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
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 # How to represent features
234 def __init__(self, x=None, y=None):
237 def invalidate(self):
238 self.x = self.y = None
240 return self.x != None and self.y != None
241 def __eq__(self, other):
242 return other != None and self.x == other.y and self.x == other.y
243 def __add__(self, other):
244 return coord(self.x+self.x, self.y+self.y)
245 def __sub__(self, other):
246 return coord(self.x-other.x, self.y-other.y)
247 def __mul__(self, other):
248 return coord(self.x*other, self.y*other)
249 def __rmul__(self, other):
250 return coord(self.x*other, self.y*other)
251 def distance(self, other=None):
252 if not other: other = coord(0, 0)
253 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
259 s.x = self.x / abs(self.x)
263 s.y = self.y / abs(self.y)
266 return 1.90985*math.atan2(self.y, self.x)
269 s.x = self.x + randrange(-1, 2)
270 s.y = self.y + randrange(-1, 2)
275 if self.x == None or self.y == None:
277 return "%s - %s" % (self.x+1, self.y+1)
282 self.name = None # string-valued if inhabited
283 self.w = coord() # quadrant located
284 self.pclass = None # could be ""M", "N", "O", or "destroyed"
285 self.crystals = "absent"# could be "mined", "present", "absent"
286 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
287 self.inhabited = False # is it inhabites?
298 self.supernova = None
300 self.status = None # Could be "secure", "distressed", "enslaved"
308 def fill2d(size, fillfun):
309 "Fill an empty list in 2D."
311 for i in range(size):
313 for j in range(size):
314 lst[i].append(fillfun(i, j))
319 self.snap = False # snapshot taken
320 self.crew = 0 # crew complement
321 self.remkl = 0 # remaining klingons
322 self.remcom = 0 # remaining commanders
323 self.nscrem = 0 # remaining super commanders
324 self.rembase = 0 # remaining bases
325 self.starkl = 0 # destroyed stars
326 self.basekl = 0 # destroyed bases
327 self.nromrem = 0 # Romulans remaining
328 self.nplankl = 0 # destroyed uninhabited planets
329 self.nworldkl = 0 # destroyed inhabited planets
330 self.planets = [] # Planet information
331 self.date = 0.0 # stardate
332 self.remres = 0 # remaining resources
333 self.remtime = 0 # remaining time
334 self.baseq = [] # Base quadrant coordinates
335 for i in range(BASEMAX):
336 self.baseq.append(coord())
337 self.kcmdr = [] # Commander quadrant coordinates
338 for i in range(QUADSIZE):
339 self.kcmdr.append(coord())
340 self.kscmdr = coord() # Supercommander quadrant coordinates
341 # the galaxy (subscript 0 not used)
342 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
343 # the starchart (subscript 0 not used)
344 self.chart = fill2d(GALSIZE, lambda i, j: page())
348 self.date = None # A real number
349 self.quadrant = None # A coord structure
352 OPTION_ALL = 0xffffffff
353 OPTION_TTY = 0x00000001 # old interface
354 OPTION_CURSES = 0x00000002 # new interface
355 OPTION_IOMODES = 0x00000003 # cover both interfaces
356 OPTION_PLANETS = 0x00000004 # planets and mining
357 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
358 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
359 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
360 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
361 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
362 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
363 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
364 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
365 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
366 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
367 OPTION_PLAIN = 0x01000000 # user chose plain game
368 OPTION_ALMY = 0x02000000 # user chose Almy variant
387 NDEVICES= 16 # Number of devices
396 def damaged(dev): return (game.damage[dev] != 0.0)
397 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
399 # Define future events
400 FSPY = 0 # Spy event happens always (no future[] entry)
401 # can cause SC to tractor beam Enterprise
402 FSNOVA = 1 # Supernova
403 FTBEAM = 2 # Commander tractor beams Enterprise
404 FSNAP = 3 # Snapshot for time warp
405 FBATTAK = 4 # Commander attacks base
406 FCDBAS = 5 # Commander destroys base
407 FSCMOVE = 6 # Supercommander moves (might attack base)
408 FSCDBAS = 7 # Supercommander destroys base
409 FDSPROB = 8 # Move deep space probe
410 FDISTR = 9 # Emit distress call from an inhabited world
411 FENSLV = 10 # Inhabited word is enslaved */
412 FREPRO = 11 # Klingons build a ship in an enslaved system
416 # abstract out the event handling -- underlying data structures will change
417 # when we implement stateful events
419 def findevent(evtype): return game.future[evtype]
422 def __init__(self, type=None, loc=None, power=None):
427 self.kpower = power # enemy energy level
428 game.enemies.append(self)
430 motion = (loc != self.kloc)
431 if self.kloc.x is not None and self.kloc.y is not None:
434 game.quad[self.kloc.x][self.kloc.y] = IHWEB
436 game.quad[self.kloc.x][self.kloc.y] = IHDOT
438 self.kloc = copy.copy(loc)
439 game.quad[self.kloc.x][self.kloc.y] = self.type
440 self.kdist = self.kavgd = (game.sector - loc).distance()
443 self.kdist = self.kavgd = None
444 game.enemies.remove(self)
447 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
451 self.options = None # Game options
452 self.state = snapshot() # A snapshot structure
453 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
454 self.quad = None # contents of our quadrant
455 self.damage = [0.0] * NDEVICES # damage encountered
456 self.future = [] # future events
457 for i in range(NEVENTS):
458 self.future.append(event())
459 self.passwd = None; # Self Destruct password
461 self.quadrant = None # where we are in the large
462 self.sector = None # where we are in the small
463 self.tholian = None # Tholian enemy object
464 self.base = None # position of base in current quadrant
465 self.battle = None # base coordinates being attacked
466 self.plnet = None # location of planet in quadrant
467 self.probec = None # current probe quadrant
468 self.gamewon = False # Finished!
469 self.ididit = False # action taken -- allows enemy to attack
470 self.alive = False # we are alive (not killed)
471 self.justin = False # just entered quadrant
472 self.shldup = False # shields are up
473 self.shldchg = False # shield is changing (affects efficiency)
474 self.comhere = False # commander here
475 self.ishere = False # super-commander in quadrant
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 + game.state.remcom > 0 ?
540 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 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*game.state.remcom)
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
615 def tryexit(enemy, look, irun):
616 # a bad guy attempts to bug out
618 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
619 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
620 if not VALID_QUADRANT(iq.x,iq.y) or \
621 game.state.galaxy[iq.x][iq.y].supernova or \
622 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
623 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
624 if enemy.type == IHR:
625 return False; # Romulans cannot escape!
627 # avoid intruding on another commander's territory
628 if enemy.type == IHC:
629 for n in range(game.state.remcom):
630 if game.state.kcmdr[n] == iq:
632 # refuse to leave if currently attacking starbase
633 if game.battle == game.quadrant:
635 # don't leave if over 1000 units of energy
636 if enemy.kpower > 1000.0:
638 # print escape message and move out of quadrant.
639 # we know this if either short or long range sensors are working
640 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
641 game.condition == "docked":
642 crmena(True, enemy.type, "sector", enemy.kloc)
643 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
644 # handle local matters related to escape
647 if game.condition != "docked":
649 # Handle global matters related to escape
650 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
651 game.state.galaxy[iq.x][iq.y].klingons += 1
657 schedule(FSCMOVE, 0.2777)
661 for n in range(game.state.remcom):
662 if game.state.kcmdr[n] == game.quadrant:
663 game.state.kcmdr[n]=iq
666 return True; # success
669 # The bad-guy movement algorithm:
671 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
672 # If both are operating full strength, force is 1000. If both are damaged,
673 # force is -1000. Having shields down subtracts an additional 1000.
675 # 2. Enemy has forces equal to the energy of the attacker plus
676 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
677 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
679 # Attacker Initial energy levels (nominal):
680 # Klingon Romulan Commander Super-Commander
681 # Novice 400 700 1200
683 # Good 450 800 1300 1750
684 # Expert 475 850 1350 1875
685 # Emeritus 500 900 1400 2000
686 # VARIANCE 75 200 200 200
688 # Enemy vessels only move prior to their attack. In Novice - Good games
689 # only commanders move. In Expert games, all enemy vessels move if there
690 # is a commander present. In Emeritus games all enemy vessels move.
692 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
693 # forces are 1000 greater than Enterprise.
695 # Agressive action on average cuts the distance between the ship and
696 # the enemy to 1/4 the original.
698 # 4. At lower energy advantage, movement units are proportional to the
699 # advantage with a 650 advantage being to hold ground, 800 to move forward
700 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
702 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
703 # retreat, especially at high skill levels.
705 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
708 def movebaddy(enemy):
709 # tactical movement for the bad guys
710 next = coord(); look = coord()
712 # This should probably be just game.comhere + game.ishere
713 if game.skill >= SKILL_EXPERT:
714 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
716 nbaddys = game.comhere + game.ishere
718 mdist = int(dist1 + 0.5); # Nearest integer distance
719 # If SC, check with spy to see if should hi-tail it
720 if enemy.type==IHS and \
721 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
725 # decide whether to advance, retreat, or hold position
726 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
728 forces += 1000; # Good for enemy if shield is down!
729 if not damaged(DPHASER) or not damaged(DPHOTON):
730 if damaged(DPHASER): # phasers damaged
733 forces -= 0.2*(game.energy - 2500.0)
734 if damaged(DPHOTON): # photon torpedoes damaged
737 forces -= 50.0*game.torps
739 # phasers and photon tubes both out!
742 if forces <= 1000.0 and game.condition != "docked": # Typical situation
743 motion = ((forces + randreal(200))/150.0) - 5.0
745 if forces > 1000.0: # Very strong -- move in for kill
746 motion = (1.0 - randreal())**2 * dist1 + 1.0
747 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
748 motion -= game.skill*(2.0-randreal()**2)
750 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
751 # don't move if no motion
754 # Limit motion according to skill
755 if abs(motion) > game.skill:
760 # calculate preferred number of steps
765 if motion > 0 and nsteps > mdist:
766 nsteps = mdist; # don't overshoot
767 if nsteps > QUADSIZE:
768 nsteps = QUADSIZE; # This shouldn't be necessary
770 nsteps = 1; # This shouldn't be necessary
772 proutn("NSTEPS = %d:" % nsteps)
773 # Compute preferred values of delta X and Y
774 m = game.sector - enemy.kloc
775 if 2.0 * abs(m.x) < abs(m.y):
777 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
791 for ll in range(nsteps):
793 proutn(" %d" % (ll+1))
794 # Check if preferred position available
805 attempts = 0; # Settle mysterious hang problem
806 while attempts < 20 and not success:
808 if look.x < 0 or look.x >= QUADSIZE:
809 if motion < 0 and tryexit(enemy, look, irun):
811 if krawlx == m.x or m.y == 0:
813 look.x = next.x + krawlx
815 elif look.y < 0 or look.y >= QUADSIZE:
816 if motion < 0 and tryexit(enemy, look, irun):
818 if krawly == m.y or m.x == 0:
820 look.y = next.y + krawly
822 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
823 # See if enemy should ram ship
824 if game.quad[look.x][look.y] == game.ship and \
825 (enemy.type == IHC or enemy.type == IHS):
826 collision(rammed=True, enemy=enemy)
828 if krawlx != m.x and m.y != 0:
829 look.x = next.x + krawlx
831 elif krawly != m.y and m.x != 0:
832 look.y = next.y + krawly
835 break; # we have failed
847 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_(" from Sector %s") % enemy.kloc)
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 # Klingon tactical movement
861 # Figure out which Klingon is the commander (or Supercommander)
864 for enemy in game.enemies:
865 if enemy.type == IHC:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 # commander movement helper
883 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
884 game.state.galaxy[iq.x][iq.y].supernova or \
885 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
888 # Avoid quadrants with bases if we want to avoid Enterprise
889 for i in range(game.state.rembase):
890 if game.state.baseq[i] == iq:
892 if game.justin and not game.iscate:
895 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
896 game.state.kscmdr = iq
897 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
899 # SC has scooted, Remove him from current quadrant
905 for enemy in game.enemies:
906 if enemy.type == IHS:
910 if game.condition != "docked":
912 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
913 # check for a helpful planet
914 for i in range(game.inplan):
915 if game.state.planets[i].w == game.state.kscmdr and \
916 game.state.planets[i].crystals == "present":
918 game.state.planets[i].pclass = "destroyed"
919 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
922 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
923 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
924 prout(_(" by the Super-commander.\""))
926 return False; # looks good!
928 def supercommander():
929 # move the Super Commander
930 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
933 prout("== SUPERCOMMANDER")
934 # Decide on being active or passive
935 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
936 (game.state.date-game.indate) < 3.0)
937 if not game.iscate and avoid:
938 # compute move away from Enterprise
939 idelta = game.state.kscmdr-game.quadrant
940 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
942 idelta.x = game.state.kscmdr.y-game.quadrant.y
943 idelta.y = game.quadrant.x-game.state.kscmdr.x
945 # compute distances to starbases
946 if game.state.rembase <= 0:
950 sc = game.state.kscmdr
951 for i in range(game.state.rembase):
952 basetbl.append((i, (game.state.baseq[i] - sc).distance()))
953 if game.state.rembase > 1:
954 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
955 # look for nearest base without a commander, no Enterprise, and
956 # without too many Klingons, and not already under attack.
957 ifindit = iwhichb = 0
958 for i2 in range(game.state.rembase):
959 i = basetbl[i2][0]; # bug in original had it not finding nearest
960 ibq = game.state.baseq[i]
961 if ibq == game.quadrant or ibq == game.battle or \
962 game.state.galaxy[ibq.x][ibq.y].supernova or \
963 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
965 # if there is a commander, and no other base is appropriate,
966 # we will take the one with the commander
967 for j in range(game.state.remcom):
968 if ibq == game.state.kcmdr[j] and ifindit!= 2:
972 if j > game.state.remcom: # no commander -- use this one
977 return # Nothing suitable -- wait until next time
978 ibq = game.state.baseq[iwhichb]
979 # decide how to move toward base
980 idelta = ibq - game.state.kscmdr
981 # Maximum movement is 1 quadrant in either or both axes
982 idelta = idelta.sgn()
983 # try moving in both x and y directions
984 # there was what looked like a bug in the Almy C code here,
985 # but it might be this translation is just wrong.
986 iq = game.state.kscmdr + idelta
987 if movescom(iq, avoid):
988 # failed -- try some other maneuvers
989 if idelta.x==0 or idelta.y==0:
992 iq.y = game.state.kscmdr.y + 1
993 if movescom(iq, avoid):
994 iq.y = game.state.kscmdr.y - 1
997 iq.x = game.state.kscmdr.x + 1
998 if movescom(iq, avoid):
999 iq.x = game.state.kscmdr.x - 1
1002 # try moving just in x or y
1003 iq.y = game.state.kscmdr.y
1004 if movescom(iq, avoid):
1005 iq.y = game.state.kscmdr.y + idelta.y
1006 iq.x = game.state.kscmdr.x
1009 if game.state.rembase == 0:
1012 for i in range(game.state.rembase):
1013 ibq = game.state.baseq[i]
1014 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1017 return # no, don't attack base!
1018 game.iseenit = False
1020 schedule(FSCDBAS, randreal(1.0, 3.0))
1021 if is_scheduled(FCDBAS):
1022 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1023 if not communicating():
1027 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1028 % game.state.kscmdr)
1029 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1030 proutn(_(" It can survive until stardate %d.\"") \
1031 % int(scheduled(FSCDBAS)))
1032 if not game.resting:
1034 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1037 game.resting = False
1038 game.optime = 0.0; # actually finished
1040 # Check for intelligence report
1043 (not communicating()) or \
1044 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1047 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1048 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1053 if not game.tholian or game.justin:
1056 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1057 id.x = 0; id.y = QUADSIZE-1
1058 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1059 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1060 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1061 id.x = QUADSIZE-1; id.y = 0
1062 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1065 # something is wrong!
1066 game.tholian.move(None)
1067 prout("***Internal error: Tholian in a bad spot.")
1069 # do nothing if we are blocked
1070 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1072 here = copy.copy(game.tholian.kloc)
1073 delta = (id - game.tholian.kloc).sgn()
1075 while here.x != id.x:
1076 #print "Moving in X", delta
1078 if game.quad[here.x][here.y]==IHDOT:
1079 game.tholian.move(here)
1081 while here.y != id.y:
1082 #print "Moving in Y", delta
1084 if game.quad[here.x][here.y]==IHDOT:
1085 game.tholian.move(here)
1086 # check to see if all holes plugged
1087 for i in range(QUADSIZE):
1088 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1090 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1092 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1094 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1096 # All plugged up -- Tholian splits
1097 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1099 crmena(True, IHT, "sector", game.tholian)
1100 prout(_(" completes web."))
1101 game.tholian.move(None)
1102 print "Tholian movement ends"
1105 # Code from battle.c begins here
1107 def doshield(shraise):
1108 # change shield status
1114 key = scanner.next()
1116 if scanner.sees("transfer"):
1119 if damaged(DSHIELD):
1120 prout(_("Shields damaged and down."))
1122 if scanner.sees("up"):
1124 elif scanner.sees("down"):
1127 proutn(_("Do you wish to change shield energy? "))
1129 proutn(_("Energy to transfer to shields- "))
1131 elif damaged(DSHIELD):
1132 prout(_("Shields damaged and down."))
1135 proutn(_("Shields are up. Do you want them down? "))
1142 proutn(_("Shields are down. Do you want them up? "))
1148 if action == "SHUP": # raise shields
1150 prout(_("Shields already up."))
1154 if game.condition != "docked":
1156 prout(_("Shields raised."))
1157 if game.energy <= 0:
1159 prout(_("Shields raising uses up last of energy."))
1164 elif action == "SHDN":
1166 prout(_("Shields already down."))
1170 prout(_("Shields lowered."))
1173 elif action == "NRG":
1174 while scanner.next() != IHREAL:
1176 proutn(_("Energy to transfer to shields- "))
1178 if scanner.real == 0:
1180 if scanner.real > game.energy:
1181 prout(_("Insufficient ship energy."))
1184 if game.shield+scanner.real >= game.inshld:
1185 prout(_("Shield energy maximized."))
1186 if game.shield+scanner.real > game.inshld:
1187 prout(_("Excess energy requested returned to ship energy"))
1188 game.energy -= game.inshld-game.shield
1189 game.shield = game.inshld
1191 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1192 # Prevent shield drain loophole
1194 prout(_("Engineering to bridge--"))
1195 prout(_(" Scott here. Power circuit problem, Captain."))
1196 prout(_(" I can't drain the shields."))
1199 if game.shield+scanner.real < 0:
1200 prout(_("All shield energy transferred to ship."))
1201 game.energy += game.shield
1204 proutn(_("Scotty- \""))
1205 if scanner.real > 0:
1206 prout(_("Transferring energy to shields.\""))
1208 prout(_("Draining energy from shields.\""))
1209 game.shield += scanner.real
1210 game.energy -= scanner.real
1214 # choose a device to damage, at random.
1216 # Quoth Eric Allman in the code of BSD-Trek:
1217 # "Under certain conditions you can get a critical hit. This
1218 # sort of hit damages devices. The probability that a given
1219 # device is damaged depends on the device. Well protected
1220 # devices (such as the computer, which is in the core of the
1221 # ship and has considerable redundancy) almost never get
1222 # damaged, whereas devices which are exposed (such as the
1223 # warp engines) or which are particularly delicate (such as
1224 # the transporter) have a much higher probability of being
1227 # This is one place where OPTION_PLAIN does not restore the
1228 # original behavior, which was equiprobable damage across
1229 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1230 # and have done with it. Also, in the original game, DNAVYS
1231 # and DCOMPTR were the same device.
1233 # Instead, we use a table of weights similar to the one from BSD Trek.
1234 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1235 # We don't have a cloaking device. The shuttle got the allocation
1236 # for the cloaking device, then we shaved a half-percent off
1237 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1240 105, # DSRSENS: short range scanners 10.5%
1241 105, # DLRSENS: long range scanners 10.5%
1242 120, # DPHASER: phasers 12.0%
1243 120, # DPHOTON: photon torpedoes 12.0%
1244 25, # DLIFSUP: life support 2.5%
1245 65, # DWARPEN: warp drive 6.5%
1246 70, # DIMPULS: impulse engines 6.5%
1247 145, # DSHIELD: deflector shields 14.5%
1248 30, # DRADIO: subspace radio 3.0%
1249 45, # DSHUTTL: shuttle 4.5%
1250 15, # DCOMPTR: computer 1.5%
1251 20, # NAVCOMP: navigation system 2.0%
1252 75, # DTRANSP: transporter 7.5%
1253 20, # DSHCTRL: high-speed shield controller 2.0%
1254 10, # DDRAY: death ray 1.0%
1255 30, # DDSP: deep-space probes 3.0%
1257 idx = randrange(1000) # weights must sum to 1000
1259 for (i, w) in enumerate(weights):
1263 return None; # we should never get here
1265 def collision(rammed, enemy):
1266 # collision handling
1267 prouts(_("***RED ALERT! RED ALERT!"))
1269 prout(_("***COLLISION IMMINENT."))
1273 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1275 proutn(_(" rammed by "))
1278 crmena(False, enemy.type, "sector", enemy.kloc)
1280 proutn(_(" (original position)"))
1282 deadkl(enemy.kloc, enemy.type, game.sector)
1285 prout(_(" heavily damaged."))
1286 icas = randrange(10, 30)
1287 prout(_("***Sickbay reports %d casualties"), icas)
1289 game.state.crew -= icas
1291 # In the pre-SST2K version, all devices got equiprobably damaged,
1292 # which was silly. Instead, pick up to half the devices at
1293 # random according to our weighting table,
1295 ncrits = randrange(NDEVICES/2)
1296 for m in range(ncrits):
1298 if game.damage[dev] < 0:
1300 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1301 # Damage for at least time of travel!
1302 game.damage[dev] += game.optime + extradm
1304 prout(_("***Shields are down."))
1305 if game.state.remkl + game.state.remcom + game.state.nscrem:
1312 def torpedo(course, dispersion, origin, number, nburst):
1313 # let a photon torpedo fly
1316 ac = course + 0.25*dispersion
1317 angle = (15.0-ac)*0.5235988
1318 bullseye = (15.0 - course)*0.5235988
1319 deltax = -math.sin(angle);
1320 deltay = math.cos(angle);
1321 x = origin.x; y = origin.y
1322 w = coord(); jw = coord()
1323 w.x = w.y = jw.x = jw.y = 0
1324 bigger = max(math.fabs(deltax), math.fabs(deltay))
1327 if not damaged(DSRSENS) or game.condition=="docked":
1328 setwnd(srscan_window)
1330 setwnd(message_window)
1331 # Loop to move a single torpedo
1332 for step in range(1, 15+1):
1337 if not VALID_SECTOR(w.x, w.y):
1339 iquad=game.quad[w.x][w.y]
1340 tracktorpedo(origin, w, step, number, nburst, iquad)
1344 setwnd(message_window)
1345 if damaged(DSRSENS) and not game.condition=="docked":
1346 skip(1); # start new line after text track
1347 if iquad in (IHE, IHF): # Hit our ship
1349 proutn(_("Torpedo hits "))
1352 hit = 700.0 + randreal(100) - \
1353 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1354 newcnd(); # we're blown out of dock
1355 # We may be displaced.
1356 if game.landed or game.condition=="docked":
1357 return hit # Cheat if on a planet
1358 ang = angle + 2.5*(randreal()-0.5)
1359 temp = math.fabs(math.sin(ang))
1360 if math.fabs(math.cos(ang)) > temp:
1361 temp = math.fabs(math.cos(ang))
1362 xx = -math.sin(ang)/temp
1363 yy = math.cos(ang)/temp
1364 jw.x = int(w.x+xx+0.5)
1365 jw.y = int(w.y+yy+0.5)
1366 if not VALID_SECTOR(jw.x, jw.y):
1368 if game.quad[jw.x][jw.y]==IHBLANK:
1371 if game.quad[jw.x][jw.y]!=IHDOT:
1372 # can't move into object
1377 elif iquad in (IHC, IHS): # Hit a commander
1379 crmena(True, iquad, "sector", w)
1380 prout(_(" uses anti-photon device;"))
1381 prout(_(" torpedo neutralized."))
1383 elif iquad in (IHR, IHK): # Hit a regular enemy
1385 for enemy in game.enemies:
1386 if w == game.enemies[ll].kloc:
1388 kp = math.fabs(e.kpower)
1389 h1 = 700.0 + randrange(100) - \
1390 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1394 if enemy.kpower < 0:
1398 if enemy.kpower == 0:
1401 crmena(True, iquad, "sector", w)
1402 # If enemy damaged but not destroyed, try to displace
1403 ang = angle + 2.5*(randreal()-0.5)
1404 temp = math.fabs(math.sin(ang))
1405 if math.fabs(math.cos(ang)) > temp:
1406 temp = math.fabs(math.cos(ang))
1407 xx = -math.sin(ang)/temp
1408 yy = math.cos(ang)/temp
1409 jw.x = int(w.x+xx+0.5)
1410 jw.y = int(w.y+yy+0.5)
1411 if not VALID_SECTOR(jw.x, jw.y):
1412 prout(_(" damaged but not destroyed."))
1414 if game.quad[jw.x][jw.y]==IHBLANK:
1415 prout(_(" buffeted into black hole."))
1416 deadkl(w, iquad, jw)
1418 if game.quad[jw.x][jw.y]!=IHDOT:
1419 # can't move into object
1420 prout(_(" damaged but not destroyed."))
1422 proutn(_(" damaged--"))
1426 elif iquad == IHB: # Hit a base
1428 prout(_("***STARBASE DESTROYED.."))
1429 for ll in range(game.state.rembase):
1430 if game.state.baseq[ll] == game.quadrant:
1431 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1433 game.quad[w.x][w.y]=IHDOT
1434 game.state.rembase -= 1
1435 game.base.x=game.base.y=0
1436 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1437 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1438 game.state.basekl += 1
1441 elif iquad == IHP: # Hit a planet
1442 crmena(True, iquad, "sector", w)
1443 prout(_(" destroyed."))
1444 game.state.nplankl += 1
1445 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1446 game.iplnet.pclass = "destroyed"
1448 game.plnet.invalidate()
1449 game.quad[w.x][w.y] = IHDOT
1451 # captain perishes on planet
1454 elif iquad == IHW: # Hit an inhabited world -- very bad!
1455 crmena(True, iquad, "sector", w)
1456 prout(_(" destroyed."))
1457 game.state.nworldkl += 1
1458 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1459 game.iplnet.pclass = "destroyed"
1461 game.plnet.invalidate()
1462 game.quad[w.x][w.y] = IHDOT
1464 # captain perishes on planet
1466 prout(_("You have just destroyed an inhabited planet."))
1467 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1469 elif iquad == IHSTAR: # Hit a star
1473 crmena(True, IHSTAR, "sector", w)
1474 prout(_(" unaffected by photon blast."))
1476 elif iquad == IHQUEST: # Hit a thingy
1477 if not (game.options & OPTION_THINGY) or withprob(0.3):
1479 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1481 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1483 proutn(_("Mr. Spock-"))
1484 prouts(_(" \"Fascinating!\""))
1489 # Stas Sergeev added the possibility that
1490 # you can shove the Thingy and piss it off.
1491 # It then becomes an enemy and may fire at you.
1496 elif iquad == IHBLANK: # Black hole
1498 crmena(True, IHBLANK, "sector", w)
1499 prout(_(" swallows torpedo."))
1501 elif iquad == IHWEB: # hit the web
1503 prout(_("***Torpedo absorbed by Tholian web."))
1505 elif iquad == IHT: # Hit a Tholian
1506 h1 = 700.0 + randrange(100) - \
1507 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1510 game.quad[w.x][w.y] = IHDOT
1515 crmena(True, IHT, "sector", w)
1517 prout(_(" survives photon blast."))
1519 prout(_(" disappears."))
1520 game.tholian.move(None)
1521 game.quad[w.x][w.y] = IHWEB
1526 proutn("Don't know how to handle torpedo collision with ")
1527 crmena(True, iquad, "sector", w)
1531 if curwnd!=message_window:
1532 setwnd(message_window)
1534 game.quad[w.x][w.y]=IHDOT
1535 game.quad[jw.x][jw.y]=iquad
1536 prout(_(" displaced by blast to Sector %s ") % jw)
1537 for ll in range(len(game.enemies)):
1538 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll]).kloc.distance()
1539 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1542 prout(_("Torpedo missed."))
1546 # critical-hit resolution
1547 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1549 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1550 proutn(_("***CRITICAL HIT--"))
1551 # Select devices and cause damage
1553 for loop1 in range(ncrit):
1556 # Cheat to prevent shuttle damage unless on ship
1557 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1560 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1561 game.damage[j] += extradm
1563 for (i, j) in enumerate(cdam):
1565 if skipcount % 3 == 2 and i < len(cdam)-1:
1570 prout(_(" damaged."))
1571 if damaged(DSHIELD) and game.shldup:
1572 prout(_("***Shields knocked down."))
1575 def attack(torps_ok):
1576 # bad guy attacks us
1577 # torps_ok == False forces use of phasers in an attack
1578 attempt = False; ihurt = False;
1579 hitmax=0.0; hittot=0.0; chgfac=1.0
1581 # game could be over at this point, check
1585 prout("=== ATTACK!")
1586 # Tholian gets to move before attacking
1589 # if you have just entered the RNZ, you'll get a warning
1590 if game.neutz: # The one chance not to be attacked
1593 # commanders get a chance to tac-move towards you
1594 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1596 # if no enemies remain after movement, we're done
1597 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1599 # set up partial hits if attack happens during shield status change
1600 pfac = 1.0/game.inshld
1602 chgfac = 0.25 + randreal(0.5)
1604 # message verbosity control
1605 if game.skill <= SKILL_FAIR:
1607 for enemy in game.enemies:
1608 if enemy.kpower < 0:
1609 continue; # too weak to attack
1610 # compute hit strength and diminish shield power
1612 # Increase chance of photon torpedos if docked or enemy energy is low
1613 if game.condition == "docked":
1615 if enemy.kpower < 500:
1617 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1619 # different enemies have different probabilities of throwing a torp
1620 usephasers = not torps_ok or \
1621 (enemy.type == IHK and r > 0.0005) or \
1622 (enemy.type==IHC and r > 0.015) or \
1623 (enemy.type==IHR and r > 0.3) or \
1624 (enemy.type==IHS and r > 0.07) or \
1625 (enemy.type==IHQUEST and r > 0.05)
1626 if usephasers: # Enemy uses phasers
1627 if game.condition == "docked":
1628 continue; # Don't waste the effort!
1629 attempt = True; # Attempt to attack
1630 dustfac = 0.8 + randreal(0.5)
1631 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1632 enemy.kpower *= 0.75
1633 else: # Enemy uses photon torpedo
1634 course = (enemy.kloc - game.sector).course()
1636 proutn(_("***TORPEDO INCOMING"))
1637 if not damaged(DSRSENS):
1639 crmena(False, enemy.type, where, enemy.kloc)
1642 dispersion = (randreal()+randreal())*0.5 - 0.5
1643 dispersion += 0.002*enemy.kpower*dispersion
1644 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1645 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1646 finish(FWON); # Klingons did themselves in!
1647 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1648 return # Supernova or finished
1651 # incoming phaser or torpedo, shields may dissipate it
1652 if game.shldup or game.shldchg or game.condition=="docked":
1653 # shields will take hits
1654 propor = pfac * game.shield
1655 if game.condition =="docked":
1659 hitsh = propor*chgfac*hit+1.0
1661 if absorb > game.shield:
1662 absorb = game.shield
1663 game.shield -= absorb
1665 # taking a hit blasts us out of a starbase dock
1666 if game.condition == "docked":
1668 # but the shields may take care of it
1669 if propor > 0.1 and hit < 0.005*game.energy:
1671 # hit from this opponent got through shields, so take damage
1673 proutn(_("%d unit hit") % int(hit))
1674 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1675 proutn(_(" on the "))
1677 if not damaged(DSRSENS) and usephasers:
1679 crmena(False, enemy.type, where, enemy.kloc)
1681 # Decide if hit is critical
1687 if game.energy <= 0:
1688 # Returning home upon your shield, not with it...
1691 if not attempt and game.condition == "docked":
1692 prout(_("***Enemies decide against attacking your ship."))
1693 percent = 100.0*pfac*game.shield+0.5
1695 # Shields fully protect ship
1696 proutn(_("Enemy attack reduces shield strength to "))
1698 # Print message if starship suffered hit(s)
1700 proutn(_("Energy left %2d shields ") % int(game.energy))
1703 elif not damaged(DSHIELD):
1706 proutn(_("damaged, "))
1707 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1708 # Check if anyone was hurt
1709 if hitmax >= 200 or hittot >= 500:
1710 icas = randrange(int(hittot * 0.015))
1713 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1714 prout(_(" in that last attack.\""))
1716 game.state.crew -= icas
1717 # After attack, reset average distance to enemies
1718 for enemy in game.enemies:
1719 enemy.kavgd = enemy.kdist
1720 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1723 def deadkl(w, type, mv):
1724 # kill a Klingon, Tholian, Romulan, or Thingy
1725 # Added mv to allow enemy to "move" before dying
1726 crmena(True, type, "sector", mv)
1727 # Decide what kind of enemy it is and update appropriately
1729 # chalk up a Romulan
1730 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1732 game.state.nromrem -= 1
1736 elif type == IHQUEST:
1741 # Some type of a Klingon
1742 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1745 game.comhere = False
1746 for i in range(game.state.remcom):
1747 if game.state.kcmdr[i] == game.quadrant:
1749 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1750 game.state.kcmdr[game.state.remcom].x = 0
1751 game.state.kcmdr[game.state.remcom].y = 0
1752 game.state.remcom -= 1
1754 if game.state.remcom != 0:
1755 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1756 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1759 game.state.remkl -= 1
1761 game.state.nscrem -= 1
1763 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1767 # For each kind of enemy, finish message to player
1768 prout(_(" destroyed."))
1769 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1772 # Remove enemy ship from arrays describing local conditions
1773 for e in game.enemies:
1780 # Return None if target is invalid
1781 if not VALID_SECTOR(w.x, w.y):
1784 delt = 0.1*(w - game.sector)
1785 if delt.x==0 and delt.y==0:
1787 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1788 prout(_(" I recommend an immediate review of"))
1789 prout(_(" the Captain's psychological profile.\""))
1792 return delt.course()
1795 # launch photon torpedo
1796 course = [0.0] * MAXBURST
1798 if damaged(DPHOTON):
1799 prout(_("Photon tubes damaged."))
1803 prout(_("No torpedoes left."))
1806 key = scanner.next()
1812 prout(_("%d torpedoes left.") % game.torps)
1814 proutn(_("Number of torpedoes to fire- "))
1815 key = scanner.next()
1816 else: # key == IHREAL
1818 if n <= 0: # abort command
1823 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1831 for i in range(MAXBURST):
1832 targ.append(coord())
1834 key = scanner.next()
1835 if i==0 and key == IHEOL:
1836 break; # we will try prompting
1837 if i==1 and key == IHEOL:
1838 # direct all torpedoes at one target
1841 course[i] = course[0]
1847 targ[i].x = scanner.int()
1848 key = scanner.next()
1852 targ[i].y = scanner.int()
1853 course[i] = targetcheck(targ[i])
1854 if course[i] == None:
1857 if i == 0 and key == IHEOL:
1858 # prompt for each one
1860 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1861 key = scanner.next()
1865 targ[i].x = scanner.int()
1866 key = scanner.next()
1870 targ[i].y = scanner.int()
1872 course[i] = targetcheck(targ[i])
1873 if course[i] == None:
1876 # Loop for moving <n> torpedoes
1878 if game.condition != "docked":
1880 dispersion = (randreal()+randreal())*0.5 -0.5
1881 if math.fabs(dispersion) >= 0.47:
1883 dispersion *= randreal(1.2, 2.2)
1885 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1887 prouts(_("***TORPEDO MISFIRES."))
1890 prout(_(" Remainder of burst aborted."))
1892 prout(_("***Photon tubes damaged by misfire."))
1893 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1895 if game.shldup or game.condition == "docked":
1896 dispersion *= 1.0 + 0.0001*game.shield
1897 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1898 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1900 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1904 # check for phasers overheating
1906 checkburn = (rpow-1500.0)*0.00038
1907 if withprob(checkburn):
1908 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1909 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1911 def checkshctrl(rpow):
1912 # check shield control
1915 prout(_("Shields lowered."))
1917 # Something bad has happened
1918 prouts(_("***RED ALERT! RED ALERT!"))
1920 hit = rpow*game.shield/game.inshld
1921 game.energy -= rpow+hit*0.8
1922 game.shield -= hit*0.2
1923 if game.energy <= 0.0:
1924 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1929 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1931 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1932 icas = randrange(int(hit*0.012))
1937 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1938 prout(_(" %d casualties so far.\"") % icas)
1940 game.state.crew -= icas
1942 prout(_("Phaser energy dispersed by shields."))
1943 prout(_("Enemy unaffected."))
1948 # register a phaser hit on Klingons and Romulans
1949 nenhr2 = len(game.enemies); kk=0
1952 print "Hits are:", hits
1953 for (k, wham) in enumerate(hits):
1956 dustfac = randreal(0.9, 1.0)
1957 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1958 kpini = game.enemies[kk].kpower
1959 kp = math.fabs(kpini)
1960 if PHASEFAC*hit < kp:
1962 if game.enemies[kk].kpower < 0:
1963 game.enemies[kk].kpower -= -kp
1965 game.enemies[kk].kpower -= kp
1966 kpow = game.enemies[kk].kpower
1967 w = game.enemies[kk].kloc
1969 if not damaged(DSRSENS):
1971 proutn(_("%d unit hit on ") % int(hit))
1973 proutn(_("Very small hit on "))
1974 ienm = game.quad[w.x][w.y]
1977 crmena(False, ienm, "sector", w)
1981 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1985 kk -= 1 # don't do the increment
1987 else: # decide whether or not to emasculate klingon
1988 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1989 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1990 prout(_(" has just lost its firepower.\""))
1991 game.enemies[kk].kpower = -kpow
1998 kz = 0; k = 1; irec=0 # Cheating inhibitor
1999 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
2003 # SR sensors and Computer are needed for automode
2004 if damaged(DSRSENS) or damaged(DCOMPTR):
2006 if game.condition == "docked":
2007 prout(_("Phasers can't be fired through base shields."))
2010 if damaged(DPHASER):
2011 prout(_("Phaser control damaged."))
2015 if damaged(DSHCTRL):
2016 prout(_("High speed shield control damaged."))
2019 if game.energy <= 200.0:
2020 prout(_("Insufficient energy to activate high-speed shield control."))
2023 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2025 # Original code so convoluted, I re-did it all
2026 # (That was Tom Almy talking about the C code, I think -- ESR)
2027 while automode=="NOTSET":
2030 if scanner.sees("manual"):
2031 if len(game.enemies)==0:
2032 prout(_("There is no enemy present to select."))
2035 automode="AUTOMATIC"
2038 key = scanner.next()
2039 elif scanner.sees("automatic"):
2040 if (not itarg) and len(game.enemies) != 0:
2041 automode = "FORCEMAN"
2043 if len(game.enemies)==0:
2044 prout(_("Energy will be expended into space."))
2045 automode = "AUTOMATIC"
2046 key = scanner.next()
2047 elif scanner.sees("no"):
2053 if len(game.enemies)==0:
2054 prout(_("Energy will be expended into space."))
2055 automode = "AUTOMATIC"
2057 automode = "FORCEMAN"
2059 automode = "AUTOMATIC"
2062 if len(game.enemies)==0:
2063 prout(_("Energy will be expended into space."))
2064 automode = "AUTOMATIC"
2066 automode = "FORCEMAN"
2068 proutn(_("Manual or automatic? "))
2073 if automode == "AUTOMATIC":
2074 if key == IHALPHA and scanner.sees("no"):
2076 key = scanner.next()
2077 if key != IHREAL and len(game.enemies) != 0:
2078 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2083 for i in range(len(game.enemies)):
2084 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2086 proutn(_("%d units required. ") % irec)
2088 proutn(_("Units to fire= "))
2089 key = scanner.next()
2094 proutn(_("Energy available= %.2f") % avail)
2097 if not rpow > avail:
2104 if key == IHALPHA and scanner.sees("no"):
2107 game.energy -= 200; # Go and do it!
2108 if checkshctrl(rpow):
2113 if len(game.enemies):
2116 for i in range(len(game.enemies)):
2120 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2121 over = randreal(1.01, 1.06) * hits[i]
2123 powrem -= hits[i] + over
2124 if powrem <= 0 and temp < hits[i]:
2133 if extra > 0 and not game.alldone:
2135 proutn(_("*** Tholian web absorbs "))
2136 if len(game.enemies)>0:
2137 proutn(_("excess "))
2138 prout(_("phaser energy."))
2140 prout(_("%d expended on empty space.") % int(extra))
2141 elif automode == "FORCEMAN":
2144 if damaged(DCOMPTR):
2145 prout(_("Battle computer damaged, manual fire only."))
2148 prouts(_("---WORKING---"))
2150 prout(_("Short-range-sensors-damaged"))
2151 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2152 prout(_("Manual-fire-must-be-used"))
2154 elif automode == "MANUAL":
2156 for k in range(len(game.enemies)):
2157 aim = game.enemies[k].kloc
2158 ienm = game.quad[aim.x][aim.y]
2160 proutn(_("Energy available= %.2f") % (avail-0.006))
2164 if damaged(DSRSENS) and \
2165 (aim-game.sector).distance()>2**0.5 and ienm in (IHC, IHS):
2167 prout(_(" can't be located without short range scan."))
2170 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2175 if itarg and k > kz:
2176 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2179 if not damaged(DCOMPTR):
2184 proutn(_("units to fire at "))
2185 crmena(False, ienm, "sector", aim)
2187 key = scanner.next()
2188 if key == IHALPHA and scanner.sees("no"):
2190 key = scanner.next()
2196 if k==1: # Let me say I'm baffled by this
2199 if scanner.real < 0:
2203 hits[k] = scanner.real
2204 rpow += scanner.real
2205 # If total requested is too much, inform and start over
2207 prout(_("Available energy exceeded -- try again."))
2210 key = scanner.next(); # scan for next value
2213 # zero energy -- abort
2216 if key == IHALPHA and scanner.sees("no"):
2221 game.energy -= 200.0
2222 if checkshctrl(rpow):
2226 # Say shield raised or malfunction, if necessary
2233 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2234 prouts(_(" CLICK CLICK POP . . ."))
2235 prout(_(" No response, sir!"))
2238 prout(_("Shields raised."))
2243 # Code from events,c begins here.
2245 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2246 # event of each type active at any given time. Mostly these means we can
2247 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2248 # BSD Trek, from which we swiped the idea, can have up to 5.
2250 def unschedule(evtype):
2251 # remove an event from the schedule
2252 game.future[evtype].date = FOREVER
2253 return game.future[evtype]
2255 def is_scheduled(evtype):
2256 # is an event of specified type scheduled
2257 return game.future[evtype].date != FOREVER
2259 def scheduled(evtype):
2260 # when will this event happen?
2261 return game.future[evtype].date
2263 def schedule(evtype, offset):
2264 # schedule an event of specified type
2265 game.future[evtype].date = game.state.date + offset
2266 return game.future[evtype]
2268 def postpone(evtype, offset):
2269 # postpone a scheduled event
2270 game.future[evtype].date += offset
2273 # rest period is interrupted by event
2276 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2278 game.resting = False
2284 # run through the event queue looking for things to do
2286 fintim = game.state.date + game.optime; yank=0
2287 ictbeam = False; istract = False
2288 w = coord(); hold = coord()
2289 ev = event(); ev2 = event()
2291 def tractorbeam(yank):
2292 # tractor beaming cases merge here
2294 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2298 prout(_(" caught in long range tractor beam--"))
2299 # If Kirk & Co. screwing around on planet, handle
2300 atover(True) # atover(true) is Grab
2303 if game.icraft: # Caught in Galileo?
2306 # Check to see if shuttle is aboard
2307 if game.iscraft == "offship":
2310 prout(_("Galileo, left on the planet surface, is captured"))
2311 prout(_("by aliens and made into a flying McDonald's."))
2312 game.damage[DSHUTTL] = -10
2313 game.iscraft = "removed"
2315 prout(_("Galileo, left on the planet surface, is well hidden."))
2317 game.quadrant = game.state.kscmdr
2319 game.quadrant = game.state.kcmdr[i]
2320 game.sector = randplace(QUADSIZE)
2322 prout(_(" is pulled to Quadrant %s, Sector %s") \
2323 % (game.quadrant, game.sector))
2325 prout(_("(Remainder of rest/repair period cancelled.)"))
2326 game.resting = False
2328 if not damaged(DSHIELD) and game.shield > 0:
2329 doshield(shraise=True) # raise shields
2330 game.shldchg = False
2332 prout(_("(Shields not currently useable.)"))
2334 # Adjust finish time to time of tractor beaming
2335 fintim = game.state.date+game.optime
2336 attack(torps_ok=False)
2337 if game.state.remcom <= 0:
2340 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2343 # Code merges here for any commander destroying base
2344 # Not perfect, but will have to do
2345 # Handle case where base is in same quadrant as starship
2346 if game.battle == game.quadrant:
2347 game.state.chart[game.battle.x][game.battle.y].starbase = False
2348 game.quad[game.base.x][game.base.y] = IHDOT
2349 game.base.x=game.base.y=0
2352 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2353 elif game.state.rembase != 1 and communicating():
2354 # Get word via subspace radio
2357 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2358 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2360 prout(_("the Klingon Super-Commander"))
2362 prout(_("a Klingon Commander"))
2363 game.state.chart[game.battle.x][game.battle.y].starbase = False
2364 # Remove Starbase from galaxy
2365 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2366 for i in range(1, game.state.rembase+1):
2367 if game.state.baseq[i] == game.battle:
2368 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2369 game.state.rembase -= 1
2371 # reinstate a commander's base attack
2375 game.battle.invalidate()
2378 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2379 for i in range(1, NEVENTS):
2380 if i == FSNOVA: proutn("=== Supernova ")
2381 elif i == FTBEAM: proutn("=== T Beam ")
2382 elif i == FSNAP: proutn("=== Snapshot ")
2383 elif i == FBATTAK: proutn("=== Base Attack ")
2384 elif i == FCDBAS: proutn("=== Base Destroy ")
2385 elif i == FSCMOVE: proutn("=== SC Move ")
2386 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2387 elif i == FDSPROB: proutn("=== Probe Move ")
2388 elif i == FDISTR: proutn("=== Distress Call ")
2389 elif i == FENSLV: proutn("=== Enslavement ")
2390 elif i == FREPRO: proutn("=== Klingon Build ")
2392 prout("%.2f" % (scheduled(i)))
2395 radio_was_broken = damaged(DRADIO)
2398 # Select earliest extraneous event, evcode==0 if no events
2403 for l in range(1, NEVENTS):
2404 if game.future[l].date < datemin:
2407 prout("== Event %d fires" % evcode)
2408 datemin = game.future[l].date
2409 xtime = datemin-game.state.date
2410 game.state.date = datemin
2411 # Decrement Federation resources and recompute remaining time
2412 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2414 if game.state.remtime <=0:
2417 # Any crew left alive?
2418 if game.state.crew <=0:
2421 # Is life support adequate?
2422 if damaged(DLIFSUP) and game.condition != "docked":
2423 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2426 game.lsupres -= xtime
2427 if game.damage[DLIFSUP] <= xtime:
2428 game.lsupres = game.inlsr
2431 if game.condition == "docked":
2432 repair /= game.docfac
2433 # Don't fix Deathray here
2434 for l in range(NDEVICES):
2435 if game.damage[l] > 0.0 and l != DDRAY:
2436 if game.damage[l]-repair > 0.0:
2437 game.damage[l] -= repair
2439 game.damage[l] = 0.0
2440 # If radio repaired, update star chart and attack reports
2441 if radio_was_broken and not damaged(DRADIO):
2442 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2443 prout(_(" surveillance reports are coming in."))
2445 if not game.iseenit:
2449 prout(_(" The star chart is now up to date.\""))
2451 # Cause extraneous event EVCODE to occur
2452 game.optime -= xtime
2453 if evcode == FSNOVA: # Supernova
2456 schedule(FSNOVA, expran(0.5*game.intime))
2457 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2459 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2460 if game.state.nscrem == 0 or \
2461 ictbeam or istract or \
2462 game.condition=="docked" or game.isatb==1 or game.iscate:
2464 if game.ientesc or \
2465 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2466 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2467 (damaged(DSHIELD) and \
2468 (game.energy < 2500 or damaged(DPHASER)) and \
2469 (game.torps < 5 or damaged(DPHOTON))):
2471 istract = ictbeam = True
2472 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2475 elif evcode == FTBEAM: # Tractor beam
2476 if game.state.remcom == 0:
2479 i = randrange(game.state.remcom)
2480 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2481 if istract or game.condition == "docked" or yank == 0:
2482 # Drats! Have to reschedule
2484 game.optime + expran(1.5*game.intime/game.state.remcom))
2488 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2489 game.snapsht = copy.deepcopy(game.state)
2490 game.state.snap = True
2491 schedule(FSNAP, expran(0.5 * game.intime))
2492 elif evcode == FBATTAK: # Commander attacks starbase
2493 if game.state.remcom==0 or game.state.rembase==0:
2499 for j in range(game.state.rembase):
2500 for k in range(game.state.remcom):
2501 if game.state.baseq[j] == game.state.kcmdr[k] and \
2502 not game.state.baseq[j] == game.quadrant and \
2503 not game.state.baseq[j] == game.state.kscmdr:
2507 if j>game.state.rembase:
2508 # no match found -- try later
2509 schedule(FBATTAK, expran(0.3*game.intime))
2512 # commander + starbase combination found -- launch attack
2513 game.battle = game.state.baseq[j]
2514 schedule(FCDBAS, randreal(1.0, 4.0))
2515 if game.isatb: # extra time if SC already attacking
2516 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2517 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2518 game.iseenit = False
2519 if not communicating():
2520 continue # No warning :-(
2524 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2525 prout(_(" reports that it is under attack and that it can"))
2526 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2529 elif evcode == FSCDBAS: # Supercommander destroys base
2532 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2533 continue # WAS RETURN!
2535 game.battle = game.state.kscmdr
2537 elif evcode == FCDBAS: # Commander succeeds in destroying base
2540 # find the lucky pair
2541 for i in range(game.state.remcom):
2542 if game.state.kcmdr[i] == game.battle:
2544 if i > game.state.remcom or game.state.rembase == 0 or \
2545 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2546 # No action to take after all
2547 game.battle.invalidate()
2550 elif evcode == FSCMOVE: # Supercommander moves
2551 schedule(FSCMOVE, 0.2777)
2552 if not game.ientesc and not istract and game.isatb != 1 and \
2553 (not game.iscate or not game.justin):
2555 elif evcode == FDSPROB: # Move deep space probe
2556 schedule(FDSPROB, 0.01)
2557 game.probex += game.probeinx
2558 game.probey += game.probeiny
2559 i = (int)(game.probex/QUADSIZE +0.05)
2560 j = (int)(game.probey/QUADSIZE + 0.05)
2561 if game.probec.x != i or game.probec.y != j:
2564 if not VALID_QUADRANT(i, j) or \
2565 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2566 # Left galaxy or ran into supernova
2570 proutn(_("Lt. Uhura- \"The deep space probe "))
2571 if not VALID_QUADRANT(j, i):
2572 proutn(_("has left the galaxy"))
2574 proutn(_("is no longer transmitting"))
2578 if not communicating():
2581 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2582 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2583 # Update star chart if Radio is working or have access to radio
2585 chp = game.state.chart[game.probec.x][game.probec.y]
2586 chp.klingons = pdest.klingons
2587 chp.starbase = pdest.starbase
2588 chp.stars = pdest.stars
2589 pdest.charted = True
2590 game.proben -= 1 # One less to travel
2591 if game.proben == 0 and game.isarmed and pdest.stars:
2592 # lets blow the sucker!
2593 supernova(True, game.probec)
2595 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2597 elif evcode == FDISTR: # inhabited system issues distress call
2599 # try a whole bunch of times to find something suitable
2600 for i in range(100):
2601 # need a quadrant which is not the current one,
2602 # which has some stars which are inhabited and
2603 # not already under attack, which is not
2604 # supernova'ed, and which has some Klingons in it
2605 w = randplace(GALSIZE)
2606 q = game.state.galaxy[w.x][w.y]
2607 if not (game.quadrant == w or q.planet == None or \
2608 not q.planet.inhabited or \
2609 q.supernova or q.status!="secure" or q.klingons<=0):
2612 # can't seem to find one; ignore this call
2614 prout("=== Couldn't find location for distress event.")
2616 # got one!! Schedule its enslavement
2617 ev = schedule(FENSLV, expran(game.intime))
2619 q.status = distressed
2621 # tell the captain about it if we can
2623 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2625 prout(_("by a Klingon invasion fleet."))
2628 elif evcode == FENSLV: # starsystem is enslaved
2629 ev = unschedule(FENSLV)
2630 # see if current distress call still active
2631 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2635 q.status = "enslaved"
2637 # play stork and schedule the first baby
2638 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2639 ev2.quadrant = ev.quadrant
2641 # report the disaster if we can
2643 prout(_("Uhura- We've lost contact with starsystem %s") % \
2645 prout(_("in Quadrant %s.\n") % ev.quadrant)
2646 elif evcode == FREPRO: # Klingon reproduces
2647 # If we ever switch to a real event queue, we'll need to
2648 # explicitly retrieve and restore the x and y.
2649 ev = schedule(FREPRO, expran(1.0 * game.intime))
2650 # see if current distress call still active
2651 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2655 if game.state.remkl >=MAXKLGAME:
2656 continue # full right now
2657 # reproduce one Klingon
2659 if game.klhere >= MAXKLQUAD:
2661 # this quadrant not ok, pick an adjacent one
2662 for i in range(w.x - 1, w.x + 2):
2663 for j in range(w.y - 1, w.y + 2):
2664 if not VALID_QUADRANT(i, j):
2666 q = game.state.galaxy[w.x][w.y]
2667 # check for this quad ok (not full & no snova)
2668 if q.klingons >= MAXKLQUAD or q.supernova:
2672 continue # search for eligible quadrant failed
2677 game.state.remkl += 1
2679 if game.quadrant == w:
2681 game.enemies.append(newkling())
2682 # recompute time left
2684 # report the disaster if we can
2686 if game.quadrant == w:
2687 prout(_("Spock- sensors indicate the Klingons have"))
2688 prout(_("launched a warship from %s.") % q.planet)
2690 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2691 if q.planet != None:
2692 proutn(_("near %s") % q.planet)
2693 prout(_("in Quadrant %s.") % w)
2699 key = scanner.next()
2702 proutn(_("How long? "))
2707 origTime = delay = scanner.real
2710 if delay >= game.state.remtime or len(game.enemies) != 0:
2711 proutn(_("Are you sure? "))
2714 # Alternate resting periods (events) with attacks
2718 game.resting = False
2719 if not game.resting:
2720 prout(_("%d stardates left.") % int(game.state.remtime))
2722 temp = game.optime = delay
2723 if len(game.enemies):
2724 rtime = randreal(1.0, 2.0)
2728 if game.optime < delay:
2729 attack(torps_ok=False)
2737 # Repair Deathray if long rest at starbase
2738 if origTime-delay >= 9.99 and game.condition == "docked":
2739 game.damage[DDRAY] = 0.0
2740 # leave if quadrant supernovas
2741 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2743 game.resting = False
2746 # A nova occurs. It is the result of having a star hit with a
2747 # photon torpedo, or possibly of a probe warhead going off.
2748 # Stars that go nova cause stars which surround them to undergo
2749 # the same probabilistic process. Klingons next to them are
2750 # destroyed. And if the starship is next to it, it gets zapped.
2751 # If the zap is too much, it gets destroyed.
2755 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2756 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2758 # Wow! We've supernova'ed
2759 supernova(False, nov)
2761 # handle initial nova
2762 game.quad[nov.x][nov.y] = IHDOT
2763 crmena(False, IHSTAR, "sector", nov)
2765 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2766 game.state.starkl += 1
2767 # Set up queue to recursively trigger adjacent stars
2773 for offset.x in range(-1, 1+1):
2774 for offset.y in range(-1, 1+1):
2775 if offset.y==0 and offset.x==0:
2777 neighbor = start + offset
2778 if not VALID_SECTOR(neighbor.y, neighbor.x):
2780 iquad = game.quad[neighbor.x][neighbor.y]
2781 # Empty space ends reaction
2782 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2784 elif iquad == IHSTAR: # Affect another star
2786 # This star supernovas
2790 hits.append(neighbor)
2791 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2792 game.state.starkl += 1
2793 crmena(True, IHSTAR, "sector", neighbor)
2795 game.quad[neighbor.x][neighbor.y] = IHDOT
2797 elif iquad in (IHP, IHW): # Destroy planet
2798 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2800 game.state.nplankl += 1
2802 game.state.worldkl += 1
2803 crmena(True, iquad, "sector", neighbor)
2804 prout(_(" destroyed."))
2805 game.iplnet.pclass = "destroyed"
2807 game.plnet.invalidate()
2811 game.quad[neighbor.x][neighbor.y] = IHDOT
2812 elif iquad == IHB: # Destroy base
2813 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2814 for i in range(game.state.rembase):
2815 if game.state.baseq[i] == game.quadrant:
2817 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2818 game.state.rembase -= 1
2819 game.base.invalidate()
2820 game.state.basekl += 1
2822 crmena(True, IHB, "sector", neighbor)
2823 prout(_(" destroyed."))
2824 game.quad[neighbor.x][neighbor.y] = IHDOT
2825 elif iquad in (IHE, IHF): # Buffet ship
2826 prout(_("***Starship buffeted by nova."))
2828 if game.shield >= 2000.0:
2829 game.shield -= 2000.0
2831 diff = 2000.0 - game.shield
2835 prout(_("***Shields knocked out."))
2836 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2838 game.energy -= 2000.0
2839 if game.energy <= 0:
2842 # add in course nova contributes to kicking starship
2843 bump += (game.sector-hits[mm]).sgn()
2844 elif iquad == IHK: # kill klingon
2845 deadkl(neighbor, iquad, neighbor)
2846 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2847 for ll in range(len(game.enemies)):
2848 if game.enemies[ll].kloc == neighbor:
2850 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2851 if game.enemies[ll].kpower <= 0.0:
2852 deadkl(neighbor, iquad, neighbor)
2854 newc = neighbor + neighbor - hits[mm]
2855 crmena(True, iquad, "sector", neighbor)
2856 proutn(_(" damaged"))
2857 if not VALID_SECTOR(newc.x, newc.y):
2858 # can't leave quadrant
2861 iquad1 = game.quad[newc.x][newc.y]
2862 if iquad1 == IHBLANK:
2863 proutn(_(", blasted into "))
2864 crmena(False, IHBLANK, "sector", newc)
2866 deadkl(neighbor, iquad, newc)
2869 # can't move into something else
2872 proutn(_(", buffeted to Sector %s") % newc)
2873 game.quad[neighbor.x][neighbor.y] = IHDOT
2874 game.quad[newc.x][newc.y] = iquad
2875 game.enemies[ll].move(newc)
2876 # Starship affected by nova -- kick it away.
2877 game.dist = kount*0.1
2878 game.direc = course[3*(bump.x+1)+bump.y+2]
2879 if game.direc == 0.0:
2881 if game.dist == 0.0:
2883 game.optime = 10.0*game.dist/16.0
2885 prout(_("Force of nova displaces starship."))
2886 imove(novapush=True)
2887 game.optime = 10.0*game.dist/16.0
2890 def supernova(induced, w=None):
2891 # star goes supernova
2898 # Scheduled supernova -- select star
2899 # logic changed here so that we won't favor quadrants in top
2901 for nq.x in range(GALSIZE):
2902 for nq.y in range(GALSIZE):
2903 stars += game.state.galaxy[nq.x][nq.y].stars
2905 return # nothing to supernova exists
2906 num = randrange(stars) + 1
2907 for nq.x in range(GALSIZE):
2908 for nq.y in range(GALSIZE):
2909 num -= game.state.galaxy[nq.x][nq.y].stars
2915 proutn("=== Super nova here?")
2918 if not nq == game.quadrant or game.justin:
2919 # it isn't here, or we just entered (treat as enroute)
2922 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2923 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2926 # we are in the quadrant!
2927 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2928 for ns.x in range(QUADSIZE):
2929 for ns.y in range(QUADSIZE):
2930 if game.quad[ns.x][ns.y]==IHSTAR:
2937 prouts(_("***RED ALERT! RED ALERT!"))
2939 prout(_("***Incipient supernova detected at Sector %s") % ns)
2940 if (ns-game - sector).distance() <= 2.1**0.5:
2941 proutn(_("Emergency override attempts t"))
2942 prouts("***************")
2946 # destroy any Klingons in supernovaed quadrant
2947 kldead = game.state.galaxy[nq.x][nq.y].klingons
2948 game.state.galaxy[nq.x][nq.y].klingons = 0
2949 if nq == game.state.kscmdr:
2950 # did in the Supercommander!
2951 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2955 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2956 comkills = len(game.state.kcmdr) - len(survivors)
2957 game.state.kcmdr = survivors
2959 game.state.remcom -= comkills
2960 if game.state.remcom==0:
2962 game.state.remkl -= kldead
2963 # destroy Romulans and planets in supernovaed quadrant
2964 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2965 game.state.galaxy[nq.x][nq.y].romulans = 0
2966 game.state.nromrem -= nrmdead
2968 for loop in range(game.inplan):
2969 if game.state.planets[loop].w == nq:
2970 game.state.planets[loop].pclass = "destroyed"
2972 # Destroy any base in supernovaed quadrant
2973 if game.state.rembase:
2974 maxloop = game.state.rembase
2975 for loop in range(maxloop):
2976 if game.state.baseq[loop] == nq:
2977 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2978 game.state.baseq[game.state.rembase].invalidate()
2979 game.state.rembase -= 1
2981 # If starship caused supernova, tally up destruction
2983 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2984 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2985 game.state.nplankl += npdead
2986 # mark supernova in galaxy and in star chart
2987 if game.quadrant == nq or communicating():
2988 game.state.galaxy[nq.x][nq.y].supernova = True
2989 # If supernova destroys last Klingons give special message
2990 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2993 prout(_("Lucky you!"))
2994 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2997 # if some Klingons remain, continue or die in supernova
3002 # Code from finish.c ends here.
3005 # self-destruct maneuver
3006 # Finish with a BANG!
3008 if damaged(DCOMPTR):
3009 prout(_("Computer damaged; cannot execute destruct sequence."))
3011 prouts(_("---WORKING---")); skip(1)
3012 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3013 prouts(" 10"); skip(1)
3014 prouts(" 9"); skip(1)
3015 prouts(" 8"); skip(1)
3016 prouts(" 7"); skip(1)
3017 prouts(" 6"); skip(1)
3019 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3021 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3023 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3027 if game.passwd != scanner.token:
3028 prouts(_("PASSWORD-REJECTED;"))
3030 prouts(_("CONTINUITY-EFFECTED"))
3033 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3034 prouts(" 5"); skip(1)
3035 prouts(" 4"); skip(1)
3036 prouts(" 3"); skip(1)
3037 prouts(" 2"); skip(1)
3038 prouts(" 1"); skip(1)
3040 prouts(_("GOODBYE-CRUEL-WORLD"))
3048 prouts(_("********* Entropy of "))
3050 prouts(_(" maximized *********"))
3054 if len(game.enemies) != 0:
3055 whammo = 25.0 * game.energy
3057 while l <= len(game.enemies):
3058 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3059 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3064 "Compute our rate of kils over time."
3065 elapsed = game.state.date - game.indate
3066 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3069 starting = (game.inkling + game.incom + game.inscom)
3070 remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
3071 return (starting - remaining)/elapsed
3075 badpt = 5.0*game.state.starkl + \
3077 10.0*game.state.nplankl + \
3078 300*game.state.nworldkl + \
3080 100.0*game.state.basekl +\
3082 if game.ship == IHF:
3084 elif game.ship == None:
3089 # end the game, with appropriate notfications
3093 prout(_("It is stardate %.1f.") % game.state.date)
3095 if ifin == FWON: # Game has been won
3096 if game.state.nromrem != 0:
3097 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3100 prout(_("You have smashed the Klingon invasion fleet and saved"))
3101 prout(_("the Federation."))
3106 badpt = 0.0 # Close enough!
3107 # killsPerDate >= RateMax
3108 if game.state.date-game.indate < 5.0 or \
3109 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3111 prout(_("In fact, you have done so well that Starfleet Command"))
3112 if game.skill == SKILL_NOVICE:
3113 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3114 elif game.skill == SKILL_FAIR:
3115 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3116 elif game.skill == SKILL_GOOD:
3117 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3118 elif game.skill == SKILL_EXPERT:
3119 prout(_("promotes you to Commodore Emeritus."))
3121 prout(_("Now that you think you're really good, try playing"))
3122 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3123 elif game.skill == SKILL_EMERITUS:
3125 proutn(_("Computer- "))
3126 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3128 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3130 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3132 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3134 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3136 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3138 prout(_("Now you can retire and write your own Star Trek game!"))
3140 elif game.skill >= SKILL_EXPERT:
3141 if game.thawed and not idebug:
3142 prout(_("You cannot get a citation, so..."))
3144 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3148 # Only grant long life if alive (original didn't!)
3150 prout(_("LIVE LONG AND PROSPER."))
3155 elif ifin == FDEPLETE: # Federation Resources Depleted
3156 prout(_("Your time has run out and the Federation has been"))
3157 prout(_("conquered. Your starship is now Klingon property,"))
3158 prout(_("and you are put on trial as a war criminal. On the"))
3159 proutn(_("basis of your record, you are "))
3160 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3161 prout(_("acquitted."))
3163 prout(_("LIVE LONG AND PROSPER."))
3165 prout(_("found guilty and"))
3166 prout(_("sentenced to death by slow torture."))
3170 elif ifin == FLIFESUP:
3171 prout(_("Your life support reserves have run out, and"))
3172 prout(_("you die of thirst, starvation, and asphyxiation."))
3173 prout(_("Your starship is a derelict in space."))
3175 prout(_("Your energy supply is exhausted."))
3177 prout(_("Your starship is a derelict in space."))
3178 elif ifin == FBATTLE:
3181 prout(_(" has been destroyed in battle."))
3183 prout(_("Dulce et decorum est pro patria mori."))
3185 prout(_("You have made three attempts to cross the negative energy"))
3186 prout(_("barrier which surrounds the galaxy."))
3188 prout(_("Your navigation is abominable."))
3191 prout(_("Your starship has been destroyed by a nova."))
3192 prout(_("That was a great shot."))
3194 elif ifin == FSNOVAED:
3197 prout(_(" has been fried by a supernova."))
3198 prout(_("...Not even cinders remain..."))
3199 elif ifin == FABANDN:
3200 prout(_("You have been captured by the Klingons. If you still"))
3201 prout(_("had a starbase to be returned to, you would have been"))
3202 prout(_("repatriated and given another chance. Since you have"))
3203 prout(_("no starbases, you will be mercilessly tortured to death."))
3204 elif ifin == FDILITHIUM:
3205 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3206 elif ifin == FMATERIALIZE:
3207 prout(_("Starbase was unable to re-materialize your starship."))
3208 prout(_("Sic transit gloria mundi"))
3209 elif ifin == FPHASER:
3212 prout(_(" has been cremated by its own phasers."))
3214 prout(_("You and your landing party have been"))
3215 prout(_("converted to energy, disipating through space."))
3216 elif ifin == FMINING:
3217 prout(_("You are left with your landing party on"))
3218 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3220 prout(_("They are very fond of \"Captain Kirk\" soup."))
3222 proutn(_("Without your leadership, the "))
3224 prout(_(" is destroyed."))
3225 elif ifin == FDPLANET:
3226 prout(_("You and your mining party perish."))
3228 prout(_("That was a great shot."))
3231 prout(_("The Galileo is instantly annihilated by the supernova."))
3232 prout(_("You and your mining party are atomized."))
3234 proutn(_("Mr. Spock takes command of the "))
3237 prout(_("joins the Romulans, reigning terror on the Federation."))
3238 elif ifin == FPNOVA:
3239 prout(_("You and your mining party are atomized."))
3241 proutn(_("Mr. Spock takes command of the "))
3244 prout(_("joins the Romulans, reigning terror on the Federation."))
3245 elif ifin == FSTRACTOR:
3246 prout(_("The shuttle craft Galileo is also caught,"))
3247 prout(_("and breaks up under the strain."))
3249 prout(_("Your debris is scattered for millions of miles."))
3250 proutn(_("Without your leadership, the "))
3252 prout(_(" is destroyed."))
3254 prout(_("The mutants attack and kill Spock."))
3255 prout(_("Your ship is captured by Klingons, and"))
3256 prout(_("your crew is put on display in a Klingon zoo."))
3257 elif ifin == FTRIBBLE:
3258 prout(_("Tribbles consume all remaining water,"))
3259 prout(_("food, and oxygen on your ship."))
3261 prout(_("You die of thirst, starvation, and asphyxiation."))
3262 prout(_("Your starship is a derelict in space."))
3264 prout(_("Your ship is drawn to the center of the black hole."))
3265 prout(_("You are crushed into extremely dense matter."))
3267 prout(_("Your last crew member has died."))
3268 if game.ship == IHF:
3270 elif game.ship == IHE:
3273 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3274 goodies = game.state.remres/game.inresor
3275 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3276 if goodies/baddies >= randreal(1.0, 1.5):
3277 prout(_("As a result of your actions, a treaty with the Klingon"))
3278 prout(_("Empire has been signed. The terms of the treaty are"))
3279 if goodies/baddies >= randreal(3.0):
3280 prout(_("favorable to the Federation."))
3282 prout(_("Congratulations!"))
3284 prout(_("highly unfavorable to the Federation."))
3286 prout(_("The Federation will be destroyed."))
3288 prout(_("Since you took the last Klingon with you, you are a"))
3289 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3290 prout(_("statue in your memory. Rest in peace, and try not"))
3291 prout(_("to think about pigeons."))
3296 # compute player's score
3297 timused = game.state.date - game.indate
3299 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3301 perdate = killrate()
3302 ithperd = 500*perdate + 0.5
3305 iwon = 100*game.skill
3306 if game.ship == IHE:
3308 elif game.ship == IHF:
3312 if not game.gamewon:
3313 game.state.nromrem = 0 # None captured if no win
3314 iscore = 10*(game.inkling - game.state.remkl) \
3315 + 50*(game.incom - game.state.remcom) \
3317 + 20*(game.inrom - game.state.nromrem) \
3318 + 200*(game.inscom - game.state.nscrem) \
3319 - game.state.nromrem \
3324 prout(_("Your score --"))
3325 if game.inrom - game.state.nromrem:
3326 prout(_("%6d Romulans destroyed %5d") %
3327 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3328 if game.state.nromrem:
3329 prout(_("%6d Romulans captured %5d") %
3330 (game.state.nromrem, game.state.nromrem))
3331 if game.inkling - game.state.remkl:
3332 prout(_("%6d ordinary Klingons destroyed %5d") %
3333 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3334 if game.incom - game.state.remcom:
3335 prout(_("%6d Klingon commanders destroyed %5d") %
3336 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3337 if game.inscom - game.state.nscrem:
3338 prout(_("%6d Super-Commander destroyed %5d") %
3339 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3341 prout(_("%6.2f Klingons per stardate %5d") %
3343 if game.state.starkl:
3344 prout(_("%6d stars destroyed by your action %5d") %
3345 (game.state.starkl, -5*game.state.starkl))
3346 if game.state.nplankl:
3347 prout(_("%6d planets destroyed by your action %5d") %
3348 (game.state.nplankl, -10*game.state.nplankl))
3349 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3350 prout(_("%6d inhabited planets destroyed by your action %5d") %
3351 (game.state.nplankl, -300*game.state.nworldkl))
3352 if game.state.basekl:
3353 prout(_("%6d bases destroyed by your action %5d") %
3354 (game.state.basekl, -100*game.state.basekl))
3356 prout(_("%6d calls for help from starbase %5d") %
3357 (game.nhelp, -45*game.nhelp))
3359 prout(_("%6d casualties incurred %5d") %
3360 (game.casual, -game.casual))
3362 prout(_("%6d crew abandoned in space %5d") %
3363 (game.abandoned, -3*game.abandoned))
3365 prout(_("%6d ship(s) lost or destroyed %5d") %
3366 (klship, -100*klship))
3368 prout(_("Penalty for getting yourself killed -200"))
3370 proutn(_("Bonus for winning "))
3371 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3372 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3373 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3374 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3375 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3376 prout(" %5d" % iwon)
3378 prout(_("TOTAL SCORE %5d") % iscore)
3381 # emit winner's commemmorative plaque
3384 proutn(_("File or device name for your plaque: "))
3387 fp = open(winner, "w")
3390 prout(_("Invalid name."))
3392 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3394 # The 38 below must be 64 for 132-column paper
3395 nskip = 38 - len(winner)/2
3396 fp.write("\n\n\n\n")
3397 # --------DRAW ENTERPRISE PICTURE.
3398 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3399 fp.write(" EEE E : : : E\n" )
3400 fp.write(" EE EEE E : : NCC-1701 : E\n")
3401 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3402 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3403 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3404 fp.write(" EEEEEEE EEEEE E E E E\n")
3405 fp.write(" EEE E E E E\n")
3406 fp.write(" E E E E\n")
3407 fp.write(" EEEEEEEEEEEEE E E\n")
3408 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3409 fp.write(" :E : EEEE E\n")
3410 fp.write(" .-E -:----- E\n")
3411 fp.write(" :E : E\n")
3412 fp.write(" EE : EEEEEEEE\n")
3413 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3415 fp.write(_(" U. S. S. ENTERPRISE\n"))
3416 fp.write("\n\n\n\n")
3417 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3419 fp.write(_(" Starfleet Command bestows to you\n"))
3421 fp.write("%*s%s\n\n" % (nskip, "", winner))
3422 fp.write(_(" the rank of\n\n"))
3423 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3425 if game.skill == SKILL_EXPERT:
3426 fp.write(_(" Expert level\n\n"))
3427 elif game.skill == SKILL_EMERITUS:
3428 fp.write(_("Emeritus level\n\n"))
3430 fp.write(_(" Cheat level\n\n"))
3431 timestring = ctime()
3432 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3433 (timestring+4, timestring+20, timestring+11))
3434 fp.write(_(" Your score: %d\n\n") % iscore)
3435 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3438 # Code from io.c begins here
3440 rows = linecount = 0 # for paging
3443 fullscreen_window = None
3444 srscan_window = None
3445 report_window = None
3446 status_window = None
3447 lrscan_window = None
3448 message_window = None
3449 prompt_window = None
3453 "wrap up, either normally or due to signal"
3454 if game.options & OPTION_CURSES:
3461 sys.stdout.write('\n')
3467 #setlocale(LC_ALL, "")
3468 #bindtextdomain(PACKAGE, LOCALEDIR)
3469 #textdomain(PACKAGE)
3470 if atexit.register(outro):
3471 sys.stderr.write("Unable to register outro(), exiting...\n")
3473 if not (game.options & OPTION_CURSES):
3474 ln_env = os.getenv("LINES")
3480 stdscr = curses.initscr()
3485 curses.start_color()
3486 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3487 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3488 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3489 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3490 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3491 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3492 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3493 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3495 global fullscreen_window, srscan_window, report_window, status_window
3496 global lrscan_window, message_window, prompt_window
3497 (rows, columns) = stdscr.getmaxyx()
3498 fullscreen_window = stdscr
3499 srscan_window = curses.newwin(12, 25, 0, 0)
3500 report_window = curses.newwin(11, 0, 1, 25)
3501 status_window = curses.newwin(10, 0, 1, 39)
3502 lrscan_window = curses.newwin(5, 0, 0, 64)
3503 message_window = curses.newwin(0, 0, 12, 0)
3504 prompt_window = curses.newwin(1, 0, rows-2, 0)
3505 message_window.scrollok(True)
3506 setwnd(fullscreen_window)
3509 def textcolor(color):
3510 "Set text foreground color. Presently a stub."
3514 "Wrap up I/O. Presently a stub."
3518 "Wait for user action -- OK to do nothing if on a TTY"
3519 if game.options & OPTION_CURSES:
3524 if game.skill > SKILL_FAIR:
3525 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3527 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3531 if game.skill > SKILL_FAIR:
3532 prompt = _("[CONTINUE?]")
3534 prompt = _("[PRESS ENTER TO CONTINUE]")
3536 if game.options & OPTION_CURSES:
3538 setwnd(prompt_window)
3539 prompt_window.wclear()
3540 prompt_window.addstr(prompt)
3541 prompt_window.getstr()
3542 prompt_window.clear()
3543 prompt_window.refresh()
3544 setwnd(message_window)
3547 sys.stdout.write('\n')
3550 for j in range(rows):
3551 sys.stdout.write('\n')
3555 "Skip i lines. Pause game if this would cause a scrolling event."
3556 for dummy in range(i):
3557 if game.options & OPTION_CURSES:
3558 (y, x) = curwnd.getyx()
3559 (my, mx) = curwnd.getmaxyx()
3560 if curwnd == message_window and y >= my - 3:
3568 if rows and linecount >= rows:
3571 sys.stdout.write('\n')
3574 "Utter a line with no following line feed."
3575 if game.options & OPTION_CURSES:
3579 sys.stdout.write(line)
3589 if not replayfp or replayfp.closed: # Don't slow down replays
3592 if game.options & OPTION_CURSES:
3596 if not replayfp or replayfp.closed:
3600 "Get a line of input."
3601 if game.options & OPTION_CURSES:
3602 line = curwnd.getstr() + "\n"
3605 if replayfp and not replayfp.closed:
3607 line = replayfp.readline()
3610 prout("*** Replay finished")
3613 elif line[0] != "#":
3616 line = raw_input() + "\n"
3622 "Change windows -- OK for this to be a no-op in tty mode."
3624 if game.options & OPTION_CURSES:
3626 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3629 "Clear to end of line -- can be a no-op in tty mode"
3630 if game.options & OPTION_CURSES:
3635 "Clear screen -- can be a no-op in tty mode."
3637 if game.options & OPTION_CURSES:
3644 "Set highlight video, if this is reasonable."
3645 if game.options & OPTION_CURSES:
3646 curwnd.attron(curses.A_REVERSE)
3649 # Things past this point have policy implications.
3653 "Hook to be called after moving to redraw maps."
3654 if game.options & OPTION_CURSES:
3657 setwnd(srscan_window)
3661 setwnd(status_window)
3662 status_window.clear()
3663 status_window.move(0, 0)
3664 setwnd(report_window)
3665 report_window.clear()
3666 report_window.move(0, 0)
3668 setwnd(lrscan_window)
3669 lrscan_window.clear()
3670 lrscan_window.move(0, 0)
3671 lrscan(silent=False)
3673 def put_srscan_sym(w, sym):
3674 "Emit symbol for short-range scan."
3675 srscan_window.move(w.x+1, w.y*2+2)
3676 srscan_window.addch(sym)
3677 srscan_window.refresh()
3680 "Enemy fall down, go boom."
3681 if game.options & OPTION_CURSES:
3683 setwnd(srscan_window)
3684 srscan_window.attron(curses.A_REVERSE)
3685 put_srscan_sym(w, game.quad[w.x][w.y])
3689 srscan_window.attroff(curses.A_REVERSE)
3690 put_srscan_sym(w, game.quad[w.x][w.y])
3691 curses.delay_output(500)
3692 setwnd(message_window)
3695 "Sound and visual effects for teleportation."
3696 if game.options & OPTION_CURSES:
3698 setwnd(message_window)
3700 prouts(" . . . . . ")
3701 if game.options & OPTION_CURSES:
3702 #curses.delay_output(1000)
3706 def tracktorpedo(origin, w, step, i, n, iquad):
3707 "Torpedo-track animation."
3708 if not game.options & OPTION_CURSES:
3712 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3715 proutn(_("Torpedo track- "))
3716 elif step==4 or step==9:
3720 if not damaged(DSRSENS) or game.condition=="docked":
3721 if i != 0 and step == 1:
3724 if (iquad==IHDOT) or (iquad==IHBLANK):
3725 put_srscan_sym(w, '+')
3729 put_srscan_sym(w, iquad)
3731 curwnd.attron(curses.A_REVERSE)
3732 put_srscan_sym(w, iquad)
3736 curwnd.attroff(curses.A_REVERSE)
3737 put_srscan_sym(w, iquad)
3742 "Display the current galaxy chart."
3743 if game.options & OPTION_CURSES:
3744 setwnd(message_window)
3745 message_window.clear()
3747 if game.options & OPTION_TTY:
3752 def prstat(txt, data):
3754 if game.options & OPTION_CURSES:
3756 setwnd(status_window)
3758 proutn(" " * (NSYM - len(txt)))
3761 if game.options & OPTION_CURSES:
3762 setwnd(report_window)
3764 # Code from moving.c begins here
3766 def imove(novapush):
3767 # movement execution for warp, impulse, supernova, and tractor-beam events
3768 w = coord(); final = coord()
3771 def no_quad_change():
3772 # No quadrant change -- compute new average enemy distances
3773 game.quad[game.sector.x][game.sector.y] = game.ship
3775 for enemy in game.enemies:
3776 finald = (w-game.enemy.kloc).distance()
3777 enemy.kavgd = 0.5 * (finald + ememy.kdist)
3778 enemy.kdist = finald
3779 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3780 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3781 attack(torps_ok=False)
3782 for enemy in game.enemies:
3783 enemy.kavgd = enemy.kdist
3786 setwnd(message_window)
3789 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3790 game.inorbit = False
3791 angle = ((15.0 - game.direc) * 0.5235988)
3792 deltax = -math.sin(angle)
3793 deltay = math.cos(angle)
3794 if math.fabs(deltax) > math.fabs(deltay):
3795 bigger = math.fabs(deltax)
3797 bigger = math.fabs(deltay)
3800 # If tractor beam is to occur, don't move full distance
3801 if game.state.date+game.optime >= scheduled(FTBEAM):
3803 game.condition = "red"
3804 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3805 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3806 # Move within the quadrant
3807 game.quad[game.sector.x][game.sector.y] = IHDOT
3810 n = int(10.0*game.dist*bigger+0.5)
3812 for m in range(1, n+1):
3817 if not VALID_SECTOR(w.x, w.y):
3818 # Leaving quadrant -- allow final enemy attack
3819 # Don't do it if being pushed by Nova
3820 if len(game.enemies) != 0 and not novapush:
3822 for enemy in game.enemies:
3823 finald = (w - enemy.kloc).distance()
3824 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3826 # Stas Sergeev added the condition
3827 # that attacks only happen if Klingons
3828 # are present and your skill is good.
3830 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3831 attack(torps_ok=False)
3834 # compute final position -- new quadrant and sector
3835 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3836 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3837 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3838 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3839 # check for edge of galaxy
3849 if w.x >= GALSIZE*QUADSIZE:
3850 w.x = (GALSIZE*QUADSIZE*2) - w.x
3852 if w.y >= GALSIZE*QUADSIZE:
3853 w.y = (GALSIZE*QUADSIZE*2) - w.y
3861 if game.nkinks == 3:
3862 # Three strikes -- you're out!
3866 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3867 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3868 prout(_("YOU WILL BE DESTROYED."))
3869 # Compute final position in new quadrant
3870 if trbeam: # Don't bother if we are to be beamed
3872 game.quadrant.x = w.x/QUADSIZE
3873 game.quadrant.y = w.y/QUADSIZE
3874 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3875 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3877 prout(_("Entering Quadrant %s.") % game.quadrant)
3878 game.quad[game.sector.x][game.sector.y] = game.ship
3880 if game.skill>SKILL_NOVICE:
3881 attack(torps_ok=False)
3883 iquad = game.quad[w.x][w.y]
3885 # object encountered in flight path
3886 stopegy = 50.0*game.dist/game.optime
3887 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3888 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3890 for enemy in game.enemies:
3891 if enemy.kloc == game.sector:
3893 collision(rammed=False, enemy=enemy)
3895 elif iquad == IHBLANK:
3897 prouts(_("***RED ALERT! RED ALERT!"))
3901 proutn(_(" pulled into black hole at Sector %s") % w)
3903 # Getting pulled into a black hole was certain
3904 # death in Almy's original. Stas Sergeev added a
3905 # possibility that you'll get timewarped instead.
3908 for m in range(NDEVICES):
3909 if game.damage[m]>0:
3911 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3912 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3922 proutn(_(" encounters Tholian web at %s;") % w)
3924 proutn(_(" blocked by object at %s;") % w)
3925 proutn(_("Emergency stop required "))
3926 prout(_("%2d units of energy.") % int(stopegy))
3927 game.energy -= stopegy
3928 final.x = x-deltax+0.5
3929 final.y = y-deltay+0.5
3931 if game.energy <= 0:
3937 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3944 # dock our ship at a starbase
3946 if game.condition == "docked" and verbose:
3947 prout(_("Already docked."))
3950 prout(_("You must first leave standard orbit."))
3952 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3954 prout(_(" not adjacent to base."))
3956 game.condition = "docked"
3960 if game.energy < game.inenrg:
3961 game.energy = game.inenrg
3962 game.shield = game.inshld
3963 game.torps = game.intorps
3964 game.lsupres = game.inlsr
3965 game.state.crew = FULLCREW
3966 if not damaged(DRADIO) and \
3967 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3968 # get attack report from base
3969 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3973 # This program originally required input in terms of a (clock)
3974 # direction and distance. Somewhere in history, it was changed to
3975 # cartesian coordinates. So we need to convert. Probably
3976 # "manual" input should still be done this way -- it's a real
3977 # pain if the computer isn't working! Manual mode is still confusing
3978 # because it involves giving x and y motions, yet the coordinates
3979 # are always displayed y - x, where +y is downward!
3981 def getcourse(isprobe, akey):
3982 # get course and distance
3984 dquad = copy.copy(game.quadrant)
3985 navmode = "unspecified"
3989 if game.landed and not isprobe:
3990 prout(_("Dummy! You can't leave standard orbit until you"))
3991 proutn(_("are back aboard the ship."))
3994 while navmode == "unspecified":
3995 if damaged(DNAVSYS):
3997 prout(_("Computer damaged; manual navigation only"))
3999 prout(_("Computer damaged; manual movement only"))
4004 if isprobe and akey != -1:
4005 # For probe launch, use pre-scanned value first time
4009 key = scanner.next()
4011 proutn(_("Manual or automatic- "))
4014 elif key == IHALPHA:
4015 if scanner.sees("manual"):
4017 key = scanner.next()
4019 elif scanner.sees("automatic"):
4020 navmode = "automatic"
4021 key = scanner.next()
4029 prout(_("(Manual navigation assumed.)"))
4031 prout(_("(Manual movement assumed.)"))
4034 if navmode == "automatic":
4037 proutn(_("Target quadrant or quadrant§or- "))
4039 proutn(_("Destination sector or quadrant§or- "))
4042 key = scanner.next()
4046 xi = int(round(scanner.real))-1
4047 key = scanner.next()
4051 xj = int(round(scanner.real))-1
4052 key = scanner.next()
4054 # both quadrant and sector specified
4055 xk = int(round(scanner.real))-1
4056 key = scanner.next()
4060 xl = int(round(scanner.real))-1
4066 # only one pair of numbers was specified
4068 # only quadrant specified -- go to center of dest quad
4071 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4073 # only sector specified
4077 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4084 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4086 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4087 # the actual deltas get computed here
4088 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4089 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4092 proutn(_("X and Y displacements- "))
4095 key = scanner.next()
4100 deltax = scanner.real
4101 key = scanner.next()
4105 deltay = scanner.real
4106 # Check for zero movement
4107 if deltax == 0 and deltay == 0:
4110 if itemp == "verbose" and not isprobe:
4112 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4113 # Course actually laid in.
4114 game.dist = coord(deltax, deltay).distance()
4115 game.direc = coord(deltax, deltay).course()
4116 if game.direc < 0.0:
4122 # move under impulse power
4124 if damaged(DIMPULS):
4127 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4129 if game.energy > 30.0:
4130 if not getcourse(isprobe=False, akey=0):
4132 power = 20.0 + 100.0*game.dist
4135 if power >= game.energy:
4136 # Insufficient power for trip
4138 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4139 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4140 if game.energy > 30:
4141 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4142 int(0.01 * (game.energy-20.0)-0.05))
4143 prout(_(" quadrants.\""))
4145 prout(_("quadrant. They are, therefore, useless.\""))
4148 # Make sure enough time is left for the trip
4149 game.optime = game.dist/0.095
4150 if game.optime >= game.state.remtime:
4151 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4152 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4153 proutn(_("we dare spend the time?\" "))
4156 # Activate impulse engines and pay the cost
4157 imove(novapush=False)
4161 power = 20.0 + 100.0*game.dist
4162 game.energy -= power
4163 game.optime = game.dist/0.095
4164 if game.energy <= 0:
4169 # move under warp drive
4170 blooey = False; twarp = False
4171 if not timewarp: # Not WARPX entry
4173 if game.damage[DWARPEN] > 10.0:
4176 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4178 if damaged(DWARPEN) and game.warpfac > 4.0:
4181 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4182 prout(_(" is repaired, I can only give you warp 4.\""))
4184 # Read in course and distance
4185 if not getcourse(isprobe=False, akey=0):
4187 # Make sure starship has enough energy for the trip
4188 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4189 if power >= game.energy:
4190 # Insufficient power for trip
4193 prout(_("Engineering to bridge--"))
4194 if not game.shldup or 0.5*power > game.energy:
4195 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4197 prout(_("We can't do it, Captain. We don't have enough energy."))
4199 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4202 prout(_("if you'll lower the shields."))
4206 prout(_("We haven't the energy to go that far with the shields up."))
4209 # Make sure enough time is left for the trip
4210 game.optime = 10.0*game.dist/game.wfacsq
4211 if game.optime >= 0.8*game.state.remtime:
4213 prout(_("First Officer Spock- \"Captain, I compute that such"))
4214 proutn(_(" a trip would require approximately %2.0f") %
4215 (100.0*game.optime/game.state.remtime))
4216 prout(_(" percent of our"))
4217 proutn(_(" remaining time. Are you sure this is wise?\" "))
4223 if game.warpfac > 6.0:
4224 # Decide if engine damage will occur
4225 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4226 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4227 if prob > randreal():
4229 game.dist = randreal(game.dist)
4230 # Decide if time warp will occur
4231 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4233 if idebug and game.warpfac==10 and not twarp:
4235 proutn("=== Force time warp? ")
4239 # If time warp or engine damage, check path
4240 # If it is obstructed, don't do warp or damage
4241 angle = ((15.0-game.direc)*0.5235998)
4242 deltax = -math.sin(angle)
4243 deltay = math.cos(angle)
4244 if math.fabs(deltax) > math.fabs(deltay):
4245 bigger = math.fabs(deltax)
4247 bigger = math.fabs(deltay)
4251 n = 10.0 * game.dist * bigger +0.5
4254 for l in range(1, n+1):
4259 if not VALID_SECTOR(ix, iy):
4261 if game.quad[ix][iy] != IHDOT:
4264 # Activate Warp Engines and pay the cost
4265 imove(novapush=False)
4268 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4269 if game.energy <= 0:
4271 game.optime = 10.0*game.dist/game.wfacsq
4275 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4277 prout(_("Engineering to bridge--"))
4278 prout(_(" Scott here. The warp engines are damaged."))
4279 prout(_(" We'll have to reduce speed to warp 4."))
4284 # change the warp factor
4290 proutn(_("Warp factor- "))
4295 if game.damage[DWARPEN] > 10.0:
4296 prout(_("Warp engines inoperative."))
4298 if damaged(DWARPEN) and scanner.real > 4.0:
4299 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4300 prout(_(" but right now we can only go warp 4.\""))
4302 if scanner.real > 10.0:
4303 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4305 if scanner.real < 1.0:
4306 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4308 oldfac = game.warpfac
4309 game.warpfac = scanner.real
4310 game.wfacsq=game.warpfac*game.warpfac
4311 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4312 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4315 if game.warpfac < 8.00:
4316 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4318 if game.warpfac == 10.0:
4319 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4321 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4325 # cope with being tossed out of quadrant by supernova or yanked by beam
4327 # is captain on planet?
4329 if damaged(DTRANSP):
4332 prout(_("Scotty rushes to the transporter controls."))
4334 prout(_("But with the shields up it's hopeless."))
4336 prouts(_("His desperate attempt to rescue you . . ."))
4341 prout(_("SUCCEEDS!"))
4344 proutn(_("The crystals mined were "))
4352 # Check to see if captain in shuttle craft
4357 # Inform captain of attempt to reach safety
4361 prouts(_("***RED ALERT! RED ALERT!"))
4365 prout(_(" has stopped in a quadrant containing"))
4366 prouts(_(" a supernova."))
4368 proutn(_("***Emergency automatic override attempts to hurl "))
4371 prout(_("safely out of quadrant."))
4372 if not damaged(DRADIO):
4373 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4374 # Try to use warp engines
4375 if damaged(DWARPEN):
4377 prout(_("Warp engines damaged."))
4380 game.warpfac = randreal(6.0, 8.0)
4381 game.wfacsq = game.warpfac * game.warpfac
4382 prout(_("Warp factor set to %d") % int(game.warpfac))
4383 power = 0.75*game.energy
4384 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4385 distreq = randreal(math.sqrt(2))
4386 if distreq < game.dist:
4388 game.optime = 10.0*game.dist/game.wfacsq
4389 game.direc = randreal(12) # How dumb!
4391 game.inorbit = False
4394 # This is bad news, we didn't leave quadrant.
4398 prout(_("Insufficient energy to leave quadrant."))
4401 # Repeat if another snova
4402 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4404 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4405 finish(FWON) # Snova killed remaining enemy.
4408 # let's do the time warp again
4409 prout(_("***TIME WARP ENTERED."))
4410 if game.state.snap and withprob(0.5):
4412 prout(_("You are traveling backwards in time %d stardates.") %
4413 int(game.state.date-game.snapsht.date))
4414 game.state = game.snapsht
4415 game.state.snap = False
4416 if game.state.remcom:
4417 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4418 schedule(FBATTAK, expran(0.3*game.intime))
4419 schedule(FSNOVA, expran(0.5*game.intime))
4420 # next snapshot will be sooner
4421 schedule(FSNAP, expran(0.25*game.state.remtime))
4423 if game.state.nscrem:
4424 schedule(FSCMOVE, 0.2777)
4428 game.battle.invalidate()
4430 # Make sure Galileo is consistant -- Snapshot may have been taken
4431 # when on planet, which would give us two Galileos!
4433 for l in range(game.inplan):
4434 if game.state.planets[l].known == "shuttle_down":
4436 if game.iscraft == "onship" and game.ship==IHE:
4437 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4438 game.iscraft = "offship"
4439 # Likewise, if in the original time the Galileo was abandoned, but
4440 # was on ship earlier, it would have vanished -- let's restore it.
4441 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4442 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4443 game.iscraft = "onship"
4445 # * There used to be code to do the actual reconstrction here,
4446 # * but the starchart is now part of the snapshotted galaxy state.
4448 prout(_("Spock has reconstructed a correct star chart from memory"))
4450 # Go forward in time
4451 game.optime = -0.5*game.intime*math.log(randreal())
4452 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4453 # cheat to make sure no tractor beams occur during time warp
4454 postpone(FTBEAM, game.optime)
4455 game.damage[DRADIO] += game.optime
4457 events() # Stas Sergeev added this -- do pending events
4460 # launch deep-space probe
4461 # New code to launch a deep space probe
4462 if game.nprobes == 0:
4465 if game.ship == IHE:
4466 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4468 prout(_("Ye Faerie Queene has no deep space probes."))
4473 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4475 if is_scheduled(FDSPROB):
4478 if damaged(DRADIO) and game.condition != "docked":
4479 prout(_("Spock- \"Records show the previous probe has not yet"))
4480 prout(_(" reached its destination.\""))
4482 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4484 key = scanner.next()
4486 # slow mode, so let Kirk know how many probes there are left
4487 if game.nprobes == 1:
4488 prout(_("1 probe left."))
4490 prout(_("%d probes left") % game.nprobes)
4491 proutn(_("Are you sure you want to fire a probe? "))
4494 game.isarmed = False
4495 if key == IHALPHA and scanner.token == "armed":
4497 key = scanner.next()
4499 proutn(_("Arm NOVAMAX warhead? "))
4501 if not getcourse(isprobe=True, akey=key):
4504 angle = ((15.0 - game.direc) * 0.5235988)
4505 game.probeinx = -math.sin(angle)
4506 game.probeiny = math.cos(angle)
4507 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4508 bigger = math.fabs(game.probeinx)
4510 bigger = math.fabs(game.probeiny)
4511 game.probeiny /= bigger
4512 game.probeinx /= bigger
4513 game.proben = 10.0*game.dist*bigger +0.5
4514 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4515 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4516 game.probec = game.quadrant
4517 schedule(FDSPROB, 0.01) # Time to move one sector
4518 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4522 # Here's how the mayday code works:
4524 # First, the closest starbase is selected. If there is a a starbase
4525 # in your own quadrant, you are in good shape. This distance takes
4526 # quadrant distances into account only.
4528 # A magic number is computed based on the distance which acts as the
4529 # probability that you will be rematerialized. You get three tries.
4531 # When it is determined that you should be able to be rematerialized
4532 # (i.e., when the probability thing mentioned above comes up
4533 # positive), you are put into that quadrant (anywhere). Then, we try
4534 # to see if there is a spot adjacent to the star- base. If not, you
4535 # can't be rematerialized!!! Otherwise, it drops you there. It only
4536 # tries five times to find a spot to drop you. After that, it's your
4540 # yell for help from nearest starbase
4541 # There's more than one way to move in this game!
4544 # Test for conditions which prevent calling for help
4545 if game.condition == "docked":
4546 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4549 prout(_("Subspace radio damaged."))
4551 if game.state.rembase==0:
4552 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4555 proutn(_("You must be aboard the "))
4559 # OK -- call for help from nearest starbase
4562 # There's one in this quadrant
4563 ddist = (game.base - game.sector).distance()
4566 for m in range(game.state.rembase):
4567 xdist = QUADSIZE * (game.state.baseq[m] - game.quadrant).distance()
4571 # Since starbase not in quadrant, set up new quadrant
4572 game.quadrant = game.state.baseq[line]
4574 # dematerialize starship
4575 game.quad[game.sector.x][game.sector.y]=IHDOT
4576 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4578 prout(_(" dematerializes."))
4580 for m in range(1, 5+1):
4581 w = game.base.scatter()
4582 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4583 # found one -- finish up
4586 if not game.sector.is_valid():
4587 prout(_("You have been lost in space..."))
4588 finish(FMATERIALIZE)
4590 # Give starbase three chances to rematerialize starship
4591 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4592 for m in range(1, 3+1):
4593 if m == 1: proutn(_("1st"))
4594 elif m == 2: proutn(_("2nd"))
4595 elif m == 3: proutn(_("3rd"))
4596 proutn(_(" attempt to re-materialize "))
4598 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4601 if randreal() > probf:
4604 curses.delay_output(500)
4607 game.quad[ix][iy]=IHQUEST
4610 setwnd(message_window)
4611 finish(FMATERIALIZE)
4613 game.quad[ix][iy]=game.ship
4615 prout(_("succeeds."))
4619 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4621 # Abandon Ship (the BSD-Trek description)
4623 # The ship is abandoned. If your current ship is the Faire
4624 # Queene, or if your shuttlecraft is dead, you're out of
4625 # luck. You need the shuttlecraft in order for the captain
4626 # (that's you!!) to escape.
4628 # Your crew can beam to an inhabited starsystem in the
4629 # quadrant, if there is one and if the transporter is working.
4630 # If there is no inhabited starsystem, or if the transporter
4631 # is out, they are left to die in outer space.
4633 # If there are no starbases left, you are captured by the
4634 # Klingons, who torture you mercilessly. However, if there
4635 # is at least one starbase, you are returned to the
4636 # Federation in a prisoner of war exchange. Of course, this
4637 # can't happen unless you have taken some prisoners.
4642 if game.condition=="docked":
4644 prout(_("You cannot abandon Ye Faerie Queene."))
4647 # Must take shuttle craft to exit
4648 if game.damage[DSHUTTL]==-1:
4649 prout(_("Ye Faerie Queene has no shuttle craft."))
4651 if game.damage[DSHUTTL]<0:
4652 prout(_("Shuttle craft now serving Big Macs."))
4654 if game.damage[DSHUTTL]>0:
4655 prout(_("Shuttle craft damaged."))
4658 prout(_("You must be aboard the ship."))
4660 if game.iscraft != "onship":
4661 prout(_("Shuttle craft not currently available."))
4663 # Print abandon ship messages
4665 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4667 prouts(_("***ALL HANDS ABANDON SHIP!"))
4669 prout(_("Captain and crew escape in shuttle craft."))
4670 if game.state.rembase==0:
4671 # Oops! no place to go...
4674 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4676 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4677 prout(_("Remainder of ship's complement beam down"))
4678 prout(_("to nearest habitable planet."))
4679 elif q.planet != None and not damaged(DTRANSP):
4680 prout(_("Remainder of ship's complement beam down to %s.") %
4683 prout(_("Entire crew of %d left to die in outer space.") %
4685 game.casual += game.state.crew
4686 game.abandoned += game.state.crew
4688 # If at least one base left, give 'em the Faerie Queene
4690 game.icrystl = False # crystals are lost
4691 game.nprobes = 0 # No probes
4692 prout(_("You are captured by Klingons and released to"))
4693 prout(_("the Federation in a prisoner-of-war exchange."))
4694 nb = randrange(game.state.rembase)
4695 # Set up quadrant and position FQ adjacient to base
4696 if not game.quadrant == game.state.baseq[nb]:
4697 game.quadrant = game.state.baseq[nb]
4698 game.sector.x = game.sector.y = 5
4701 # position next to base by trial and error
4702 game.quad[game.sector.x][game.sector.y] = IHDOT
4703 for l in range(QUADSIZE):
4704 game.sector = game.base.scatter()
4705 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4706 game.quad[game.sector.x][game.sector.y] == IHDOT:
4709 break # found a spot
4710 game.sector.x=QUADSIZE/2
4711 game.sector.y=QUADSIZE/2
4713 # Get new commission
4714 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4715 game.state.crew = FULLCREW
4716 prout(_("Starfleet puts you in command of another ship,"))
4717 prout(_("the Faerie Queene, which is antiquated but,"))
4718 prout(_("still useable."))
4720 prout(_("The dilithium crystals have been moved."))
4722 game.iscraft = "offship" # Galileo disappears
4724 game.condition="docked"
4725 for l in range(NDEVICES):
4726 game.damage[l] = 0.0
4727 game.damage[DSHUTTL] = -1
4728 game.energy = game.inenrg = 3000.0
4729 game.shield = game.inshld = 1250.0
4730 game.torps = game.intorps = 6
4731 game.lsupres=game.inlsr=3.0
4737 # Code from planets.c begins here.
4740 # abort a lengthy operation if an event interrupts it
4743 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4748 # report on (uninhabited) planets in the galaxy
4752 prout(_("Spock- \"Planet report follows, Captain.\""))
4754 for i in range(game.inplan):
4755 if game.state.planets[i].pclass == "destroyed":
4757 if (game.state.planets[i].known != "unknown" \
4758 and not game.state.planets[i].inhabited) \
4761 if idebug and game.state.planets[i].known=="unknown":
4762 proutn("(Unknown) ")
4763 proutn(_("Quadrant %s") % game.state.planets[i].w)
4764 proutn(_(" class "))
4765 proutn(game.state.planets[i].pclass)
4767 if game.state.planets[i].crystals != present:
4769 prout(_("dilithium crystals present."))
4770 if game.state.planets[i].known=="shuttle_down":
4771 prout(_(" Shuttle Craft Galileo on surface."))
4773 prout(_("No information available."))
4776 # enter standard orbit
4780 prout(_("Already in standard orbit."))
4782 if damaged(DWARPEN) and damaged(DIMPULS):
4783 prout(_("Both warp and impulse engines damaged."))
4785 if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4787 prout(_(" not adjacent to planet."))
4790 game.optime = randreal(0.02, 0.05)
4791 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4795 game.height = randreal(1400, 8600)
4796 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4801 # examine planets in this quadrant
4802 if damaged(DSRSENS):
4803 if game.options & OPTION_TTY:
4804 prout(_("Short range sensors damaged."))
4806 if game.iplnet == None:
4807 if game.options & OPTION_TTY:
4808 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4810 if game.iplnet.known == "unknown":
4811 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4813 prout(_(" Planet at Sector %s is of class %s.") %
4814 (game.plnet, game.iplnet.pclass))
4815 if game.iplnet.known=="shuttle_down":
4816 prout(_(" Sensors show Galileo still on surface."))
4817 proutn(_(" Readings indicate"))
4818 if game.iplnet.crystals != "present":
4820 prout(_(" dilithium crystals present.\""))
4821 if game.iplnet.known == "unknown":
4822 game.iplnet.known = "known"
4823 elif game.iplnet.inhabited:
4824 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4825 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4828 # use the transporter
4832 if damaged(DTRANSP):
4833 prout(_("Transporter damaged."))
4834 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4836 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4840 if not game.inorbit:
4842 prout(_(" not in standard orbit."))
4845 prout(_("Impossible to transport through shields."))
4847 if game.iplnet.known=="unknown":
4848 prout(_("Spock- \"Captain, we have no information on this planet"))
4849 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4850 prout(_(" you may not go down.\""))
4852 if not game.landed and game.iplnet.crystals=="absent":
4853 prout(_("Spock- \"Captain, I fail to see the logic in"))
4854 prout(_(" exploring a planet with no dilithium crystals."))
4855 proutn(_(" Are you sure this is wise?\" "))
4859 if not (game.options & OPTION_PLAIN):
4860 nrgneed = 50 * game.skill + game.height / 100.0
4861 if nrgneed > game.energy:
4862 prout(_("Engineering to bridge--"))
4863 prout(_(" Captain, we don't have enough energy for transportation."))
4865 if not game.landed and nrgneed * 2 > game.energy:
4866 prout(_("Engineering to bridge--"))
4867 prout(_(" Captain, we have enough energy only to transport you down to"))
4868 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4869 if game.iplnet.known == "shuttle_down":
4870 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4871 proutn(_(" Are you sure this is wise?\" "))
4876 # Coming from planet
4877 if game.iplnet.known=="shuttle_down":
4878 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4882 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4883 prout(_("Landing party assembled, ready to beam up."))
4885 prout(_("Kirk whips out communicator..."))
4886 prouts(_("BEEP BEEP BEEP"))
4888 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4891 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4893 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4895 prout(_("Kirk- \"Energize.\""))
4898 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4901 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4903 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4906 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4907 game.landed = not game.landed
4908 game.energy -= nrgneed
4910 prout(_("Transport complete."))
4911 if game.landed and game.iplnet.known=="shuttle_down":
4912 prout(_("The shuttle craft Galileo is here!"))
4913 if not game.landed and game.imine:
4920 # strip-mine a world for dilithium
4924 prout(_("Mining party not on planet."))
4926 if game.iplnet.crystals == "mined":
4927 prout(_("This planet has already been strip-mined for dilithium."))
4929 elif game.iplnet.crystals == "absent":
4930 prout(_("No dilithium crystals on this planet."))
4933 prout(_("You've already mined enough crystals for this trip."))
4935 if game.icrystl and game.cryprob == 0.05:
4936 proutn(_("With all those fresh crystals aboard the "))
4939 prout(_("there's no reason to mine more at this time."))
4941 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4944 prout(_("Mining operation complete."))
4945 game.iplnet.crystals = "mined"
4946 game.imine = game.ididit = True
4949 # use dilithium crystals
4953 if not game.icrystl:
4954 prout(_("No dilithium crystals available."))
4956 if game.energy >= 1000:
4957 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4958 prout(_(" except when Condition Yellow exists."))
4960 prout(_("Spock- \"Captain, I must warn you that loading"))
4961 prout(_(" raw dilithium crystals into the ship's power"))
4962 prout(_(" system may risk a severe explosion."))
4963 proutn(_(" Are you sure this is wise?\" "))
4968 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4969 prout(_(" Mr. Spock and I will try it.\""))
4971 prout(_("Spock- \"Crystals in place, Sir."))
4972 prout(_(" Ready to activate circuit.\""))
4974 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4976 if with(game.cryprob):
4977 prouts(_(" \"Activating now! - - No good! It's***"))
4979 prouts(_("***RED ALERT! RED A*L********************************"))
4982 prouts(_("****************** KA-BOOM!!!! *******************"))
4986 game.energy += randreal(5000.0, 5500.0)
4987 prouts(_(" \"Activating now! - - "))
4988 prout(_("The instruments"))
4989 prout(_(" are going crazy, but I think it's"))
4990 prout(_(" going to work!! Congratulations, Sir!\""))
4995 # use shuttlecraft for planetary jaunt
4998 if damaged(DSHUTTL):
4999 if game.damage[DSHUTTL] == -1.0:
5000 if game.inorbit and game.iplnet.known == "shuttle_down":
5001 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5003 prout(_("Ye Faerie Queene had no shuttle craft."))
5004 elif game.damage[DSHUTTL] > 0:
5005 prout(_("The Galileo is damaged."))
5006 else: # game.damage[DSHUTTL] < 0
5007 prout(_("Shuttle craft is now serving Big Macs."))
5009 if not game.inorbit:
5011 prout(_(" not in standard orbit."))
5013 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5014 prout(_("Shuttle craft not currently available."))
5016 if not game.landed and game.iplnet.known=="shuttle_down":
5017 prout(_("You will have to beam down to retrieve the shuttle craft."))
5019 if game.shldup or game.condition == "docked":
5020 prout(_("Shuttle craft cannot pass through shields."))
5022 if game.iplnet.known=="unknown":
5023 prout(_("Spock- \"Captain, we have no information on this planet"))
5024 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5025 prout(_(" you may not fly down.\""))
5027 game.optime = 3.0e-5*game.height
5028 if game.optime >= 0.8*game.state.remtime:
5029 prout(_("First Officer Spock- \"Captain, I compute that such"))
5030 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5031 int(100*game.optime/game.state.remtime))
5032 prout(_("remaining time."))
5033 proutn(_("Are you sure this is wise?\" "))
5039 if game.iscraft == "onship":
5041 if not damaged(DTRANSP):
5042 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5046 proutn(_("Shuttle crew"))
5048 proutn(_("Rescue party"))
5049 prout(_(" boards Galileo and swoops toward planet surface."))
5050 game.iscraft = "offship"
5054 game.iplnet.known="shuttle_down"
5055 prout(_("Trip complete."))
5058 # Ready to go back to ship
5059 prout(_("You and your mining party board the"))
5060 prout(_("shuttle craft for the trip back to the Enterprise."))
5062 prouts(_("The short hop begins . . ."))
5064 game.iplnet.known="known"
5070 game.iscraft = "onship"
5076 prout(_("Trip complete."))
5081 prout(_("Mining party assembles in the hangar deck,"))
5082 prout(_("ready to board the shuttle craft \"Galileo\"."))
5084 prouts(_("The hangar doors open; the trip begins."))
5087 game.iscraft = "offship"
5090 game.iplnet.known = "shuttle_down"
5093 prout(_("Trip complete."))
5097 # use the big zapper
5101 if game.ship != IHE:
5102 prout(_("Ye Faerie Queene has no death ray."))
5104 if len(game.enemies)==0:
5105 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5108 prout(_("Death Ray is damaged."))
5110 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5111 prout(_(" is highly unpredictible. Considering the alternatives,"))
5112 proutn(_(" are you sure this is wise?\" "))
5115 prout(_("Spock- \"Acknowledged.\""))
5118 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5120 prout(_("Crew scrambles in emergency preparation."))
5121 prout(_("Spock and Scotty ready the death ray and"))
5122 prout(_("prepare to channel all ship's power to the device."))
5124 prout(_("Spock- \"Preparations complete, sir.\""))
5125 prout(_("Kirk- \"Engage!\""))
5127 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5130 if game.options & OPTION_PLAIN:
5134 prouts(_("Sulu- \"Captain! It's working!\""))
5136 while len(game.enemies) > 0:
5137 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5138 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5139 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5141 if (game.options & OPTION_PLAIN) == 0:
5142 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5144 prout(_(" is still operational.\""))
5146 prout(_(" has been rendered nonfunctional.\""))
5147 game.damage[DDRAY] = 39.95
5149 r = randreal() # Pick failure method
5151 prouts(_("Sulu- \"Captain! It's working!\""))
5153 prouts(_("***RED ALERT! RED ALERT!"))
5155 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5157 prouts(_("***RED ALERT! RED A*L********************************"))
5160 prouts(_("****************** KA-BOOM!!!! *******************"))
5165 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5167 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5169 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5170 prout(_(" have apparently been transformed into strange mutations."))
5171 prout(_(" Vulcans do not seem to be affected."))
5173 prout(_("Kirk- \"Raauch! Raauch!\""))
5178 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5180 proutn(_("Spock- \"I believe the word is"))
5181 prouts(_(" *ASTONISHING*"))
5182 prout(_(" Mr. Sulu."))
5183 for i in range(QUADSIZE):
5184 for j in range(QUADSIZE):
5185 if game.quad[i][j] == IHDOT:
5186 game.quad[i][j] = IHQUEST
5187 prout(_(" Captain, our quadrant is now infested with"))
5188 prouts(_(" - - - - - - *THINGS*."))
5190 prout(_(" I have no logical explanation.\""))
5192 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5194 prout(_("Scotty- \"There are so many tribbles down here"))
5195 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5199 # Code from reports.c begins here
5201 def attackreport(curt):
5202 # report status of bases under attack
5204 if is_scheduled(FCDBAS):
5205 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5206 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5207 elif game.isatb == 1:
5208 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5209 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5211 prout(_("No Starbase is currently under attack."))
5213 if is_scheduled(FCDBAS):
5214 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5216 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5220 # report on general game status
5222 s1 = "" and game.thawed and _("thawed ")
5223 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5224 s3 = (None, _("novice"). _("fair"),
5225 _("good"), _("expert"), _("emeritus"))[game.skill]
5226 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5227 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5228 prout(_("No plaque is allowed."))
5230 prout(_("This is tournament game %d.") % game.tourn)
5231 prout(_("Your secret password is \"%s\"") % game.passwd)
5232 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5233 (game.inkling + game.incom + game.inscom)))
5234 if game.incom - game.state.remcom:
5235 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5236 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5237 prout(_(", but no Commanders."))
5240 if game.skill > SKILL_FAIR:
5241 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5242 if game.state.rembase != game.inbase:
5244 if game.inbase-game.state.rembase==1:
5245 proutn(_("has been 1 base"))
5247 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5248 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5250 prout(_("There are %d bases.") % game.inbase)
5251 if communicating() or game.iseenit:
5252 # Don't report this if not seen and
5253 # either the radio is dead or not at base!
5257 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5259 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5260 if game.ship == IHE:
5261 proutn(_("You have "))
5263 proutn("%d" % (game.nprobes))
5266 proutn(_(" deep space probe"))
5270 if communicating() and is_scheduled(FDSPROB):
5272 proutn(_("An armed deep space probe is in "))
5274 proutn(_("A deep space probe is in "))
5275 prout("Quadrant %s." % game.probec)
5277 if game.cryprob <= .05:
5278 prout(_("Dilithium crystals aboard ship... not yet used."))
5282 while game.cryprob > ai:
5285 prout(_("Dilithium crystals have been used %d time%s.") % \
5286 (i, (_("s"), "")[i==1]))
5290 # long-range sensor scan
5291 if damaged(DLRSENS):
5292 # Now allow base's sensors if docked
5293 if game.condition != "docked":
5295 prout(_("LONG-RANGE SENSORS DAMAGED."))
5298 prout(_("Starbase's long-range scan"))
5300 prout(_("Long-range scan"))
5301 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5304 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5305 if not VALID_QUADRANT(x, y):
5309 if not damaged(DRADIO):
5310 game.state.galaxy[x][y].charted = True
5311 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5312 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5313 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5314 if not silent and game.state.galaxy[x][y].supernova:
5317 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5325 for i in range(NDEVICES):
5328 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5329 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5331 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5332 game.damage[i]+0.05,
5333 game.docfac*game.damage[i]+0.005))
5335 prout(_("All devices functional."))
5338 # update the chart in the Enterprise's computer from galaxy data
5339 game.lastchart = game.state.date
5340 for i in range(GALSIZE):
5341 for j in range(GALSIZE):
5342 if game.state.galaxy[i][j].charted:
5343 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5344 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5345 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5348 # display the star chart
5350 if (game.options & OPTION_AUTOSCAN):
5352 if not damaged(DRADIO):
5354 if game.lastchart < game.state.date and game.condition == "docked":
5355 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5358 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5359 if game.state.date > game.lastchart:
5360 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5361 prout(" 1 2 3 4 5 6 7 8")
5362 for i in range(GALSIZE):
5363 proutn("%d |" % (i+1))
5364 for j in range(GALSIZE):
5365 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5369 if game.state.galaxy[i][j].supernova:
5371 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5373 elif game.state.galaxy[i][j].charted:
5374 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5378 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5386 def sectscan(goodScan, i, j):
5387 # light up an individual dot in a sector
5388 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5389 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):
5390 if game.condition == "red": textcolor("red")
5391 elif game.condition == "green": textcolor("green")
5392 elif game.condition == "yellow": textcolor("yellow")
5393 elif game.condition == "docked": textcolor("cyan")
5394 elif game.condition == "dead": textcolor("brown")
5395 if game.quad[i][j] != game.ship:
5397 proutn("%c " % game.quad[i][j])
5403 # print status report lines
5405 if not req or req == 1:
5406 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5407 % (game.state.date, game.state.remtime))
5408 if not req or req == 2:
5409 if game.condition != "docked":
5412 for t in range(NDEVICES):
5413 if game.damage[t]>0:
5415 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5416 if not req or req == 3:
5417 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5418 if not req or req == 4:
5419 if damaged(DLIFSUP):
5420 if game.condition == "docked":
5421 s = _("DAMAGED, Base provides")
5423 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5426 prstat(_("Life Support"), s)
5427 if not req or req == 5:
5428 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5429 if not req or req == 6:
5431 if game.icrystl and (game.options & OPTION_SHOWME):
5432 extra = _(" (have crystals)")
5433 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5434 if not req or req == 7:
5435 prstat(_("Torpedoes"), "%d" % (game.torps))
5436 if not req or req == 8:
5437 if damaged(DSHIELD):
5443 data = _(" %d%% %.1f units") \
5444 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5445 prstat(_("Shields"), s+data)
5446 if not req or req == 9:
5447 prstat(_("Klingons Left"), "%d" \
5448 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5449 if not req or req == 10:
5450 if game.options & OPTION_WORLDS:
5451 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5452 if plnet and plnet.inhabited:
5453 prstat(_("Major system"), plnet.name)
5455 prout(_("Sector is uninhabited"))
5456 elif not req or req == 11:
5457 attackreport(not req)
5460 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5461 while scanner.next() == IHEOL:
5462 proutn(_("Information desired? "))
5464 if scanner.token in requests:
5465 status(requests.index(scanner.token))
5467 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5468 prout((" date, condition, position, lsupport, warpfactor,"))
5469 prout((" energy, torpedoes, shields, klingons, system, time."))
5474 if damaged(DSRSENS):
5475 # Allow base's sensors if docked
5476 if game.condition != "docked":
5477 prout(_(" S.R. SENSORS DAMAGED!"))
5480 prout(_(" [Using Base's sensors]"))
5482 prout(_(" Short-range scan"))
5483 if goodScan and not damaged(DRADIO):
5484 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5485 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5486 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5487 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5488 prout(" 1 2 3 4 5 6 7 8 9 10")
5489 if game.condition != "docked":
5491 for i in range(QUADSIZE):
5492 proutn("%2d " % (i+1))
5493 for j in range(QUADSIZE):
5494 sectscan(goodScan, i, j)
5498 # use computer to get estimated time of arrival for a warp jump
5499 w1 = coord(); w2 = coord()
5501 if damaged(DCOMPTR):
5502 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5505 if scanner.next() != IHREAL:
5508 proutn(_("Destination quadrant and/or sector? "))
5509 if scanner.next()!=IHREAL:
5512 w1.y = int(scanner.real-0.5)
5513 if scanner.next() != IHREAL:
5516 w1.x = int(scanner.real-0.5)
5517 if scanner.next() == IHREAL:
5518 w2.y = int(scanner.real-0.5)
5519 if scanner.next() != IHREAL:
5522 w2.x = int(scanner.real-0.5)
5524 if game.quadrant.y>w1.x:
5528 if game.quadrant.x>w1.y:
5532 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5535 game.dist = ((w1 - game.quadrant) + 0.1 * (w2 - game.sector)).distance()
5538 prout(_("Answer \"no\" if you don't know the value:"))
5541 proutn(_("Time or arrival date? "))
5542 if scanner.next()==IHREAL:
5543 ttime = scanner.real
5544 if ttime > game.state.date:
5545 ttime -= game.state.date # Actually a star date
5546 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5547 if ttime <= 1e-10 or twarp > 10:
5548 prout(_("We'll never make it, sir."))
5555 proutn(_("Warp factor? "))
5556 if scanner.next()== IHREAL:
5558 twarp = scanner.real
5559 if twarp<1.0 or twarp > 10.0:
5563 prout(_("Captain, certainly you can give me one of these."))
5566 ttime = (10.0*game.dist)/twarp**2
5567 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5568 if tpower >= game.energy:
5569 prout(_("Insufficient energy, sir."))
5570 if not game.shldup or tpower > game.energy*2.0:
5573 proutn(_("New warp factor to try? "))
5574 if scanner.next() == IHREAL:
5576 twarp = scanner.real
5577 if twarp<1.0 or twarp > 10.0:
5585 prout(_("But if you lower your shields,"))
5586 proutn(_("remaining"))
5589 proutn(_("Remaining"))
5590 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5592 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5594 prout(_("Any warp speed is adequate."))
5596 prout(_("Minimum warp needed is %.2f,") % (twarp))
5597 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5598 if game.state.remtime < ttime:
5599 prout(_("Unfortunately, the Federation will be destroyed by then."))
5601 prout(_("You'll be taking risks at that speed, Captain"))
5602 if (game.isatb==1 and game.state.kscmdr == w1 and \
5603 scheduled(FSCDBAS)< ttime+game.state.date) or \
5604 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5605 prout(_("The starbase there will be destroyed by then."))
5606 proutn(_("New warp factor to try? "))
5607 if scanner.next() == IHREAL:
5609 twarp = scanner.real
5610 if twarp<1.0 or twarp > 10.0:
5619 # Code from setup.c begins here
5622 # issue a historically correct banner
5624 prout(_("-SUPER- STAR TREK"))
5626 # From the FORTRAN original
5627 # prout(_("Latest update-21 Sept 78"))
5633 scanner.token = "emsave.trk"
5635 key = scanner.next()
5637 proutn(_("File name: "))
5638 key = scanner.next()
5643 if '.' not in scanner.token:
5644 scanner.token += ".trk"
5646 fp = open(scanner.token, "wb")
5648 prout(_("Can't freeze game as file %s") % scanner.token)
5650 cPickle.dump(game, fp)
5654 # retrieve saved game
5655 game.passwd[0] = '\0'
5656 key = scanner.next()
5658 proutn(_("File name: "))
5659 key = scanner.next()
5664 if '.' not in scanner.token:
5665 scanner.token += ".trk"
5667 fp = open(scanner.token, "rb")
5669 prout(_("Can't thaw game in %s") % scanner.token)
5671 game = cPickle.load(fp)
5675 # I used <http://www.memory-alpha.org> to find planets
5676 # with references in ST:TOS. Eath and the Alpha Centauri
5677 # Colony have been omitted.
5679 # Some planets marked Class G and P here will be displayed as class M
5680 # because of the way planets are generated. This is a known bug.
5683 _("Andoria (Fesoan)"), # several episodes
5684 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5685 _("Vulcan (T'Khasi)"), # many episodes
5686 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5687 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5688 _("Ardana"), # TOS: "The Cloud Minders"
5689 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5690 _("Gideon"), # TOS: "The Mark of Gideon"
5691 _("Aldebaran III"), # TOS: "The Deadly Years"
5692 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5693 _("Altair IV"), # TOS: "Amok Time
5694 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5695 _("Benecia"), # TOS: "The Conscience of the King"
5696 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5697 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5698 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5699 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5700 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5701 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5702 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5703 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5704 _("Ingraham B"), # TOS: "Operation: Annihilate"
5705 _("Janus IV"), # TOS: "The Devil in the Dark"
5706 _("Makus III"), # TOS: "The Galileo Seven"
5707 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5708 _("Omega IV"), # TOS: "The Omega Glory"
5709 _("Regulus V"), # TOS: "Amok Time
5710 _("Deneva"), # TOS: "Operation -- Annihilate!"
5711 # Worlds from BSD Trek
5712 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5713 _("Beta III"), # TOS: "The Return of the Archons"
5714 _("Triacus"), # TOS: "And the Children Shall Lead",
5715 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5717 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5718 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5719 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5720 # _("Izar"), # TOS: "Whom Gods Destroy"
5721 # _("Tiburon"), # TOS: "The Way to Eden"
5722 # _("Merak II"), # TOS: "The Cloud Minders"
5723 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5724 # _("Iotia"), # TOS: "A Piece of the Action"
5728 _("S. R. Sensors"), \
5729 _("L. R. Sensors"), \
5731 _("Photon Tubes"), \
5732 _("Life Support"), \
5733 _("Warp Engines"), \
5734 _("Impulse Engines"), \
5736 _("Subspace Radio"), \
5737 _("Shuttle Craft"), \
5739 _("Navigation System"), \
5741 _("Shield Control"), \
5747 # prepare to play, set up cosmos
5749 # Decide how many of everything
5751 return # frozen game
5752 # Prepare the Enterprise
5753 game.alldone = game.gamewon = False
5755 game.state.crew = FULLCREW
5756 game.energy = game.inenrg = 5000.0
5757 game.shield = game.inshld = 2500.0
5758 game.shldchg = False
5762 game.quadrant = randplace(GALSIZE)
5763 game.sector = randplace(QUADSIZE)
5764 game.torps = game.intorps = 10
5765 game.nprobes = randrange(2, 5)
5767 game.wfacsq = game.warpfac * game.warpfac
5768 for i in range(NDEVICES):
5769 game.damage[i] = 0.0
5770 # Set up assorted game parameters
5771 game.battle = coord()
5772 game.state.date = game.indate = 100.0 * randreal(20, 51)
5773 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5774 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5775 game.isatb = game.state.nplankl = 0
5776 game.state.starkl = game.state.basekl = 0
5777 game.iscraft = "onship"
5781 for i in range(GALSIZE):
5782 for j in range(GALSIZE):
5783 quad = game.state.galaxy[i][j]
5788 quad.starbase = False
5789 quad.supernova = False
5790 quad.status = "secure"
5791 # Initialize times for extraneous events
5792 schedule(FSNOVA, expran(0.5 * game.intime))
5793 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5794 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5795 schedule(FBATTAK, expran(0.3*game.intime))
5797 if game.state.nscrem:
5798 schedule(FSCMOVE, 0.2777)
5803 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5804 schedule(FDISTR, expran(1.0 + game.intime))
5809 # Starchart is functional but we've never seen it
5810 game.lastchart = FOREVER
5811 # Put stars in the galaxy
5813 for i in range(GALSIZE):
5814 for j in range(GALSIZE):
5815 k = randrange(1, QUADSIZE**2/10+1)
5817 game.state.galaxy[i][j].stars = k
5818 # Locate star bases in galaxy
5819 for i in range(game.inbase):
5822 w = randplace(GALSIZE)
5823 if not game.state.galaxy[w.x][w.y].starbase:
5826 # C version: for (j = i-1; j > 0; j--)
5827 # so it did them in the opposite order.
5828 for j in range(1, i):
5829 # Improved placement algorithm to spread out bases
5830 distq = (w - game.state.baseq[j]).distance()
5831 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5834 prout("=== Abandoning base #%d at %s" % (i, w))
5836 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5838 prout("=== Saving base #%d, close to #%d" % (i, j))
5841 game.state.baseq[i] = w
5842 game.state.galaxy[w.x][w.y].starbase = True
5843 game.state.chart[w.x][w.y].starbase = True
5844 # Position ordinary Klingon Battle Cruisers
5846 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5847 if klumper > MAXKLQUAD:
5851 klump = (1.0 - r*r)*klumper
5856 w = randplace(GALSIZE)
5857 if not game.state.galaxy[w.x][w.y].supernova and \
5858 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5860 game.state.galaxy[w.x][w.y].klingons += int(klump)
5863 # Position Klingon Commander Ships
5864 for i in range(1, game.incom+1):
5866 w = randplace(GALSIZE)
5867 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5868 not game.state.galaxy[w.x][w.y].supernova and \
5869 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5870 not w in game.state.kcmdr[:i]:
5872 game.state.galaxy[w.x][w.y].klingons += 1
5873 game.state.kcmdr[i] = w
5874 # Locate planets in galaxy
5875 for i in range(game.inplan):
5877 w = randplace(GALSIZE)
5878 if game.state.galaxy[w.x][w.y].planet == None:
5882 new.crystals = "absent"
5883 if (game.options & OPTION_WORLDS) and i < NINHAB:
5884 new.pclass = "M" # All inhabited planets are class M
5885 new.crystals = "absent"
5887 new.name = systnames[i]
5888 new.inhabited = True
5890 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5892 new.crystals = "present"
5893 new.known = "unknown"
5894 new.inhabited = False
5895 game.state.galaxy[w.x][w.y].planet = new
5896 game.state.planets.append(new)
5898 for i in range(game.state.nromrem):
5899 w = randplace(GALSIZE)
5900 game.state.galaxy[w.x][w.y].romulans += 1
5901 # Locate the Super Commander
5902 if game.state.nscrem > 0:
5904 w = randplace(GALSIZE)
5905 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5907 game.state.kscmdr = w
5908 game.state.galaxy[w.x][w.y].klingons += 1
5909 # Place thing (in tournament game, we don't want one!)
5911 if game.tourn is None:
5912 thing = randplace(GALSIZE)
5914 game.state.snap = False
5915 if game.skill == SKILL_NOVICE:
5916 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5917 prout(_("a deadly Klingon invasion force. As captain of the United"))
5918 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5919 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5920 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5921 prout(_("your mission. As you proceed you may be given more time."))
5923 prout(_("You will have %d supporting starbases.") % (game.inbase))
5924 proutn(_("Starbase locations- "))
5926 prout(_("Stardate %d.") % int(game.state.date))
5928 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5929 prout(_("An unknown number of Romulans."))
5930 if game.state.nscrem:
5931 prout(_("And one (GULP) Super-Commander."))
5932 prout(_("%d stardates.") % int(game.intime))
5933 proutn(_("%d starbases in ") % game.inbase)
5934 for i in range(game.inbase):
5935 proutn(`game.state.baseq[i]`)
5938 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5939 proutn(_(" Sector %s") % game.sector)
5941 prout(_("Good Luck!"))
5942 if game.state.nscrem:
5943 prout(_(" YOU'LL NEED IT."))
5946 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5948 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5949 attack(torps_ok=False)
5952 # choose your game type
5957 game.skill = SKILL_NONE
5959 if not scanner.inqueue: # Can start with command line options
5960 proutn(_("Would you like a regular, tournament, or saved game? "))
5962 if len(scanner.token)==0: # Try again
5964 if scanner.sees("tournament"):
5965 while scanner.next() == IHEOL:
5966 proutn(_("Type in tournament number-"))
5967 if scanner.real == 0:
5969 continue # We don't want a blank entry
5970 game.tourn = int(round(scanner.real))
5971 random.seed(scanner.real)
5973 logfp.write("# random.seed(%d)\n" % scanner.real)
5975 if scanner.sees("saved") or scanner.sees("frozen"):
5979 if game.passwd == None:
5981 if not game.alldone:
5982 game.thawed = True # No plaque if not finished
5986 if scanner.sees("regular"):
5988 proutn(_("What is \"%s\"?") % scanner.token)
5990 while game.length==0 or game.skill==SKILL_NONE:
5991 if scanner.next() == IHALPHA:
5992 if scanner.sees("short"):
5994 elif scanner.sees("medium"):
5996 elif scanner.sees("long"):
5998 elif scanner.sees("novice"):
5999 game.skill = SKILL_NOVICE
6000 elif scanner.sees("fair"):
6001 game.skill = SKILL_FAIR
6002 elif scanner.sees("good"):
6003 game.skill = SKILL_GOOD
6004 elif scanner.sees("expert"):
6005 game.skill = SKILL_EXPERT
6006 elif scanner.sees("emeritus"):
6007 game.skill = SKILL_EMERITUS
6009 proutn(_("What is \""))
6010 proutn(scanner.token)
6015 proutn(_("Would you like a Short, Medium, or Long game? "))
6016 elif game.skill == SKILL_NONE:
6017 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6018 # Choose game options -- added by ESR for SST2K
6019 if scanner.next() != IHALPHA:
6021 proutn(_("Choose your game style (or just press enter): "))
6023 if scanner.sees("plain"):
6024 # Approximates the UT FORTRAN version.
6025 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6026 game.options |= OPTION_PLAIN
6027 elif scanner.sees("almy"):
6028 # Approximates Tom Almy's version.
6029 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6030 game.options |= OPTION_ALMY
6031 elif scanner.sees("fancy"):
6033 elif len(scanner.token):
6034 proutn(_("What is \"%s\"?") % scanner.token)
6036 if game.passwd == "debug":
6038 fputs("=== Debug mode enabled\n", sys.stdout)
6040 # Use parameters to generate initial values of things
6041 game.damfac = 0.5 * game.skill
6042 game.state.rembase = randrange(BASEMIN, BASEMAX+1)
6043 game.inbase = game.state.rembase
6045 if game.options & OPTION_PLANETS:
6046 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6047 if game.options & OPTION_WORLDS:
6048 game.inplan += int(NINHAB)
6049 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6050 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6051 game.state.remtime = 7.0 * game.length
6052 game.intime = game.state.remtime
6053 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6054 game.incom = int(game.skill + 0.0625*game.inkling*randreal())
6055 game.state.remcom = min(10, game.incom)
6056 game.incom = game.state.remcom
6057 game.state.remres = (game.inkling+4*game.incom)*game.intime
6058 game.inresor = game.state.remres
6059 if game.inkling > 50:
6060 game.state.rembase += 1
6061 game.inbase = game.state.rembase
6064 def dropin(iquad=None):
6065 # drop a feature on a random dot in the current quadrant
6068 w = randplace(QUADSIZE)
6069 if game.quad[w.x][w.y] == IHDOT:
6071 if iquad is not None:
6072 game.quad[w.x][w.y] = iquad
6076 # update our alert status
6077 game.condition = "green"
6078 if game.energy < 1000.0:
6079 game.condition = "yellow"
6080 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6081 game.condition = "red"
6083 game.condition="dead"
6086 # drop new Klingon into current quadrant
6087 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6090 # set up a new state of quadrant, for when we enter or re-enter it
6094 game.comhere = False
6099 game.inorbit = False
6101 game.ientesc = False
6102 game.iseenit = False
6103 # Create a blank quadrant
6104 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
6106 # Attempt to escape Super-commander, so tbeam back!
6109 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6110 # cope with supernova
6113 game.klhere = q.klingons
6114 game.irhere = q.romulans
6116 game.quad[game.sector.x][game.sector.y] = game.ship
6119 # Position ordinary Klingons
6120 for i in range(game.klhere):
6122 # If we need a commander, promote a Klingon
6123 for i in range(game.state.remcom):
6124 if game.state.kcmdr[i] == game.quadrant:
6125 e = game.enemies[game.klhere-1]
6126 game.quad[e.kloc.x][e.kloc.y] = IHC
6127 e.kpower = randreal(950,1350) + 50.0*game.skill
6130 # If we need a super-commander, promote a Klingon
6131 if game.quadrant == game.state.kscmdr:
6133 game.quad[e.kloc.x][e.kloc.y] = IHS
6134 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6135 game.iscate = (game.state.remkl > 1)
6137 # Put in Romulans if needed
6138 for i in range(game.klhere, len(game.enemies)):
6139 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6140 # If quadrant needs a starbase, put it in
6142 game.base = dropin(IHB)
6143 # If quadrant needs a planet, put it in
6145 game.iplnet = q.planet
6146 if not q.planet.inhabited:
6147 game.plnet = dropin(IHP)
6149 game.plnet = dropin(IHW)
6150 # Check for condition
6153 if game.irhere > 0 and game.klhere == 0:
6155 if not damaged(DRADIO):
6157 prout(_("LT. Uhura- \"Captain, an urgent message."))
6158 prout(_(" I'll put it on audio.\" CLICK"))
6160 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6161 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6163 # Put in THING if needed
6164 if thing == game.quadrant:
6165 enemy(type=IHQUEST, loc=dropin(),
6166 power=randreal(6000,6500.0)+250.0*game.skill)
6167 if not damaged(DSRSENS):
6169 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6170 prout(_(" Please examine your short-range scan.\""))
6171 # Decide if quadrant needs a Tholian; lighten up if skill is low
6172 if game.options & OPTION_THOLIAN:
6173 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6174 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6175 (game.skill > SKILL_GOOD and withprob(0.08)):
6178 w.x = withprob(0.5) * (QUADSIZE-1)
6179 w.y = withprob(0.5) * (QUADSIZE-1)
6180 if game.quad[w.x][w.y] == IHDOT:
6182 game.tholian = enemy(type=IHT, loc=w,
6183 power=randrange(100, 500) + 25.0*game.skill)
6184 # Reserve unoccupied corners
6185 if game.quad[0][0]==IHDOT:
6186 game.quad[0][0] = 'X'
6187 if game.quad[0][QUADSIZE-1]==IHDOT:
6188 game.quad[0][QUADSIZE-1] = 'X'
6189 if game.quad[QUADSIZE-1][0]==IHDOT:
6190 game.quad[QUADSIZE-1][0] = 'X'
6191 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6192 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6193 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6194 # And finally the stars
6195 for i in range(q.stars):
6197 # Put in a few black holes
6198 for i in range(1, 3+1):
6201 # Take out X's in corners if Tholian present
6203 if game.quad[0][0]=='X':
6204 game.quad[0][0] = IHDOT
6205 if game.quad[0][QUADSIZE-1]=='X':
6206 game.quad[0][QUADSIZE-1] = IHDOT
6207 if game.quad[QUADSIZE-1][0]=='X':
6208 game.quad[QUADSIZE-1][0] = IHDOT
6209 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6210 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6213 # set the self-destruct password
6214 if game.options & OPTION_PLAIN:
6217 proutn(_("Please type in a secret password- "))
6219 game.passwd = scanner.token
6220 if game.passwd != None:
6225 game.passwd += chr(ord('a')+randrange(26))
6227 # Code from sst.c begins here
6230 "SRSCAN": OPTION_TTY,
6231 "STATUS": OPTION_TTY,
6232 "REQUEST": OPTION_TTY,
6233 "LRSCAN": OPTION_TTY,
6246 "SENSORS": OPTION_PLANETS,
6247 "ORBIT": OPTION_PLANETS,
6248 "TRANSPORT": OPTION_PLANETS,
6249 "MINE": OPTION_PLANETS,
6250 "CRYSTALS": OPTION_PLANETS,
6251 "SHUTTLE": OPTION_PLANETS,
6252 "PLANETS": OPTION_PLANETS,
6257 "PROBE": OPTION_PROBE,
6259 "FREEZE": 0, # Synonym for SAVE
6265 "SOS": 0, # Synonym for MAYDAY
6266 "CALL": 0, # Synonym for MAYDAY
6273 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6276 # generate a list of legal commands
6278 proutn(_("LEGAL COMMANDS ARE:"))
6279 for key in commands:
6283 proutn("%-12s " % key)
6288 # browse on-line help
6289 # Give help on commands
6290 key = scanner.next()
6293 setwnd(prompt_window)
6294 proutn(_("Help on what command? "))
6295 key = scanner.next()
6296 setwnd(message_window)
6299 if scanner.token in commands or scanner.token == "ABBREV":
6306 cmd = scanner.token.upper()
6308 fp = open(SSTDOC, "r")
6311 fp = open(DOC_NAME, "r")
6313 prout(_("Spock- \"Captain, that information is missing from the"))
6314 proutn(_(" computer. You need to find "))
6316 prout(_(" and put it in the"))
6317 proutn(_(" current directory or to "))
6321 # This used to continue: "You need to find SST.DOC and put
6322 # it in the current directory."
6326 linebuf = fp.readline()
6328 prout(_("Spock- \"Captain, there is no information on that command.\""))
6331 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6332 linebuf = linebuf[3:].strip()
6336 prout(_("Spock- \"Captain, I've found the following information:\""))
6338 while linebuf in fp:
6339 if "******" in linebuf:
6345 # command-interpretation loop
6348 setwnd(message_window)
6349 while True: # command loop
6351 while True: # get a command
6356 setwnd(prompt_window)
6359 if scanner.next() == IHEOL:
6360 if game.options & OPTION_CURSES:
6363 elif scanner.token == "":
6367 setwnd(message_window)
6369 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6371 if len(candidates) == 1:
6374 elif candidates and not (game.options & OPTION_PLAIN):
6375 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6379 if cmd == "SRSCAN": # srscan
6381 elif cmd == "STATUS": # status
6383 elif cmd == "REQUEST": # status request
6385 elif cmd == "LRSCAN": # long range scan
6386 lrscan(silent=False)
6387 elif cmd == "PHASERS": # phasers
6391 elif cmd == "TORPEDO": # photon torpedos
6395 elif cmd == "MOVE": # move under warp
6397 elif cmd == "SHIELDS": # shields
6398 doshield(shraise=False)
6401 game.shldchg = False
6402 elif cmd == "DOCK": # dock at starbase
6405 attack(torps_ok=False)
6406 elif cmd == "DAMAGES": # damage reports
6408 elif cmd == "CHART": # chart
6410 elif cmd == "IMPULSE": # impulse
6412 elif cmd == "REST": # rest
6416 elif cmd == "WARP": # warp
6418 elif cmd == "SCORE": # score
6420 elif cmd == "SENSORS": # sensors
6422 elif cmd == "ORBIT": # orbit
6426 elif cmd == "TRANSPORT": # transport "beam"
6428 elif cmd == "MINE": # mine
6432 elif cmd == "CRYSTALS": # crystals
6436 elif cmd == "SHUTTLE": # shuttle
6440 elif cmd == "PLANETS": # Planet list
6442 elif cmd == "REPORT": # Game Report
6444 elif cmd == "COMPUTER": # use COMPUTER!
6446 elif cmd == "COMMANDS":
6448 elif cmd == "EMEXIT": # Emergency exit
6449 clrscr() # Hide screen
6450 freeze(True) # forced save
6451 raise SysExit,1 # And quick exit
6452 elif cmd == "PROBE":
6453 probe() # Launch probe
6456 elif cmd == "ABANDON": # Abandon Ship
6458 elif cmd == "DESTRUCT": # Self Destruct
6460 elif cmd == "SAVE": # Save Game
6463 if game.skill > SKILL_GOOD:
6464 prout(_("WARNING--Saved games produce no plaques!"))
6465 elif cmd == "DEATHRAY": # Try a desparation measure
6469 elif cmd == "DEBUGCMD": # What do we want for debug???
6471 elif cmd == "MAYDAY": # Call for help
6476 game.alldone = True # quit the game
6481 break # Game has ended
6482 if game.optime != 0.0:
6485 break # Events did us in
6486 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6489 if hitme and not game.justin:
6490 attack(torps_ok=True)
6493 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6505 if cmd == IHR: s = _("Romulan")
6506 elif cmd == IHK: s = _("Klingon")
6507 elif cmd == IHC: s = _("Commander")
6508 elif cmd == IHS: s = _("Super-commander")
6509 elif cmd == IHSTAR: s = _("Star")
6510 elif cmd == IHP: s = _("Planet")
6511 elif cmd == IHB: s = _("Starbase")
6512 elif cmd == IHBLANK: s = _("Black hole")
6513 elif cmd == IHT: s = _("Tholian")
6514 elif cmd == IHWEB: s = _("Tholian web")
6515 elif cmd == IHQUEST: s = _("Stranger")
6516 elif cmd == IHW: s = _("Inhabited World")
6517 else: s = "Unknown??"
6520 def crmena(stars, enemy, loctype, w):
6521 # print an enemy and his location
6527 if loctype == "quadrant":
6528 buf = _("Quadrant ")
6529 elif loctype == "sector":
6534 # print our ship name
6535 if game.ship == IHE:
6537 elif game.ship == IHF:
6538 s = _("Faerie Queene")
6544 # print a line of stars
6545 prouts("******************************************************")
6549 return -avrage*math.log(1e-7 + randreal())
6551 def randplace(size):
6552 # choose a random location
6554 w.x = randrange(size)
6555 w.y = randrange(size)
6565 # Get a token from the user
6568 # Fill the token quue if nothing here
6569 while not self.inqueue:
6571 if curwnd==prompt_window:
6573 setwnd(message_window)
6577 # Skip leading white space
6578 line = line.lstrip()
6582 self.inqueue = line.lstrip().split() + [IHEOL]
6583 # From here on in it's all looking at the queue
6584 self.token = self.inqueue.pop(0)
6585 if self.token == IHEOL:
6589 self.real = float(self.token)
6595 self.token = self.token.lower()
6599 def push(self, toklist):
6600 self.inqueue += toklist
6602 # Demand input for next scan
6604 self.real = self.token = None
6606 # return IHEOL next time
6608 self.real = self.token = None
6610 # compares s to item and returns true if it matches to the length of s
6611 return s.startswith(self.token)
6613 # Round token value to nearest integer
6614 return int(round(scanner.real))
6617 # yes-or-no confirmation
6622 if scanner.token == 'y':
6624 if scanner.token == 'n':
6626 proutn(_("Please answer with \"y\" or \"n\": "))
6629 # complain about unparseable input
6632 prout(_("Beg your pardon, Captain?"))
6636 # access to the internals for debugging
6637 proutn("Reset levels? ")
6639 if game.energy < game.inenrg:
6640 game.energy = game.inenrg
6641 game.shield = game.inshld
6642 game.torps = game.intorps
6643 game.lsupres = game.inlsr
6644 proutn("Reset damage? ")
6646 for i in range(NDEVICES):
6647 if game.damage[i] > 0.0:
6648 game.damage[i] = 0.0
6649 proutn("Toggle debug flag? ")
6653 prout("Debug output ON")
6655 prout("Debug output OFF")
6656 proutn("Cause selective damage? ")
6658 for i in range(NDEVICES):
6663 key = scanner.next()
6664 if key == IHALPHA and scanner.sees("y"):
6665 game.damage[i] = 10.0
6666 proutn("Examine/change events? ")
6671 FSNOVA: "Supernova ",
6674 FBATTAK: "Base Attack ",
6675 FCDBAS: "Base Destroy ",
6676 FSCMOVE: "SC Move ",
6677 FSCDBAS: "SC Base Destroy ",
6678 FDSPROB: "Probe Move ",
6679 FDISTR: "Distress Call ",
6680 FENSLV: "Enslavement ",
6681 FREPRO: "Klingon Build ",
6683 for i in range(1, NEVENTS):
6686 proutn("%.2f" % (scheduled(i)-game.state.date))
6687 if i == FENSLV or i == FREPRO:
6689 proutn(" in %s" % ev.quadrant)
6694 key = scanner.next()
6699 ev = schedule(i, scanner.real)
6700 if i == FENSLV or i == FREPRO:
6702 proutn("In quadrant- ")
6703 key = scanner.next()
6704 # IHEOL says to leave coordinates as they are
6707 prout("Event %d canceled, no x coordinate." % (i))
6710 w.x = int(round(scanner.real))
6711 key = scanner.next()
6713 prout("Event %d canceled, no y coordinate." % (i))
6716 w.y = int(round(scanner.real))
6719 proutn("Induce supernova here? ")
6721 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6724 if __name__ == '__main__':
6726 global line, thing, game, idebug
6732 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6733 # Disable curses mode until the game logic is working.
6734 # if os.getenv("TERM"):
6735 # game.options |= OPTION_CURSES | OPTION_SHOWME
6737 game.options |= OPTION_TTY
6738 seed = int(time.time())
6739 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6740 for (switch, val) in options:
6743 replayfp = open(val, "r")
6745 sys.stderr.write("sst: can't open replay file %s\n" % val)
6748 line = replayfp.readline().strip()
6749 (leader, key, seed) = line.split()
6751 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6752 line = replayfp.readline().strip()
6753 arguments += line.split()[2:]
6755 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6757 game.options |= OPTION_TTY
6758 game.options &=~ OPTION_CURSES
6759 elif switch == '-t':
6760 game.options |= OPTION_TTY
6761 game.options &=~ OPTION_CURSES
6762 elif switch == '-x':
6765 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6767 # where to save the input in case of bugs
6769 logfp = open("/usr/tmp/sst-input.log", "w")
6771 sys.stderr.write("sst: warning, can't open logfile\n")
6773 logfp.write("# seed %s\n" % seed)
6774 logfp.write("# options %s\n" % " ".join(arguments))
6776 scanner = sstscanner()
6777 scanner.push(arguments)
6780 while True: # Play a game
6781 setwnd(fullscreen_window)
6787 game.alldone = False
6793 if game.tourn and game.alldone:
6794 proutn(_("Do you want your score recorded?"))
6799 proutn(_("Do you want to play again? "))
6803 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6807 except KeyboardInterrupt: