est pro patria mori."))
3042 prout(_("You have made three attempts to cross the negative energy"))
3043 prout(_("barrier which surrounds the galaxy."))
3045 prout(_("Your navigation is abominable."))
3048 prout(_("Your starship has been destroyed by a nova."))
3049 prout(_("That was a great shot."))
3051 elif ifin == FSNOVAED:
3052 prout(_("The %s has been fried by a supernova.") % crmshp())
3053 prout(_("...Not even cinders remain..."))
3054 elif ifin == FABANDN:
3055 prout(_("You have been captured by the Klingons. If you still"))
3056 prout(_("had a starbase to be returned to, you would have been"))
3057 prout(_("repatriated and given another chance. Since you have"))
3058 prout(_("no starbases, you will be mercilessly tortured to death."))
3059 elif ifin == FDILITHIUM:
3060 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3061 elif ifin == FMATERIALIZE:
3062 prout(_("Starbase was unable to re-materialize your starship."))
3063 prout(_("Sic transit gloria mundi"))
3064 elif ifin == FPHASER:
3065 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3067 prout(_("You and your landing party have been"))
3068 prout(_("converted to energy, disipating through space."))
3069 elif ifin == FMINING:
3070 prout(_("You are left with your landing party on"))
3071 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3073 prout(_("They are very fond of \"Captain Kirk\" soup."))
3075 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3076 elif ifin == FDPLANET:
3077 prout(_("You and your mining party perish."))
3079 prout(_("That was a great shot."))
3082 prout(_("The Galileo is instantly annihilated by the supernova."))
3083 prout(_("You and your mining party are atomized."))
3085 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3086 prout(_("joins the Romulans, wreaking terror on the Federation."))
3087 elif ifin == FPNOVA:
3088 prout(_("You and your mining party are atomized."))
3090 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3091 prout(_("joins the Romulans, wreaking terror on the Federation."))
3092 elif ifin == FSTRACTOR:
3093 prout(_("The shuttle craft Galileo is also caught,"))
3094 prout(_("and breaks up under the strain."))
3096 prout(_("Your debris is scattered for millions of miles."))
3097 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3099 prout(_("The mutants attack and kill Spock."))
3100 prout(_("Your ship is captured by Klingons, and"))
3101 prout(_("your crew is put on display in a Klingon zoo."))
3102 elif ifin == FTRIBBLE:
3103 prout(_("Tribbles consume all remaining water,"))
3104 prout(_("food, and oxygen on your ship."))
3106 prout(_("You die of thirst, starvation, and asphyxiation."))
3107 prout(_("Your starship is a derelict in space."))
3109 prout(_("Your ship is drawn to the center of the black hole."))
3110 prout(_("You are crushed into extremely dense matter."))
3112 prout(_("Your last crew member has died."))
3113 if game.ship == IHF:
3115 elif game.ship == IHE:
3118 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3119 goodies = game.state.remres/game.inresor
3120 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3121 if goodies/baddies >= randreal(1.0, 1.5):
3122 prout(_("As a result of your actions, a treaty with the Klingon"))
3123 prout(_("Empire has been signed. The terms of the treaty are"))
3124 if goodies/baddies >= randreal(3.0):
3125 prout(_("favorable to the Federation."))
3127 prout(_("Congratulations!"))
3129 prout(_("highly unfavorable to the Federation."))
3131 prout(_("The Federation will be destroyed."))
3133 prout(_("Since you took the last Klingon with you, you are a"))
3134 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3135 prout(_("statue in your memory. Rest in peace, and try not"))
3136 prout(_("to think about pigeons."))
3141 "Compute player's score."
3142 timused = game.state.date - game.indate
3144 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3146 perdate = killrate()
3147 ithperd = 500*perdate + 0.5
3150 iwon = 100*game.skill
3151 if game.ship == IHE:
3153 elif game.ship == IHF:
3157 if not game.gamewon:
3158 game.state.nromrem = 0 # None captured if no win
3159 iscore = 10*(game.inkling - game.state.remkl) \
3160 + 50*(game.incom - len(game.state.kcmdr)) \
3162 + 20*(game.inrom - game.state.nromrem) \
3163 + 200*(game.inscom - game.state.nscrem) \
3164 - game.state.nromrem \
3169 prout(_("Your score --"))
3170 if game.inrom - game.state.nromrem:
3171 prout(_("%6d Romulans destroyed %5d") %
3172 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3173 if game.state.nromrem:
3174 prout(_("%6d Romulans captured %5d") %
3175 (game.state.nromrem, game.state.nromrem))
3176 if game.inkling - game.state.remkl:
3177 prout(_("%6d ordinary Klingons destroyed %5d") %
3178 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3179 if game.incom - len(game.state.kcmdr):
3180 prout(_("%6d Klingon commanders destroyed %5d") %
3181 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3182 if game.inscom - game.state.nscrem:
3183 prout(_("%6d Super-Commander destroyed %5d") %
3184 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3186 prout(_("%6.2f Klingons per stardate %5d") %
3188 if game.state.starkl:
3189 prout(_("%6d stars destroyed by your action %5d") %
3190 (game.state.starkl, -5*game.state.starkl))
3191 if game.state.nplankl:
3192 prout(_("%6d planets destroyed by your action %5d") %
3193 (game.state.nplankl, -10*game.state.nplankl))
3194 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3195 prout(_("%6d inhabited planets destroyed by your action %5d") %
3196 (game.state.nplankl, -300*game.state.nworldkl))
3197 if game.state.basekl:
3198 prout(_("%6d bases destroyed by your action %5d") %
3199 (game.state.basekl, -100*game.state.basekl))
3201 prout(_("%6d calls for help from starbase %5d") %
3202 (game.nhelp, -45*game.nhelp))
3204 prout(_("%6d casualties incurred %5d") %
3205 (game.casual, -game.casual))
3207 prout(_("%6d crew abandoned in space %5d") %
3208 (game.abandoned, -3*game.abandoned))
3210 prout(_("%6d ship(s) lost or destroyed %5d") %
3211 (klship, -100*klship))
3213 prout(_("Penalty for getting yourself killed -200"))
3215 proutn(_("Bonus for winning "))
3216 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3217 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3218 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3219 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3220 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3221 prout(" %5d" % iwon)
3223 prout(_("TOTAL SCORE %5d") % iscore)
3226 "Emit winner's commemmorative plaque."
3229 proutn(_("File or device name for your plaque: "))
3232 fp = open(winner, "w")
3235 prout(_("Invalid name."))
3237 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3239 # The 38 below must be 64 for 132-column paper
3240 nskip = 38 - len(winner)/2
3241 fp.write("\n\n\n\n")
3242 # --------DRAW ENTERPRISE PICTURE.
3243 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3244 fp.write(" EEE E : : : E\n" )
3245 fp.write(" EE EEE E : : NCC-1701 : E\n")
3246 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3247 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3248 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3249 fp.write(" EEEEEEE EEEEE E E E E\n")
3250 fp.write(" EEE E E E E\n")
3251 fp.write(" E E E E\n")
3252 fp.write(" EEEEEEEEEEEEE E E\n")
3253 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3254 fp.write(" :E : EEEE E\n")
3255 fp.write(" .-E -:----- E\n")
3256 fp.write(" :E : E\n")
3257 fp.write(" EE : EEEEEEEE\n")
3258 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3260 fp.write(_(" U. S. S. ENTERPRISE\n"))
3261 fp.write("\n\n\n\n")
3262 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3264 fp.write(_(" Starfleet Command bestows to you\n"))
3266 fp.write("%*s%s\n\n" % (nskip, "", winner))
3267 fp.write(_(" the rank of\n\n"))
3268 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3270 if game.skill == SKILL_EXPERT:
3271 fp.write(_(" Expert level\n\n"))
3272 elif game.skill == SKILL_EMERITUS:
3273 fp.write(_("Emeritus level\n\n"))
3275 fp.write(_(" Cheat level\n\n"))
3276 timestring = time.ctime()
3277 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3278 (timestring+4, timestring+20, timestring+11))
3279 fp.write(_(" Your score: %d\n\n") % iscore)
3280 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3283 # Code from io.c begins here
3285 rows = linecount = 0 # for paging
3288 fullscreen_window = None
3289 srscan_window = None
3290 report_window = None
3291 status_window = None
3292 lrscan_window = None
3293 message_window = None
3294 prompt_window = None
3299 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3300 gettext.textdomain("sst")
3301 if not (game.options & OPTION_CURSES):
3302 ln_env = os.getenv("LINES")
3308 stdscr = curses.initscr()
3312 global fullscreen_window, srscan_window, report_window, status_window
3313 global lrscan_window, message_window, prompt_window
3314 (rows, columns) = stdscr.getmaxyx()
3315 fullscreen_window = stdscr
3316 srscan_window = curses.newwin(12, 25, 0, 0)
3317 report_window = curses.newwin(11, 0, 1, 25)
3318 status_window = curses.newwin(10, 0, 1, 39)
3319 lrscan_window = curses.newwin(5, 0, 0, 64)
3320 message_window = curses.newwin(0, 0, 12, 0)
3321 prompt_window = curses.newwin(1, 0, rows-2, 0)
3322 message_window.scrollok(True)
3323 setwnd(fullscreen_window)
3327 if game.options & OPTION_CURSES:
3328 stdscr.keypad(False)
3334 "Wait for user action -- OK to do nothing if on a TTY"
3335 if game.options & OPTION_CURSES:
3340 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3344 if game.skill > SKILL_FAIR:
3345 prompt = _("[CONTINUE?]")
3347 prompt = _("[PRESS ENTER TO CONTINUE]")
3349 if game.options & OPTION_CURSES:
3351 setwnd(prompt_window)
3352 prompt_window.clear()
3353 prompt_window.addstr(prompt)
3354 prompt_window.getstr()
3355 prompt_window.clear()
3356 prompt_window.refresh()
3357 setwnd(message_window)
3360 sys.stdout.write('\n')
3363 for j in range(rows):
3364 sys.stdout.write('\n')
3368 "Skip i lines. Pause game if this would cause a scrolling event."
3369 for dummy in range(i):
3370 if game.options & OPTION_CURSES:
3371 (y, x) = curwnd.getyx()
3372 (my, mx) = curwnd.getmaxyx()
3373 if curwnd == message_window and y >= my - 3:
3379 except curses.error:
3384 if rows and linecount >= rows:
3387 sys.stdout.write('\n')
3390 "Utter a line with no following line feed."
3391 if game.options & OPTION_CURSES:
3395 sys.stdout.write(line)
3405 if not replayfp or replayfp.closed: # Don't slow down replays
3408 if game.options & OPTION_CURSES:
3412 if not replayfp or replayfp.closed:
3416 "Get a line of input."
3417 if game.options & OPTION_CURSES:
3418 line = curwnd.getstr() + "\n"
3421 if replayfp and not replayfp.closed:
3423 line = replayfp.readline()
3426 prout("*** Replay finished")
3429 elif line[0] != "#":
3432 line = raw_input() + "\n"
3438 "Change windows -- OK for this to be a no-op in tty mode."
3440 if game.options & OPTION_CURSES:
3442 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3445 "Clear to end of line -- can be a no-op in tty mode"
3446 if game.options & OPTION_CURSES:
3451 "Clear screen -- can be a no-op in tty mode."
3453 if game.options & OPTION_CURSES:
3460 "Set highlight video, if this is reasonable."
3461 if game.options & OPTION_CURSES:
3462 curwnd.attron(curses.A_REVERSE)
3465 # Things past this point have policy implications.
3469 "Hook to be called after moving to redraw maps."
3470 if game.options & OPTION_CURSES:
3473 setwnd(srscan_window)
3477 setwnd(status_window)
3478 status_window.clear()
3479 status_window.move(0, 0)
3480 setwnd(report_window)
3481 report_window.clear()
3482 report_window.move(0, 0)
3484 setwnd(lrscan_window)
3485 lrscan_window.clear()
3486 lrscan_window.move(0, 0)
3487 lrscan(silent=False)
3489 def put_srscan_sym(w, sym):
3490 "Emit symbol for short-range scan."
3491 srscan_window.move(w.i+1, w.j*2+2)
3492 srscan_window.addch(sym)
3493 srscan_window.refresh()
3496 "Enemy fall down, go boom."
3497 if game.options & OPTION_CURSES:
3499 setwnd(srscan_window)
3500 srscan_window.attron(curses.A_REVERSE)
3501 put_srscan_sym(w, game.quad[w.i][w.j])
3505 srscan_window.attroff(curses.A_REVERSE)
3506 put_srscan_sym(w, game.quad[w.i][w.j])
3507 curses.delay_output(500)
3508 setwnd(message_window)
3511 "Sound and visual effects for teleportation."
3512 if game.options & OPTION_CURSES:
3514 setwnd(message_window)
3516 prouts(" . . . . . ")
3517 if game.options & OPTION_CURSES:
3518 #curses.delay_output(1000)
3522 def tracktorpedo(origin, w, step, i, n, iquad):
3523 "Torpedo-track animation."
3524 if not game.options & OPTION_CURSES:
3528 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3531 proutn(_("Torpedo track- "))
3532 elif step==4 or step==9:
3536 if not damaged(DSRSENS) or game.condition=="docked":
3537 if i != 0 and step == 1:
3540 if (iquad==IHDOT) or (iquad==IHBLANK):
3541 put_srscan_sym(w, '+')
3545 put_srscan_sym(w, iquad)
3547 curwnd.attron(curses.A_REVERSE)
3548 put_srscan_sym(w, iquad)
3552 curwnd.attroff(curses.A_REVERSE)
3553 put_srscan_sym(w, iquad)
3558 "Display the current galaxy chart."
3559 if game.options & OPTION_CURSES:
3560 setwnd(message_window)
3561 message_window.clear()
3563 if game.options & OPTION_TTY:
3568 def prstat(txt, data):
3570 if game.options & OPTION_CURSES:
3572 setwnd(status_window)
3574 proutn(" " * (NSYM - len(txt)))
3577 if game.options & OPTION_CURSES:
3578 setwnd(report_window)
3580 # Code from moving.c begins here
3582 def imove(course=None, novapush=False):
3583 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3584 w = coord(); final = coord()
3587 def no_quad_change():
3588 # No quadrant change -- compute new average enemy distances
3589 game.quad[game.sector.i][game.sector.j] = game.ship
3591 for enemy in game.enemies:
3592 finald = (w-enemy.kloc).distance()
3593 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3594 enemy.kdist = finald
3595 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3596 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3597 attack(torps_ok=False)
3598 for enemy in game.enemies:
3599 enemy.kavgd = enemy.kdist
3602 setwnd(message_window)
3605 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3606 game.inorbit = False
3607 angle = ((15.0 - course.bearing) * 0.5235988)
3608 deltax = -math.sin(angle)
3609 deltay = math.cos(angle)
3610 if math.fabs(deltax) > math.fabs(deltay):
3611 bigger = math.fabs(deltax)
3613 bigger = math.fabs(deltay)
3616 # If tractor beam is to occur, don't move full distance
3617 if game.state.date+game.optime >= scheduled(FTBEAM):
3619 game.condition = "red"
3620 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3621 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3622 # Move within the quadrant
3623 game.quad[game.sector.i][game.sector.j] = IHDOT
3626 n = int(10.0*course.distance*bigger+0.5)
3628 for m in range(1, n+1):
3633 if not w.valid_sector():
3634 # Leaving quadrant -- allow final enemy attack
3635 # Don't do it if being pushed by Nova
3636 if len(game.enemies) != 0 and not novapush:
3638 for enemy in game.enemies:
3639 finald = (w - enemy.kloc).distance()
3640 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3642 # Stas Sergeev added the condition
3643 # that attacks only happen if Klingons
3644 # are present and your skill is good.
3646 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3647 attack(torps_ok=False)
3650 # compute final position -- new quadrant and sector
3651 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3652 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3653 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3654 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3655 # check for edge of galaxy
3665 if w.i >= GALSIZE*QUADSIZE:
3666 w.i = (GALSIZE*QUADSIZE*2) - w.i
3668 if w.j >= GALSIZE*QUADSIZE:
3669 w.j = (GALSIZE*QUADSIZE*2) - w.j
3677 if game.nkinks == 3:
3678 # Three strikes -- you're out!
3682 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3683 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3684 prout(_("YOU WILL BE DESTROYED."))
3685 # Compute final position in new quadrant
3686 if trbeam: # Don't bother if we are to be beamed
3688 game.quadrant.i = w.i/QUADSIZE
3689 game.quadrant.j = w.j/QUADSIZE
3690 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3691 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3693 prout(_("Entering Quadrant %s.") % game.quadrant)
3694 game.quad[game.sector.i][game.sector.j] = game.ship
3696 if game.skill>SKILL_NOVICE:
3697 attack(torps_ok=False)
3699 iquad = game.quad[w.i][w.j]
3701 # object encountered in flight path
3702 stopegy = 50.0*course.dist/game.optime
3703 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3704 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3706 for enemy in game.enemies:
3707 if enemy.kloc == game.sector:
3709 collision(rammed=False, enemy=enemy)
3711 elif iquad == IHBLANK:
3713 prouts(_("***RED ALERT! RED ALERT!"))
3715 proutn("***" + crmshp())
3716 proutn(_(" pulled into black hole at Sector %s") % w)
3717 # Getting pulled into a black hole was certain
3718 # death in Almy's original. Stas Sergeev added a
3719 # possibility that you'll get timewarped instead.
3721 for m in range(NDEVICES):
3722 if game.damage[m]>0:
3724 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3725 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3735 prout(_(" encounters Tholian web at %s;") % w)
3737 prout(_(" blocked by object at %s;") % w)
3738 proutn(_("Emergency stop required "))
3739 prout(_("%2d units of energy.") % int(stopegy))
3740 game.energy -= stopegy
3741 final.i = int(round(deltax))
3742 final.j = int(round(deltay))
3744 if game.energy <= 0:
3750 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3757 "Dock our ship at a starbase."
3759 if game.condition == "docked" and verbose:
3760 prout(_("Already docked."))
3763 prout(_("You must first leave standard orbit."))
3765 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3766 prout(crmshp() + _(" not adjacent to base."))
3768 game.condition = "docked"
3772 if game.energy < game.inenrg:
3773 game.energy = game.inenrg
3774 game.shield = game.inshld
3775 game.torps = game.intorps
3776 game.lsupres = game.inlsr
3777 game.state.crew = FULLCREW
3778 if not damaged(DRADIO) and \
3779 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3780 # get attack report from base
3781 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3785 # This program originally required input in terms of a (clock)
3786 # direction and distance. Somewhere in history, it was changed to
3787 # cartesian coordinates. So we need to convert. Probably
3788 # "manual" input should still be done this way -- it's a real
3789 # pain if the computer isn't working! Manual mode is still confusing
3790 # because it involves giving x and y motions, yet the coordinates
3791 # are always displayed y - x, where +y is downward!
3793 def cartesian(loc1=None, loc2=None):
3795 return game.quadrant * QUADSIZE + game.sector
3797 return game.quadrant * QUADSIZE + loc1
3799 return loc1 * QUADSIZE + loc2
3801 def getcourse(isprobe):
3802 "Get a course and distance from the user."
3804 dquad = copy.copy(game.quadrant)
3805 navmode = "unspecified"
3809 if game.landed and not isprobe:
3810 prout(_("Dummy! You can't leave standard orbit until you"))
3811 proutn(_("are back aboard the ship."))
3814 while navmode == "unspecified":
3815 if damaged(DNAVSYS):
3817 prout(_("Computer damaged; manual navigation only"))
3819 prout(_("Computer damaged; manual movement only"))
3824 key = scanner.next()
3826 proutn(_("Manual or automatic- "))
3829 elif key == "IHALPHA":
3830 if scanner.sees("manual"):
3832 key = scanner.next()
3834 elif scanner.sees("automatic"):
3835 navmode = "automatic"
3836 key = scanner.next()
3844 prout(_("(Manual navigation assumed.)"))
3846 prout(_("(Manual movement assumed.)"))
3850 if navmode == "automatic":
3851 while key == "IHEOL":
3853 proutn(_("Target quadrant or quadrant§or- "))
3855 proutn(_("Destination sector or quadrant§or- "))
3858 key = scanner.next()
3862 xi = int(round(scanner.real))-1
3863 key = scanner.next()
3867 xj = int(round(scanner.real))-1
3868 key = scanner.next()
3870 # both quadrant and sector specified
3871 xk = int(round(scanner.real))-1
3872 key = scanner.next()
3876 xl = int(round(scanner.real))-1
3882 # only one pair of numbers was specified
3884 # only quadrant specified -- go to center of dest quad
3887 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3889 # only sector specified
3893 if not dquad.valid_quadrant() or not dsect.valid_sector():
3900 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3902 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3903 # the actual deltas get computed here
3904 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3905 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3907 while key == "IHEOL":
3908 proutn(_("X and Y displacements- "))
3911 key = scanner.next()
3916 delta.j = scanner.real
3917 key = scanner.next()
3921 delta.i = scanner.real
3922 # Check for zero movement
3923 if delta.i == 0 and delta.j == 0:
3926 if itemp == "verbose" and not isprobe:
3928 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3930 return course(bearing=delta.bearing(), distance=delta.distance())
3933 def __init__(self, bearing, distance, origin=None):
3934 self.distance = distance
3935 self.bearing = bearing
3936 # The bearing() code we inherited from FORTRAN is actually computing
3937 # clockface directions!
3938 if self.bearing < 0.0:
3939 self.bearing += 12.0
3940 self.angle = ((15.0 - self.bearing) * 0.5235988)
3942 self.location = cartesian(game.quadrant, game.sector)
3944 self.location = cartesian(game.quadrant, origin)
3945 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3946 bigger = max(abs(self.increment.i), abs(self.increment.j))
3947 self.increment /= bigger
3948 self.moves = 10*self.distance*bigger +0.5
3949 def next(self, grain=1):
3950 "Next step on course."
3952 self.nextlocation = self.location + self.increment
3953 oldloc = (self.location/grain).roundtogrid()
3954 newloc = (self.nextlocation/grain).roundtogrid()
3955 self.location = self.nextlocation
3956 if newloc != oldloc:
3961 return (self.location / QUADSIZE).roundtogrid()
3963 return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
3964 def power(self, warp):
3965 return self.distance*(warp**3)*(game.shldup+1)
3966 def time(self, warp):
3967 return 10.0*self.distance/warp**2
3970 "Move under impulse power."
3972 if damaged(DIMPULS):
3975 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3977 if game.energy > 30.0:
3979 course = getcourse(isprobe=False)
3982 power = 20.0 + 100.0*course.distance
3985 if power >= game.energy:
3986 # Insufficient power for trip
3988 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3989 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3990 if game.energy > 30:
3991 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3992 int(0.01 * (game.energy-20.0)-0.05))
3993 prout(_(" quadrants.\""))
3995 prout(_("quadrant. They are, therefore, useless.\""))
3998 # Make sure enough time is left for the trip
3999 game.optime = course.dist/0.095
4000 if game.optime >= game.state.remtime:
4001 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4002 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4003 proutn(_("we dare spend the time?\" "))
4006 # Activate impulse engines and pay the cost
4007 imove(course, novapush=False)
4011 power = 20.0 + 100.0*course.dist
4012 game.energy -= power
4013 game.optime = course.dist/0.095
4014 if game.energy <= 0:
4018 def warp(course, involuntary):
4019 "ove under warp drive."
4020 blooey = False; twarp = False
4021 if not involuntary: # Not WARPX entry
4023 if game.damage[DWARPEN] > 10.0:
4026 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4028 if damaged(DWARPEN) and game.warpfac > 4.0:
4031 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4032 prout(_(" is repaired, I can only give you warp 4.\""))
4034 # Read in course and distance
4037 course = getcourse(isprobe=False)
4040 # Make sure starship has enough energy for the trip
4041 # Note: this formula is slightly different from the C version,
4042 # and lets you skate a bit closer to the edge.
4043 if course.power(game.warpfac) >= game.energy:
4044 # Insufficient power for trip
4047 prout(_("Engineering to bridge--"))
4048 if not game.shldup or 0.5*power > game.energy:
4049 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4051 prout(_("We can't do it, Captain. We don't have enough energy."))
4053 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4056 prout(_("if you'll lower the shields."))
4060 prout(_("We haven't the energy to go that far with the shields up."))
4062 # Make sure enough time is left for the trip
4063 game.optime = course.time(game.warpfac)
4064 if game.optime >= 0.8*game.state.remtime:
4066 prout(_("First Officer Spock- \"Captain, I compute that such"))
4067 proutn(_(" a trip would require approximately %2.0f") %
4068 (100.0*game.optime/game.state.remtime))
4069 prout(_(" percent of our"))
4070 proutn(_(" remaining time. Are you sure this is wise?\" "))
4076 if game.warpfac > 6.0:
4077 # Decide if engine damage will occur
4078 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4079 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4080 if prob > randreal():
4082 course.distance = randreal(course.distance)
4083 # Decide if time warp will occur
4084 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4086 if idebug and game.warpfac==10 and not twarp:
4088 proutn("=== Force time warp? ")
4092 # If time warp or engine damage, check path
4093 # If it is obstructed, don't do warp or damage
4094 angle = ((15.0-course.bearing)*0.5235998)
4095 deltax = -math.sin(angle)
4096 deltay = math.cos(angle)
4097 if math.fabs(deltax) > math.fabs(deltay):
4098 bigger = math.fabs(deltax)
4100 bigger = math.fabs(deltay)
4103 n = 10.0 * course.distance * bigger +0.5
4106 for l in range(1, n+1):
4111 if not coord(ix, iy).valid_sector():
4113 if game.quad[ix][iy] != IHDOT:
4116 # Activate Warp Engines and pay the cost
4117 imove(course, novapush=False)
4120 game.energy -= course.power(game.warpfac)
4121 if game.energy <= 0:
4123 game.optime = course.time(game.warpfac)
4127 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4129 prout(_("Engineering to bridge--"))
4130 prout(_(" Scott here. The warp engines are damaged."))
4131 prout(_(" We'll have to reduce speed to warp 4."))
4136 "Change the warp factor."
4142 proutn(_("Warp factor- "))
4147 if game.damage[DWARPEN] > 10.0:
4148 prout(_("Warp engines inoperative."))
4150 if damaged(DWARPEN) and scanner.real > 4.0:
4151 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4152 prout(_(" but right now we can only go warp 4.\""))
4154 if scanner.real > 10.0:
4155 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4157 if scanner.real < 1.0:
4158 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4160 oldfac = game.warpfac
4161 game.warpfac = scanner.real
4162 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4163 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4166 if game.warpfac < 8.00:
4167 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4169 if game.warpfac == 10.0:
4170 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4172 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4176 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4178 # is captain on planet?
4180 if damaged(DTRANSP):
4183 prout(_("Scotty rushes to the transporter controls."))
4185 prout(_("But with the shields up it's hopeless."))
4187 prouts(_("His desperate attempt to rescue you . . ."))
4192 prout(_("SUCCEEDS!"))
4195 proutn(_("The crystals mined were "))
4203 # Check to see if captain in shuttle craft
4208 # Inform captain of attempt to reach safety
4212 prouts(_("***RED ALERT! RED ALERT!"))
4214 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4215 prouts(_(" a supernova."))
4217 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4218 prout(_("safely out of quadrant."))
4219 if not damaged(DRADIO):
4220 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4221 # Try to use warp engines
4222 if damaged(DWARPEN):
4224 prout(_("Warp engines damaged."))
4227 game.warpfac = randreal(6.0, 8.0)
4228 prout(_("Warp factor set to %d") % int(game.warpfac))
4229 power = 0.75*game.energy
4230 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4231 distreq = randreal(math.sqrt(2))
4232 if distreq < game.dist:
4234 course = course(bearing=randreal(12), distance=dist) # How dumb!
4235 game.optime = course.time()
4237 game.inorbit = False
4238 warp(course, involuntary=True)
4240 # This is bad news, we didn't leave quadrant.
4244 prout(_("Insufficient energy to leave quadrant."))
4247 # Repeat if another snova
4248 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4250 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4251 finish(FWON) # Snova killed remaining enemy.
4254 "Let's do the time warp again."
4255 prout(_("***TIME WARP ENTERED."))
4256 if game.state.snap and withprob(0.5):
4258 prout(_("You are traveling backwards in time %d stardates.") %
4259 int(game.state.date-game.snapsht.date))
4260 game.state = game.snapsht
4261 game.state.snap = False
4262 if len(game.state.kcmdr):
4263 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4264 schedule(FBATTAK, expran(0.3*game.intime))
4265 schedule(FSNOVA, expran(0.5*game.intime))
4266 # next snapshot will be sooner
4267 schedule(FSNAP, expran(0.25*game.state.remtime))
4269 if game.state.nscrem:
4270 schedule(FSCMOVE, 0.2777)
4274 game.battle.invalidate()
4275 # Make sure Galileo is consistant -- Snapshot may have been taken
4276 # when on planet, which would give us two Galileos!
4278 for l in range(game.inplan):
4279 if game.state.planets[l].known == "shuttle_down":
4281 if game.iscraft == "onship" and game.ship==IHE:
4282 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4283 game.iscraft = "offship"
4284 # Likewise, if in the original time the Galileo was abandoned, but
4285 # was on ship earlier, it would have vanished -- let's restore it.
4286 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4287 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4288 game.iscraft = "onship"
4289 # There used to be code to do the actual reconstrction here,
4290 # but the starchart is now part of the snapshotted galaxy state.
4291 prout(_("Spock has reconstructed a correct star chart from memory"))
4293 # Go forward in time
4294 game.optime = -0.5*game.intime*math.log(randreal())
4295 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4296 # cheat to make sure no tractor beams occur during time warp
4297 postpone(FTBEAM, game.optime)
4298 game.damage[DRADIO] += game.optime
4300 events() # Stas Sergeev added this -- do pending events
4303 "Launch deep-space probe."
4304 # New code to launch a deep space probe
4305 if game.nprobes == 0:
4308 if game.ship == IHE:
4309 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4311 prout(_("Ye Faerie Queene has no deep space probes."))
4316 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4318 if is_scheduled(FDSPROB):
4321 if damaged(DRADIO) and game.condition != "docked":
4322 prout(_("Spock- \"Records show the previous probe has not yet"))
4323 prout(_(" reached its destination.\""))
4325 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4327 key = scanner.next()
4329 if game.nprobes == 1:
4330 prout(_("1 probe left."))
4332 prout(_("%d probes left") % game.nprobes)
4333 proutn(_("Are you sure you want to fire a probe? "))
4336 game.isarmed = False
4337 if key == "IHALPHA" and scanner.token == "armed":
4339 key = scanner.next()
4340 elif key == "IHEOL":
4341 proutn(_("Arm NOVAMAX warhead? "))
4343 elif key == "IHREAL": # first element of course
4344 scanner.push(scanner.token)
4346 game.probe = getcourse(isprobe=True)
4350 schedule(FDSPROB, 0.01) # Time to move one sector
4351 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4356 "Yell for help from nearest starbase."
4357 # There's more than one way to move in this game!
4359 # Test for conditions which prevent calling for help
4360 if game.condition == "docked":
4361 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4364 prout(_("Subspace radio damaged."))
4366 if not game.state.baseq:
4367 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4370 prout(_("You must be aboard the %s.") % crmshp())
4372 # OK -- call for help from nearest starbase
4375 # There's one in this quadrant
4376 ddist = (game.base - game.sector).distance()
4379 for ibq in game.state.baseq:
4380 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4383 # Since starbase not in quadrant, set up new quadrant
4386 # dematerialize starship
4387 game.quad[game.sector.i][game.sector.j]=IHDOT
4388 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4389 % (game.quadrant, crmshp()))
4390 game.sector.invalidate()
4391 for m in range(1, 5+1):
4392 w = game.base.scatter()
4393 if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4394 # found one -- finish up
4397 if not game.sector.is_valid():
4398 prout(_("You have been lost in space..."))
4399 finish(FMATERIALIZE)
4401 # Give starbase three chances to rematerialize starship
4402 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4403 for m in range(1, 3+1):
4404 if m == 1: proutn(_("1st"))
4405 elif m == 2: proutn(_("2nd"))
4406 elif m == 3: proutn(_("3rd"))
4407 proutn(_(" attempt to re-materialize ") + crmshp())
4408 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4411 if randreal() > probf:
4414 curses.delay_output(500)
4417 game.quad[ix][iy]=IHQUEST
4420 setwnd(message_window)
4421 finish(FMATERIALIZE)
4423 game.quad[ix][iy]=game.ship
4425 prout(_("succeeds."))
4429 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4434 if game.condition=="docked":
4436 prout(_("You cannot abandon Ye Faerie Queene."))
4439 # Must take shuttle craft to exit
4440 if game.damage[DSHUTTL]==-1:
4441 prout(_("Ye Faerie Queene has no shuttle craft."))
4443 if game.damage[DSHUTTL]<0:
4444 prout(_("Shuttle craft now serving Big Macs."))
4446 if game.damage[DSHUTTL]>0:
4447 prout(_("Shuttle craft damaged."))
4450 prout(_("You must be aboard the ship."))
4452 if game.iscraft != "onship":
4453 prout(_("Shuttle craft not currently available."))
4455 # Emit abandon ship messages
4457 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4459 prouts(_("***ALL HANDS ABANDON SHIP!"))
4461 prout(_("Captain and crew escape in shuttle craft."))
4462 if not game.state.baseq:
4463 # Oops! no place to go...
4466 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4468 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4469 prout(_("Remainder of ship's complement beam down"))
4470 prout(_("to nearest habitable planet."))
4471 elif q.planet != None and not damaged(DTRANSP):
4472 prout(_("Remainder of ship's complement beam down to %s.") %
4475 prout(_("Entire crew of %d left to die in outer space.") %
4477 game.casual += game.state.crew
4478 game.abandoned += game.state.crew
4479 # If at least one base left, give 'em the Faerie Queene
4481 game.icrystl = False # crystals are lost
4482 game.nprobes = 0 # No probes
4483 prout(_("You are captured by Klingons and released to"))
4484 prout(_("the Federation in a prisoner-of-war exchange."))
4485 nb = randrange(len(game.state.baseq))
4486 # Set up quadrant and position FQ adjacient to base
4487 if not game.quadrant == game.state.baseq[nb]:
4488 game.quadrant = game.state.baseq[nb]
4489 game.sector.i = game.sector.j = 5
4492 # position next to base by trial and error
4493 game.quad[game.sector.i][game.sector.j] = IHDOT
4494 for l in range(QUADSIZE):
4495 game.sector = game.base.scatter()
4496 if game.sector.valid_sector() and \
4497 game.quad[game.sector.i][game.sector.j] == IHDOT:
4500 break # found a spot
4501 game.sector.i=QUADSIZE/2
4502 game.sector.j=QUADSIZE/2
4504 # Get new commission
4505 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4506 game.state.crew = FULLCREW
4507 prout(_("Starfleet puts you in command of another ship,"))
4508 prout(_("the Faerie Queene, which is antiquated but,"))
4509 prout(_("still useable."))
4511 prout(_("The dilithium crystals have been moved."))
4513 game.iscraft = "offship" # Galileo disappears
4515 game.condition="docked"
4516 for l in range(NDEVICES):
4517 game.damage[l] = 0.0
4518 game.damage[DSHUTTL] = -1
4519 game.energy = game.inenrg = 3000.0
4520 game.shield = game.inshld = 1250.0
4521 game.torps = game.intorps = 6
4522 game.lsupres=game.inlsr=3.0
4527 # Code from planets.c begins here.
4530 "Abort a lengthy operation if an event interrupts it."
4533 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4538 "Report on (uninhabited) planets in the galaxy."
4542 prout(_("Spock- \"Planet report follows, Captain.\""))
4544 for i in range(game.inplan):
4545 if game.state.planets[i].pclass == "destroyed":
4547 if (game.state.planets[i].known != "unknown" \
4548 and not game.state.planets[i].inhabited) \
4551 if idebug and game.state.planets[i].known=="unknown":
4552 proutn("(Unknown) ")
4553 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4554 proutn(_(" class "))
4555 proutn(game.state.planets[i].pclass)
4557 if game.state.planets[i].crystals != present:
4559 prout(_("dilithium crystals present."))
4560 if game.state.planets[i].known=="shuttle_down":
4561 prout(_(" Shuttle Craft Galileo on surface."))
4563 prout(_("No information available."))
4566 "Enter standard orbit."
4570 prout(_("Already in standard orbit."))
4572 if damaged(DWARPEN) and damaged(DIMPULS):
4573 prout(_("Both warp and impulse engines damaged."))
4575 if not game.plnet.is_valid():
4576 prout("There is no planet in this sector.")
4578 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4579 prout(crmshp() + _(" not adjacent to planet."))
4582 game.optime = randreal(0.02, 0.05)
4583 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4587 game.height = randreal(1400, 8600)
4588 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4593 "Examine planets in this quadrant."
4594 if damaged(DSRSENS):
4595 if game.options & OPTION_TTY:
4596 prout(_("Short range sensors damaged."))
4598 if game.iplnet == None:
4599 if game.options & OPTION_TTY:
4600 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4602 if game.iplnet.known == "unknown":
4603 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4605 prout(_(" Planet at Sector %s is of class %s.") %
4606 (game.plnet, game.iplnet.pclass))
4607 if game.iplnet.known=="shuttle_down":
4608 prout(_(" Sensors show Galileo still on surface."))
4609 proutn(_(" Readings indicate"))
4610 if game.iplnet.crystals != "present":
4612 prout(_(" dilithium crystals present.\""))
4613 if game.iplnet.known == "unknown":
4614 game.iplnet.known = "known"
4615 elif game.iplnet.inhabited:
4616 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4617 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4620 "Use the transporter."
4624 if damaged(DTRANSP):
4625 prout(_("Transporter damaged."))
4626 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4628 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4632 if not game.inorbit:
4633 prout(crmshp() + _(" not in standard orbit."))
4636 prout(_("Impossible to transport through shields."))
4638 if game.iplnet.known=="unknown":
4639 prout(_("Spock- \"Captain, we have no information on this planet"))
4640 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4641 prout(_(" you may not go down.\""))
4643 if not game.landed and game.iplnet.crystals=="absent":
4644 prout(_("Spock- \"Captain, I fail to see the logic in"))
4645 prout(_(" exploring a planet with no dilithium crystals."))
4646 proutn(_(" Are you sure this is wise?\" "))
4650 if not (game.options & OPTION_PLAIN):
4651 nrgneed = 50 * game.skill + game.height / 100.0
4652 if nrgneed > game.energy:
4653 prout(_("Engineering to bridge--"))
4654 prout(_(" Captain, we don't have enough energy for transportation."))
4656 if not game.landed and nrgneed * 2 > game.energy:
4657 prout(_("Engineering to bridge--"))
4658 prout(_(" Captain, we have enough energy only to transport you down to"))
4659 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4660 if game.iplnet.known == "shuttle_down":
4661 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4662 proutn(_(" Are you sure this is wise?\" "))
4667 # Coming from planet
4668 if game.iplnet.known=="shuttle_down":
4669 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4673 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4674 prout(_("Landing party assembled, ready to beam up."))
4676 prout(_("Kirk whips out communicator..."))
4677 prouts(_("BEEP BEEP BEEP"))
4679 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4682 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4684 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4686 prout(_("Kirk- \"Energize.\""))
4689 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4692 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4694 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4697 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4698 game.landed = not game.landed
4699 game.energy -= nrgneed
4701 prout(_("Transport complete."))
4702 if game.landed and game.iplnet.known=="shuttle_down":
4703 prout(_("The shuttle craft Galileo is here!"))
4704 if not game.landed and game.imine:
4711 "Strip-mine a world for dilithium."
4715 prout(_("Mining party not on planet."))
4717 if game.iplnet.crystals == "mined":
4718 prout(_("This planet has already been strip-mined for dilithium."))
4720 elif game.iplnet.crystals == "absent":
4721 prout(_("No dilithium crystals on this planet."))
4724 prout(_("You've already mined enough crystals for this trip."))
4726 if game.icrystl and game.cryprob == 0.05:
4727 prout(_("With all those fresh crystals aboard the ") + crmshp())
4728 prout(_("there's no reason to mine more at this time."))
4730 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4733 prout(_("Mining operation complete."))
4734 game.iplnet.crystals = "mined"
4735 game.imine = game.ididit = True
4738 "Use dilithium crystals."
4742 if not game.icrystl:
4743 prout(_("No dilithium crystals available."))
4745 if game.energy >= 1000:
4746 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4747 prout(_(" except when Condition Yellow exists."))
4749 prout(_("Spock- \"Captain, I must warn you that loading"))
4750 prout(_(" raw dilithium crystals into the ship's power"))
4751 prout(_(" system may risk a severe explosion."))
4752 proutn(_(" Are you sure this is wise?\" "))
4757 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4758 prout(_(" Mr. Spock and I will try it.\""))
4760 prout(_("Spock- \"Crystals in place, Sir."))
4761 prout(_(" Ready to activate circuit.\""))
4763 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4765 if with(game.cryprob):
4766 prouts(_(" \"Activating now! - - No good! It's***"))
4768 prouts(_("***RED ALERT! RED A*L********************************"))
4771 prouts(_("****************** KA-BOOM!!!! *******************"))
4775 game.energy += randreal(5000.0, 5500.0)
4776 prouts(_(" \"Activating now! - - "))
4777 prout(_("The instruments"))
4778 prout(_(" are going crazy, but I think it's"))
4779 prout(_(" going to work!! Congratulations, Sir!\""))
4784 "Use shuttlecraft for planetary jaunt."
4787 if damaged(DSHUTTL):
4788 if game.damage[DSHUTTL] == -1.0:
4789 if game.inorbit and game.iplnet.known == "shuttle_down":
4790 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4792 prout(_("Ye Faerie Queene had no shuttle craft."))
4793 elif game.damage[DSHUTTL] > 0:
4794 prout(_("The Galileo is damaged."))
4795 else: # game.damage[DSHUTTL] < 0
4796 prout(_("Shuttle craft is now serving Big Macs."))
4798 if not game.inorbit:
4799 prout(crmshp() + _(" not in standard orbit."))
4801 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4802 prout(_("Shuttle craft not currently available."))
4804 if not game.landed and game.iplnet.known=="shuttle_down":
4805 prout(_("You will have to beam down to retrieve the shuttle craft."))
4807 if game.shldup or game.condition == "docked":
4808 prout(_("Shuttle craft cannot pass through shields."))
4810 if game.iplnet.known=="unknown":
4811 prout(_("Spock- \"Captain, we have no information on this planet"))
4812 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4813 prout(_(" you may not fly down.\""))
4815 game.optime = 3.0e-5*game.height
4816 if game.optime >= 0.8*game.state.remtime:
4817 prout(_("First Officer Spock- \"Captain, I compute that such"))
4818 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4819 int(100*game.optime/game.state.remtime))
4820 prout(_("remaining time."))
4821 proutn(_("Are you sure this is wise?\" "))
4827 if game.iscraft == "onship":
4829 if not damaged(DTRANSP):
4830 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4834 proutn(_("Shuttle crew"))
4836 proutn(_("Rescue party"))
4837 prout(_(" boards Galileo and swoops toward planet surface."))
4838 game.iscraft = "offship"
4842 game.iplnet.known="shuttle_down"
4843 prout(_("Trip complete."))
4846 # Ready to go back to ship
4847 prout(_("You and your mining party board the"))
4848 prout(_("shuttle craft for the trip back to the Enterprise."))
4850 prouts(_("The short hop begins . . ."))
4852 game.iplnet.known="known"
4858 game.iscraft = "onship"
4864 prout(_("Trip complete."))
4867 # Kirk on ship and so is Galileo
4868 prout(_("Mining party assembles in the hangar deck,"))
4869 prout(_("ready to board the shuttle craft \"Galileo\"."))
4871 prouts(_("The hangar doors open; the trip begins."))
4874 game.iscraft = "offship"
4877 game.iplnet.known = "shuttle_down"
4880 prout(_("Trip complete."))
4884 "Use the big zapper."
4888 if game.ship != IHE:
4889 prout(_("Ye Faerie Queene has no death ray."))
4891 if len(game.enemies)==0:
4892 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4895 prout(_("Death Ray is damaged."))
4897 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4898 prout(_(" is highly unpredictible. Considering the alternatives,"))
4899 proutn(_(" are you sure this is wise?\" "))
4902 prout(_("Spock- \"Acknowledged.\""))
4905 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4907 prout(_("Crew scrambles in emergency preparation."))
4908 prout(_("Spock and Scotty ready the death ray and"))
4909 prout(_("prepare to channel all ship's power to the device."))
4911 prout(_("Spock- \"Preparations complete, sir.\""))
4912 prout(_("Kirk- \"Engage!\""))
4914 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4917 if game.options & OPTION_PLAIN:
4921 prouts(_("Sulu- \"Captain! It's working!\""))
4923 while len(game.enemies) > 0:
4924 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4925 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4926 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4928 if (game.options & OPTION_PLAIN) == 0:
4929 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4931 prout(_(" is still operational.\""))
4933 prout(_(" has been rendered nonfunctional.\""))
4934 game.damage[DDRAY] = 39.95
4936 r = randreal() # Pick failure method
4938 prouts(_("Sulu- \"Captain! It's working!\""))
4940 prouts(_("***RED ALERT! RED ALERT!"))
4942 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4944 prouts(_("***RED ALERT! RED A*L********************************"))
4947 prouts(_("****************** KA-BOOM!!!! *******************"))
4952 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4954 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4956 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4957 prout(_(" have apparently been transformed into strange mutations."))
4958 prout(_(" Vulcans do not seem to be affected."))
4960 prout(_("Kirk- \"Raauch! Raauch!\""))
4965 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4967 proutn(_("Spock- \"I believe the word is"))
4968 prouts(_(" *ASTONISHING*"))
4969 prout(_(" Mr. Sulu."))
4970 for i in range(QUADSIZE):
4971 for j in range(QUADSIZE):
4972 if game.quad[i][j] == IHDOT:
4973 game.quad[i][j] = IHQUEST
4974 prout(_(" Captain, our quadrant is now infested with"))
4975 prouts(_(" - - - - - - *THINGS*."))
4977 prout(_(" I have no logical explanation.\""))
4979 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4981 prout(_("Scotty- \"There are so many tribbles down here"))
4982 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4986 # Code from reports.c begins here
4988 def attackreport(curt):
4989 "eport status of bases under attack."
4991 if is_scheduled(FCDBAS):
4992 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4993 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4994 elif game.isatb == 1:
4995 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4996 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4998 prout(_("No Starbase is currently under attack."))
5000 if is_scheduled(FCDBAS):
5001 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5003 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5007 # report on general game status
5009 s1 = "" and game.thawed and _("thawed ")
5010 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5011 s3 = (None, _("novice"). _("fair"),
5012 _("good"), _("expert"), _("emeritus"))[game.skill]
5013 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5014 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5015 prout(_("No plaque is allowed."))
5017 prout(_("This is tournament game %d.") % game.tourn)
5018 prout(_("Your secret password is \"%s\"") % game.passwd)
5019 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5020 (game.inkling + game.incom + game.inscom)))
5021 if game.incom - len(game.state.kcmdr):
5022 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5023 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5024 prout(_(", but no Commanders."))
5027 if game.skill > SKILL_FAIR:
5028 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5029 if len(game.state.baseq) != game.inbase:
5031 if game.inbase-len(game.state.baseq)==1:
5032 proutn(_("has been 1 base"))
5034 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5035 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5037 prout(_("There are %d bases.") % game.inbase)
5038 if communicating() or game.iseenit:
5039 # Don't report this if not seen and
5040 # either the radio is dead or not at base!
5044 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5046 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5047 if game.ship == IHE:
5048 proutn(_("You have "))
5050 proutn("%d" % (game.nprobes))
5053 proutn(_(" deep space probe"))
5057 if communicating() and is_scheduled(FDSPROB):
5059 proutn(_("An armed deep space probe is in "))
5061 proutn(_("A deep space probe is in "))
5062 prout("Quadrant %s." % game.probec)
5064 if game.cryprob <= .05:
5065 prout(_("Dilithium crystals aboard ship... not yet used."))
5069 while game.cryprob > ai:
5072 prout(_("Dilithium crystals have been used %d time%s.") % \
5073 (i, (_("s"), "")[i==1]))
5077 "Long-range sensor scan."
5078 if damaged(DLRSENS):
5079 # Now allow base's sensors if docked
5080 if game.condition != "docked":
5082 prout(_("LONG-RANGE SENSORS DAMAGED."))
5085 prout(_("Starbase's long-range scan"))
5087 prout(_("Long-range scan"))
5088 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5091 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5092 if not coord(x, y).valid_quadrant():
5096 if not damaged(DRADIO):
5097 game.state.galaxy[x][y].charted = True
5098 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5099 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5100 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5101 if not silent and game.state.galaxy[x][y].supernova:
5104 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5111 for i in range(NDEVICES):
5114 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5115 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5117 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5118 game.damage[i]+0.05,
5119 game.docfac*game.damage[i]+0.005))
5121 prout(_("All devices functional."))
5124 "Update the chart in the Enterprise's computer from galaxy data."
5125 game.lastchart = game.state.date
5126 for i in range(GALSIZE):
5127 for j in range(GALSIZE):
5128 if game.state.galaxy[i][j].charted:
5129 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5130 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5131 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5134 "Display the star chart."
5136 if (game.options & OPTION_AUTOSCAN):
5138 if not damaged(DRADIO):
5140 if game.lastchart < game.state.date and game.condition == "docked":
5141 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5143 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5144 if game.state.date > game.lastchart:
5145 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5146 prout(" 1 2 3 4 5 6 7 8")
5147 for i in range(GALSIZE):
5148 proutn("%d |" % (i+1))
5149 for j in range(GALSIZE):
5150 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5154 if game.state.galaxy[i][j].supernova:
5156 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5158 elif game.state.galaxy[i][j].charted:
5159 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5163 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5171 def sectscan(goodScan, i, j):
5172 "Light up an individual dot in a sector."
5173 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5174 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):
5175 #if game.condition == "red": textcolor("red")
5176 #elif game.condition == "green": textcolor("green")
5177 #elif game.condition == "yellow": textcolor("yellow")
5178 #elif game.condition == "docked": textcolor("cyan")
5179 #elif game.condition == "dead": textcolor("brown")
5180 if game.quad[i][j] != game.ship:
5182 proutn("%c " % game.quad[i][j])
5188 "Emit status report lines"
5189 if not req or req == 1:
5190 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5191 % (game.state.date, game.state.remtime))
5192 if not req or req == 2:
5193 if game.condition != "docked":
5196 for t in range(NDEVICES):
5197 if game.damage[t]>0:
5199 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5200 if not req or req == 3:
5201 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5202 if not req or req == 4:
5203 if damaged(DLIFSUP):
5204 if game.condition == "docked":
5205 s = _("DAMAGED, Base provides")
5207 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5210 prstat(_("Life Support"), s)
5211 if not req or req == 5:
5212 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5213 if not req or req == 6:
5215 if game.icrystl and (game.options & OPTION_SHOWME):
5216 extra = _(" (have crystals)")
5217 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5218 if not req or req == 7:
5219 prstat(_("Torpedoes"), "%d" % (game.torps))
5220 if not req or req == 8:
5221 if damaged(DSHIELD):
5227 data = _(" %d%% %.1f units") \
5228 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5229 prstat(_("Shields"), s+data)
5230 if not req or req == 9:
5231 prstat(_("Klingons Left"), "%d" \
5232 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5233 if not req or req == 10:
5234 if game.options & OPTION_WORLDS:
5235 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5236 if plnet and plnet.inhabited:
5237 prstat(_("Major system"), plnet.name)
5239 prout(_("Sector is uninhabited"))
5240 elif not req or req == 11:
5241 attackreport(not req)
5244 "Request specified status data, a historical relic from slow TTYs."
5245 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5246 while scanner.next() == "IHEOL":
5247 proutn(_("Information desired? "))
5249 if scanner.token in requests:
5250 status(requests.index(scanner.token))
5252 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5253 prout((" date, condition, position, lsupport, warpfactor,"))
5254 prout((" energy, torpedoes, shields, klingons, system, time."))
5259 if damaged(DSRSENS):
5260 # Allow base's sensors if docked
5261 if game.condition != "docked":
5262 prout(_(" S.R. SENSORS DAMAGED!"))
5265 prout(_(" [Using Base's sensors]"))
5267 prout(_(" Short-range scan"))
5268 if goodScan and not damaged(DRADIO):
5269 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5270 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5271 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5272 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5273 prout(" 1 2 3 4 5 6 7 8 9 10")
5274 if game.condition != "docked":
5276 for i in range(QUADSIZE):
5277 proutn("%2d " % (i+1))
5278 for j in range(QUADSIZE):
5279 sectscan(goodScan, i, j)
5283 "Use computer to get estimated time of arrival for a warp jump."
5284 w1 = coord(); w2 = coord()
5286 if damaged(DCOMPTR):
5287 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5290 if scanner.next() != "IHREAL":
5293 proutn(_("Destination quadrant and/or sector? "))
5294 if scanner.next()!="IHREAL":
5297 w1.j = int(scanner.real-0.5)
5298 if scanner.next() != "IHREAL":
5301 w1.i = int(scanner.real-0.5)
5302 if scanner.next() == "IHREAL":
5303 w2.j = int(scanner.real-0.5)
5304 if scanner.next() != "IHREAL":
5307 w2.i = int(scanner.real-0.5)
5309 if game.quadrant.j>w1.i:
5313 if game.quadrant.i>w1.j:
5317 if not w1.valid_quadrant() or not w2.valid_sector():
5320 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5321 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5324 prout(_("Answer \"no\" if you don't know the value:"))
5327 proutn(_("Time or arrival date? "))
5328 if scanner.next()=="IHREAL":
5329 ttime = scanner.real
5330 if ttime > game.state.date:
5331 ttime -= game.state.date # Actually a star date
5332 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5333 if ttime <= 1e-10 or twarp > 10:
5334 prout(_("We'll never make it, sir."))
5341 proutn(_("Warp factor? "))
5342 if scanner.next()== "IHREAL":
5344 twarp = scanner.real
5345 if twarp<1.0 or twarp > 10.0:
5349 prout(_("Captain, certainly you can give me one of these."))
5352 ttime = (10.0*game.dist)/twarp**2
5353 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5354 if tpower >= game.energy:
5355 prout(_("Insufficient energy, sir."))
5356 if not game.shldup or tpower > game.energy*2.0:
5359 proutn(_("New warp factor to try? "))
5360 if scanner.next() == "IHREAL":
5362 twarp = scanner.real
5363 if twarp<1.0 or twarp > 10.0:
5371 prout(_("But if you lower your shields,"))
5372 proutn(_("remaining"))
5375 proutn(_("Remaining"))
5376 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5378 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5380 prout(_("Any warp speed is adequate."))
5382 prout(_("Minimum warp needed is %.2f,") % (twarp))
5383 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5384 if game.state.remtime < ttime:
5385 prout(_("Unfortunately, the Federation will be destroyed by then."))
5387 prout(_("You'll be taking risks at that speed, Captain"))
5388 if (game.isatb==1 and game.state.kscmdr == w1 and \
5389 scheduled(FSCDBAS)< ttime+game.state.date) or \
5390 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5391 prout(_("The starbase there will be destroyed by then."))
5392 proutn(_("New warp factor to try? "))
5393 if scanner.next() == "IHREAL":
5395 twarp = scanner.real
5396 if twarp<1.0 or twarp > 10.0:
5404 # Code from setup.c begins here
5407 "Issue a historically correct banner."
5409 prout(_("-SUPER- STAR TREK"))
5411 # From the FORTRAN original
5412 # prout(_("Latest update-21 Sept 78"))
5418 scanner.push("emsave.trk")
5419 key = scanner.next()
5421 proutn(_("File name: "))
5422 key = scanner.next()
5423 if key != "IHALPHA":
5427 if '.' not in scanner.token:
5428 scanner.token += ".trk"
5430 fp = open(scanner.token, "wb")
5432 prout(_("Can't freeze game as file %s") % scanner.token)
5434 cPickle.dump(game, fp)
5438 "Retrieve saved game."
5439 game.passwd[0] = '\0'
5440 key = scanner.next()
5442 proutn(_("File name: "))
5443 key = scanner.next()
5444 if key != "IHALPHA":
5448 if '.' not in scanner.token:
5449 scanner.token += ".trk"
5451 fp = open(scanner.token, "rb")
5453 prout(_("Can't thaw game in %s") % scanner.token)
5455 game = cPickle.load(fp)
5459 # I used <http://www.memory-alpha.org> to find planets
5460 # with references in ST:TOS. Eath and the Alpha Centauri
5461 # Colony have been omitted.
5463 # Some planets marked Class G and P here will be displayed as class M
5464 # because of the way planets are generated. This is a known bug.
5467 _("Andoria (Fesoan)"), # several episodes
5468 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5469 _("Vulcan (T'Khasi)"), # many episodes
5470 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5471 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5472 _("Ardana"), # TOS: "The Cloud Minders"
5473 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5474 _("Gideon"), # TOS: "The Mark of Gideon"
5475 _("Aldebaran III"), # TOS: "The Deadly Years"
5476 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5477 _("Altair IV"), # TOS: "Amok Time
5478 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5479 _("Benecia"), # TOS: "The Conscience of the King"
5480 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5481 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5482 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5483 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5484 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5485 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5486 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5487 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5488 _("Ingraham B"), # TOS: "Operation: Annihilate"
5489 _("Janus IV"), # TOS: "The Devil in the Dark"
5490 _("Makus III"), # TOS: "The Galileo Seven"
5491 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5492 _("Omega IV"), # TOS: "The Omega Glory"
5493 _("Regulus V"), # TOS: "Amok Time
5494 _("Deneva"), # TOS: "Operation -- Annihilate!"
5495 # Worlds from BSD Trek
5496 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5497 _("Beta III"), # TOS: "The Return of the Archons"
5498 _("Triacus"), # TOS: "And the Children Shall Lead",
5499 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5501 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5502 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5503 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5504 # _("Izar"), # TOS: "Whom Gods Destroy"
5505 # _("Tiburon"), # TOS: "The Way to Eden"
5506 # _("Merak II"), # TOS: "The Cloud Minders"
5507 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5508 # _("Iotia"), # TOS: "A Piece of the Action"
5512 _("S. R. Sensors"), \
5513 _("L. R. Sensors"), \
5515 _("Photon Tubes"), \
5516 _("Life Support"), \
5517 _("Warp Engines"), \
5518 _("Impulse Engines"), \
5520 _("Subspace Radio"), \
5521 _("Shuttle Craft"), \
5523 _("Navigation System"), \
5525 _("Shield Control"), \
5531 "Prepare to play, set up cosmos."
5533 # Decide how many of everything
5535 return # frozen game
5536 # Prepare the Enterprise
5537 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5539 game.state.crew = FULLCREW
5540 game.energy = game.inenrg = 5000.0
5541 game.shield = game.inshld = 2500.0
5544 game.quadrant = randplace(GALSIZE)
5545 game.sector = randplace(QUADSIZE)
5546 game.torps = game.intorps = 10
5547 game.nprobes = randrange(2, 5)
5549 for i in range(NDEVICES):
5550 game.damage[i] = 0.0
5551 # Set up assorted game parameters
5552 game.battle = coord()
5553 game.state.date = game.indate = 100.0 * randreal(20, 51)
5554 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5555 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5556 game.isatb = game.state.nplankl = 0
5557 game.state.starkl = game.state.basekl = 0
5558 game.iscraft = "onship"
5562 # Starchart is functional but we've never seen it
5563 game.lastchart = FOREVER
5564 # Put stars in the galaxy
5566 for i in range(GALSIZE):
5567 for j in range(GALSIZE):
5568 k = randrange(1, QUADSIZE**2/10+1)
5570 game.state.galaxy[i][j].stars = k
5571 # Locate star bases in galaxy
5572 for i in range(game.inbase):
5575 w = randplace(GALSIZE)
5576 if not game.state.galaxy[w.i][w.j].starbase:
5579 # C version: for (j = i-1; j > 0; j--)
5580 # so it did them in the opposite order.
5581 for j in range(1, i):
5582 # Improved placement algorithm to spread out bases
5583 distq = (w - game.state.baseq[j]).distance()
5584 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5587 prout("=== Abandoning base #%d at %s" % (i, w))
5589 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5591 prout("=== Saving base #%d, close to #%d" % (i, j))
5594 game.state.baseq.append(w)
5595 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5596 # Position ordinary Klingon Battle Cruisers
5598 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5599 if klumper > MAXKLQUAD:
5603 klump = (1.0 - r*r)*klumper
5608 w = randplace(GALSIZE)
5609 if not game.state.galaxy[w.i][w.j].supernova and \
5610 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5612 game.state.galaxy[w.i][w.j].klingons += int(klump)
5615 # Position Klingon Commander Ships
5616 for i in range(game.incom):
5618 w = randplace(GALSIZE)
5619 if not welcoming(w) or w in game.state.kcmdr:
5621 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5623 game.state.galaxy[w.i][w.j].klingons += 1
5624 game.state.kcmdr.append(w)
5625 # Locate planets in galaxy
5626 for i in range(game.inplan):
5628 w = randplace(GALSIZE)
5629 if game.state.galaxy[w.i][w.j].planet == None:
5633 new.crystals = "absent"
5634 if (game.options & OPTION_WORLDS) and i < NINHAB:
5635 new.pclass = "M" # All inhabited planets are class M
5636 new.crystals = "absent"
5638 new.name = systnames[i]
5639 new.inhabited = True
5641 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5643 new.crystals = "present"
5644 new.known = "unknown"
5645 new.inhabited = False
5646 game.state.galaxy[w.i][w.j].planet = new
5647 game.state.planets.append(new)
5649 for i in range(game.state.nromrem):
5650 w = randplace(GALSIZE)
5651 game.state.galaxy[w.i][w.j].romulans += 1
5652 # Place the Super-Commander if needed
5653 if game.state.nscrem > 0:
5655 w = randplace(GALSIZE)
5658 game.state.kscmdr = w
5659 game.state.galaxy[w.i][w.j].klingons += 1
5660 # Initialize times for extraneous events
5661 schedule(FSNOVA, expran(0.5 * game.intime))
5662 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5663 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5664 schedule(FBATTAK, expran(0.3*game.intime))
5666 if game.state.nscrem:
5667 schedule(FSCMOVE, 0.2777)
5672 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5673 schedule(FDISTR, expran(1.0 + game.intime))
5678 # Place thing (in tournament game, we don't want one!)
5679 # New in SST2K: never place the Thing near a starbase.
5680 # This makes sense and avoids a special case in the old code.
5682 if game.tourn is None:
5684 thing = randplace(GALSIZE)
5685 if thing not in game.state.baseq:
5688 game.state.snap = False
5689 if game.skill == SKILL_NOVICE:
5690 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5691 prout(_("a deadly Klingon invasion force. As captain of the United"))
5692 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5693 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5694 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5695 prout(_("your mission. As you proceed you may be given more time."))
5697 prout(_("You will have %d supporting starbases.") % (game.inbase))
5698 proutn(_("Starbase locations- "))
5700 prout(_("Stardate %d.") % int(game.state.date))
5702 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5703 prout(_("An unknown number of Romulans."))
5704 if game.state.nscrem:
5705 prout(_("And one (GULP) Super-Commander."))
5706 prout(_("%d stardates.") % int(game.intime))
5707 proutn(_("%d starbases in ") % game.inbase)
5708 for i in range(game.inbase):
5709 proutn(`game.state.baseq[i]`)
5712 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5713 proutn(_(" Sector %s") % game.sector)
5715 prout(_("Good Luck!"))
5716 if game.state.nscrem:
5717 prout(_(" YOU'LL NEED IT."))
5720 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5722 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5723 attack(torps_ok=False)
5726 "Choose your game type."
5731 game.skill = SKILL_NONE
5733 if not scanner.inqueue: # Can start with command line options
5734 proutn(_("Would you like a regular, tournament, or saved game? "))
5736 if scanner.sees("tournament"):
5737 while scanner.next() == "IHEOL":
5738 proutn(_("Type in tournament number-"))
5739 if scanner.real == 0:
5741 continue # We don't want a blank entry
5742 game.tourn = int(round(scanner.real))
5743 random.seed(scanner.real)
5745 logfp.write("# random.seed(%d)\n" % scanner.real)
5747 if scanner.sees("saved") or scanner.sees("frozen"):
5751 if game.passwd == None:
5753 if not game.alldone:
5754 game.thawed = True # No plaque if not finished
5758 if scanner.sees("regular"):
5760 proutn(_("What is \"%s\"?") % scanner.token)
5762 while game.length==0 or game.skill==SKILL_NONE:
5763 if scanner.next() == "IHALPHA":
5764 if scanner.sees("short"):
5766 elif scanner.sees("medium"):
5768 elif scanner.sees("long"):
5770 elif scanner.sees("novice"):
5771 game.skill = SKILL_NOVICE
5772 elif scanner.sees("fair"):
5773 game.skill = SKILL_FAIR
5774 elif scanner.sees("good"):
5775 game.skill = SKILL_GOOD
5776 elif scanner.sees("expert"):
5777 game.skill = SKILL_EXPERT
5778 elif scanner.sees("emeritus"):
5779 game.skill = SKILL_EMERITUS
5781 proutn(_("What is \""))
5782 proutn(scanner.token)
5787 proutn(_("Would you like a Short, Medium, or Long game? "))
5788 elif game.skill == SKILL_NONE:
5789 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5790 # Choose game options -- added by ESR for SST2K
5791 if scanner.next() != "IHALPHA":
5793 proutn(_("Choose your game style (or just press enter): "))
5795 if scanner.sees("plain"):
5796 # Approximates the UT FORTRAN version.
5797 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5798 game.options |= OPTION_PLAIN
5799 elif scanner.sees("almy"):
5800 # Approximates Tom Almy's version.
5801 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5802 game.options |= OPTION_ALMY
5803 elif scanner.sees("fancy") or scanner.sees("\n"):
5805 elif len(scanner.token):
5806 proutn(_("What is \"%s\"?") % scanner.token)
5808 if game.passwd == "debug":
5810 prout("=== Debug mode enabled.")
5811 # Use parameters to generate initial values of things
5812 game.damfac = 0.5 * game.skill
5813 game.inbase = randrange(BASEMIN, BASEMAX+1)
5815 if game.options & OPTION_PLANETS:
5816 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5817 if game.options & OPTION_WORLDS:
5818 game.inplan += int(NINHAB)
5819 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5820 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5821 game.state.remtime = 7.0 * game.length
5822 game.intime = game.state.remtime
5823 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5824 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5825 game.state.remres = (game.inkling+4*game.incom)*game.intime
5826 game.inresor = game.state.remres
5827 if game.inkling > 50:
5828 game.state.inbase += 1
5831 def dropin(iquad=None):
5832 "Drop a feature on a random dot in the current quadrant."
5834 w = randplace(QUADSIZE)
5835 if game.quad[w.i][w.j] == IHDOT:
5837 if iquad is not None:
5838 game.quad[w.i][w.j] = iquad
5842 "Update our alert status."
5843 game.condition = "green"
5844 if game.energy < 1000.0:
5845 game.condition = "yellow"
5846 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5847 game.condition = "red"
5849 game.condition="dead"
5852 "Drop new Klingon into current quadrant."
5853 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5856 "Set up a new state of quadrant, for when we enter or re-enter it."
5859 game.neutz = game.inorbit = game.landed = False
5860 game.ientesc = game.iseenit = False
5861 # Create a blank quadrant
5862 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5864 # Attempt to escape Super-commander, so tbeam back!
5867 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5868 # cope with supernova
5871 game.klhere = q.klingons
5872 game.irhere = q.romulans
5874 game.quad[game.sector.i][game.sector.j] = game.ship
5877 # Position ordinary Klingons
5878 for i in range(game.klhere):
5880 # If we need a commander, promote a Klingon
5881 for cmdr in game.state.kcmdr:
5882 if cmdr == game.quadrant:
5883 e = game.enemies[game.klhere-1]
5884 game.quad[e.kloc.i][e.kloc.j] = IHC
5885 e.kpower = randreal(950,1350) + 50.0*game.skill
5887 # If we need a super-commander, promote a Klingon
5888 if game.quadrant == game.state.kscmdr:
5890 game.quad[e.kloc.i][e.kloc.j] = IHS
5891 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5892 game.iscate = (game.state.remkl > 1)
5893 # Put in Romulans if needed
5894 for i in range(q.romulans):
5895 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5896 # If quadrant needs a starbase, put it in
5898 game.base = dropin(IHB)
5899 # If quadrant needs a planet, put it in
5901 game.iplnet = q.planet
5902 if not q.planet.inhabited:
5903 game.plnet = dropin(IHP)
5905 game.plnet = dropin(IHW)
5906 # Check for condition
5909 if game.irhere > 0 and game.klhere == 0:
5911 if not damaged(DRADIO):
5913 prout(_("LT. Uhura- \"Captain, an urgent message."))
5914 prout(_(" I'll put it on audio.\" CLICK"))
5916 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5917 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5918 # Put in THING if needed
5919 if thing == game.quadrant:
5920 enemy(type=IHQUEST, loc=dropin(),
5921 power=randreal(6000,6500.0)+250.0*game.skill)
5922 if not damaged(DSRSENS):
5924 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5925 prout(_(" Please examine your short-range scan.\""))
5926 # Decide if quadrant needs a Tholian; lighten up if skill is low
5927 if game.options & OPTION_THOLIAN:
5928 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5929 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5930 (game.skill > SKILL_GOOD and withprob(0.08)):
5933 w.i = withprob(0.5) * (QUADSIZE-1)
5934 w.j = withprob(0.5) * (QUADSIZE-1)
5935 if game.quad[w.i][w.j] == IHDOT:
5937 game.tholian = enemy(type=IHT, loc=w,
5938 power=randrange(100, 500) + 25.0*game.skill)
5939 # Reserve unoccupied corners
5940 if game.quad[0][0]==IHDOT:
5941 game.quad[0][0] = 'X'
5942 if game.quad[0][QUADSIZE-1]==IHDOT:
5943 game.quad[0][QUADSIZE-1] = 'X'
5944 if game.quad[QUADSIZE-1][0]==IHDOT:
5945 game.quad[QUADSIZE-1][0] = 'X'
5946 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5947 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5948 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5949 # And finally the stars
5950 for i in range(q.stars):
5952 # Put in a few black holes
5953 for i in range(1, 3+1):
5956 # Take out X's in corners if Tholian present
5958 if game.quad[0][0]=='X':
5959 game.quad[0][0] = IHDOT
5960 if game.quad[0][QUADSIZE-1]=='X':
5961 game.quad[0][QUADSIZE-1] = IHDOT
5962 if game.quad[QUADSIZE-1][0]=='X':
5963 game.quad[QUADSIZE-1][0] = IHDOT
5964 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5965 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5968 "Set the self-destruct password."
5969 if game.options & OPTION_PLAIN:
5972 proutn(_("Please type in a secret password- "))
5974 game.passwd = scanner.token
5975 if game.passwd != None:
5980 game.passwd += chr(ord('a')+randrange(26))
5982 # Code from sst.c begins here
5985 "SRSCAN": OPTION_TTY,
5986 "STATUS": OPTION_TTY,
5987 "REQUEST": OPTION_TTY,
5988 "LRSCAN": OPTION_TTY,
6001 "SENSORS": OPTION_PLANETS,
6002 "ORBIT": OPTION_PLANETS,
6003 "TRANSPORT": OPTION_PLANETS,
6004 "MINE": OPTION_PLANETS,
6005 "CRYSTALS": OPTION_PLANETS,
6006 "SHUTTLE": OPTION_PLANETS,
6007 "PLANETS": OPTION_PLANETS,
6012 "PROBE": OPTION_PROBE,
6014 "FREEZE": 0, # Synonym for SAVE
6020 "SOS": 0, # Synonym for MAYDAY
6021 "CALL": 0, # Synonym for MAYDAY
6027 "Generate a list of legal commands."
6028 prout(_("LEGAL COMMANDS ARE:"))
6030 for key in commands:
6031 if not commands[key] or (commands[key] & game.options):
6032 proutn("%-12s " % key)
6034 if emitted % 5 == 4:
6039 "Browse on-line help."
6040 key = scanner.next()
6043 setwnd(prompt_window)
6044 proutn(_("Help on what command? "))
6045 key = scanner.next()
6046 setwnd(message_window)
6049 if scanner.token in commands or scanner.token == "ABBREV":
6056 cmd = scanner.token.upper()
6058 fp = open(SSTDOC, "r")
6061 fp = open(DOC_NAME, "r")
6063 prout(_("Spock- \"Captain, that information is missing from the"))
6064 proutn(_(" computer. You need to find "))
6066 prout(_(" and put it in the"))
6067 proutn(_(" current directory or to "))
6070 # This used to continue: "You need to find SST.DOC and put
6071 # it in the current directory."
6074 linebuf = fp.readline()
6076 prout(_("Spock- \"Captain, there is no information on that command.\""))
6079 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6080 linebuf = linebuf[3:].strip()
6084 prout(_("Spock- \"Captain, I've found the following information:\""))
6086 while linebuf in fp:
6087 if "******" in linebuf:
6093 "Command-interpretation loop."
6095 setwnd(message_window)
6096 while True: # command loop
6098 while True: # get a command
6103 setwnd(prompt_window)
6106 if scanner.next() == "IHEOL":
6107 if game.options & OPTION_CURSES:
6110 elif scanner.token == "":
6114 setwnd(message_window)
6116 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6118 if len(candidates) == 1:
6121 elif candidates and not (game.options & OPTION_PLAIN):
6122 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6126 if cmd == "SRSCAN": # srscan
6128 elif cmd == "STATUS": # status
6130 elif cmd == "REQUEST": # status request
6132 elif cmd == "LRSCAN": # long range scan
6133 lrscan(silent=False)
6134 elif cmd == "PHASERS": # phasers
6138 elif cmd == "TORPEDO": # photon torpedos
6142 elif cmd == "MOVE": # move under warp
6143 warp(course=None, involuntary=False)
6144 elif cmd == "SHIELDS": # shields
6145 doshield(shraise=False)
6148 game.shldchg = False
6149 elif cmd == "DOCK": # dock at starbase
6152 attack(torps_ok=False)
6153 elif cmd == "DAMAGES": # damage reports
6155 elif cmd == "CHART": # chart
6157 elif cmd == "IMPULSE": # impulse
6159 elif cmd == "REST": # rest
6163 elif cmd == "WARP": # warp
6165 elif cmd == "SCORE": # score
6167 elif cmd == "SENSORS": # sensors
6169 elif cmd == "ORBIT": # orbit
6173 elif cmd == "TRANSPORT": # transport "beam"
6175 elif cmd == "MINE": # mine
6179 elif cmd == "CRYSTALS": # crystals
6183 elif cmd == "SHUTTLE": # shuttle
6187 elif cmd == "PLANETS": # Planet list
6189 elif cmd == "REPORT": # Game Report
6191 elif cmd == "COMPUTER": # use COMPUTER!
6193 elif cmd == "COMMANDS":
6195 elif cmd == "EMEXIT": # Emergency exit
6196 clrscr() # Hide screen
6197 freeze(True) # forced save
6198 raise SysExit,1 # And quick exit
6199 elif cmd == "PROBE":
6200 probe() # Launch probe
6203 elif cmd == "ABANDON": # Abandon Ship
6205 elif cmd == "DESTRUCT": # Self Destruct
6207 elif cmd == "SAVE": # Save Game
6210 if game.skill > SKILL_GOOD:
6211 prout(_("WARNING--Saved games produce no plaques!"))
6212 elif cmd == "DEATHRAY": # Try a desparation measure
6216 elif cmd == "DEBUGCMD": # What do we want for debug???
6218 elif cmd == "MAYDAY": # Call for help
6223 game.alldone = True # quit the game
6228 break # Game has ended
6229 if game.optime != 0.0:
6232 break # Events did us in
6233 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6236 if hitme and not game.justin:
6237 attack(torps_ok=True)
6240 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6251 "Emit the name of an enemy or feature."
6252 if type == IHR: s = _("Romulan")
6253 elif type == IHK: s = _("Klingon")
6254 elif type == IHC: s = _("Commander")
6255 elif type == IHS: s = _("Super-commander")
6256 elif type == IHSTAR: s = _("Star")
6257 elif type == IHP: s = _("Planet")
6258 elif type == IHB: s = _("Starbase")
6259 elif type == IHBLANK: s = _("Black hole")
6260 elif type == IHT: s = _("Tholian")
6261 elif type == IHWEB: s = _("Tholian web")
6262 elif type == IHQUEST: s = _("Stranger")
6263 elif type == IHW: s = _("Inhabited World")
6264 else: s = "Unknown??"
6267 def crmena(stars, enemy, loctype, w):
6268 "Emit the name of an enemy and his location."
6272 buf += cramen(enemy) + _(" at ")
6273 if loctype == "quadrant":
6274 buf += _("Quadrant ")
6275 elif loctype == "sector":
6280 "Emit our ship name."
6281 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6284 "Emit a line of stars"
6285 prouts("******************************************************")
6289 return -avrage*math.log(1e-7 + randreal())
6291 def randplace(size):
6292 "Choose a random location."
6294 w.i = randrange(size)
6295 w.j = randrange(size)
6305 # Get a token from the user
6308 # Fill the token quue if nothing here
6309 while not self.inqueue:
6311 if curwnd==prompt_window:
6313 setwnd(message_window)
6320 self.inqueue = line.lstrip().split() + ["\n"]
6321 # From here on in it's all looking at the queue
6322 self.token = self.inqueue.pop(0)
6323 if self.token == "\n":
6327 self.real = float(self.token)
6328 self.type = "IHREAL"
6333 self.token = self.token.lower()
6334 self.type = "IHALPHA"
6337 def append(self, tok):
6338 self.inqueue.append(tok)
6339 def push(self, tok):
6340 self.inqueue.insert(0, tok)
6344 # Demand input for next scan
6346 self.real = self.token = None
6348 # compares s to item and returns true if it matches to the length of s
6349 return s.startswith(self.token)
6351 # Round token value to nearest integer
6352 return int(round(scanner.real))
6356 if scanner.type != "IHREAL":
6359 s.i = scanner.int()-1
6361 if scanner.type != "IHREAL":
6364 s.j = scanner.int()-1
6367 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6370 "Yes-or-no confirmation."
6374 if scanner.token == 'y':
6376 if scanner.token == 'n':
6379 proutn(_("Please answer with \"y\" or \"n\": "))
6382 "Complain about unparseable input."
6385 prout(_("Beg your pardon, Captain?"))
6388 "Access to the internals for debugging."
6389 proutn("Reset levels? ")
6391 if game.energy < game.inenrg:
6392 game.energy = game.inenrg
6393 game.shield = game.inshld
6394 game.torps = game.intorps
6395 game.lsupres = game.inlsr
6396 proutn("Reset damage? ")
6398 for i in range(NDEVICES):
6399 if game.damage[i] > 0.0:
6400 game.damage[i] = 0.0
6401 proutn("Toggle debug flag? ")
6405 prout("Debug output ON")
6407 prout("Debug output OFF")
6408 proutn("Cause selective damage? ")
6410 for i in range(NDEVICES):
6411 proutn("Kill %s?" % device[i])
6413 key = scanner.next()
6414 if key == "IHALPHA" and scanner.sees("y"):
6415 game.damage[i] = 10.0
6416 proutn("Examine/change events? ")
6421 FSNOVA: "Supernova ",
6424 FBATTAK: "Base Attack ",
6425 FCDBAS: "Base Destroy ",
6426 FSCMOVE: "SC Move ",
6427 FSCDBAS: "SC Base Destroy ",
6428 FDSPROB: "Probe Move ",
6429 FDISTR: "Distress Call ",
6430 FENSLV: "Enslavement ",
6431 FREPRO: "Klingon Build ",
6433 for i in range(1, NEVENTS):
6436 proutn("%.2f" % (scheduled(i)-game.state.date))
6437 if i == FENSLV or i == FREPRO:
6439 proutn(" in %s" % ev.quadrant)
6444 key = scanner.next()
6448 elif key == "IHREAL":
6449 ev = schedule(i, scanner.real)
6450 if i == FENSLV or i == FREPRO:
6452 proutn("In quadrant- ")
6453 key = scanner.next()
6454 # "IHEOL" says to leave coordinates as they are
6457 prout("Event %d canceled, no x coordinate." % (i))
6460 w.i = int(round(scanner.real))
6461 key = scanner.next()
6463 prout("Event %d canceled, no y coordinate." % (i))
6466 w.j = int(round(scanner.real))
6469 proutn("Induce supernova here? ")
6471 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6474 if __name__ == '__main__':
6475 import getopt, socket
6477 global line, thing, game, idebug
6483 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6484 if os.getenv("TERM"):
6485 game.options |= OPTION_CURSES
6487 game.options |= OPTION_TTY
6488 seed = int(time.time())
6489 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6490 for (switch, val) in options:
6493 replayfp = open(val, "r")
6495 sys.stderr.write("sst: can't open replay file %s\n" % val)
6498 line = replayfp.readline().strip()
6499 (leader, key, seed) = line.split()
6501 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6502 line = replayfp.readline().strip()
6503 arguments += line.split()[2:]
6505 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6507 game.options |= OPTION_TTY
6508 game.options &=~ OPTION_CURSES
6509 elif switch == '-s':
6511 elif switch == '-t':
6512 game.options |= OPTION_TTY
6513 game.options &=~ OPTION_CURSES
6514 elif switch == '-x':
6517 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6519 # where to save the input in case of bugs
6521 logfp = open("/usr/tmp/sst-input.log", "w")
6523 sys.stderr.write("sst: warning, can't open logfile\n")
6525 logfp.write("# seed %s\n" % seed)
6526 logfp.write("# options %s\n" % " ".join(arguments))
6527 logfp.write("# recorded by %s@%s on %s\n" % \
6528 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6530 scanner = sstscanner()
6531 map(scanner.append, arguments)
6534 while True: # Play a game
6535 setwnd(fullscreen_window)
6541 game.alldone = False
6547 if game.tourn and game.alldone:
6548 proutn(_("Do you want your score recorded?"))
6554 proutn(_("Do you want to play again? "))
6558 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6562 except KeyboardInterrupt: