3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.i = self.j = None
241 return self.i != None and self.j != None
242 def __eq__(self, other):
243 return other != None and self.i == other.i and self.j == other.j
244 def __add__(self, other):
245 return coord(self.i+other.i, self.j+other.j)
246 def __sub__(self, other):
247 return coord(self.i-other.i, self.j-other.j)
248 def __mul__(self, other):
249 return coord(self.i*other, self.j*other)
250 def __rmul__(self, other):
251 return coord(self.i*other, self.j*other)
252 def __div__(self, other):
253 return coord(self.i/other, self.j/other)
254 def __rdiv__(self, other):
255 return coord(self.i/other, self.j/other)
256 def snaptogrid(self):
257 return coord(int(round(self.i)), int(round(self.j)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
269 s.i = self.i / abs(self.i)
273 s.j = self.j / abs(self.j)
277 s.i = self.i + randrange(-1, 2)
278 s.j = self.j + randrange(-1, 2)
283 if self.i == None or self.j == None:
285 return "%s - %s" % (self.i+1, self.j+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.i is not None and self.kloc.j is not None:
436 game.quad[self.kloc.i][self.kloc.j] = IHWEB
438 game.quad[self.kloc.i][self.kloc.j] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.i][self.kloc.j] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.i,iq.j) and \
618 not game.state.galaxy[iq.i][iq.j].supernova and \
619 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
621 def tryexit(enemy, look, irun):
622 "A bad guy attempts to bug out."
624 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
625 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
626 if not welcoming(iq):
628 if enemy.type == IHR:
629 return False; # Romulans cannot escape!
631 # avoid intruding on another commander's territory
632 if enemy.type == IHC:
633 if iq in game.state.kcmdr:
635 # refuse to leave if currently attacking starbase
636 if game.battle == game.quadrant:
638 # don't leave if over 1000 units of energy
639 if enemy.kpower > 1000.0:
641 # emit escape message and move out of quadrant.
642 # we know this if either short or long range sensors are working
643 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
644 game.condition == "docked":
645 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
646 (_(" escapes to Quadrant %s (and regains strength).") % q))
647 # handle local matters related to escape
650 if game.condition != "docked":
652 # Handle global matters related to escape
653 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
654 game.state.galaxy[iq.i][iq.j].klingons += 1
659 schedule(FSCMOVE, 0.2777)
663 for cmdr in game.state.kcmdr:
664 if cmdr == game.quadrant:
665 game.state.kcmdr[n] = iq
667 return True; # success
670 # The bad-guy movement algorithm:
672 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
673 # If both are operating full strength, force is 1000. If both are damaged,
674 # force is -1000. Having shields down subtracts an additional 1000.
676 # 2. Enemy has forces equal to the energy of the attacker plus
677 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
678 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
680 # Attacker Initial energy levels (nominal):
681 # Klingon Romulan Commander Super-Commander
682 # Novice 400 700 1200
684 # Good 450 800 1300 1750
685 # Expert 475 850 1350 1875
686 # Emeritus 500 900 1400 2000
687 # VARIANCE 75 200 200 200
689 # Enemy vessels only move prior to their attack. In Novice - Good games
690 # only commanders move. In Expert games, all enemy vessels move if there
691 # is a commander present. In Emeritus games all enemy vessels move.
693 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
694 # forces are 1000 greater than Enterprise.
696 # Agressive action on average cuts the distance between the ship and
697 # the enemy to 1/4 the original.
699 # 4. At lower energy advantage, movement units are proportional to the
700 # advantage with a 650 advantage being to hold ground, 800 to move forward
701 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
703 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
704 # retreat, especially at high skill levels.
706 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
709 def movebaddy(enemy):
710 "Tactical movement for the bad guys."
711 next = coord(); look = coord()
713 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
714 if game.skill >= SKILL_EXPERT:
715 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
717 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
719 mdist = int(dist1 + 0.5); # Nearest integer distance
720 # If SC, check with spy to see if should hi-tail it
721 if enemy.type==IHS and \
722 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
726 # decide whether to advance, retreat, or hold position
727 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
729 forces += 1000; # Good for enemy if shield is down!
730 if not damaged(DPHASER) or not damaged(DPHOTON):
731 if damaged(DPHASER): # phasers damaged
734 forces -= 0.2*(game.energy - 2500.0)
735 if damaged(DPHOTON): # photon torpedoes damaged
738 forces -= 50.0*game.torps
740 # phasers and photon tubes both out!
743 if forces <= 1000.0 and game.condition != "docked": # Typical situation
744 motion = ((forces + randreal(200))/150.0) - 5.0
746 if forces > 1000.0: # Very strong -- move in for kill
747 motion = (1.0 - randreal())**2 * dist1 + 1.0
748 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
749 motion -= game.skill*(2.0-randreal()**2)
751 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
752 # don't move if no motion
755 # Limit motion according to skill
756 if abs(motion) > game.skill:
761 # calculate preferred number of steps
766 if motion > 0 and nsteps > mdist:
767 nsteps = mdist; # don't overshoot
768 if nsteps > QUADSIZE:
769 nsteps = QUADSIZE; # This shouldn't be necessary
771 nsteps = 1; # This shouldn't be necessary
773 proutn("NSTEPS = %d:" % nsteps)
774 # Compute preferred values of delta X and Y
775 m = game.sector - enemy.kloc
776 if 2.0 * abs(m.i) < abs(m.j):
778 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
792 for ll in range(nsteps):
794 proutn(" %d" % (ll+1))
795 # Check if preferred position available
806 attempts = 0; # Settle mysterious hang problem
807 while attempts < 20 and not success:
809 if look.i < 0 or look.i >= QUADSIZE:
810 if motion < 0 and tryexit(enemy, look, irun):
812 if krawli == m.i or m.j == 0:
814 look.i = next.i + krawli
816 elif look.j < 0 or look.j >= QUADSIZE:
817 if motion < 0 and tryexit(enemy, look, irun):
819 if krawlj == m.j or m.i == 0:
821 look.j = next.j + krawlj
823 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
824 # See if enemy should ram ship
825 if game.quad[look.i][look.j] == game.ship and \
826 (enemy.type == IHC or enemy.type == IHS):
827 collision(rammed=True, enemy=enemy)
829 if krawli != m.i and m.j != 0:
830 look.i = next.i + krawli
832 elif krawlj != m.j and m.i != 0:
833 look.j = next.j + krawlj
836 break; # we have failed
848 if not damaged(DSRSENS) or game.condition == "docked":
849 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
850 if enemy.kdist < dist1:
851 proutn(_(" advances to "))
853 proutn(_(" retreats to "))
854 prout("Sector %s." % next)
857 "Sequence Klingon tactical movement."
860 # Figure out which Klingon is the commander (or Supercommander)
862 if game.quadrant in game.state.kcmdr:
863 for enemy in game.enemies:
864 if enemy.type == IHC:
866 if game.state.kscmdr==game.quadrant:
867 for enemy in game.enemies:
868 if enemy.type == IHS:
871 # If skill level is high, move other Klingons and Romulans too!
872 # Move these last so they can base their actions on what the
874 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
875 for enemy in game.enemies:
876 if enemy.type in (IHK, IHR):
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
880 def movescom(iq, avoid):
881 "Commander movement helper."
882 # Avoid quadrants with bases if we want to avoid Enterprise
883 if not welcoming(iq) or (avoid and iq in game.state.baseq):
885 if game.justin and not game.iscate:
888 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
889 game.state.kscmdr = iq
890 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
891 if game.state.kscmdr==game.quadrant:
892 # SC has scooted, Remove him from current quadrant
897 for enemy in game.enemies:
898 if enemy.type == IHS:
902 if game.condition != "docked":
904 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
905 # check for a helpful planet
906 for i in range(game.inplan):
907 if game.state.planets[i].quadrant == game.state.kscmdr and \
908 game.state.planets[i].crystals == "present":
910 game.state.planets[i].pclass = "destroyed"
911 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
914 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
915 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
916 prout(_(" by the Super-commander.\""))
918 return False; # looks good!
920 def supercommander():
921 "Move the Super Commander."
922 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
925 prout("== SUPERCOMMANDER")
926 # Decide on being active or passive
927 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
928 (game.state.date-game.indate) < 3.0)
929 if not game.iscate and avoid:
930 # compute move away from Enterprise
931 idelta = game.state.kscmdr-game.quadrant
932 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
934 idelta.i = game.state.kscmdr.j-game.quadrant.j
935 idelta.j = game.quadrant.i-game.state.kscmdr.i
937 # compute distances to starbases
938 if not game.state.baseq:
942 sc = game.state.kscmdr
943 for base in game.state.baseq:
944 basetbl.append((i, (base - sc).distance()))
945 if game.state.baseq > 1:
946 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
947 # look for nearest base without a commander, no Enterprise, and
948 # without too many Klingons, and not already under attack.
949 ifindit = iwhichb = 0
950 for (i2, base) in enumerate(game.state.baseq):
951 i = basetbl[i2][0]; # bug in original had it not finding nearest
952 if base==game.quadrant or base==game.battle or not welcoming(base):
954 # if there is a commander, and no other base is appropriate,
955 # we will take the one with the commander
956 for cmdr in game.state.kcmdr:
957 if base == cmdr and ifindit != 2:
961 else: # no commander -- use this one
966 return # Nothing suitable -- wait until next time
967 ibq = game.state.baseq[iwhichb]
968 # decide how to move toward base
969 idelta = ibq - game.state.kscmdr
970 # Maximum movement is 1 quadrant in either or both axes
971 idelta = idelta.sgn()
972 # try moving in both x and y directions
973 # there was what looked like a bug in the Almy C code here,
974 # but it might be this translation is just wrong.
975 iq = game.state.kscmdr + idelta
976 if movescom(iq, avoid):
977 # failed -- try some other maneuvers
978 if idelta.i==0 or idelta.j==0:
981 iq.j = game.state.kscmdr.j + 1
982 if movescom(iq, avoid):
983 iq.j = game.state.kscmdr.j - 1
986 iq.i = game.state.kscmdr.i + 1
987 if movescom(iq, avoid):
988 iq.i = game.state.kscmdr.i - 1
991 # try moving just in x or y
992 iq.j = game.state.kscmdr.j
993 if movescom(iq, avoid):
994 iq.j = game.state.kscmdr.j + idelta.j
995 iq.i = game.state.kscmdr.i
998 if len(game.state.baseq) == 0:
1001 for (i, ibq) in enumerate(game.state.baseq):
1002 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1005 return # no, don't attack base!
1006 game.iseenit = False
1008 schedule(FSCDBAS, randreal(1.0, 3.0))
1009 if is_scheduled(FCDBAS):
1010 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1011 if not communicating():
1015 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1016 % game.state.kscmdr)
1017 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1018 proutn(_(" It can survive until stardate %d.\"") \
1019 % int(scheduled(FSCDBAS)))
1020 if not game.resting:
1022 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1025 game.resting = False
1026 game.optime = 0.0; # actually finished
1028 # Check for intelligence report
1031 (not communicating()) or \
1032 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1035 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1036 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1041 if not game.tholian or game.justin:
1044 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1045 id.i = 0; id.j = QUADSIZE-1
1046 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1047 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1048 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1049 id.i = QUADSIZE-1; id.j = 0
1050 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1053 # something is wrong!
1054 game.tholian.move(None)
1055 prout("***Internal error: Tholian in a bad spot.")
1057 # do nothing if we are blocked
1058 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1060 here = copy.copy(game.tholian.kloc)
1061 delta = (id - game.tholian.kloc).sgn()
1063 while here.i != id.i:
1065 if game.quad[here.i][here.j]==IHDOT:
1066 game.tholian.move(here)
1068 while here.j != id.j:
1070 if game.quad[here.i][here.j]==IHDOT:
1071 game.tholian.move(here)
1072 # check to see if all holes plugged
1073 for i in range(QUADSIZE):
1074 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1076 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1078 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1080 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1082 # All plugged up -- Tholian splits
1083 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1085 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1086 game.tholian.move(None)
1089 # Code from battle.c begins here
1091 def doshield(shraise):
1092 "Change shield status."
1098 key = scanner.next()
1100 if scanner.sees("transfer"):
1103 if damaged(DSHIELD):
1104 prout(_("Shields damaged and down."))
1106 if scanner.sees("up"):
1108 elif scanner.sees("down"):
1111 proutn(_("Do you wish to change shield energy? "))
1113 proutn(_("Energy to transfer to shields- "))
1115 elif damaged(DSHIELD):
1116 prout(_("Shields damaged and down."))
1119 proutn(_("Shields are up. Do you want them down? "))
1126 proutn(_("Shields are down. Do you want them up? "))
1132 if action == "SHUP": # raise shields
1134 prout(_("Shields already up."))
1138 if game.condition != "docked":
1140 prout(_("Shields raised."))
1141 if game.energy <= 0:
1143 prout(_("Shields raising uses up last of energy."))
1148 elif action == "SHDN":
1150 prout(_("Shields already down."))
1154 prout(_("Shields lowered."))
1157 elif action == "NRG":
1158 while scanner.next() != IHREAL:
1160 proutn(_("Energy to transfer to shields- "))
1162 if scanner.real == 0:
1164 if scanner.real > game.energy:
1165 prout(_("Insufficient ship energy."))
1168 if game.shield+scanner.real >= game.inshld:
1169 prout(_("Shield energy maximized."))
1170 if game.shield+scanner.real > game.inshld:
1171 prout(_("Excess energy requested returned to ship energy"))
1172 game.energy -= game.inshld-game.shield
1173 game.shield = game.inshld
1175 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1176 # Prevent shield drain loophole
1178 prout(_("Engineering to bridge--"))
1179 prout(_(" Scott here. Power circuit problem, Captain."))
1180 prout(_(" I can't drain the shields."))
1183 if game.shield+scanner.real < 0:
1184 prout(_("All shield energy transferred to ship."))
1185 game.energy += game.shield
1188 proutn(_("Scotty- \""))
1189 if scanner.real > 0:
1190 prout(_("Transferring energy to shields.\""))
1192 prout(_("Draining energy from shields.\""))
1193 game.shield += scanner.real
1194 game.energy -= scanner.real
1198 "Choose a device to damage, at random."
1199 # Quoth Eric Allman in the code of BSD-Trek:
1200 # "Under certain conditions you can get a critical hit. This
1201 # sort of hit damages devices. The probability that a given
1202 # device is damaged depends on the device. Well protected
1203 # devices (such as the computer, which is in the core of the
1204 # ship and has considerable redundancy) almost never get
1205 # damaged, whereas devices which are exposed (such as the
1206 # warp engines) or which are particularly delicate (such as
1207 # the transporter) have a much higher probability of being
1210 # This is one place where OPTION_PLAIN does not restore the
1211 # original behavior, which was equiprobable damage across
1212 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1213 # and have done with it. Also, in the original game, DNAVYS
1214 # and DCOMPTR were the same device.
1216 # Instead, we use a table of weights similar to the one from BSD Trek.
1217 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1218 # We don't have a cloaking device. The shuttle got the allocation
1219 # for the cloaking device, then we shaved a half-percent off
1220 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1222 105, # DSRSENS: short range scanners 10.5%
1223 105, # DLRSENS: long range scanners 10.5%
1224 120, # DPHASER: phasers 12.0%
1225 120, # DPHOTON: photon torpedoes 12.0%
1226 25, # DLIFSUP: life support 2.5%
1227 65, # DWARPEN: warp drive 6.5%
1228 70, # DIMPULS: impulse engines 6.5%
1229 145, # DSHIELD: deflector shields 14.5%
1230 30, # DRADIO: subspace radio 3.0%
1231 45, # DSHUTTL: shuttle 4.5%
1232 15, # DCOMPTR: computer 1.5%
1233 20, # NAVCOMP: navigation system 2.0%
1234 75, # DTRANSP: transporter 7.5%
1235 20, # DSHCTRL: high-speed shield controller 2.0%
1236 10, # DDRAY: death ray 1.0%
1237 30, # DDSP: deep-space probes 3.0%
1239 idx = randrange(1000) # weights must sum to 1000
1241 for (i, w) in enumerate(weights):
1245 return None; # we should never get here
1247 def collision(rammed, enemy):
1248 "Collision handling fot rammong events."
1249 prouts(_("***RED ALERT! RED ALERT!"))
1251 prout(_("***COLLISION IMMINENT."))
1255 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1257 proutn(_(" rammed by "))
1260 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1262 proutn(_(" (original position)"))
1264 deadkl(enemy.kloc, enemy.type, game.sector)
1265 proutn("***" + crmship() + " heavily damaged.")
1266 icas = randrange(10, 30)
1267 prout(_("***Sickbay reports %d casualties"), icas)
1269 game.state.crew -= icas
1270 # In the pre-SST2K version, all devices got equiprobably damaged,
1271 # which was silly. Instead, pick up to half the devices at
1272 # random according to our weighting table,
1273 ncrits = randrange(NDEVICES/2)
1274 for m in range(ncrits):
1276 if game.damage[dev] < 0:
1278 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1279 # Damage for at least time of travel!
1280 game.damage[dev] += game.optime + extradm
1282 prout(_("***Shields are down."))
1283 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1290 def torpedo(origin, course, dispersion, number, nburst):
1291 "Let a photon torpedo fly"
1293 ac = course + 0.25*dispersion
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 delta = coord(-math.sin(angle), math.cos(angle))
1297 bigger = max(abs(delta.i), abs(delta.j))
1299 x = origin.i; y = origin.j
1300 w = coord(0, 0); jw = coord(0, 0)
1301 if not damaged(DSRSENS) or game.condition=="docked":
1302 setwnd(srscan_window)
1304 setwnd(message_window)
1305 # Loop to move a single torpedo
1306 for step in range(1, 15+1):
1309 w = coord(x, y).snaptogrid()
1310 if not VALID_SECTOR(w.i, w.j):
1312 iquad=game.quad[w.i][w.j]
1313 tracktorpedo(origin, w, step, number, nburst, iquad)
1317 setwnd(message_window)
1318 if damaged(DSRSENS) and not game.condition=="docked":
1319 skip(1); # start new line after text track
1320 if iquad in (IHE, IHF): # Hit our ship
1322 prout(_("Torpedo hits %s.") % crmshp())
1323 hit = 700.0 + randreal(100) - \
1324 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1325 newcnd(); # we're blown out of dock
1326 # We may be displaced.
1327 if game.landed or game.condition=="docked":
1328 return hit # Cheat if on a planet
1329 ang = angle + 2.5*(randreal()-0.5)
1330 temp = math.fabs(math.sin(ang))
1331 if math.fabs(math.cos(ang)) > temp:
1332 temp = math.fabs(math.cos(ang))
1333 xx = -math.sin(ang)/temp
1334 yy = math.cos(ang)/temp
1335 jw.i = int(w.i+xx+0.5)
1336 jw.j = int(w.j+yy+0.5)
1337 if not VALID_SECTOR(jw.i, jw.j):
1339 if game.quad[jw.i][jw.j]==IHBLANK:
1342 if game.quad[jw.i][jw.j]!=IHDOT:
1343 # can't move into object
1348 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1351 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1352 prout(_(" torpedo neutralized."))
1354 for enemy in game.enemies:
1357 kp = math.fabs(enemy.kpower)
1358 h1 = 700.0 + randrange(100) - \
1359 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1363 if enemy.kpower < 0:
1367 if enemy.kpower == 0:
1370 proutn(crmena(True, iquad, "sector", w))
1371 # If enemy damaged but not destroyed, try to displace
1372 ang = angle + 2.5*(randreal()-0.5)
1373 temp = math.fabs(math.sin(ang))
1374 if math.fabs(math.cos(ang)) > temp:
1375 temp = math.fabs(math.cos(ang))
1376 xx = -math.sin(ang)/temp
1377 yy = math.cos(ang)/temp
1378 jw.i = int(w.i+xx+0.5)
1379 jw.j = int(w.j+yy+0.5)
1380 if not VALID_SECTOR(jw.i, jw.j):
1381 prout(_(" damaged but not destroyed."))
1383 if game.quad[jw.i][jw.j]==IHBLANK:
1384 prout(_(" buffeted into black hole."))
1385 deadkl(w, iquad, jw)
1387 if game.quad[jw.i][jw.j]!=IHDOT:
1388 # can't move into object
1389 prout(_(" damaged but not destroyed."))
1391 proutn(_(" damaged--"))
1395 elif iquad == IHB: # Hit a base
1397 prout(_("***STARBASE DESTROYED.."))
1398 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1399 game.quad[w.i][w.j]=IHDOT
1400 game.base.invalidate()
1401 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1402 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1403 game.state.basekl += 1
1406 elif iquad == IHP: # Hit a planet
1407 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1408 game.state.nplankl += 1
1409 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1410 game.iplnet.pclass = "destroyed"
1412 game.plnet.invalidate()
1413 game.quad[w.i][w.j] = IHDOT
1415 # captain perishes on planet
1418 elif iquad == IHW: # Hit an inhabited world -- very bad!
1419 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1420 game.state.nworldkl += 1
1421 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1422 game.iplnet.pclass = "destroyed"
1424 game.plnet.invalidate()
1425 game.quad[w.i][w.j] = IHDOT
1427 # captain perishes on planet
1429 prout(_("You have just destroyed an inhabited planet."))
1430 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1432 elif iquad == IHSTAR: # Hit a star
1436 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1438 elif iquad == IHQUEST: # Hit a thingy
1439 if not (game.options & OPTION_THINGY) or withprob(0.3):
1441 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1443 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1445 proutn(_("Mr. Spock-"))
1446 prouts(_(" \"Fascinating!\""))
1450 # Stas Sergeev added the possibility that
1451 # you can shove the Thingy and piss it off.
1452 # It then becomes an enemy and may fire at you.
1456 elif iquad == IHBLANK: # Black hole
1458 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1460 elif iquad == IHWEB: # hit the web
1462 prout(_("***Torpedo absorbed by Tholian web."))
1464 elif iquad == IHT: # Hit a Tholian
1465 h1 = 700.0 + randrange(100) - \
1466 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1469 game.quad[w.i][w.j] = IHDOT
1474 proutn(crmena(True, IHT, "sector", w))
1476 prout(_(" survives photon blast."))
1478 prout(_(" disappears."))
1479 game.tholian.move(None)
1480 game.quad[w.i][w.j] = IHWEB
1485 proutn("Don't know how to handle torpedo collision with ")
1486 proutn(crmena(True, iquad, "sector", w))
1490 if curwnd!=message_window:
1491 setwnd(message_window)
1493 game.quad[w.i][w.j]=IHDOT
1494 game.quad[jw.i][jw.j]=iquad
1495 prout(_(" displaced by blast to Sector %s ") % jw)
1496 for ll in range(len(game.enemies)):
1497 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1498 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1501 prout(_("Torpedo missed."))
1505 "Critical-hit resolution."
1506 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1508 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1509 proutn(_("***CRITICAL HIT--"))
1510 # Select devices and cause damage
1512 for loop1 in range(ncrit):
1515 # Cheat to prevent shuttle damage unless on ship
1516 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1519 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1520 game.damage[j] += extradm
1522 for (i, j) in enumerate(cdam):
1524 if skipcount % 3 == 2 and i < len(cdam)-1:
1529 prout(_(" damaged."))
1530 if damaged(DSHIELD) and game.shldup:
1531 prout(_("***Shields knocked down."))
1534 def attack(torps_ok):
1535 # bad guy attacks us
1536 # torps_ok == False forces use of phasers in an attack
1537 # game could be over at this point, check
1540 attempt = False; ihurt = False;
1541 hitmax=0.0; hittot=0.0; chgfac=1.0
1544 prout("=== ATTACK!")
1545 # Tholian gets to move before attacking
1548 # if you have just entered the RNZ, you'll get a warning
1549 if game.neutz: # The one chance not to be attacked
1552 # commanders get a chance to tac-move towards you
1553 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:
1555 # if no enemies remain after movement, we're done
1556 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1558 # set up partial hits if attack happens during shield status change
1559 pfac = 1.0/game.inshld
1561 chgfac = 0.25 + randreal(0.5)
1563 # message verbosity control
1564 if game.skill <= SKILL_FAIR:
1566 for enemy in game.enemies:
1567 if enemy.kpower < 0:
1568 continue; # too weak to attack
1569 # compute hit strength and diminish shield power
1571 # Increase chance of photon torpedos if docked or enemy energy is low
1572 if game.condition == "docked":
1574 if enemy.kpower < 500:
1576 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1578 # different enemies have different probabilities of throwing a torp
1579 usephasers = not torps_ok or \
1580 (enemy.type == IHK and r > 0.0005) or \
1581 (enemy.type==IHC and r > 0.015) or \
1582 (enemy.type==IHR and r > 0.3) or \
1583 (enemy.type==IHS and r > 0.07) or \
1584 (enemy.type==IHQUEST and r > 0.05)
1585 if usephasers: # Enemy uses phasers
1586 if game.condition == "docked":
1587 continue; # Don't waste the effort!
1588 attempt = True; # Attempt to attack
1589 dustfac = randreal(0.8, 0.85)
1590 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1591 enemy.kpower *= 0.75
1592 else: # Enemy uses photon torpedo
1593 #course2 = (enemy.kloc-game.sector).bearing()
1594 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1596 proutn(_("***TORPEDO INCOMING"))
1597 if not damaged(DSRSENS):
1598 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1601 dispersion = (randreal()+randreal())*0.5 - 0.5
1602 dispersion += 0.002*enemy.kpower*dispersion
1603 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1604 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1605 finish(FWON); # Klingons did themselves in!
1606 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1607 return # Supernova or finished
1610 # incoming phaser or torpedo, shields may dissipate it
1611 if game.shldup or game.shldchg or game.condition=="docked":
1612 # shields will take hits
1613 propor = pfac * game.shield
1614 if game.condition =="docked":
1618 hitsh = propor*chgfac*hit+1.0
1620 if absorb > game.shield:
1621 absorb = game.shield
1622 game.shield -= absorb
1624 # taking a hit blasts us out of a starbase dock
1625 if game.condition == "docked":
1627 # but the shields may take care of it
1628 if propor > 0.1 and hit < 0.005*game.energy:
1630 # hit from this opponent got through shields, so take damage
1632 proutn(_("%d unit hit") % int(hit))
1633 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1634 proutn(_(" on the ") + crmshp())
1635 if not damaged(DSRSENS) and usephasers:
1636 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1638 # Decide if hit is critical
1644 if game.energy <= 0:
1645 # Returning home upon your shield, not with it...
1648 if not attempt and game.condition == "docked":
1649 prout(_("***Enemies decide against attacking your ship."))
1650 percent = 100.0*pfac*game.shield+0.5
1652 # Shields fully protect ship
1653 proutn(_("Enemy attack reduces shield strength to "))
1655 # Emit message if starship suffered hit(s)
1657 proutn(_("Energy left %2d shields ") % int(game.energy))
1660 elif not damaged(DSHIELD):
1663 proutn(_("damaged, "))
1664 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1665 # Check if anyone was hurt
1666 if hitmax >= 200 or hittot >= 500:
1667 icas = randrange(int(hittot * 0.015))
1670 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1671 prout(_(" in that last attack.\""))
1673 game.state.crew -= icas
1674 # After attack, reset average distance to enemies
1675 for enemy in game.enemies:
1676 enemy.kavgd = enemy.kdist
1677 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1680 def deadkl(w, type, mv):
1681 "Kill a Klingon, Tholian, Romulan, or Thingy."
1682 # Added mv to allow enemy to "move" before dying
1683 proutn(crmena(True, type, "sector", mv))
1684 # Decide what kind of enemy it is and update appropriately
1686 # chalk up a Romulan
1687 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1689 game.state.nromrem -= 1
1693 elif type == IHQUEST:
1698 # Some type of a Klingon
1699 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1702 game.state.kcmdr.remove(game.quadrant)
1704 if game.state.kcmdr:
1705 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1706 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1709 game.state.remkl -= 1
1711 game.state.nscrem -= 1
1712 game.state.kscmdr.invalidate()
1717 # For each kind of enemy, finish message to player
1718 prout(_(" destroyed."))
1719 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1722 # Remove enemy ship from arrays describing local conditions
1723 for e in game.enemies:
1730 "Return None if target is invalid, otherwise return a course angle."
1731 if not VALID_SECTOR(w.i, w.j):
1735 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1736 delta.j = (w.j - game.sector.j);
1737 delta.i = (game.sector.i - w.i);
1738 if delta == coord(0, 0):
1740 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1741 prout(_(" I recommend an immediate review of"))
1742 prout(_(" the Captain's psychological profile.\""))
1745 return 1.90985932*math.atan2(delta.j, delta.i)
1748 "Launch photon torpedo."
1751 if damaged(DPHOTON):
1752 prout(_("Photon tubes damaged."))
1756 prout(_("No torpedoes left."))
1759 # First, get torpedo count
1762 if scanner.token == IHALPHA:
1765 elif scanner.token == IHEOL or not scanner.waiting():
1766 prout(_("%d torpedoes left.") % game.torps)
1768 proutn(_("Number of torpedoes to fire- "))
1769 continue # Go back around to get a number
1770 else: # key == IHREAL
1772 if n <= 0: # abort command
1777 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1780 scanner.chew() # User requested more torps than available
1781 continue # Go back around
1782 break # All is good, go to next stage
1786 key = scanner.next()
1787 if i==0 and key == IHEOL:
1788 break; # no coordinate waiting, we will try prompting
1789 if i==1 and key == IHEOL:
1790 # direct all torpedoes at one target
1792 target.append(targets[0])
1793 course.append(course[0])
1797 target.append(scanner.getcoord())
1798 if target[-1] == None:
1800 course.append(targetcheck(target[1]))
1801 if course[i] == None:
1805 # prompt for each one
1807 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1809 target.append(scanner.getcoord())
1810 if target[-1] == None:
1812 course.append(targetcheck(target[-1]))
1813 if course[-1] == None:
1816 # Loop for moving <n> torpedoes
1818 if game.condition != "docked":
1820 dispersion = (randreal()+randreal())*0.5 -0.5
1821 if math.fabs(dispersion) >= 0.47:
1823 dispersion *= randreal(1.2, 2.2)
1825 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1827 prouts(_("***TORPEDO MISFIRES."))
1830 prout(_(" Remainder of burst aborted."))
1832 prout(_("***Photon tubes damaged by misfire."))
1833 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1835 if game.shldup or game.condition == "docked":
1836 dispersion *= 1.0 + 0.0001*game.shield
1837 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1838 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1840 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1844 "Check for phasers overheating."
1846 checkburn = (rpow-1500.0)*0.00038
1847 if withprob(checkburn):
1848 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1849 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1851 def checkshctrl(rpow):
1852 "Check shield control."
1855 prout(_("Shields lowered."))
1857 # Something bad has happened
1858 prouts(_("***RED ALERT! RED ALERT!"))
1860 hit = rpow*game.shield/game.inshld
1861 game.energy -= rpow+hit*0.8
1862 game.shield -= hit*0.2
1863 if game.energy <= 0.0:
1864 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1869 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1871 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1872 icas = randrange(int(hit*0.012))
1877 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1878 prout(_(" %d casualties so far.\"") % icas)
1880 game.state.crew -= icas
1882 prout(_("Phaser energy dispersed by shields."))
1883 prout(_("Enemy unaffected."))
1888 "Register a phaser hit on Klingons and Romulans."
1889 nenhr2 = len(game.enemies); kk=0
1892 for (k, wham) in enumerate(hits):
1895 dustfac = randreal(0.9, 1.0)
1896 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1897 kpini = game.enemies[kk].kpower
1898 kp = math.fabs(kpini)
1899 if PHASEFAC*hit < kp:
1901 if game.enemies[kk].kpower < 0:
1902 game.enemies[kk].kpower -= -kp
1904 game.enemies[kk].kpower -= kp
1905 kpow = game.enemies[kk].kpower
1906 w = game.enemies[kk].kloc
1908 if not damaged(DSRSENS):
1910 proutn(_("%d unit hit on ") % int(hit))
1912 proutn(_("Very small hit on "))
1913 ienm = game.quad[w.i][w.j]
1916 proutn(crmena(False, ienm, "sector", w))
1920 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1924 kk -= 1 # don't do the increment
1926 else: # decide whether or not to emasculate klingon
1927 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1928 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1929 prout(_(" has just lost its firepower.\""))
1930 game.enemies[kk].kpower = -kpow
1935 "Fire phasers at bad guys."
1937 kz = 0; k = 1; irec=0 # Cheating inhibitor
1938 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1942 # SR sensors and Computer are needed for automode
1943 if damaged(DSRSENS) or damaged(DCOMPTR):
1945 if game.condition == "docked":
1946 prout(_("Phasers can't be fired through base shields."))
1949 if damaged(DPHASER):
1950 prout(_("Phaser control damaged."))
1954 if damaged(DSHCTRL):
1955 prout(_("High speed shield control damaged."))
1958 if game.energy <= 200.0:
1959 prout(_("Insufficient energy to activate high-speed shield control."))
1962 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1964 # Original code so convoluted, I re-did it all
1965 # (That was Tom Almy talking about the C code, I think -- ESR)
1966 while automode=="NOTSET":
1969 if scanner.sees("manual"):
1970 if len(game.enemies)==0:
1971 prout(_("There is no enemy present to select."))
1974 automode="AUTOMATIC"
1977 key = scanner.next()
1978 elif scanner.sees("automatic"):
1979 if (not itarg) and len(game.enemies) != 0:
1980 automode = "FORCEMAN"
1982 if len(game.enemies)==0:
1983 prout(_("Energy will be expended into space."))
1984 automode = "AUTOMATIC"
1985 key = scanner.next()
1986 elif scanner.sees("no"):
1992 if len(game.enemies)==0:
1993 prout(_("Energy will be expended into space."))
1994 automode = "AUTOMATIC"
1996 automode = "FORCEMAN"
1998 automode = "AUTOMATIC"
2001 if len(game.enemies)==0:
2002 prout(_("Energy will be expended into space."))
2003 automode = "AUTOMATIC"
2005 automode = "FORCEMAN"
2007 proutn(_("Manual or automatic? "))
2012 if automode == "AUTOMATIC":
2013 if key == IHALPHA and scanner.sees("no"):
2015 key = scanner.next()
2016 if key != IHREAL and len(game.enemies) != 0:
2017 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2022 for i in range(len(game.enemies)):
2023 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2025 proutn(_("%d units required. ") % irec)
2027 proutn(_("Units to fire= "))
2028 key = scanner.next()
2033 proutn(_("Energy available= %.2f") % avail)
2036 if not rpow > avail:
2043 if key == IHALPHA and scanner.sees("no"):
2046 game.energy -= 200; # Go and do it!
2047 if checkshctrl(rpow):
2052 if len(game.enemies):
2055 for i in range(len(game.enemies)):
2059 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2060 over = randreal(1.01, 1.06) * hits[i]
2062 powrem -= hits[i] + over
2063 if powrem <= 0 and temp < hits[i]:
2072 if extra > 0 and not game.alldone:
2074 proutn(_("*** Tholian web absorbs "))
2075 if len(game.enemies)>0:
2076 proutn(_("excess "))
2077 prout(_("phaser energy."))
2079 prout(_("%d expended on empty space.") % int(extra))
2080 elif automode == "FORCEMAN":
2083 if damaged(DCOMPTR):
2084 prout(_("Battle computer damaged, manual fire only."))
2087 prouts(_("---WORKING---"))
2089 prout(_("Short-range-sensors-damaged"))
2090 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2091 prout(_("Manual-fire-must-be-used"))
2093 elif automode == "MANUAL":
2095 for k in range(len(game.enemies)):
2096 aim = game.enemies[k].kloc
2097 ienm = game.quad[aim.i][aim.j]
2099 proutn(_("Energy available= %.2f") % (avail-0.006))
2103 if damaged(DSRSENS) and \
2104 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2105 prout(cramen(ienm) + _(" can't be located without short range scan."))
2108 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2113 if itarg and k > kz:
2114 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2117 if not damaged(DCOMPTR):
2122 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2123 key = scanner.next()
2124 if key == IHALPHA and scanner.sees("no"):
2126 key = scanner.next()
2132 if k==1: # Let me say I'm baffled by this
2135 if scanner.real < 0:
2139 hits[k] = scanner.real
2140 rpow += scanner.real
2141 # If total requested is too much, inform and start over
2143 prout(_("Available energy exceeded -- try again."))
2146 key = scanner.next(); # scan for next value
2149 # zero energy -- abort
2152 if key == IHALPHA and scanner.sees("no"):
2157 game.energy -= 200.0
2158 if checkshctrl(rpow):
2162 # Say shield raised or malfunction, if necessary
2169 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2170 prouts(_(" CLICK CLICK POP . . ."))
2171 prout(_(" No response, sir!"))
2174 prout(_("Shields raised."))
2179 # Code from events,c begins here.
2181 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2182 # event of each type active at any given time. Mostly these means we can
2183 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2184 # BSD Trek, from which we swiped the idea, can have up to 5.
2186 def unschedule(evtype):
2187 "Remove an event from the schedule."
2188 game.future[evtype].date = FOREVER
2189 return game.future[evtype]
2191 def is_scheduled(evtype):
2192 "Is an event of specified type scheduled."
2193 return game.future[evtype].date != FOREVER
2195 def scheduled(evtype):
2196 "When will this event happen?"
2197 return game.future[evtype].date
2199 def schedule(evtype, offset):
2200 "Schedule an event of specified type."
2201 game.future[evtype].date = game.state.date + offset
2202 return game.future[evtype]
2204 def postpone(evtype, offset):
2205 "Postpone a scheduled event."
2206 game.future[evtype].date += offset
2209 "Rest period is interrupted by event."
2212 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2214 game.resting = False
2220 "Run through the event queue looking for things to do."
2222 fintim = game.state.date + game.optime; yank=0
2223 ictbeam = False; istract = False
2224 w = coord(); hold = coord()
2225 ev = event(); ev2 = event()
2227 def tractorbeam(yank):
2228 "Tractor-beaming cases merge here."
2230 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2232 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2233 # If Kirk & Co. screwing around on planet, handle
2234 atover(True) # atover(true) is Grab
2237 if game.icraft: # Caught in Galileo?
2240 # Check to see if shuttle is aboard
2241 if game.iscraft == "offship":
2244 prout(_("Galileo, left on the planet surface, is captured"))
2245 prout(_("by aliens and made into a flying McDonald's."))
2246 game.damage[DSHUTTL] = -10
2247 game.iscraft = "removed"
2249 prout(_("Galileo, left on the planet surface, is well hidden."))
2251 game.quadrant = game.state.kscmdr
2253 game.quadrant = game.state.kcmdr[i]
2254 game.sector = randplace(QUADSIZE)
2255 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2256 % (game.quadrant, game.sector))
2258 prout(_("(Remainder of rest/repair period cancelled.)"))
2259 game.resting = False
2261 if not damaged(DSHIELD) and game.shield > 0:
2262 doshield(shraise=True) # raise shields
2263 game.shldchg = False
2265 prout(_("(Shields not currently useable.)"))
2267 # Adjust finish time to time of tractor beaming
2268 fintim = game.state.date+game.optime
2269 attack(torps_ok=False)
2270 if not game.state.kcmdr:
2273 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2276 "Code merges here for any commander destroying a starbase."
2277 # Not perfect, but will have to do
2278 # Handle case where base is in same quadrant as starship
2279 if game.battle == game.quadrant:
2280 game.state.chart[game.battle.i][game.battle.j].starbase = False
2281 game.quad[game.base.i][game.base.j] = IHDOT
2282 game.base.invalidate()
2285 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2286 elif game.state.baseq and communicating():
2287 # Get word via subspace radio
2290 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2291 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2293 prout(_("the Klingon Super-Commander"))
2295 prout(_("a Klingon Commander"))
2296 game.state.chart[game.battle.i][game.battle.j].starbase = False
2297 # Remove Starbase from galaxy
2298 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2299 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2301 # reinstate a commander's base attack
2305 game.battle.invalidate()
2307 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2308 for i in range(1, NEVENTS):
2309 if i == FSNOVA: proutn("=== Supernova ")
2310 elif i == FTBEAM: proutn("=== T Beam ")
2311 elif i == FSNAP: proutn("=== Snapshot ")
2312 elif i == FBATTAK: proutn("=== Base Attack ")
2313 elif i == FCDBAS: proutn("=== Base Destroy ")
2314 elif i == FSCMOVE: proutn("=== SC Move ")
2315 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2316 elif i == FDSPROB: proutn("=== Probe Move ")
2317 elif i == FDISTR: proutn("=== Distress Call ")
2318 elif i == FENSLV: proutn("=== Enslavement ")
2319 elif i == FREPRO: proutn("=== Klingon Build ")
2321 prout("%.2f" % (scheduled(i)))
2324 radio_was_broken = damaged(DRADIO)
2327 # Select earliest extraneous event, evcode==0 if no events
2332 for l in range(1, NEVENTS):
2333 if game.future[l].date < datemin:
2336 prout("== Event %d fires" % evcode)
2337 datemin = game.future[l].date
2338 xtime = datemin-game.state.date
2339 game.state.date = datemin
2340 # Decrement Federation resources and recompute remaining time
2341 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2343 if game.state.remtime <=0:
2346 # Any crew left alive?
2347 if game.state.crew <=0:
2350 # Is life support adequate?
2351 if damaged(DLIFSUP) and game.condition != "docked":
2352 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2355 game.lsupres -= xtime
2356 if game.damage[DLIFSUP] <= xtime:
2357 game.lsupres = game.inlsr
2360 if game.condition == "docked":
2361 repair /= game.docfac
2362 # Don't fix Deathray here
2363 for l in range(NDEVICES):
2364 if game.damage[l] > 0.0 and l != DDRAY:
2365 if game.damage[l]-repair > 0.0:
2366 game.damage[l] -= repair
2368 game.damage[l] = 0.0
2369 # If radio repaired, update star chart and attack reports
2370 if radio_was_broken and not damaged(DRADIO):
2371 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2372 prout(_(" surveillance reports are coming in."))
2374 if not game.iseenit:
2378 prout(_(" The star chart is now up to date.\""))
2380 # Cause extraneous event EVCODE to occur
2381 game.optime -= xtime
2382 if evcode == FSNOVA: # Supernova
2385 schedule(FSNOVA, expran(0.5*game.intime))
2386 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2388 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2389 if game.state.nscrem == 0 or \
2390 ictbeam or istract or \
2391 game.condition=="docked" or game.isatb==1 or game.iscate:
2393 if game.ientesc or \
2394 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2395 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2396 (damaged(DSHIELD) and \
2397 (game.energy < 2500 or damaged(DPHASER)) and \
2398 (game.torps < 5 or damaged(DPHOTON))):
2400 istract = ictbeam = True
2401 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2404 elif evcode == FTBEAM: # Tractor beam
2405 if not game.state.kcmdr:
2408 i = randrange(len(game.state.kcmdr))
2409 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2410 if istract or game.condition == "docked" or yank == 0:
2411 # Drats! Have to reschedule
2413 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2417 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2418 game.snapsht = copy.deepcopy(game.state)
2419 game.state.snap = True
2420 schedule(FSNAP, expran(0.5 * game.intime))
2421 elif evcode == FBATTAK: # Commander attacks starbase
2422 if not game.state.kcmdr or not game.state.baseq:
2428 for ibq in game.state.baseq:
2429 for cmdr in game.state.kcmdr:
2430 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2433 # no match found -- try later
2434 schedule(FBATTAK, expran(0.3*game.intime))
2439 # commander + starbase combination found -- launch attack
2441 schedule(FCDBAS, randreal(1.0, 4.0))
2442 if game.isatb: # extra time if SC already attacking
2443 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2444 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2445 game.iseenit = False
2446 if not communicating():
2447 continue # No warning :-(
2451 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2452 prout(_(" reports that it is under attack and that it can"))
2453 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2456 elif evcode == FSCDBAS: # Supercommander destroys base
2459 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2460 continue # WAS RETURN!
2462 game.battle = game.state.kscmdr
2464 elif evcode == FCDBAS: # Commander succeeds in destroying base
2467 if not game.state.baseq() \
2468 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2469 game.battle.invalidate()
2471 # find the lucky pair
2472 for cmdr in game.state.kcmdr:
2473 if cmdr == game.battle:
2476 # No action to take after all
2479 elif evcode == FSCMOVE: # Supercommander moves
2480 schedule(FSCMOVE, 0.2777)
2481 if not game.ientesc and not istract and game.isatb != 1 and \
2482 (not game.iscate or not game.justin):
2484 elif evcode == FDSPROB: # Move deep space probe
2485 schedule(FDSPROB, 0.01)
2486 game.probex += game.probeinx
2487 game.probey += game.probeiny
2488 i = (int)(game.probex/QUADSIZE +0.05)
2489 j = (int)(game.probey/QUADSIZE + 0.05)
2490 if game.probec.i != i or game.probec.j != j:
2493 if not VALID_QUADRANT(i, j) or \
2494 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2495 # Left galaxy or ran into supernova
2499 proutn(_("Lt. Uhura- \"The deep space probe "))
2500 if not VALID_QUADRANT(j, i):
2501 proutn(_("has left the galaxy"))
2503 proutn(_("is no longer transmitting"))
2507 if not communicating():
2510 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2511 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2512 # Update star chart if Radio is working or have access to radio
2514 chp = game.state.chart[game.probec.i][game.probec.j]
2515 chp.klingons = pdest.klingons
2516 chp.starbase = pdest.starbase
2517 chp.stars = pdest.stars
2518 pdest.charted = True
2519 game.proben -= 1 # One less to travel
2520 if game.proben == 0 and game.isarmed and pdest.stars:
2521 # lets blow the sucker!
2522 supernova(game.probec)
2524 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2526 elif evcode == FDISTR: # inhabited system issues distress call
2528 # try a whole bunch of times to find something suitable
2529 for i in range(100):
2530 # need a quadrant which is not the current one,
2531 # which has some stars which are inhabited and
2532 # not already under attack, which is not
2533 # supernova'ed, and which has some Klingons in it
2534 w = randplace(GALSIZE)
2535 q = game.state.galaxy[w.i][w.j]
2536 if not (game.quadrant == w or q.planet == None or \
2537 not q.planet.inhabited or \
2538 q.supernova or q.status!="secure" or q.klingons<=0):
2541 # can't seem to find one; ignore this call
2543 prout("=== Couldn't find location for distress event.")
2545 # got one!! Schedule its enslavement
2546 ev = schedule(FENSLV, expran(game.intime))
2548 q.status = "distressed"
2549 # tell the captain about it if we can
2551 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2553 prout(_("by a Klingon invasion fleet."))
2556 elif evcode == FENSLV: # starsystem is enslaved
2557 ev = unschedule(FENSLV)
2558 # see if current distress call still active
2559 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2563 q.status = "enslaved"
2565 # play stork and schedule the first baby
2566 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2567 ev2.quadrant = ev.quadrant
2569 # report the disaster if we can
2571 prout(_("Uhura- We've lost contact with starsystem %s") % \
2573 prout(_("in Quadrant %s.\n") % ev.quadrant)
2574 elif evcode == FREPRO: # Klingon reproduces
2575 # If we ever switch to a real event queue, we'll need to
2576 # explicitly retrieve and restore the x and y.
2577 ev = schedule(FREPRO, expran(1.0 * game.intime))
2578 # see if current distress call still active
2579 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2583 if game.state.remkl >=MAXKLGAME:
2584 continue # full right now
2585 # reproduce one Klingon
2587 if game.klhere >= MAXKLQUAD:
2589 # this quadrant not ok, pick an adjacent one
2590 for i in range(w.i - 1, w.i + 2):
2591 for j in range(w.j - 1, w.j + 2):
2592 if not VALID_QUADRANT(i, j):
2594 q = game.state.galaxy[w.i][w.j]
2595 # check for this quad ok (not full & no snova)
2596 if q.klingons >= MAXKLQUAD or q.supernova:
2600 continue # search for eligible quadrant failed
2604 game.state.remkl += 1
2606 if game.quadrant == w:
2608 game.enemies.append(newkling())
2609 # recompute time left
2611 # report the disaster if we can
2613 if game.quadrant == w:
2614 prout(_("Spock- sensors indicate the Klingons have"))
2615 prout(_("launched a warship from %s.") % q.planet)
2617 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2618 if q.planet != None:
2619 proutn(_("near %s") % q.planet)
2620 prout(_("in Quadrant %s.") % w)
2626 key = scanner.next()
2629 proutn(_("How long? "))
2634 origTime = delay = scanner.real
2637 if delay >= game.state.remtime or len(game.enemies) != 0:
2638 proutn(_("Are you sure? "))
2641 # Alternate resting periods (events) with attacks
2645 game.resting = False
2646 if not game.resting:
2647 prout(_("%d stardates left.") % int(game.state.remtime))
2649 temp = game.optime = delay
2650 if len(game.enemies):
2651 rtime = randreal(1.0, 2.0)
2655 if game.optime < delay:
2656 attack(torps_ok=False)
2664 # Repair Deathray if long rest at starbase
2665 if origTime-delay >= 9.99 and game.condition == "docked":
2666 game.damage[DDRAY] = 0.0
2667 # leave if quadrant supernovas
2668 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2670 game.resting = False
2673 # A nova occurs. It is the result of having a star hit with a
2674 # photon torpedo, or possibly of a probe warhead going off.
2675 # Stars that go nova cause stars which surround them to undergo
2676 # the same probabilistic process. Klingons next to them are
2677 # destroyed. And if the starship is next to it, it gets zapped.
2678 # If the zap is too much, it gets destroyed.
2682 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2683 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2685 # Wow! We've supernova'ed
2686 supernova(game.quadrant)
2688 # handle initial nova
2689 game.quad[nov.i][nov.j] = IHDOT
2690 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2691 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2692 game.state.starkl += 1
2693 # Set up queue to recursively trigger adjacent stars
2699 for offset.i in range(-1, 1+1):
2700 for offset.j in range(-1, 1+1):
2701 if offset.j==0 and offset.i==0:
2703 neighbor = start + offset
2704 if not VALID_SECTOR(neighbor.j, neighbor.i):
2706 iquad = game.quad[neighbor.i][neighbor.j]
2707 # Empty space ends reaction
2708 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2710 elif iquad == IHSTAR: # Affect another star
2712 # This star supernovas
2713 supernova(game.quadrant)
2716 hits.append(neighbor)
2717 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2718 game.state.starkl += 1
2719 proutn(crmena(True, IHSTAR, "sector", neighbor))
2721 game.quad[neighbor.i][neighbor.j] = IHDOT
2723 elif iquad in (IHP, IHW): # Destroy planet
2724 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2726 game.state.nplankl += 1
2728 game.state.worldkl += 1
2729 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2730 game.iplnet.pclass = "destroyed"
2732 game.plnet.invalidate()
2736 game.quad[neighbor.i][neighbor.j] = IHDOT
2737 elif iquad == IHB: # Destroy base
2738 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2739 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2740 game.base.invalidate()
2741 game.state.basekl += 1
2743 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2744 game.quad[neighbor.i][neighbor.j] = IHDOT
2745 elif iquad in (IHE, IHF): # Buffet ship
2746 prout(_("***Starship buffeted by nova."))
2748 if game.shield >= 2000.0:
2749 game.shield -= 2000.0
2751 diff = 2000.0 - game.shield
2755 prout(_("***Shields knocked out."))
2756 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2758 game.energy -= 2000.0
2759 if game.energy <= 0:
2762 # add in course nova contributes to kicking starship
2763 bump += (game.sector-hits[mm]).sgn()
2764 elif iquad == IHK: # kill klingon
2765 deadkl(neighbor, iquad, neighbor)
2766 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2767 for ll in range(len(game.enemies)):
2768 if game.enemies[ll].kloc == neighbor:
2770 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2771 if game.enemies[ll].kpower <= 0.0:
2772 deadkl(neighbor, iquad, neighbor)
2774 newc = neighbor + neighbor - hits[mm]
2775 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2776 if not VALID_SECTOR(newc.i, newc.j):
2777 # can't leave quadrant
2780 iquad1 = game.quad[newc.i][newc.j]
2781 if iquad1 == IHBLANK:
2782 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2784 deadkl(neighbor, iquad, newc)
2787 # can't move into something else
2790 proutn(_(", buffeted to Sector %s") % newc)
2791 game.quad[neighbor.i][neighbor.j] = IHDOT
2792 game.quad[newc.i][newc.j] = iquad
2793 game.enemies[ll].move(newc)
2794 # Starship affected by nova -- kick it away.
2795 game.dist = kount*0.1
2796 game.direc = course[3*(bump.i+1)+bump.j+2]
2797 if game.direc == 0.0:
2799 if game.dist == 0.0:
2801 game.optime = 10.0*game.dist/16.0
2803 prout(_("Force of nova displaces starship."))
2804 imove(novapush=True)
2805 game.optime = 10.0*game.dist/16.0
2809 "Star goes supernova."
2814 # Scheduled supernova -- select star at random.
2817 for nq.i in range(GALSIZE):
2818 for nq.j in range(GALSIZE):
2819 stars += game.state.galaxy[nq.i][nq.j].stars
2821 return # nothing to supernova exists
2822 num = randrange(stars) + 1
2823 for nq.i in range(GALSIZE):
2824 for nq.j in range(GALSIZE):
2825 num -= game.state.galaxy[nq.i][nq.j].stars
2831 proutn("=== Super nova here?")
2834 if not nq == game.quadrant or game.justin:
2835 # it isn't here, or we just entered (treat as enroute)
2838 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2839 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2842 # we are in the quadrant!
2843 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2844 for ns.i in range(QUADSIZE):
2845 for ns.j in range(QUADSIZE):
2846 if game.quad[ns.i][ns.j]==IHSTAR:
2853 prouts(_("***RED ALERT! RED ALERT!"))
2855 prout(_("***Incipient supernova detected at Sector %s") % ns)
2856 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2857 proutn(_("Emergency override attempts t"))
2858 prouts("***************")
2862 # destroy any Klingons in supernovaed quadrant
2863 kldead = game.state.galaxy[nq.i][nq.j].klingons
2864 game.state.galaxy[nq.i][nq.j].klingons = 0
2865 if nq == game.state.kscmdr:
2866 # did in the Supercommander!
2867 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2871 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2872 comkills = len(game.state.kcmdr) - len(survivors)
2873 game.state.kcmdr = survivors
2875 if not game.state.kcmdr:
2877 game.state.remkl -= kldead
2878 # destroy Romulans and planets in supernovaed quadrant
2879 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2880 game.state.galaxy[nq.i][nq.j].romulans = 0
2881 game.state.nromrem -= nrmdead
2883 for loop in range(game.inplan):
2884 if game.state.planets[loop].quadrant == nq:
2885 game.state.planets[loop].pclass = "destroyed"
2887 # Destroy any base in supernovaed quadrant
2888 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2889 # If starship caused supernova, tally up destruction
2891 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2892 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2893 game.state.nplankl += npdead
2894 # mark supernova in galaxy and in star chart
2895 if game.quadrant == nq or communicating():
2896 game.state.galaxy[nq.i][nq.j].supernova = True
2897 # If supernova destroys last Klingons give special message
2898 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2901 prout(_("Lucky you!"))
2902 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2905 # if some Klingons remain, continue or die in supernova
2910 # Code from finish.c ends here.
2913 "Self-destruct maneuver. Finish with a BANG!"
2915 if damaged(DCOMPTR):
2916 prout(_("Computer damaged; cannot execute destruct sequence."))
2918 prouts(_("---WORKING---")); skip(1)
2919 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2920 prouts(" 10"); skip(1)
2921 prouts(" 9"); skip(1)
2922 prouts(" 8"); skip(1)
2923 prouts(" 7"); skip(1)
2924 prouts(" 6"); skip(1)
2926 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2928 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2930 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2934 if game.passwd != scanner.token:
2935 prouts(_("PASSWORD-REJECTED;"))
2937 prouts(_("CONTINUITY-EFFECTED"))
2940 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2941 prouts(" 5"); skip(1)
2942 prouts(" 4"); skip(1)
2943 prouts(" 3"); skip(1)
2944 prouts(" 2"); skip(1)
2945 prouts(" 1"); skip(1)
2947 prouts(_("GOODBYE-CRUEL-WORLD"))
2955 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2959 if len(game.enemies) != 0:
2960 whammo = 25.0 * game.energy
2962 while l <= len(game.enemies):
2963 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2964 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2969 "Compute our rate of kils over time."
2970 elapsed = game.state.date - game.indate
2971 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2974 starting = (game.inkling + game.incom + game.inscom)
2975 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2976 return (starting - remaining)/elapsed
2980 badpt = 5.0*game.state.starkl + \
2982 10.0*game.state.nplankl + \
2983 300*game.state.nworldkl + \
2985 100.0*game.state.basekl +\
2987 if game.ship == IHF:
2989 elif game.ship == None:
2994 # end the game, with appropriate notfications
2998 prout(_("It is stardate %.1f.") % game.state.date)
3000 if ifin == FWON: # Game has been won
3001 if game.state.nromrem != 0:
3002 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3005 prout(_("You have smashed the Klingon invasion fleet and saved"))
3006 prout(_("the Federation."))
3011 badpt = 0.0 # Close enough!
3012 # killsPerDate >= RateMax
3013 if game.state.date-game.indate < 5.0 or \
3014 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3016 prout(_("In fact, you have done so well that Starfleet Command"))
3017 if game.skill == SKILL_NOVICE:
3018 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3019 elif game.skill == SKILL_FAIR:
3020 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3021 elif game.skill == SKILL_GOOD:
3022 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3023 elif game.skill == SKILL_EXPERT:
3024 prout(_("promotes you to Commodore Emeritus."))
3026 prout(_("Now that you think you're really good, try playing"))
3027 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3028 elif game.skill == SKILL_EMERITUS:
3030 proutn(_("Computer- "))
3031 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3033 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3035 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3037 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3039 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3041 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3043 prout(_("Now you can retire and write your own Star Trek game!"))
3045 elif game.skill >= SKILL_EXPERT:
3046 if game.thawed and not idebug:
3047 prout(_("You cannot get a citation, so..."))
3049 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3053 # Only grant long life if alive (original didn't!)
3055 prout(_("LIVE LONG AND PROSPER."))
3060 elif ifin == FDEPLETE: # Federation Resources Depleted
3061 prout(_("Your time has run out and the Federation has been"))
3062 prout(_("conquered. Your starship is now Klingon property,"))
3063 prout(_("and you are put on trial as a war criminal. On the"))
3064 proutn(_("basis of your record, you are "))
3065 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3066 prout(_("acquitted."))
3068 prout(_("LIVE LONG AND PROSPER."))
3070 prout(_("found guilty and"))
3071 prout(_("sentenced to death by slow torture."))
3075 elif ifin == FLIFESUP:
3076 prout(_("Your life support reserves have run out, and"))
3077 prout(_("you die of thirst, starvation, and asphyxiation."))
3078 prout(_("Your starship is a derelict in space."))
3080 prout(_("Your energy supply is exhausted."))
3082 prout(_("Your starship is a derelict in space."))
3083 elif ifin == FBATTLE:
3084 prout(_("The %s has been destroyed in battle.") % crmshp())
3086 prout(_("Dulce et decorum est pro patria mori."))
3088 prout(_("You have made three attempts to cross the negative energy"))
3089 prout(_("barrier which surrounds the galaxy."))
3091 prout(_("Your navigation is abominable."))
3094 prout(_("Your starship has been destroyed by a nova."))
3095 prout(_("That was a great shot."))
3097 elif ifin == FSNOVAED:
3098 prout(_("The %s has been fried by a supernova.") % crmshp())
3099 prout(_("...Not even cinders remain..."))
3100 elif ifin == FABANDN:
3101 prout(_("You have been captured by the Klingons. If you still"))
3102 prout(_("had a starbase to be returned to, you would have been"))
3103 prout(_("repatriated and given another chance. Since you have"))
3104 prout(_("no starbases, you will be mercilessly tortured to death."))
3105 elif ifin == FDILITHIUM:
3106 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3107 elif ifin == FMATERIALIZE:
3108 prout(_("Starbase was unable to re-materialize your starship."))
3109 prout(_("Sic transit gloria mundi"))
3110 elif ifin == FPHASER:
3111 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3113 prout(_("You and your landing party have been"))
3114 prout(_("converted to energy, disipating through space."))
3115 elif ifin == FMINING:
3116 prout(_("You are left with your landing party on"))
3117 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3119 prout(_("They are very fond of \"Captain Kirk\" soup."))
3121 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3122 elif ifin == FDPLANET:
3123 prout(_("You and your mining party perish."))
3125 prout(_("That was a great shot."))
3128 prout(_("The Galileo is instantly annihilated by the supernova."))
3129 prout(_("You and your mining party are atomized."))
3131 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3132 prout(_("joins the Romulans, wreaking terror on the Federation."))
3133 elif ifin == FPNOVA:
3134 prout(_("You and your mining party are atomized."))
3136 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3137 prout(_("joins the Romulans, wreaking terror on the Federation."))
3138 elif ifin == FSTRACTOR:
3139 prout(_("The shuttle craft Galileo is also caught,"))
3140 prout(_("and breaks up under the strain."))
3142 prout(_("Your debris is scattered for millions of miles."))
3143 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3145 prout(_("The mutants attack and kill Spock."))
3146 prout(_("Your ship is captured by Klingons, and"))
3147 prout(_("your crew is put on display in a Klingon zoo."))
3148 elif ifin == FTRIBBLE:
3149 prout(_("Tribbles consume all remaining water,"))
3150 prout(_("food, and oxygen on your ship."))
3152 prout(_("You die of thirst, starvation, and asphyxiation."))
3153 prout(_("Your starship is a derelict in space."))
3155 prout(_("Your ship is drawn to the center of the black hole."))
3156 prout(_("You are crushed into extremely dense matter."))
3158 prout(_("Your last crew member has died."))
3159 if game.ship == IHF:
3161 elif game.ship == IHE:
3164 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3165 goodies = game.state.remres/game.inresor
3166 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3167 if goodies/baddies >= randreal(1.0, 1.5):
3168 prout(_("As a result of your actions, a treaty with the Klingon"))
3169 prout(_("Empire has been signed. The terms of the treaty are"))
3170 if goodies/baddies >= randreal(3.0):
3171 prout(_("favorable to the Federation."))
3173 prout(_("Congratulations!"))
3175 prout(_("highly unfavorable to the Federation."))
3177 prout(_("The Federation will be destroyed."))
3179 prout(_("Since you took the last Klingon with you, you are a"))
3180 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3181 prout(_("statue in your memory. Rest in peace, and try not"))
3182 prout(_("to think about pigeons."))
3187 "Compute player's score."
3188 timused = game.state.date - game.indate
3190 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3192 perdate = killrate()
3193 ithperd = 500*perdate + 0.5
3196 iwon = 100*game.skill
3197 if game.ship == IHE:
3199 elif game.ship == IHF:
3203 if not game.gamewon:
3204 game.state.nromrem = 0 # None captured if no win
3205 iscore = 10*(game.inkling - game.state.remkl) \
3206 + 50*(game.incom - len(game.state.kcmdr)) \
3208 + 20*(game.inrom - game.state.nromrem) \
3209 + 200*(game.inscom - game.state.nscrem) \
3210 - game.state.nromrem \
3215 prout(_("Your score --"))
3216 if game.inrom - game.state.nromrem:
3217 prout(_("%6d Romulans destroyed %5d") %
3218 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3219 if game.state.nromrem:
3220 prout(_("%6d Romulans captured %5d") %
3221 (game.state.nromrem, game.state.nromrem))
3222 if game.inkling - game.state.remkl:
3223 prout(_("%6d ordinary Klingons destroyed %5d") %
3224 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3225 if game.incom - len(game.state.kcmdr):
3226 prout(_("%6d Klingon commanders destroyed %5d") %
3227 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3228 if game.inscom - game.state.nscrem:
3229 prout(_("%6d Super-Commander destroyed %5d") %
3230 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3232 prout(_("%6.2f Klingons per stardate %5d") %
3234 if game.state.starkl:
3235 prout(_("%6d stars destroyed by your action %5d") %
3236 (game.state.starkl, -5*game.state.starkl))
3237 if game.state.nplankl:
3238 prout(_("%6d planets destroyed by your action %5d") %
3239 (game.state.nplankl, -10*game.state.nplankl))
3240 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3241 prout(_("%6d inhabited planets destroyed by your action %5d") %
3242 (game.state.nplankl, -300*game.state.nworldkl))
3243 if game.state.basekl:
3244 prout(_("%6d bases destroyed by your action %5d") %
3245 (game.state.basekl, -100*game.state.basekl))
3247 prout(_("%6d calls for help from starbase %5d") %
3248 (game.nhelp, -45*game.nhelp))
3250 prout(_("%6d casualties incurred %5d") %
3251 (game.casual, -game.casual))
3253 prout(_("%6d crew abandoned in space %5d") %
3254 (game.abandoned, -3*game.abandoned))
3256 prout(_("%6d ship(s) lost or destroyed %5d") %
3257 (klship, -100*klship))
3259 prout(_("Penalty for getting yourself killed -200"))
3261 proutn(_("Bonus for winning "))
3262 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3263 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3264 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3265 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3266 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3267 prout(" %5d" % iwon)
3269 prout(_("TOTAL SCORE %5d") % iscore)
3272 "Emit winner's commemmorative plaque."
3275 proutn(_("File or device name for your plaque: "))
3278 fp = open(winner, "w")
3281 prout(_("Invalid name."))
3283 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3285 # The 38 below must be 64 for 132-column paper
3286 nskip = 38 - len(winner)/2
3287 fp.write("\n\n\n\n")
3288 # --------DRAW ENTERPRISE PICTURE.
3289 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3290 fp.write(" EEE E : : : E\n" )
3291 fp.write(" EE EEE E : : NCC-1701 : E\n")
3292 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3293 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3294 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3295 fp.write(" EEEEEEE EEEEE E E E E\n")
3296 fp.write(" EEE E E E E\n")
3297 fp.write(" E E E E\n")
3298 fp.write(" EEEEEEEEEEEEE E E\n")
3299 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3300 fp.write(" :E : EEEE E\n")
3301 fp.write(" .-E -:----- E\n")
3302 fp.write(" :E : E\n")
3303 fp.write(" EE : EEEEEEEE\n")
3304 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3306 fp.write(_(" U. S. S. ENTERPRISE\n"))
3307 fp.write("\n\n\n\n")
3308 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3310 fp.write(_(" Starfleet Command bestows to you\n"))
3312 fp.write("%*s%s\n\n" % (nskip, "", winner))
3313 fp.write(_(" the rank of\n\n"))
3314 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3316 if game.skill == SKILL_EXPERT:
3317 fp.write(_(" Expert level\n\n"))
3318 elif game.skill == SKILL_EMERITUS:
3319 fp.write(_("Emeritus level\n\n"))
3321 fp.write(_(" Cheat level\n\n"))
3322 timestring = ctime()
3323 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3324 (timestring+4, timestring+20, timestring+11))
3325 fp.write(_(" Your score: %d\n\n") % iscore)
3326 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3329 # Code from io.c begins here
3331 rows = linecount = 0 # for paging
3334 fullscreen_window = None
3335 srscan_window = None
3336 report_window = None
3337 status_window = None
3338 lrscan_window = None
3339 message_window = None
3340 prompt_window = None
3344 "Wrap up, either normally or due to signal"
3345 if game.options & OPTION_CURSES:
3352 sys.stdout.write('\n')
3358 #setlocale(LC_ALL, "")
3359 #bindtextdomain(PACKAGE, LOCALEDIR)
3360 #textdomain(PACKAGE)
3361 if atexit.register(outro):
3362 sys.stderr.write("Unable to register outro(), exiting...\n")
3364 if not (game.options & OPTION_CURSES):
3365 ln_env = os.getenv("LINES")
3371 stdscr = curses.initscr()
3376 curses.start_color()
3377 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3378 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3379 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3380 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3381 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3384 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3386 global fullscreen_window, srscan_window, report_window, status_window
3387 global lrscan_window, message_window, prompt_window
3388 (rows, columns) = stdscr.getmaxyx()
3389 fullscreen_window = stdscr
3390 srscan_window = curses.newwin(12, 25, 0, 0)
3391 report_window = curses.newwin(11, 0, 1, 25)
3392 status_window = curses.newwin(10, 0, 1, 39)
3393 lrscan_window = curses.newwin(5, 0, 0, 64)
3394 message_window = curses.newwin(0, 0, 12, 0)
3395 prompt_window = curses.newwin(1, 0, rows-2, 0)
3396 message_window.scrollok(True)
3397 setwnd(fullscreen_window)
3400 def textcolor(color):
3401 "Set text foreground color. Presently a stub."
3405 "Wrap up I/O. Presently a stub."
3409 "Wait for user action -- OK to do nothing if on a TTY"
3410 if game.options & OPTION_CURSES:
3415 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3419 if game.skill > SKILL_FAIR:
3420 prompt = _("[CONTINUE?]")
3422 prompt = _("[PRESS ENTER TO CONTINUE]")
3424 if game.options & OPTION_CURSES:
3426 setwnd(prompt_window)
3427 prompt_window.wclear()
3428 prompt_window.addstr(prompt)
3429 prompt_window.getstr()
3430 prompt_window.clear()
3431 prompt_window.refresh()
3432 setwnd(message_window)
3435 sys.stdout.write('\n')
3438 for j in range(rows):
3439 sys.stdout.write('\n')
3443 "Skip i lines. Pause game if this would cause a scrolling event."
3444 for dummy in range(i):
3445 if game.options & OPTION_CURSES:
3446 (y, x) = curwnd.getyx()
3447 (my, mx) = curwnd.getmaxyx()
3448 if curwnd == message_window and y >= my - 3:
3456 if rows and linecount >= rows:
3459 sys.stdout.write('\n')
3462 "Utter a line with no following line feed."
3463 if game.options & OPTION_CURSES:
3467 sys.stdout.write(line)
3477 if not replayfp or replayfp.closed: # Don't slow down replays
3480 if game.options & OPTION_CURSES:
3484 if not replayfp or replayfp.closed:
3488 "Get a line of input."
3489 if game.options & OPTION_CURSES:
3490 line = curwnd.getstr() + "\n"
3493 if replayfp and not replayfp.closed:
3495 line = replayfp.readline()
3498 prout("*** Replay finished")
3501 elif line[0] != "#":
3504 line = raw_input() + "\n"
3510 "Change windows -- OK for this to be a no-op in tty mode."
3512 if game.options & OPTION_CURSES:
3514 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3517 "Clear to end of line -- can be a no-op in tty mode"
3518 if game.options & OPTION_CURSES:
3523 "Clear screen -- can be a no-op in tty mode."
3525 if game.options & OPTION_CURSES:
3532 "Set highlight video, if this is reasonable."
3533 if game.options & OPTION_CURSES:
3534 curwnd.attron(curses.A_REVERSE)
3537 # Things past this point have policy implications.
3541 "Hook to be called after moving to redraw maps."
3542 if game.options & OPTION_CURSES:
3545 setwnd(srscan_window)
3549 setwnd(status_window)
3550 status_window.clear()
3551 status_window.move(0, 0)
3552 setwnd(report_window)
3553 report_window.clear()
3554 report_window.move(0, 0)
3556 setwnd(lrscan_window)
3557 lrscan_window.clear()
3558 lrscan_window.move(0, 0)
3559 lrscan(silent=False)
3561 def put_srscan_sym(w, sym):
3562 "Emit symbol for short-range scan."
3563 srscan_window.move(w.i+1, w.j*2+2)
3564 srscan_window.addch(sym)
3565 srscan_window.refresh()
3568 "Enemy fall down, go boom."
3569 if game.options & OPTION_CURSES:
3571 setwnd(srscan_window)
3572 srscan_window.attron(curses.A_REVERSE)
3573 put_srscan_sym(w, game.quad[w.i][w.j])
3577 srscan_window.attroff(curses.A_REVERSE)
3578 put_srscan_sym(w, game.quad[w.i][w.j])
3579 curses.delay_output(500)
3580 setwnd(message_window)
3583 "Sound and visual effects for teleportation."
3584 if game.options & OPTION_CURSES:
3586 setwnd(message_window)
3588 prouts(" . . . . . ")
3589 if game.options & OPTION_CURSES:
3590 #curses.delay_output(1000)
3594 def tracktorpedo(origin, w, step, i, n, iquad):
3595 "Torpedo-track animation."
3596 if not game.options & OPTION_CURSES:
3600 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3603 proutn(_("Torpedo track- "))
3604 elif step==4 or step==9:
3608 if not damaged(DSRSENS) or game.condition=="docked":
3609 if i != 0 and step == 1:
3612 if (iquad==IHDOT) or (iquad==IHBLANK):
3613 put_srscan_sym(w, '+')
3617 put_srscan_sym(w, iquad)
3619 curwnd.attron(curses.A_REVERSE)
3620 put_srscan_sym(w, iquad)
3624 curwnd.attroff(curses.A_REVERSE)
3625 put_srscan_sym(w, iquad)
3630 "Display the current galaxy chart."
3631 if game.options & OPTION_CURSES:
3632 setwnd(message_window)
3633 message_window.clear()
3635 if game.options & OPTION_TTY:
3640 def prstat(txt, data):
3642 if game.options & OPTION_CURSES:
3644 setwnd(status_window)
3646 proutn(" " * (NSYM - len(txt)))
3649 if game.options & OPTION_CURSES:
3650 setwnd(report_window)
3652 # Code from moving.c begins here
3654 def imove(novapush):
3655 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3656 w = coord(); final = coord()
3659 def no_quad_change():
3660 # No quadrant change -- compute new average enemy distances
3661 game.quad[game.sector.i][game.sector.j] = game.ship
3663 for enemy in game.enemies:
3664 finald = (w-enemy.kloc).distance()
3665 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3666 enemy.kdist = finald
3667 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3668 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3669 attack(torps_ok=False)
3670 for enemy in game.enemies:
3671 enemy.kavgd = enemy.kdist
3674 setwnd(message_window)
3677 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3678 game.inorbit = False
3679 angle = ((15.0 - game.direc) * 0.5235988)
3680 deltax = -math.sin(angle)
3681 deltay = math.cos(angle)
3682 if math.fabs(deltax) > math.fabs(deltay):
3683 bigger = math.fabs(deltax)
3685 bigger = math.fabs(deltay)
3688 # If tractor beam is to occur, don't move full distance
3689 if game.state.date+game.optime >= scheduled(FTBEAM):
3691 game.condition = "red"
3692 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3693 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3694 # Move within the quadrant
3695 game.quad[game.sector.i][game.sector.j] = IHDOT
3698 n = int(10.0*game.dist*bigger+0.5)
3700 for m in range(1, n+1):
3705 if not VALID_SECTOR(w.i, w.j):
3706 # Leaving quadrant -- allow final enemy attack
3707 # Don't do it if being pushed by Nova
3708 if len(game.enemies) != 0 and not novapush:
3710 for enemy in game.enemies:
3711 finald = (w - enemy.kloc).distance()
3712 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3714 # Stas Sergeev added the condition
3715 # that attacks only happen if Klingons
3716 # are present and your skill is good.
3718 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3719 attack(torps_ok=False)
3722 # compute final position -- new quadrant and sector
3723 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3724 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3725 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3726 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3727 # check for edge of galaxy
3737 if w.i >= GALSIZE*QUADSIZE:
3738 w.i = (GALSIZE*QUADSIZE*2) - w.i
3740 if w.j >= GALSIZE*QUADSIZE:
3741 w.j = (GALSIZE*QUADSIZE*2) - w.j
3749 if game.nkinks == 3:
3750 # Three strikes -- you're out!
3754 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3755 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3756 prout(_("YOU WILL BE DESTROYED."))
3757 # Compute final position in new quadrant
3758 if trbeam: # Don't bother if we are to be beamed
3760 game.quadrant.i = w.i/QUADSIZE
3761 game.quadrant.j = w.j/QUADSIZE
3762 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3763 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3765 prout(_("Entering Quadrant %s.") % game.quadrant)
3766 game.quad[game.sector.i][game.sector.j] = game.ship
3768 if game.skill>SKILL_NOVICE:
3769 attack(torps_ok=False)
3771 iquad = game.quad[w.i][w.j]
3773 # object encountered in flight path
3774 stopegy = 50.0*game.dist/game.optime
3775 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3776 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3778 for enemy in game.enemies:
3779 if enemy.kloc == game.sector:
3781 collision(rammed=False, enemy=enemy)
3783 elif iquad == IHBLANK:
3785 prouts(_("***RED ALERT! RED ALERT!"))
3787 proutn("***" + crmshp())
3788 proutn(_(" pulled into black hole at Sector %s") % w)
3790 # Getting pulled into a black hole was certain
3791 # death in Almy's original. Stas Sergeev added a
3792 # possibility that you'll get timewarped instead.
3795 for m in range(NDEVICES):
3796 if game.damage[m]>0:
3798 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3799 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3809 prout(_(" encounters Tholian web at %s;") % w)
3811 prout(_(" blocked by object at %s;") % w)
3812 proutn(_("Emergency stop required "))
3813 prout(_("%2d units of energy.") % int(stopegy))
3814 game.energy -= stopegy
3815 final.i = int(round(deltax))
3816 final.j = int(round(deltay))
3818 if game.energy <= 0:
3824 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3831 "Dock our ship at a starbase."
3833 if game.condition == "docked" and verbose:
3834 prout(_("Already docked."))
3837 prout(_("You must first leave standard orbit."))
3839 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3840 prout(crmshp() + _(" not adjacent to base."))
3842 game.condition = "docked"
3846 if game.energy < game.inenrg:
3847 game.energy = game.inenrg
3848 game.shield = game.inshld
3849 game.torps = game.intorps
3850 game.lsupres = game.inlsr
3851 game.state.crew = FULLCREW
3852 if not damaged(DRADIO) and \
3853 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3854 # get attack report from base
3855 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3859 # This program originally required input in terms of a (clock)
3860 # direction and distance. Somewhere in history, it was changed to
3861 # cartesian coordinates. So we need to convert. Probably
3862 # "manual" input should still be done this way -- it's a real
3863 # pain if the computer isn't working! Manual mode is still confusing
3864 # because it involves giving x and y motions, yet the coordinates
3865 # are always displayed y - x, where +y is downward!
3867 def getcourse(isprobe, akey):
3868 "Get a course and distance from the user."
3870 dquad = copy.copy(game.quadrant)
3871 navmode = "unspecified"
3875 if game.landed and not isprobe:
3876 prout(_("Dummy! You can't leave standard orbit until you"))
3877 proutn(_("are back aboard the ship."))
3880 while navmode == "unspecified":
3881 if damaged(DNAVSYS):
3883 prout(_("Computer damaged; manual navigation only"))
3885 prout(_("Computer damaged; manual movement only"))
3890 if isprobe and akey != -1:
3891 # For probe launch, use pre-scanned value first time
3895 key = scanner.next()
3897 proutn(_("Manual or automatic- "))
3900 elif key == IHALPHA:
3901 if scanner.sees("manual"):
3903 key = scanner.next()
3905 elif scanner.sees("automatic"):
3906 navmode = "automatic"
3907 key = scanner.next()
3915 prout(_("(Manual navigation assumed.)"))
3917 prout(_("(Manual movement assumed.)"))
3920 if navmode == "automatic":
3923 proutn(_("Target quadrant or quadrant§or- "))
3925 proutn(_("Destination sector or quadrant§or- "))
3928 key = scanner.next()
3932 xi = int(round(scanner.real))-1
3933 key = scanner.next()
3937 xj = int(round(scanner.real))-1
3938 key = scanner.next()
3940 # both quadrant and sector specified
3941 xk = int(round(scanner.real))-1
3942 key = scanner.next()
3946 xl = int(round(scanner.real))-1
3952 # only one pair of numbers was specified
3954 # only quadrant specified -- go to center of dest quad
3957 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3959 # only sector specified
3963 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3970 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3972 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3973 # the actual deltas get computed here
3975 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3976 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3979 proutn(_("X and Y displacements- "))
3982 key = scanner.next()
3987 delta.j = scanner.real
3988 key = scanner.next()
3992 delta.i = scanner.real
3993 # Check for zero movement
3994 if delta.i == 0 and delta.j == 0:
3997 if itemp == "verbose" and not isprobe:
3999 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4000 # Course actually laid in.
4001 game.dist = delta.distance()
4002 game.direc = delta.bearing()
4003 if game.direc < 0.0:
4009 "Move under impulse power."
4011 if damaged(DIMPULS):
4014 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4016 if game.energy > 30.0:
4017 if not getcourse(isprobe=False, akey=0):
4019 power = 20.0 + 100.0*game.dist
4022 if power >= game.energy:
4023 # Insufficient power for trip
4025 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4026 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4027 if game.energy > 30:
4028 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4029 int(0.01 * (game.energy-20.0)-0.05))
4030 prout(_(" quadrants.\""))
4032 prout(_("quadrant. They are, therefore, useless.\""))
4035 # Make sure enough time is left for the trip
4036 game.optime = game.dist/0.095
4037 if game.optime >= game.state.remtime:
4038 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4039 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4040 proutn(_("we dare spend the time?\" "))
4043 # Activate impulse engines and pay the cost
4044 imove(novapush=False)
4048 power = 20.0 + 100.0*game.dist
4049 game.energy -= power
4050 game.optime = game.dist/0.095
4051 if game.energy <= 0:
4056 "ove under warp drive."
4057 blooey = False; twarp = False
4058 if not timewarp: # Not WARPX entry
4060 if game.damage[DWARPEN] > 10.0:
4063 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4065 if damaged(DWARPEN) and game.warpfac > 4.0:
4068 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4069 prout(_(" is repaired, I can only give you warp 4.\""))
4071 # Read in course and distance
4072 if not getcourse(isprobe=False, akey=0):
4074 # Make sure starship has enough energy for the trip
4075 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4076 if power >= game.energy:
4077 # Insufficient power for trip
4080 prout(_("Engineering to bridge--"))
4081 if not game.shldup or 0.5*power > game.energy:
4082 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4084 prout(_("We can't do it, Captain. We don't have enough energy."))
4086 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4089 prout(_("if you'll lower the shields."))
4093 prout(_("We haven't the energy to go that far with the shields up."))
4096 # Make sure enough time is left for the trip
4097 game.optime = 10.0*game.dist/game.wfacsq
4098 if game.optime >= 0.8*game.state.remtime:
4100 prout(_("First Officer Spock- \"Captain, I compute that such"))
4101 proutn(_(" a trip would require approximately %2.0f") %
4102 (100.0*game.optime/game.state.remtime))
4103 prout(_(" percent of our"))
4104 proutn(_(" remaining time. Are you sure this is wise?\" "))
4110 if game.warpfac > 6.0:
4111 # Decide if engine damage will occur
4112 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4113 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4114 if prob > randreal():
4116 game.dist = randreal(game.dist)
4117 # Decide if time warp will occur
4118 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4120 if idebug and game.warpfac==10 and not twarp:
4122 proutn("=== Force time warp? ")
4126 # If time warp or engine damage, check path
4127 # If it is obstructed, don't do warp or damage
4128 angle = ((15.0-game.direc)*0.5235998)
4129 deltax = -math.sin(angle)
4130 deltay = math.cos(angle)
4131 if math.fabs(deltax) > math.fabs(deltay):
4132 bigger = math.fabs(deltax)
4134 bigger = math.fabs(deltay)
4137 n = 10.0 * game.dist * bigger +0.5
4140 for l in range(1, n+1):
4145 if not VALID_SECTOR(ix, iy):
4147 if game.quad[ix][iy] != IHDOT:
4150 # Activate Warp Engines and pay the cost
4151 imove(novapush=False)
4154 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4155 if game.energy <= 0:
4157 game.optime = 10.0*game.dist/game.wfacsq
4161 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4163 prout(_("Engineering to bridge--"))
4164 prout(_(" Scott here. The warp engines are damaged."))
4165 prout(_(" We'll have to reduce speed to warp 4."))
4170 "Change the warp factor."
4176 proutn(_("Warp factor- "))
4181 if game.damage[DWARPEN] > 10.0:
4182 prout(_("Warp engines inoperative."))
4184 if damaged(DWARPEN) and scanner.real > 4.0:
4185 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4186 prout(_(" but right now we can only go warp 4.\""))
4188 if scanner.real > 10.0:
4189 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4191 if scanner.real < 1.0:
4192 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4194 oldfac = game.warpfac
4195 game.warpfac = scanner.real
4196 game.wfacsq=game.warpfac*game.warpfac
4197 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4198 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4201 if game.warpfac < 8.00:
4202 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4204 if game.warpfac == 10.0:
4205 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4207 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4211 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4213 # is captain on planet?
4215 if damaged(DTRANSP):
4218 prout(_("Scotty rushes to the transporter controls."))
4220 prout(_("But with the shields up it's hopeless."))
4222 prouts(_("His desperate attempt to rescue you . . ."))
4227 prout(_("SUCCEEDS!"))
4230 proutn(_("The crystals mined were "))
4238 # Check to see if captain in shuttle craft
4243 # Inform captain of attempt to reach safety
4247 prouts(_("***RED ALERT! RED ALERT!"))
4249 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4250 prouts(_(" a supernova."))
4252 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4254 prout(_("safely out of quadrant."))
4255 if not damaged(DRADIO):
4256 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4257 # Try to use warp engines
4258 if damaged(DWARPEN):
4260 prout(_("Warp engines damaged."))
4263 game.warpfac = randreal(6.0, 8.0)
4264 game.wfacsq = game.warpfac * game.warpfac
4265 prout(_("Warp factor set to %d") % int(game.warpfac))
4266 power = 0.75*game.energy
4267 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4268 distreq = randreal(math.sqrt(2))
4269 if distreq < game.dist:
4271 game.optime = 10.0*game.dist/game.wfacsq
4272 game.direc = randreal(12) # How dumb!
4274 game.inorbit = False
4277 # This is bad news, we didn't leave quadrant.
4281 prout(_("Insufficient energy to leave quadrant."))
4284 # Repeat if another snova
4285 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4287 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4288 finish(FWON) # Snova killed remaining enemy.
4291 "Let's do the time warp again."
4292 prout(_("***TIME WARP ENTERED."))
4293 if game.state.snap and withprob(0.5):
4295 prout(_("You are traveling backwards in time %d stardates.") %
4296 int(game.state.date-game.snapsht.date))
4297 game.state = game.snapsht
4298 game.state.snap = False
4299 if len(game.state.kcmdr):
4300 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4301 schedule(FBATTAK, expran(0.3*game.intime))
4302 schedule(FSNOVA, expran(0.5*game.intime))
4303 # next snapshot will be sooner
4304 schedule(FSNAP, expran(0.25*game.state.remtime))
4306 if game.state.nscrem:
4307 schedule(FSCMOVE, 0.2777)
4311 game.battle.invalidate()
4313 # Make sure Galileo is consistant -- Snapshot may have been taken
4314 # when on planet, which would give us two Galileos!
4316 for l in range(game.inplan):
4317 if game.state.planets[l].known == "shuttle_down":
4319 if game.iscraft == "onship" and game.ship==IHE:
4320 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4321 game.iscraft = "offship"
4322 # Likewise, if in the original time the Galileo was abandoned, but
4323 # was on ship earlier, it would have vanished -- let's restore it.
4324 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4325 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4326 game.iscraft = "onship"
4327 # There used to be code to do the actual reconstrction here,
4328 # but the starchart is now part of the snapshotted galaxy state.
4329 prout(_("Spock has reconstructed a correct star chart from memory"))
4331 # Go forward in time
4332 game.optime = -0.5*game.intime*math.log(randreal())
4333 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4334 # cheat to make sure no tractor beams occur during time warp
4335 postpone(FTBEAM, game.optime)
4336 game.damage[DRADIO] += game.optime
4338 events() # Stas Sergeev added this -- do pending events
4341 "Launch deep-space probe."
4342 # New code to launch a deep space probe
4343 if game.nprobes == 0:
4346 if game.ship == IHE:
4347 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4349 prout(_("Ye Faerie Queene has no deep space probes."))
4354 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4356 if is_scheduled(FDSPROB):
4359 if damaged(DRADIO) and game.condition != "docked":
4360 prout(_("Spock- \"Records show the previous probe has not yet"))
4361 prout(_(" reached its destination.\""))
4363 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4365 key = scanner.next()
4367 # slow mode, so let Kirk know how many probes there are left
4368 if game.nprobes == 1:
4369 prout(_("1 probe left."))
4371 prout(_("%d probes left") % game.nprobes)
4372 proutn(_("Are you sure you want to fire a probe? "))
4375 game.isarmed = False
4376 if key == IHALPHA and scanner.token == "armed":
4378 key = scanner.next()
4380 proutn(_("Arm NOVAMAX warhead? "))
4382 if not getcourse(isprobe=True, akey=key):
4385 angle = ((15.0 - game.direc) * 0.5235988)
4386 game.probeinx = -math.sin(angle)
4387 game.probeiny = math.cos(angle)
4388 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4389 bigger = math.fabs(game.probeinx)
4391 bigger = math.fabs(game.probeiny)
4392 game.probeiny /= bigger
4393 game.probeinx /= bigger
4394 game.proben = 10.0*game.dist*bigger +0.5
4395 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4396 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4397 game.probec = game.quadrant
4398 schedule(FDSPROB, 0.01) # Time to move one sector
4399 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4403 # Here's how the mayday code works:
4405 # First, the closest starbase is selected. If there is a a starbase
4406 # in your own quadrant, you are in good shape. This distance takes
4407 # quadrant distances into account only.
4409 # A magic number is computed based on the distance which acts as the
4410 # probability that you will be rematerialized. You get three tries.
4412 # When it is determined that you should be able to be rematerialized
4413 # (i.e., when the probability thing mentioned above comes up
4414 # positive), you are put into that quadrant (anywhere). Then, we try
4415 # to see if there is a spot adjacent to the star- base. If not, you
4416 # can't be rematerialized!!! Otherwise, it drops you there. It only
4417 # tries five times to find a spot to drop you. After that, it's your
4421 "Yell for help from nearest starbase."
4422 # There's more than one way to move in this game!
4424 # Test for conditions which prevent calling for help
4425 if game.condition == "docked":
4426 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4429 prout(_("Subspace radio damaged."))
4431 if not game.state.baseq:
4432 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4435 prout(_("You must be aboard the %s.") % crmshp())
4437 # OK -- call for help from nearest starbase
4440 # There's one in this quadrant
4441 ddist = (game.base - game.sector).distance()
4444 for ibq in game.state.baseq:
4445 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4448 # Since starbase not in quadrant, set up new quadrant
4451 # dematerialize starship
4452 game.quad[game.sector.i][game.sector.j]=IHDOT
4453 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4454 % (game.quadrant, crmshp()))
4455 game.sector.invalidate()
4456 for m in range(1, 5+1):
4457 w = game.base.scatter()
4458 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4459 # found one -- finish up
4462 if not game.sector.is_valid():
4463 prout(_("You have been lost in space..."))
4464 finish(FMATERIALIZE)
4466 # Give starbase three chances to rematerialize starship
4467 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4468 for m in range(1, 3+1):
4469 if m == 1: proutn(_("1st"))
4470 elif m == 2: proutn(_("2nd"))
4471 elif m == 3: proutn(_("3rd"))
4472 proutn(_(" attempt to re-materialize ") + crmshp())
4473 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4476 if randreal() > probf:
4479 curses.delay_output(500)
4482 game.quad[ix][iy]=IHQUEST
4485 setwnd(message_window)
4486 finish(FMATERIALIZE)
4488 game.quad[ix][iy]=game.ship
4490 prout(_("succeeds."))
4494 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4496 # Abandon Ship (the BSD-Trek description)
4498 # The ship is abandoned. If your current ship is the Faire
4499 # Queene, or if your shuttlecraft is dead, you're out of
4500 # luck. You need the shuttlecraft in order for the captain
4501 # (that's you!!) to escape.
4503 # Your crew can beam to an inhabited starsystem in the
4504 # quadrant, if there is one and if the transporter is working.
4505 # If there is no inhabited starsystem, or if the transporter
4506 # is out, they are left to die in outer space.
4508 # If there are no starbases left, you are captured by the
4509 # Klingons, who torture you mercilessly. However, if there
4510 # is at least one starbase, you are returned to the
4511 # Federation in a prisoner of war exchange. Of course, this
4512 # can't happen unless you have taken some prisoners.
4517 if game.condition=="docked":
4519 prout(_("You cannot abandon Ye Faerie Queene."))
4522 # Must take shuttle craft to exit
4523 if game.damage[DSHUTTL]==-1:
4524 prout(_("Ye Faerie Queene has no shuttle craft."))
4526 if game.damage[DSHUTTL]<0:
4527 prout(_("Shuttle craft now serving Big Macs."))
4529 if game.damage[DSHUTTL]>0:
4530 prout(_("Shuttle craft damaged."))
4533 prout(_("You must be aboard the ship."))
4535 if game.iscraft != "onship":
4536 prout(_("Shuttle craft not currently available."))
4538 # Emit abandon ship messages
4540 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4542 prouts(_("***ALL HANDS ABANDON SHIP!"))
4544 prout(_("Captain and crew escape in shuttle craft."))
4545 if not game.state.baseq:
4546 # Oops! no place to go...
4549 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4551 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4552 prout(_("Remainder of ship's complement beam down"))
4553 prout(_("to nearest habitable planet."))
4554 elif q.planet != None and not damaged(DTRANSP):
4555 prout(_("Remainder of ship's complement beam down to %s.") %
4558 prout(_("Entire crew of %d left to die in outer space.") %
4560 game.casual += game.state.crew
4561 game.abandoned += game.state.crew
4562 # If at least one base left, give 'em the Faerie Queene
4564 game.icrystl = False # crystals are lost
4565 game.nprobes = 0 # No probes
4566 prout(_("You are captured by Klingons and released to"))
4567 prout(_("the Federation in a prisoner-of-war exchange."))
4568 nb = randrange(len(game.state.baseq))
4569 # Set up quadrant and position FQ adjacient to base
4570 if not game.quadrant == game.state.baseq[nb]:
4571 game.quadrant = game.state.baseq[nb]
4572 game.sector.i = game.sector.j = 5
4575 # position next to base by trial and error
4576 game.quad[game.sector.i][game.sector.j] = IHDOT
4577 for l in range(QUADSIZE):
4578 game.sector = game.base.scatter()
4579 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4580 game.quad[game.sector.i][game.sector.j] == IHDOT:
4583 break # found a spot
4584 game.sector.i=QUADSIZE/2
4585 game.sector.j=QUADSIZE/2
4587 # Get new commission
4588 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4589 game.state.crew = FULLCREW
4590 prout(_("Starfleet puts you in command of another ship,"))
4591 prout(_("the Faerie Queene, which is antiquated but,"))
4592 prout(_("still useable."))
4594 prout(_("The dilithium crystals have been moved."))
4596 game.iscraft = "offship" # Galileo disappears
4598 game.condition="docked"
4599 for l in range(NDEVICES):
4600 game.damage[l] = 0.0
4601 game.damage[DSHUTTL] = -1
4602 game.energy = game.inenrg = 3000.0
4603 game.shield = game.inshld = 1250.0
4604 game.torps = game.intorps = 6
4605 game.lsupres=game.inlsr=3.0
4611 # Code from planets.c begins here.
4614 "Abort a lengthy operation if an event interrupts it."
4617 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4622 "Report on (uninhabited) planets in the galaxy."
4626 prout(_("Spock- \"Planet report follows, Captain.\""))
4628 for i in range(game.inplan):
4629 if game.state.planets[i].pclass == "destroyed":
4631 if (game.state.planets[i].known != "unknown" \
4632 and not game.state.planets[i].inhabited) \
4635 if idebug and game.state.planets[i].known=="unknown":
4636 proutn("(Unknown) ")
4637 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4638 proutn(_(" class "))
4639 proutn(game.state.planets[i].pclass)
4641 if game.state.planets[i].crystals != present:
4643 prout(_("dilithium crystals present."))
4644 if game.state.planets[i].known=="shuttle_down":
4645 prout(_(" Shuttle Craft Galileo on surface."))
4647 prout(_("No information available."))
4650 "Enter standard orbit."
4654 prout(_("Already in standard orbit."))
4656 if damaged(DWARPEN) and damaged(DIMPULS):
4657 prout(_("Both warp and impulse engines damaged."))
4659 if not game.plnet.is_valid():
4660 prout("There is no planet in this sector.")
4662 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4663 prout(crmshp() + _(" not adjacent to planet."))
4666 game.optime = randreal(0.02, 0.05)
4667 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4671 game.height = randreal(1400, 8600)
4672 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4677 "Examine planets in this quadrant."
4678 if damaged(DSRSENS):
4679 if game.options & OPTION_TTY:
4680 prout(_("Short range sensors damaged."))
4682 if game.iplnet == None:
4683 if game.options & OPTION_TTY:
4684 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4686 if game.iplnet.known == "unknown":
4687 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4689 prout(_(" Planet at Sector %s is of class %s.") %
4690 (game.plnet, game.iplnet.pclass))
4691 if game.iplnet.known=="shuttle_down":
4692 prout(_(" Sensors show Galileo still on surface."))
4693 proutn(_(" Readings indicate"))
4694 if game.iplnet.crystals != "present":
4696 prout(_(" dilithium crystals present.\""))
4697 if game.iplnet.known == "unknown":
4698 game.iplnet.known = "known"
4699 elif game.iplnet.inhabited:
4700 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4701 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4704 "Use the transporter."
4708 if damaged(DTRANSP):
4709 prout(_("Transporter damaged."))
4710 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4712 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4716 if not game.inorbit:
4717 prout(crmshp() + _(" not in standard orbit."))
4720 prout(_("Impossible to transport through shields."))
4722 if game.iplnet.known=="unknown":
4723 prout(_("Spock- \"Captain, we have no information on this planet"))
4724 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4725 prout(_(" you may not go down.\""))
4727 if not game.landed and game.iplnet.crystals=="absent":
4728 prout(_("Spock- \"Captain, I fail to see the logic in"))
4729 prout(_(" exploring a planet with no dilithium crystals."))
4730 proutn(_(" Are you sure this is wise?\" "))
4734 if not (game.options & OPTION_PLAIN):
4735 nrgneed = 50 * game.skill + game.height / 100.0
4736 if nrgneed > game.energy:
4737 prout(_("Engineering to bridge--"))
4738 prout(_(" Captain, we don't have enough energy for transportation."))
4740 if not game.landed and nrgneed * 2 > game.energy:
4741 prout(_("Engineering to bridge--"))
4742 prout(_(" Captain, we have enough energy only to transport you down to"))
4743 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4744 if game.iplnet.known == "shuttle_down":
4745 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4746 proutn(_(" Are you sure this is wise?\" "))
4751 # Coming from planet
4752 if game.iplnet.known=="shuttle_down":
4753 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4757 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4758 prout(_("Landing party assembled, ready to beam up."))
4760 prout(_("Kirk whips out communicator..."))
4761 prouts(_("BEEP BEEP BEEP"))
4763 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4766 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4768 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4770 prout(_("Kirk- \"Energize.\""))
4773 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4776 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4778 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4781 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4782 game.landed = not game.landed
4783 game.energy -= nrgneed
4785 prout(_("Transport complete."))
4786 if game.landed and game.iplnet.known=="shuttle_down":
4787 prout(_("The shuttle craft Galileo is here!"))
4788 if not game.landed and game.imine:
4795 "Strip-mine a world for dilithium."
4799 prout(_("Mining party not on planet."))
4801 if game.iplnet.crystals == "mined":
4802 prout(_("This planet has already been strip-mined for dilithium."))
4804 elif game.iplnet.crystals == "absent":
4805 prout(_("No dilithium crystals on this planet."))
4808 prout(_("You've already mined enough crystals for this trip."))
4810 if game.icrystl and game.cryprob == 0.05:
4811 prout(_("With all those fresh crystals aboard the ") + crmshp())
4812 prout(_("there's no reason to mine more at this time."))
4814 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4817 prout(_("Mining operation complete."))
4818 game.iplnet.crystals = "mined"
4819 game.imine = game.ididit = True
4822 "Use dilithium crystals."
4826 if not game.icrystl:
4827 prout(_("No dilithium crystals available."))
4829 if game.energy >= 1000:
4830 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4831 prout(_(" except when Condition Yellow exists."))
4833 prout(_("Spock- \"Captain, I must warn you that loading"))
4834 prout(_(" raw dilithium crystals into the ship's power"))
4835 prout(_(" system may risk a severe explosion."))
4836 proutn(_(" Are you sure this is wise?\" "))
4841 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4842 prout(_(" Mr. Spock and I will try it.\""))
4844 prout(_("Spock- \"Crystals in place, Sir."))
4845 prout(_(" Ready to activate circuit.\""))
4847 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4849 if with(game.cryprob):
4850 prouts(_(" \"Activating now! - - No good! It's***"))
4852 prouts(_("***RED ALERT! RED A*L********************************"))
4855 prouts(_("****************** KA-BOOM!!!! *******************"))
4859 game.energy += randreal(5000.0, 5500.0)
4860 prouts(_(" \"Activating now! - - "))
4861 prout(_("The instruments"))
4862 prout(_(" are going crazy, but I think it's"))
4863 prout(_(" going to work!! Congratulations, Sir!\""))
4868 "Use shuttlecraft for planetary jaunt."
4871 if damaged(DSHUTTL):
4872 if game.damage[DSHUTTL] == -1.0:
4873 if game.inorbit and game.iplnet.known == "shuttle_down":
4874 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4876 prout(_("Ye Faerie Queene had no shuttle craft."))
4877 elif game.damage[DSHUTTL] > 0:
4878 prout(_("The Galileo is damaged."))
4879 else: # game.damage[DSHUTTL] < 0
4880 prout(_("Shuttle craft is now serving Big Macs."))
4882 if not game.inorbit:
4883 prout(crmshp() + _(" not in standard orbit."))
4885 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4886 prout(_("Shuttle craft not currently available."))
4888 if not game.landed and game.iplnet.known=="shuttle_down":
4889 prout(_("You will have to beam down to retrieve the shuttle craft."))
4891 if game.shldup or game.condition == "docked":
4892 prout(_("Shuttle craft cannot pass through shields."))
4894 if game.iplnet.known=="unknown":
4895 prout(_("Spock- \"Captain, we have no information on this planet"))
4896 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4897 prout(_(" you may not fly down.\""))
4899 game.optime = 3.0e-5*game.height
4900 if game.optime >= 0.8*game.state.remtime:
4901 prout(_("First Officer Spock- \"Captain, I compute that such"))
4902 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4903 int(100*game.optime/game.state.remtime))
4904 prout(_("remaining time."))
4905 proutn(_("Are you sure this is wise?\" "))
4911 if game.iscraft == "onship":
4913 if not damaged(DTRANSP):
4914 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4918 proutn(_("Shuttle crew"))
4920 proutn(_("Rescue party"))
4921 prout(_(" boards Galileo and swoops toward planet surface."))
4922 game.iscraft = "offship"
4926 game.iplnet.known="shuttle_down"
4927 prout(_("Trip complete."))
4930 # Ready to go back to ship
4931 prout(_("You and your mining party board the"))
4932 prout(_("shuttle craft for the trip back to the Enterprise."))
4934 prouts(_("The short hop begins . . ."))
4936 game.iplnet.known="known"
4942 game.iscraft = "onship"
4948 prout(_("Trip complete."))
4951 # Kirk on ship and so is Galileo
4952 prout(_("Mining party assembles in the hangar deck,"))
4953 prout(_("ready to board the shuttle craft \"Galileo\"."))
4955 prouts(_("The hangar doors open; the trip begins."))
4958 game.iscraft = "offship"
4961 game.iplnet.known = "shuttle_down"
4964 prout(_("Trip complete."))
4968 "Use the big zapper."
4972 if game.ship != IHE:
4973 prout(_("Ye Faerie Queene has no death ray."))
4975 if len(game.enemies)==0:
4976 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4979 prout(_("Death Ray is damaged."))
4981 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4982 prout(_(" is highly unpredictible. Considering the alternatives,"))
4983 proutn(_(" are you sure this is wise?\" "))
4986 prout(_("Spock- \"Acknowledged.\""))
4989 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4991 prout(_("Crew scrambles in emergency preparation."))
4992 prout(_("Spock and Scotty ready the death ray and"))
4993 prout(_("prepare to channel all ship's power to the device."))
4995 prout(_("Spock- \"Preparations complete, sir.\""))
4996 prout(_("Kirk- \"Engage!\""))
4998 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5001 if game.options & OPTION_PLAIN:
5005 prouts(_("Sulu- \"Captain! It's working!\""))
5007 while len(game.enemies) > 0:
5008 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
5009 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5010 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5012 if (game.options & OPTION_PLAIN) == 0:
5013 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5015 prout(_(" is still operational.\""))
5017 prout(_(" has been rendered nonfunctional.\""))
5018 game.damage[DDRAY] = 39.95
5020 r = randreal() # Pick failure method
5022 prouts(_("Sulu- \"Captain! It's working!\""))
5024 prouts(_("***RED ALERT! RED ALERT!"))
5026 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5028 prouts(_("***RED ALERT! RED A*L********************************"))
5031 prouts(_("****************** KA-BOOM!!!! *******************"))
5036 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5038 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5040 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5041 prout(_(" have apparently been transformed into strange mutations."))
5042 prout(_(" Vulcans do not seem to be affected."))
5044 prout(_("Kirk- \"Raauch! Raauch!\""))
5049 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5051 proutn(_("Spock- \"I believe the word is"))
5052 prouts(_(" *ASTONISHING*"))
5053 prout(_(" Mr. Sulu."))
5054 for i in range(QUADSIZE):
5055 for j in range(QUADSIZE):
5056 if game.quad[i][j] == IHDOT:
5057 game.quad[i][j] = IHQUEST
5058 prout(_(" Captain, our quadrant is now infested with"))
5059 prouts(_(" - - - - - - *THINGS*."))
5061 prout(_(" I have no logical explanation.\""))
5063 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5065 prout(_("Scotty- \"There are so many tribbles down here"))
5066 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5070 # Code from reports.c begins here
5072 def attackreport(curt):
5073 "eport status of bases under attack."
5075 if is_scheduled(FCDBAS):
5076 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5077 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5078 elif game.isatb == 1:
5079 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5080 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5082 prout(_("No Starbase is currently under attack."))
5084 if is_scheduled(FCDBAS):
5085 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5087 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5091 # report on general game status
5093 s1 = "" and game.thawed and _("thawed ")
5094 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5095 s3 = (None, _("novice"). _("fair"),
5096 _("good"), _("expert"), _("emeritus"))[game.skill]
5097 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5098 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5099 prout(_("No plaque is allowed."))
5101 prout(_("This is tournament game %d.") % game.tourn)
5102 prout(_("Your secret password is \"%s\"") % game.passwd)
5103 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5104 (game.inkling + game.incom + game.inscom)))
5105 if game.incom - len(game.state.kcmdr):
5106 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5107 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5108 prout(_(", but no Commanders."))
5111 if game.skill > SKILL_FAIR:
5112 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5113 if len(game.state.baseq) != game.inbase:
5115 if game.inbase-len(game.state.baseq)==1:
5116 proutn(_("has been 1 base"))
5118 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5119 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5121 prout(_("There are %d bases.") % game.inbase)
5122 if communicating() or game.iseenit:
5123 # Don't report this if not seen and
5124 # either the radio is dead or not at base!
5128 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5130 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5131 if game.ship == IHE:
5132 proutn(_("You have "))
5134 proutn("%d" % (game.nprobes))
5137 proutn(_(" deep space probe"))
5141 if communicating() and is_scheduled(FDSPROB):
5143 proutn(_("An armed deep space probe is in "))
5145 proutn(_("A deep space probe is in "))
5146 prout("Quadrant %s." % game.probec)
5148 if game.cryprob <= .05:
5149 prout(_("Dilithium crystals aboard ship... not yet used."))
5153 while game.cryprob > ai:
5156 prout(_("Dilithium crystals have been used %d time%s.") % \
5157 (i, (_("s"), "")[i==1]))
5161 "Long-range sensor scan."
5162 if damaged(DLRSENS):
5163 # Now allow base's sensors if docked
5164 if game.condition != "docked":
5166 prout(_("LONG-RANGE SENSORS DAMAGED."))
5169 prout(_("Starbase's long-range scan"))
5171 prout(_("Long-range scan"))
5172 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5175 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5176 if not VALID_QUADRANT(x, y):
5180 if not damaged(DRADIO):
5181 game.state.galaxy[x][y].charted = True
5182 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5183 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5184 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5185 if not silent and game.state.galaxy[x][y].supernova:
5188 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5196 for i in range(NDEVICES):
5199 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5200 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5202 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5203 game.damage[i]+0.05,
5204 game.docfac*game.damage[i]+0.005))
5206 prout(_("All devices functional."))
5209 "Update the chart in the Enterprise's computer from galaxy data."
5210 game.lastchart = game.state.date
5211 for i in range(GALSIZE):
5212 for j in range(GALSIZE):
5213 if game.state.galaxy[i][j].charted:
5214 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5215 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5216 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5219 "Display the star chart."
5221 if (game.options & OPTION_AUTOSCAN):
5223 if not damaged(DRADIO):
5225 if game.lastchart < game.state.date and game.condition == "docked":
5226 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5228 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5229 if game.state.date > game.lastchart:
5230 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5231 prout(" 1 2 3 4 5 6 7 8")
5232 for i in range(GALSIZE):
5233 proutn("%d |" % (i+1))
5234 for j in range(GALSIZE):
5235 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5239 if game.state.galaxy[i][j].supernova:
5241 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5243 elif game.state.galaxy[i][j].charted:
5244 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5248 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5256 def sectscan(goodScan, i, j):
5257 "Light up an individual dot in a sector."
5258 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5259 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):
5260 if game.condition == "red": textcolor("red")
5261 elif game.condition == "green": textcolor("green")
5262 elif game.condition == "yellow": textcolor("yellow")
5263 elif game.condition == "docked": textcolor("cyan")
5264 elif game.condition == "dead": textcolor("brown")
5265 if game.quad[i][j] != game.ship:
5267 proutn("%c " % game.quad[i][j])
5273 "Emit status report lines"
5274 if not req or req == 1:
5275 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5276 % (game.state.date, game.state.remtime))
5277 if not req or req == 2:
5278 if game.condition != "docked":
5281 for t in range(NDEVICES):
5282 if game.damage[t]>0:
5284 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5285 if not req or req == 3:
5286 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5287 if not req or req == 4:
5288 if damaged(DLIFSUP):
5289 if game.condition == "docked":
5290 s = _("DAMAGED, Base provides")
5292 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5295 prstat(_("Life Support"), s)
5296 if not req or req == 5:
5297 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5298 if not req or req == 6:
5300 if game.icrystl and (game.options & OPTION_SHOWME):
5301 extra = _(" (have crystals)")
5302 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5303 if not req or req == 7:
5304 prstat(_("Torpedoes"), "%d" % (game.torps))
5305 if not req or req == 8:
5306 if damaged(DSHIELD):
5312 data = _(" %d%% %.1f units") \
5313 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5314 prstat(_("Shields"), s+data)
5315 if not req or req == 9:
5316 prstat(_("Klingons Left"), "%d" \
5317 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5318 if not req or req == 10:
5319 if game.options & OPTION_WORLDS:
5320 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5321 if plnet and plnet.inhabited:
5322 prstat(_("Major system"), plnet.name)
5324 prout(_("Sector is uninhabited"))
5325 elif not req or req == 11:
5326 attackreport(not req)
5329 "Request specified status data, a historical relic from slow TTYs."
5330 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5331 while scanner.next() == IHEOL:
5332 proutn(_("Information desired? "))
5334 if scanner.token in requests:
5335 status(requests.index(scanner.token))
5337 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5338 prout((" date, condition, position, lsupport, warpfactor,"))
5339 prout((" energy, torpedoes, shields, klingons, system, time."))
5344 if damaged(DSRSENS):
5345 # Allow base's sensors if docked
5346 if game.condition != "docked":
5347 prout(_(" S.R. SENSORS DAMAGED!"))
5350 prout(_(" [Using Base's sensors]"))
5352 prout(_(" Short-range scan"))
5353 if goodScan and not damaged(DRADIO):
5354 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5355 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5356 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5357 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5358 prout(" 1 2 3 4 5 6 7 8 9 10")
5359 if game.condition != "docked":
5361 for i in range(QUADSIZE):
5362 proutn("%2d " % (i+1))
5363 for j in range(QUADSIZE):
5364 sectscan(goodScan, i, j)
5368 "Use computer to get estimated time of arrival for a warp jump."
5369 w1 = coord(); w2 = coord()
5371 if damaged(DCOMPTR):
5372 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5375 if scanner.next() != IHREAL:
5378 proutn(_("Destination quadrant and/or sector? "))
5379 if scanner.next()!=IHREAL:
5382 w1.j = int(scanner.real-0.5)
5383 if scanner.next() != IHREAL:
5386 w1.i = int(scanner.real-0.5)
5387 if scanner.next() == IHREAL:
5388 w2.j = int(scanner.real-0.5)
5389 if scanner.next() != IHREAL:
5392 w2.i = int(scanner.real-0.5)
5394 if game.quadrant.j>w1.i:
5398 if game.quadrant.i>w1.j:
5402 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5405 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5406 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5409 prout(_("Answer \"no\" if you don't know the value:"))
5412 proutn(_("Time or arrival date? "))
5413 if scanner.next()==IHREAL:
5414 ttime = scanner.real
5415 if ttime > game.state.date:
5416 ttime -= game.state.date # Actually a star date
5417 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5418 if ttime <= 1e-10 or twarp > 10:
5419 prout(_("We'll never make it, sir."))
5426 proutn(_("Warp factor? "))
5427 if scanner.next()== IHREAL:
5429 twarp = scanner.real
5430 if twarp<1.0 or twarp > 10.0:
5434 prout(_("Captain, certainly you can give me one of these."))
5437 ttime = (10.0*game.dist)/twarp**2
5438 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5439 if tpower >= game.energy:
5440 prout(_("Insufficient energy, sir."))
5441 if not game.shldup or tpower > game.energy*2.0:
5444 proutn(_("New warp factor to try? "))
5445 if scanner.next() == IHREAL:
5447 twarp = scanner.real
5448 if twarp<1.0 or twarp > 10.0:
5456 prout(_("But if you lower your shields,"))
5457 proutn(_("remaining"))
5460 proutn(_("Remaining"))
5461 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5463 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5465 prout(_("Any warp speed is adequate."))
5467 prout(_("Minimum warp needed is %.2f,") % (twarp))
5468 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5469 if game.state.remtime < ttime:
5470 prout(_("Unfortunately, the Federation will be destroyed by then."))
5472 prout(_("You'll be taking risks at that speed, Captain"))
5473 if (game.isatb==1 and game.state.kscmdr == w1 and \
5474 scheduled(FSCDBAS)< ttime+game.state.date) or \
5475 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5476 prout(_("The starbase there will be destroyed by then."))
5477 proutn(_("New warp factor to try? "))
5478 if scanner.next() == IHREAL:
5480 twarp = scanner.real
5481 if twarp<1.0 or twarp > 10.0:
5489 # Code from setup.c begins here
5492 "Issue a historically correct banner."
5494 prout(_("-SUPER- STAR TREK"))
5496 # From the FORTRAN original
5497 # prout(_("Latest update-21 Sept 78"))
5503 scanner.token = "emsave.trk"
5505 key = scanner.next()
5507 proutn(_("File name: "))
5508 key = scanner.next()
5513 if '.' not in scanner.token:
5514 scanner.token += ".trk"
5516 fp = open(scanner.token, "wb")
5518 prout(_("Can't freeze game as file %s") % scanner.token)
5520 cPickle.dump(game, fp)
5524 "Retrieve saved game."
5525 game.passwd[0] = '\0'
5526 key = scanner.next()
5528 proutn(_("File name: "))
5529 key = scanner.next()
5534 if '.' not in scanner.token:
5535 scanner.token += ".trk"
5537 fp = open(scanner.token, "rb")
5539 prout(_("Can't thaw game in %s") % scanner.token)
5541 game = cPickle.load(fp)
5545 # I used <http://www.memory-alpha.org> to find planets
5546 # with references in ST:TOS. Eath and the Alpha Centauri
5547 # Colony have been omitted.
5549 # Some planets marked Class G and P here will be displayed as class M
5550 # because of the way planets are generated. This is a known bug.
5553 _("Andoria (Fesoan)"), # several episodes
5554 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5555 _("Vulcan (T'Khasi)"), # many episodes
5556 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5557 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5558 _("Ardana"), # TOS: "The Cloud Minders"
5559 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5560 _("Gideon"), # TOS: "The Mark of Gideon"
5561 _("Aldebaran III"), # TOS: "The Deadly Years"
5562 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5563 _("Altair IV"), # TOS: "Amok Time
5564 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5565 _("Benecia"), # TOS: "The Conscience of the King"
5566 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5567 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5568 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5569 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5570 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5571 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5572 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5573 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5574 _("Ingraham B"), # TOS: "Operation: Annihilate"
5575 _("Janus IV"), # TOS: "The Devil in the Dark"
5576 _("Makus III"), # TOS: "The Galileo Seven"
5577 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5578 _("Omega IV"), # TOS: "The Omega Glory"
5579 _("Regulus V"), # TOS: "Amok Time
5580 _("Deneva"), # TOS: "Operation -- Annihilate!"
5581 # Worlds from BSD Trek
5582 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5583 _("Beta III"), # TOS: "The Return of the Archons"
5584 _("Triacus"), # TOS: "And the Children Shall Lead",
5585 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5587 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5588 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5589 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5590 # _("Izar"), # TOS: "Whom Gods Destroy"
5591 # _("Tiburon"), # TOS: "The Way to Eden"
5592 # _("Merak II"), # TOS: "The Cloud Minders"
5593 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5594 # _("Iotia"), # TOS: "A Piece of the Action"
5598 _("S. R. Sensors"), \
5599 _("L. R. Sensors"), \
5601 _("Photon Tubes"), \
5602 _("Life Support"), \
5603 _("Warp Engines"), \
5604 _("Impulse Engines"), \
5606 _("Subspace Radio"), \
5607 _("Shuttle Craft"), \
5609 _("Navigation System"), \
5611 _("Shield Control"), \
5617 "Prepare to play, set up cosmos."
5619 # Decide how many of everything
5621 return # frozen game
5622 # Prepare the Enterprise
5623 game.alldone = game.gamewon = False
5625 game.state.crew = FULLCREW
5626 game.energy = game.inenrg = 5000.0
5627 game.shield = game.inshld = 2500.0
5628 game.shldchg = False
5632 game.quadrant = randplace(GALSIZE)
5633 game.sector = randplace(QUADSIZE)
5634 game.torps = game.intorps = 10
5635 game.nprobes = randrange(2, 5)
5637 game.wfacsq = game.warpfac * game.warpfac
5638 for i in range(NDEVICES):
5639 game.damage[i] = 0.0
5640 # Set up assorted game parameters
5641 game.battle = coord()
5642 game.state.date = game.indate = 100.0 * randreal(20, 51)
5643 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5644 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5645 game.isatb = game.state.nplankl = 0
5646 game.state.starkl = game.state.basekl = 0
5647 game.iscraft = "onship"
5651 # Starchart is functional but we've never seen it
5652 game.lastchart = FOREVER
5653 # Put stars in the galaxy
5655 for i in range(GALSIZE):
5656 for j in range(GALSIZE):
5657 k = randrange(1, QUADSIZE**2/10+1)
5659 game.state.galaxy[i][j].stars = k
5660 # Locate star bases in galaxy
5661 for i in range(game.inbase):
5664 w = randplace(GALSIZE)
5665 if not game.state.galaxy[w.i][w.j].starbase:
5668 # C version: for (j = i-1; j > 0; j--)
5669 # so it did them in the opposite order.
5670 for j in range(1, i):
5671 # Improved placement algorithm to spread out bases
5672 distq = (w - game.state.baseq[j]).distance()
5673 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5676 prout("=== Abandoning base #%d at %s" % (i, w))
5678 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5680 prout("=== Saving base #%d, close to #%d" % (i, j))
5683 game.state.baseq.append(w)
5684 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5685 # Position ordinary Klingon Battle Cruisers
5687 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5688 if klumper > MAXKLQUAD:
5692 klump = (1.0 - r*r)*klumper
5697 w = randplace(GALSIZE)
5698 if not game.state.galaxy[w.i][w.j].supernova and \
5699 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5701 game.state.galaxy[w.i][w.j].klingons += int(klump)
5704 # Position Klingon Commander Ships
5705 for i in range(game.incom):
5707 w = randplace(GALSIZE)
5708 if not welcoming(w) or w in game.state.kcmdr:
5710 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5712 game.state.galaxy[w.i][w.j].klingons += 1
5713 game.state.kcmdr.append(w)
5714 # Locate planets in galaxy
5715 for i in range(game.inplan):
5717 w = randplace(GALSIZE)
5718 if game.state.galaxy[w.i][w.j].planet == None:
5722 new.crystals = "absent"
5723 if (game.options & OPTION_WORLDS) and i < NINHAB:
5724 new.pclass = "M" # All inhabited planets are class M
5725 new.crystals = "absent"
5727 new.name = systnames[i]
5728 new.inhabited = True
5730 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5732 new.crystals = "present"
5733 new.known = "unknown"
5734 new.inhabited = False
5735 game.state.galaxy[w.i][w.j].planet = new
5736 game.state.planets.append(new)
5738 for i in range(game.state.nromrem):
5739 w = randplace(GALSIZE)
5740 game.state.galaxy[w.i][w.j].romulans += 1
5741 # Place the Super-Commander if needed
5742 if game.state.nscrem > 0:
5744 w = randplace(GALSIZE)
5747 game.state.kscmdr = w
5748 game.state.galaxy[w.i][w.j].klingons += 1
5749 # Initialize times for extraneous events
5750 schedule(FSNOVA, expran(0.5 * game.intime))
5751 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5752 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5753 schedule(FBATTAK, expran(0.3*game.intime))
5755 if game.state.nscrem:
5756 schedule(FSCMOVE, 0.2777)
5761 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5762 schedule(FDISTR, expran(1.0 + game.intime))
5767 # Place thing (in tournament game, we don't want one!)
5768 # New in SST2K: never place the Thing near a starbase.
5769 # This makes sense and avoids a special case in the old code.
5771 if game.tourn is None:
5773 thing = randplace(GALSIZE)
5774 if thing not in game.state.baseq:
5777 game.state.snap = False
5778 if game.skill == SKILL_NOVICE:
5779 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5780 prout(_("a deadly Klingon invasion force. As captain of the United"))
5781 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5782 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5783 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5784 prout(_("your mission. As you proceed you may be given more time."))
5786 prout(_("You will have %d supporting starbases.") % (game.inbase))
5787 proutn(_("Starbase locations- "))
5789 prout(_("Stardate %d.") % int(game.state.date))
5791 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5792 prout(_("An unknown number of Romulans."))
5793 if game.state.nscrem:
5794 prout(_("And one (GULP) Super-Commander."))
5795 prout(_("%d stardates.") % int(game.intime))
5796 proutn(_("%d starbases in ") % game.inbase)
5797 for i in range(game.inbase):
5798 proutn(`game.state.baseq[i]`)
5801 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5802 proutn(_(" Sector %s") % game.sector)
5804 prout(_("Good Luck!"))
5805 if game.state.nscrem:
5806 prout(_(" YOU'LL NEED IT."))
5809 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5811 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5812 attack(torps_ok=False)
5815 "Choose your game type."
5820 game.skill = SKILL_NONE
5822 if not scanner.inqueue: # Can start with command line options
5823 proutn(_("Would you like a regular, tournament, or saved game? "))
5825 if len(scanner.token)==0: # Try again
5827 if scanner.sees("tournament"):
5828 while scanner.next() == IHEOL:
5829 proutn(_("Type in tournament number-"))
5830 if scanner.real == 0:
5832 continue # We don't want a blank entry
5833 game.tourn = int(round(scanner.real))
5834 random.seed(scanner.real)
5836 logfp.write("# random.seed(%d)\n" % scanner.real)
5838 if scanner.sees("saved") or scanner.sees("frozen"):
5842 if game.passwd == None:
5844 if not game.alldone:
5845 game.thawed = True # No plaque if not finished
5849 if scanner.sees("regular"):
5851 proutn(_("What is \"%s\"?") % scanner.token)
5853 while game.length==0 or game.skill==SKILL_NONE:
5854 if scanner.next() == IHALPHA:
5855 if scanner.sees("short"):
5857 elif scanner.sees("medium"):
5859 elif scanner.sees("long"):
5861 elif scanner.sees("novice"):
5862 game.skill = SKILL_NOVICE
5863 elif scanner.sees("fair"):
5864 game.skill = SKILL_FAIR
5865 elif scanner.sees("good"):
5866 game.skill = SKILL_GOOD
5867 elif scanner.sees("expert"):
5868 game.skill = SKILL_EXPERT
5869 elif scanner.sees("emeritus"):
5870 game.skill = SKILL_EMERITUS
5872 proutn(_("What is \""))
5873 proutn(scanner.token)
5878 proutn(_("Would you like a Short, Medium, or Long game? "))
5879 elif game.skill == SKILL_NONE:
5880 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5881 # Choose game options -- added by ESR for SST2K
5882 if scanner.next() != IHALPHA:
5884 proutn(_("Choose your game style (or just press enter): "))
5886 if scanner.sees("plain"):
5887 # Approximates the UT FORTRAN version.
5888 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5889 game.options |= OPTION_PLAIN
5890 elif scanner.sees("almy"):
5891 # Approximates Tom Almy's version.
5892 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5893 game.options |= OPTION_ALMY
5894 elif scanner.sees("fancy"):
5896 elif len(scanner.token):
5897 proutn(_("What is \"%s\"?") % scanner.token)
5899 if game.passwd == "debug":
5901 prout("=== Debug mode enabled.")
5902 # Use parameters to generate initial values of things
5903 game.damfac = 0.5 * game.skill
5904 game.inbase = randrange(BASEMIN, BASEMAX+1)
5906 if game.options & OPTION_PLANETS:
5907 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5908 if game.options & OPTION_WORLDS:
5909 game.inplan += int(NINHAB)
5910 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5911 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5912 game.state.remtime = 7.0 * game.length
5913 game.intime = game.state.remtime
5914 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5915 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5916 game.state.remres = (game.inkling+4*game.incom)*game.intime
5917 game.inresor = game.state.remres
5918 if game.inkling > 50:
5919 game.state.inbase += 1
5922 def dropin(iquad=None):
5923 "Drop a feature on a random dot in the current quadrant."
5925 w = randplace(QUADSIZE)
5926 if game.quad[w.i][w.j] == IHDOT:
5928 if iquad is not None:
5929 game.quad[w.i][w.j] = iquad
5933 "Update our alert status."
5934 game.condition = "green"
5935 if game.energy < 1000.0:
5936 game.condition = "yellow"
5937 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5938 game.condition = "red"
5940 game.condition="dead"
5943 "Drop new Klingon into current quadrant."
5944 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5947 "Set up a new state of quadrant, for when we enter or re-enter it."
5950 game.neutz = game.inorbit = game.landed = False
5951 game.ientesc = game.iseenit = False
5952 # Create a blank quadrant
5953 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5955 # Attempt to escape Super-commander, so tbeam back!
5958 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5959 # cope with supernova
5962 game.klhere = q.klingons
5963 game.irhere = q.romulans
5965 game.quad[game.sector.i][game.sector.j] = game.ship
5968 # Position ordinary Klingons
5969 for i in range(game.klhere):
5971 # If we need a commander, promote a Klingon
5972 for cmdr in game.state.kcmdr:
5973 if cmdr == game.quadrant:
5974 e = game.enemies[game.klhere-1]
5975 game.quad[e.kloc.i][e.kloc.j] = IHC
5976 e.kpower = randreal(950,1350) + 50.0*game.skill
5978 # If we need a super-commander, promote a Klingon
5979 if game.quadrant == game.state.kscmdr:
5981 game.quad[e.kloc.i][e.kloc.j] = IHS
5982 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5983 game.iscate = (game.state.remkl > 1)
5984 # Put in Romulans if needed
5985 for i in range(q.romulans):
5986 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5987 # If quadrant needs a starbase, put it in
5989 game.base = dropin(IHB)
5990 # If quadrant needs a planet, put it in
5992 game.iplnet = q.planet
5993 if not q.planet.inhabited:
5994 game.plnet = dropin(IHP)
5996 game.plnet = dropin(IHW)
5997 # Check for condition
6000 if game.irhere > 0 and game.klhere == 0:
6002 if not damaged(DRADIO):
6004 prout(_("LT. Uhura- \"Captain, an urgent message."))
6005 prout(_(" I'll put it on audio.\" CLICK"))
6007 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6008 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6009 # Put in THING if needed
6010 if thing == game.quadrant:
6011 enemy(type=IHQUEST, loc=dropin(),
6012 power=randreal(6000,6500.0)+250.0*game.skill)
6013 if not damaged(DSRSENS):
6015 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6016 prout(_(" Please examine your short-range scan.\""))
6017 # Decide if quadrant needs a Tholian; lighten up if skill is low
6018 if game.options & OPTION_THOLIAN:
6019 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6020 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6021 (game.skill > SKILL_GOOD and withprob(0.08)):
6024 w.i = withprob(0.5) * (QUADSIZE-1)
6025 w.j = withprob(0.5) * (QUADSIZE-1)
6026 if game.quad[w.i][w.j] == IHDOT:
6028 game.tholian = enemy(type=IHT, loc=w,
6029 power=randrange(100, 500) + 25.0*game.skill)
6030 # Reserve unoccupied corners
6031 if game.quad[0][0]==IHDOT:
6032 game.quad[0][0] = 'X'
6033 if game.quad[0][QUADSIZE-1]==IHDOT:
6034 game.quad[0][QUADSIZE-1] = 'X'
6035 if game.quad[QUADSIZE-1][0]==IHDOT:
6036 game.quad[QUADSIZE-1][0] = 'X'
6037 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6038 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6039 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6040 # And finally the stars
6041 for i in range(q.stars):
6043 # Put in a few black holes
6044 for i in range(1, 3+1):
6047 # Take out X's in corners if Tholian present
6049 if game.quad[0][0]=='X':
6050 game.quad[0][0] = IHDOT
6051 if game.quad[0][QUADSIZE-1]=='X':
6052 game.quad[0][QUADSIZE-1] = IHDOT
6053 if game.quad[QUADSIZE-1][0]=='X':
6054 game.quad[QUADSIZE-1][0] = IHDOT
6055 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6056 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6059 "Set the self-destruct password."
6060 if game.options & OPTION_PLAIN:
6063 proutn(_("Please type in a secret password- "))
6065 game.passwd = scanner.token
6066 if game.passwd != None:
6071 game.passwd += chr(ord('a')+randrange(26))
6073 # Code from sst.c begins here
6076 "SRSCAN": OPTION_TTY,
6077 "STATUS": OPTION_TTY,
6078 "REQUEST": OPTION_TTY,
6079 "LRSCAN": OPTION_TTY,
6092 "SENSORS": OPTION_PLANETS,
6093 "ORBIT": OPTION_PLANETS,
6094 "TRANSPORT": OPTION_PLANETS,
6095 "MINE": OPTION_PLANETS,
6096 "CRYSTALS": OPTION_PLANETS,
6097 "SHUTTLE": OPTION_PLANETS,
6098 "PLANETS": OPTION_PLANETS,
6103 "PROBE": OPTION_PROBE,
6105 "FREEZE": 0, # Synonym for SAVE
6111 "SOS": 0, # Synonym for MAYDAY
6112 "CALL": 0, # Synonym for MAYDAY
6118 "Generate a list of legal commands."
6119 proutn(_("LEGAL COMMANDS ARE:"))
6120 for (k, key) in enumerate(commands):
6121 if not commands[key] or (commands[key] & game.options):
6124 proutn("%-12s " % key)
6128 "Browse on-line help."
6129 key = scanner.next()
6132 setwnd(prompt_window)
6133 proutn(_("Help on what command? "))
6134 key = scanner.next()
6135 setwnd(message_window)
6138 if scanner.token in commands or scanner.token == "ABBREV":
6145 cmd = scanner.token.upper()
6147 fp = open(SSTDOC, "r")
6150 fp = open(DOC_NAME, "r")
6152 prout(_("Spock- \"Captain, that information is missing from the"))
6153 proutn(_(" computer. You need to find "))
6155 prout(_(" and put it in the"))
6156 proutn(_(" current directory or to "))
6160 # This used to continue: "You need to find SST.DOC and put
6161 # it in the current directory."
6165 linebuf = fp.readline()
6167 prout(_("Spock- \"Captain, there is no information on that command.\""))
6170 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6171 linebuf = linebuf[3:].strip()
6175 prout(_("Spock- \"Captain, I've found the following information:\""))
6177 while linebuf in fp:
6178 if "******" in linebuf:
6184 "Command-interpretation loop."
6186 setwnd(message_window)
6187 while True: # command loop
6189 while True: # get a command
6194 setwnd(prompt_window)
6197 if scanner.next() == IHEOL:
6198 if game.options & OPTION_CURSES:
6201 elif scanner.token == "":
6205 setwnd(message_window)
6207 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6209 if len(candidates) == 1:
6212 elif candidates and not (game.options & OPTION_PLAIN):
6213 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6217 if cmd == "SRSCAN": # srscan
6219 elif cmd == "STATUS": # status
6221 elif cmd == "REQUEST": # status request
6223 elif cmd == "LRSCAN": # long range scan
6224 lrscan(silent=False)
6225 elif cmd == "PHASERS": # phasers
6229 elif cmd == "TORPEDO": # photon torpedos
6233 elif cmd == "MOVE": # move under warp
6235 elif cmd == "SHIELDS": # shields
6236 doshield(shraise=False)
6239 game.shldchg = False
6240 elif cmd == "DOCK": # dock at starbase
6243 attack(torps_ok=False)
6244 elif cmd == "DAMAGES": # damage reports
6246 elif cmd == "CHART": # chart
6248 elif cmd == "IMPULSE": # impulse
6250 elif cmd == "REST": # rest
6254 elif cmd == "WARP": # warp
6256 elif cmd == "SCORE": # score
6258 elif cmd == "SENSORS": # sensors
6260 elif cmd == "ORBIT": # orbit
6264 elif cmd == "TRANSPORT": # transport "beam"
6266 elif cmd == "MINE": # mine
6270 elif cmd == "CRYSTALS": # crystals
6274 elif cmd == "SHUTTLE": # shuttle
6278 elif cmd == "PLANETS": # Planet list
6280 elif cmd == "REPORT": # Game Report
6282 elif cmd == "COMPUTER": # use COMPUTER!
6284 elif cmd == "COMMANDS":
6286 elif cmd == "EMEXIT": # Emergency exit
6287 clrscr() # Hide screen
6288 freeze(True) # forced save
6289 raise SysExit,1 # And quick exit
6290 elif cmd == "PROBE":
6291 probe() # Launch probe
6294 elif cmd == "ABANDON": # Abandon Ship
6296 elif cmd == "DESTRUCT": # Self Destruct
6298 elif cmd == "SAVE": # Save Game
6301 if game.skill > SKILL_GOOD:
6302 prout(_("WARNING--Saved games produce no plaques!"))
6303 elif cmd == "DEATHRAY": # Try a desparation measure
6307 elif cmd == "DEBUGCMD": # What do we want for debug???
6309 elif cmd == "MAYDAY": # Call for help
6314 game.alldone = True # quit the game
6319 break # Game has ended
6320 if game.optime != 0.0:
6323 break # Events did us in
6324 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6327 if hitme and not game.justin:
6328 attack(torps_ok=True)
6331 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6342 "Emit the name of an enemy or feature."
6343 if type == IHR: s = _("Romulan")
6344 elif type == IHK: s = _("Klingon")
6345 elif type == IHC: s = _("Commander")
6346 elif type == IHS: s = _("Super-commander")
6347 elif type == IHSTAR: s = _("Star")
6348 elif type == IHP: s = _("Planet")
6349 elif type == IHB: s = _("Starbase")
6350 elif type == IHBLANK: s = _("Black hole")
6351 elif type == IHT: s = _("Tholian")
6352 elif type == IHWEB: s = _("Tholian web")
6353 elif type == IHQUEST: s = _("Stranger")
6354 elif type == IHW: s = _("Inhabited World")
6355 else: s = "Unknown??"
6358 def crmena(stars, enemy, loctype, w):
6359 "Emit the name of an enemy and his location."
6363 buf += cramen(enemy) + _(" at ")
6364 if loctype == "quadrant":
6365 buf += _("Quadrant ")
6366 elif loctype == "sector":
6371 "Emit our ship name."
6372 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6375 "Emit a line of stars"
6376 prouts("******************************************************")
6380 return -avrage*math.log(1e-7 + randreal())
6382 def randplace(size):
6383 "Choose a random location."
6385 w.i = randrange(size)
6386 w.j = randrange(size)
6396 # Get a token from the user
6399 # Fill the token quue if nothing here
6400 while not self.inqueue:
6402 if curwnd==prompt_window:
6404 setwnd(message_window)
6408 # Skip leading white space
6409 line = line.lstrip()
6413 self.inqueue = line.lstrip().split() + [IHEOL]
6414 # From here on in it's all looking at the queue
6415 self.token = self.inqueue.pop(0)
6416 if self.token == IHEOL:
6420 self.real = float(self.token)
6426 self.token = self.token.lower()
6430 def push(self, tok):
6431 self.inqueue.append(tok)
6435 # Demand input for next scan
6437 self.real = self.token = None
6439 # return IHEOL next time
6440 self.inqueue = [IHEOL]
6441 self.real = self.token = None
6443 # compares s to item and returns true if it matches to the length of s
6444 return s.startswith(self.token)
6446 # Round token value to nearest integer
6447 return int(round(scanner.real))
6451 if scanner.type != IHREAL:
6454 s.i = scanner.int()-1
6456 if scanner.type != IHREAL:
6459 s.j = scanner.int()-1
6463 "Yes-or-no confirmation."
6467 if scanner.token == 'y':
6469 if scanner.token == 'n':
6472 proutn(_("Please answer with \"y\" or \"n\": "))
6475 "Complain about unparseable input."
6478 prout(_("Beg your pardon, Captain?"))
6481 "Access to the internals for debugging."
6482 proutn("Reset levels? ")
6484 if game.energy < game.inenrg:
6485 game.energy = game.inenrg
6486 game.shield = game.inshld
6487 game.torps = game.intorps
6488 game.lsupres = game.inlsr
6489 proutn("Reset damage? ")
6491 for i in range(NDEVICES):
6492 if game.damage[i] > 0.0:
6493 game.damage[i] = 0.0
6494 proutn("Toggle debug flag? ")
6498 prout("Debug output ON")
6500 prout("Debug output OFF")
6501 proutn("Cause selective damage? ")
6503 for i in range(NDEVICES):
6504 proutn("Kill %s?" % device[i])
6506 key = scanner.next()
6507 if key == IHALPHA and scanner.sees("y"):
6508 game.damage[i] = 10.0
6509 proutn("Examine/change events? ")
6514 FSNOVA: "Supernova ",
6517 FBATTAK: "Base Attack ",
6518 FCDBAS: "Base Destroy ",
6519 FSCMOVE: "SC Move ",
6520 FSCDBAS: "SC Base Destroy ",
6521 FDSPROB: "Probe Move ",
6522 FDISTR: "Distress Call ",
6523 FENSLV: "Enslavement ",
6524 FREPRO: "Klingon Build ",
6526 for i in range(1, NEVENTS):
6529 proutn("%.2f" % (scheduled(i)-game.state.date))
6530 if i == FENSLV or i == FREPRO:
6532 proutn(" in %s" % ev.quadrant)
6537 key = scanner.next()
6542 ev = schedule(i, scanner.real)
6543 if i == FENSLV or i == FREPRO:
6545 proutn("In quadrant- ")
6546 key = scanner.next()
6547 # IHEOL says to leave coordinates as they are
6550 prout("Event %d canceled, no x coordinate." % (i))
6553 w.i = int(round(scanner.real))
6554 key = scanner.next()
6556 prout("Event %d canceled, no y coordinate." % (i))
6559 w.j = int(round(scanner.real))
6562 proutn("Induce supernova here? ")
6564 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6567 if __name__ == '__main__':
6569 global line, thing, game, idebug
6575 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6576 # Disable curses mode until the game logic is working.
6577 # if os.getenv("TERM"):
6578 # game.options |= OPTION_CURSES | OPTION_SHOWME
6580 game.options |= OPTION_TTY
6581 seed = int(time.time())
6582 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6583 for (switch, val) in options:
6586 replayfp = open(val, "r")
6588 sys.stderr.write("sst: can't open replay file %s\n" % val)
6591 line = replayfp.readline().strip()
6592 (leader, key, seed) = line.split()
6594 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6595 line = replayfp.readline().strip()
6596 arguments += line.split()[2:]
6598 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6600 game.options |= OPTION_TTY
6601 game.options &=~ OPTION_CURSES
6602 elif switch == '-s':
6604 elif switch == '-t':
6605 game.options |= OPTION_TTY
6606 game.options &=~ OPTION_CURSES
6607 elif switch == '-x':
6610 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6612 # where to save the input in case of bugs
6614 logfp = open("/usr/tmp/sst-input.log", "w")
6616 sys.stderr.write("sst: warning, can't open logfile\n")
6618 logfp.write("# seed %s\n" % seed)
6619 logfp.write("# options %s\n" % " ".join(arguments))
6621 scanner = sstscanner()
6622 map(scanner.push, arguments)
6625 while True: # Play a game
6626 setwnd(fullscreen_window)
6632 game.alldone = False
6638 if game.tourn and game.alldone:
6639 proutn(_("Do you want your score recorded?"))
6644 proutn(_("Do you want to play again? "))
6648 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6652 except KeyboardInterrupt: