3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # These functions hide the difference between 0-origin and 1-origin addressing.
205 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
206 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
208 # How to represent features
232 def __init__(self, x=None, y=None):
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __rdiv__(self, other):
254 return coord(self.i/other, self.j/other)
255 def roundtogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def trunctogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
278 s.i = self.i + randrange(-1, 2)
279 s.j = self.j + randrange(-1, 2)
284 if self.i == None or self.j == None:
286 return "%s - %s" % (self.i+1, self.j+1)
291 self.name = None # string-valued if inhabited
292 self.quadrant = coord() # quadrant located
293 self.pclass = None # could be ""M", "N", "O", or "destroyed"
294 self.crystals = "absent"# could be "mined", "present", "absent"
295 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
296 self.inhabited = False # is it inhabites?
304 self.starbase = False
307 self.supernova = False
309 self.status = "secure" # Could be "secure", "distressed", "enslaved"
317 def fill2d(size, fillfun):
318 "Fill an empty list in 2D."
320 for i in range(size):
322 for j in range(size):
323 lst[i].append(fillfun(i, j))
328 self.snap = False # snapshot taken
329 self.crew = 0 # crew complement
330 self.remkl = 0 # remaining klingons
331 self.nscrem = 0 # remaining super commanders
332 self.starkl = 0 # destroyed stars
333 self.basekl = 0 # destroyed bases
334 self.nromrem = 0 # Romulans remaining
335 self.nplankl = 0 # destroyed uninhabited planets
336 self.nworldkl = 0 # destroyed inhabited planets
337 self.planets = [] # Planet information
338 self.date = 0.0 # stardate
339 self.remres = 0 # remaining resources
340 self.remtime = 0 # remaining time
341 self.baseq = [] # Base quadrant coordinates
342 self.kcmdr = [] # Commander quadrant coordinates
343 self.kscmdr = coord() # Supercommander quadrant coordinates
345 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
347 self.chart = fill2d(GALSIZE, lambda i, j: page())
351 self.date = None # A real number
352 self.quadrant = None # A coord structure
355 OPTION_ALL = 0xffffffff
356 OPTION_TTY = 0x00000001 # old interface
357 OPTION_CURSES = 0x00000002 # new interface
358 OPTION_IOMODES = 0x00000003 # cover both interfaces
359 OPTION_PLANETS = 0x00000004 # planets and mining
360 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
364 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
366 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
367 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
368 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN = 0x01000000 # user chose plain game
371 OPTION_ALMY = 0x02000000 # user chose Almy variant
390 NDEVICES= 16 # Number of devices
399 def damaged(dev): return (game.damage[dev] != 0.0)
400 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
402 # Define future events
403 FSPY = 0 # Spy event happens always (no future[] entry)
404 # can cause SC to tractor beam Enterprise
405 FSNOVA = 1 # Supernova
406 FTBEAM = 2 # Commander tractor beams Enterprise
407 FSNAP = 3 # Snapshot for time warp
408 FBATTAK = 4 # Commander attacks base
409 FCDBAS = 5 # Commander destroys base
410 FSCMOVE = 6 # Supercommander moves (might attack base)
411 FSCDBAS = 7 # Supercommander destroys base
412 FDSPROB = 8 # Move deep space probe
413 FDISTR = 9 # Emit distress call from an inhabited world
414 FENSLV = 10 # Inhabited word is enslaved */
415 FREPRO = 11 # Klingons build a ship in an enslaved system
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
422 def findevent(evtype): return game.future[evtype]
425 def __init__(self, type=None, loc=None, power=None):
430 self.kpower = power # enemy energy level
431 game.enemies.append(self)
433 motion = (loc != self.kloc)
434 if self.kloc.i is not None and self.kloc.j is not None:
437 game.quad[self.kloc.i][self.kloc.j] = IHWEB
439 game.quad[self.kloc.i][self.kloc.j] = IHDOT
441 self.kloc = copy.copy(loc)
442 game.quad[self.kloc.i][self.kloc.j] = self.type
443 self.kdist = self.kavgd = (game.sector - loc).distance()
446 self.kdist = self.kavgd = None
447 game.enemies.remove(self)
450 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
454 self.options = None # Game options
455 self.state = snapshot() # A snapshot structure
456 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
457 self.quad = None # contents of our quadrant
458 self.damage = [0.0] * NDEVICES # damage encountered
459 self.future = [] # future events
460 for i in range(NEVENTS):
461 self.future.append(event())
462 self.passwd = None; # Self Destruct password
464 self.quadrant = None # where we are in the large
465 self.sector = None # where we are in the small
466 self.tholian = None # Tholian enemy object
467 self.base = None # position of base in current quadrant
468 self.battle = None # base coordinates being attacked
469 self.plnet = None # location of planet in quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.nprobes = 0 # number of probes available
513 self.inresor = 0.0 # initial resources
514 self.intime = 0.0 # initial time
515 self.inenrg = 0.0 # initial/max energy
516 self.inshld = 0.0 # initial/max shield
517 self.inlsr = 0.0 # initial life support resources
518 self.indate = 0.0 # initial date
519 self.energy = 0.0 # energy level
520 self.shield = 0.0 # shield level
521 self.warpfac = 0.0 # warp speed
522 self.wfacsq = 0.0 # squared warp factor
523 self.lsupres = 0.0 # life support reserves
524 self.optime = 0.0 # time taken by current operation
525 self.docfac = 0.0 # repair factor when docking (constant?)
526 self.damfac = 0.0 # damage factor
527 self.lastchart = 0.0 # time star chart was last updated
528 self.cryprob = 0.0 # probability that crystal will work
529 self.probe = None # object holding probe course info
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + len(game.state.kcmdr) > 0 ?
534 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
584 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
587 def randrange(*args):
588 v = random.randrange(*args)
589 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
595 v *= args[0] # returns from [0, args[0])
597 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
598 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 # Code from ai.c begins here
604 "Would this quadrant welcome another Klingon?"
605 return VALID_QUADRANT(iq.i,iq.j) and \
606 not game.state.galaxy[iq.i][iq.j].supernova and \
607 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
609 def tryexit(enemy, look, irun):
610 "A bad guy attempts to bug out."
612 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614 if not welcoming(iq):
616 if enemy.type == IHR:
617 return False; # Romulans cannot escape!
619 # avoid intruding on another commander's territory
620 if enemy.type == IHC:
621 if iq in game.state.kcmdr:
623 # refuse to leave if currently attacking starbase
624 if game.battle == game.quadrant:
626 # don't leave if over 1000 units of energy
627 if enemy.kpower > 1000.0:
629 # emit escape message and move out of quadrant.
630 # we know this if either short or long range sensors are working
631 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632 game.condition == "docked":
633 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634 (_(" escapes to Quadrant %s (and regains strength).") % q))
635 # handle local matters related to escape
638 if game.condition != "docked":
640 # Handle global matters related to escape
641 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642 game.state.galaxy[iq.i][iq.j].klingons += 1
647 schedule(FSCMOVE, 0.2777)
651 for cmdr in game.state.kcmdr:
652 if cmdr == game.quadrant:
653 game.state.kcmdr[n] = iq
655 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
695 def movebaddy(enemy):
696 "Tactical movement for the bad guys."
697 next = coord(); look = coord()
699 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
700 if game.skill >= SKILL_EXPERT:
701 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
703 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
705 mdist = int(dist1 + 0.5); # Nearest integer distance
706 # If SC, check with spy to see if should hi-tail it
707 if enemy.type==IHS and \
708 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
712 # decide whether to advance, retreat, or hold position
713 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
715 forces += 1000; # Good for enemy if shield is down!
716 if not damaged(DPHASER) or not damaged(DPHOTON):
717 if damaged(DPHASER): # phasers damaged
720 forces -= 0.2*(game.energy - 2500.0)
721 if damaged(DPHOTON): # photon torpedoes damaged
724 forces -= 50.0*game.torps
726 # phasers and photon tubes both out!
729 if forces <= 1000.0 and game.condition != "docked": # Typical situation
730 motion = ((forces + randreal(200))/150.0) - 5.0
732 if forces > 1000.0: # Very strong -- move in for kill
733 motion = (1.0 - randreal())**2 * dist1 + 1.0
734 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
735 motion -= game.skill*(2.0-randreal()**2)
737 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738 # don't move if no motion
741 # Limit motion according to skill
742 if abs(motion) > game.skill:
747 # calculate preferred number of steps
748 nsteps = abs(int(motion))
749 if motion > 0 and nsteps > mdist:
750 nsteps = mdist; # don't overshoot
751 if nsteps > QUADSIZE:
752 nsteps = QUADSIZE; # This shouldn't be necessary
754 nsteps = 1; # This shouldn't be necessary
756 proutn("NSTEPS = %d:" % nsteps)
757 # Compute preferred values of delta X and Y
758 m = game.sector - enemy.kloc
759 if 2.0 * abs(m.i) < abs(m.j):
761 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
763 m = (motion * m).sgn()
766 for ll in range(nsteps):
768 proutn(" %d" % (ll+1))
769 # Check if preferred position available
780 attempts = 0; # Settle mysterious hang problem
781 while attempts < 20 and not success:
783 if look.i < 0 or look.i >= QUADSIZE:
784 if motion < 0 and tryexit(enemy, look, irun):
786 if krawli == m.i or m.j == 0:
788 look.i = next.i + krawli
790 elif look.j < 0 or look.j >= QUADSIZE:
791 if motion < 0 and tryexit(enemy, look, irun):
793 if krawlj == m.j or m.i == 0:
795 look.j = next.j + krawlj
797 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798 # See if enemy should ram ship
799 if game.quad[look.i][look.j] == game.ship and \
800 (enemy.type == IHC or enemy.type == IHS):
801 collision(rammed=True, enemy=enemy)
803 if krawli != m.i and m.j != 0:
804 look.i = next.i + krawli
806 elif krawlj != m.j and m.i != 0:
807 look.j = next.j + krawlj
810 break; # we have failed
822 if not damaged(DSRSENS) or game.condition == "docked":
823 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824 if enemy.kdist < dist1:
825 proutn(_(" advances to "))
827 proutn(_(" retreats to "))
828 prout("Sector %s." % next)
831 "Sequence Klingon tactical movement."
834 # Figure out which Klingon is the commander (or Supercommander)
836 if game.quadrant in game.state.kcmdr:
837 for enemy in game.enemies:
838 if enemy.type == IHC:
840 if game.state.kscmdr==game.quadrant:
841 for enemy in game.enemies:
842 if enemy.type == IHS:
845 # If skill level is high, move other Klingons and Romulans too!
846 # Move these last so they can base their actions on what the
848 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849 for enemy in game.enemies:
850 if enemy.type in (IHK, IHR):
852 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
854 def movescom(iq, avoid):
855 "Commander movement helper."
856 # Avoid quadrants with bases if we want to avoid Enterprise
857 if not welcoming(iq) or (avoid and iq in game.state.baseq):
859 if game.justin and not game.iscate:
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863 game.state.kscmdr = iq
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865 if game.state.kscmdr==game.quadrant:
866 # SC has scooted, Remove him from current quadrant
871 for enemy in game.enemies:
872 if enemy.type == IHS:
876 if game.condition != "docked":
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].quadrant == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return True; # looks good!
894 def supercommander():
895 "Move the Super Commander."
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if idelta.distance() > 2.0:
908 idelta.i = game.state.kscmdr.j-game.quadrant.j
909 idelta.j = game.quadrant.i-game.state.kscmdr.i
911 # compute distances to starbases
912 if not game.state.baseq:
916 sc = game.state.kscmdr
917 for base in game.state.baseq:
918 basetbl.append((i, (base - sc).distance()))
919 if game.state.baseq > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for (i2, base) in enumerate(game.state.baseq):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 if base==game.quadrant or base==game.battle or not welcoming(base):
928 # if there is a commander, and no other base is appropriate,
929 # we will take the one with the commander
930 for cmdr in game.state.kcmdr:
931 if base == cmdr and ifindit != 2:
935 else: # no commander -- use this one
940 return # Nothing suitable -- wait until next time
941 ibq = game.state.baseq[iwhichb]
942 # decide how to move toward base
943 idelta = ibq - game.state.kscmdr
944 # Maximum movement is 1 quadrant in either or both axes
945 idelta = idelta.sgn()
946 # try moving in both x and y directions
947 # there was what looked like a bug in the Almy C code here,
948 # but it might be this translation is just wrong.
949 iq = game.state.kscmdr + idelta
950 if not movescom(iq, avoid):
951 # failed -- try some other maneuvers
952 if idelta.i==0 or idelta.j==0:
955 iq.j = game.state.kscmdr.j + 1
956 if not movescom(iq, avoid):
957 iq.j = game.state.kscmdr.j - 1
960 iq.i = game.state.kscmdr.i + 1
961 if not movescom(iq, avoid):
962 iq.i = game.state.kscmdr.i - 1
965 # try moving just in x or y
966 iq.j = game.state.kscmdr.j
967 if not movescom(iq, avoid):
968 iq.j = game.state.kscmdr.j + idelta.j
969 iq.i = game.state.kscmdr.i
972 if len(game.state.baseq) == 0:
975 for ibq in game.state.baseq:
976 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
979 return # no, don't attack base!
982 schedule(FSCDBAS, randreal(1.0, 3.0))
983 if is_scheduled(FCDBAS):
984 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985 if not communicating():
989 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
991 prout(_(" reports that it is under attack from the Klingon Super-commander."))
992 proutn(_(" It can survive until stardate %d.\"") \
993 % int(scheduled(FSCDBAS)))
996 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.optime = 0.0; # actually finished
1002 # Check for intelligence report
1005 (not communicating()) or \
1006 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1009 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1010 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1015 if not game.tholian or game.justin:
1018 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019 id.i = 0; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = 0
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1027 # something is wrong!
1028 game.tholian.move(None)
1029 prout("***Internal error: Tholian in a bad spot.")
1031 # do nothing if we are blocked
1032 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1034 here = copy.copy(game.tholian.kloc)
1035 delta = (id - game.tholian.kloc).sgn()
1037 while here.i != id.i:
1039 if game.quad[here.i][here.j]==IHDOT:
1040 game.tholian.move(here)
1042 while here.j != id.j:
1044 if game.quad[here.i][here.j]==IHDOT:
1045 game.tholian.move(here)
1046 # check to see if all holes plugged
1047 for i in range(QUADSIZE):
1048 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1050 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1052 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1054 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1056 # All plugged up -- Tholian splits
1057 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1059 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060 game.tholian.move(None)
1063 # Code from battle.c begins here
1065 def doshield(shraise):
1066 "Change shield status."
1072 key = scanner.next()
1073 if key == "IHALPHA":
1074 if scanner.sees("transfer"):
1077 if damaged(DSHIELD):
1078 prout(_("Shields damaged and down."))
1080 if scanner.sees("up"):
1082 elif scanner.sees("down"):
1085 proutn(_("Do you wish to change shield energy? "))
1087 proutn(_("Energy to transfer to shields- "))
1089 elif damaged(DSHIELD):
1090 prout(_("Shields damaged and down."))
1093 proutn(_("Shields are up. Do you want them down? "))
1100 proutn(_("Shields are down. Do you want them up? "))
1106 if action == "SHUP": # raise shields
1108 prout(_("Shields already up."))
1112 if game.condition != "docked":
1114 prout(_("Shields raised."))
1115 if game.energy <= 0:
1117 prout(_("Shields raising uses up last of energy."))
1122 elif action == "SHDN":
1124 prout(_("Shields already down."))
1128 prout(_("Shields lowered."))
1131 elif action == "NRG":
1132 while scanner.next() != "IHREAL":
1134 proutn(_("Energy to transfer to shields- "))
1136 if scanner.real == 0:
1138 if scanner.real > game.energy:
1139 prout(_("Insufficient ship energy."))
1142 if game.shield+scanner.real >= game.inshld:
1143 prout(_("Shield energy maximized."))
1144 if game.shield+scanner.real > game.inshld:
1145 prout(_("Excess energy requested returned to ship energy"))
1146 game.energy -= game.inshld-game.shield
1147 game.shield = game.inshld
1149 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150 # Prevent shield drain loophole
1152 prout(_("Engineering to bridge--"))
1153 prout(_(" Scott here. Power circuit problem, Captain."))
1154 prout(_(" I can't drain the shields."))
1157 if game.shield+scanner.real < 0:
1158 prout(_("All shield energy transferred to ship."))
1159 game.energy += game.shield
1162 proutn(_("Scotty- \""))
1163 if scanner.real > 0:
1164 prout(_("Transferring energy to shields.\""))
1166 prout(_("Draining energy from shields.\""))
1167 game.shield += scanner.real
1168 game.energy -= scanner.real
1172 "Choose a device to damage, at random."
1173 # Quoth Eric Allman in the code of BSD-Trek:
1174 # "Under certain conditions you can get a critical hit. This
1175 # sort of hit damages devices. The probability that a given
1176 # device is damaged depends on the device. Well protected
1177 # devices (such as the computer, which is in the core of the
1178 # ship and has considerable redundancy) almost never get
1179 # damaged, whereas devices which are exposed (such as the
1180 # warp engines) or which are particularly delicate (such as
1181 # the transporter) have a much higher probability of being
1184 # This is one place where OPTION_PLAIN does not restore the
1185 # original behavior, which was equiprobable damage across
1186 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1187 # and have done with it. Also, in the original game, DNAVYS
1188 # and DCOMPTR were the same device.
1190 # Instead, we use a table of weights similar to the one from BSD Trek.
1191 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1192 # We don't have a cloaking device. The shuttle got the allocation
1193 # for the cloaking device, then we shaved a half-percent off
1194 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1196 105, # DSRSENS: short range scanners 10.5%
1197 105, # DLRSENS: long range scanners 10.5%
1198 120, # DPHASER: phasers 12.0%
1199 120, # DPHOTON: photon torpedoes 12.0%
1200 25, # DLIFSUP: life support 2.5%
1201 65, # DWARPEN: warp drive 6.5%
1202 70, # DIMPULS: impulse engines 6.5%
1203 145, # DSHIELD: deflector shields 14.5%
1204 30, # DRADIO: subspace radio 3.0%
1205 45, # DSHUTTL: shuttle 4.5%
1206 15, # DCOMPTR: computer 1.5%
1207 20, # NAVCOMP: navigation system 2.0%
1208 75, # DTRANSP: transporter 7.5%
1209 20, # DSHCTRL: high-speed shield controller 2.0%
1210 10, # DDRAY: death ray 1.0%
1211 30, # DDSP: deep-space probes 3.0%
1213 idx = randrange(1000) # weights must sum to 1000
1215 for (i, w) in enumerate(weights):
1219 return None; # we should never get here
1221 def collision(rammed, enemy):
1222 "Collision handling fot rammong events."
1223 prouts(_("***RED ALERT! RED ALERT!"))
1225 prout(_("***COLLISION IMMINENT."))
1229 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1231 proutn(_(" rammed by "))
1234 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1236 proutn(_(" (original position)"))
1238 deadkl(enemy.kloc, enemy.type, game.sector)
1239 proutn("***" + crmship() + " heavily damaged.")
1240 icas = randrange(10, 30)
1241 prout(_("***Sickbay reports %d casualties"), icas)
1243 game.state.crew -= icas
1244 # In the pre-SST2K version, all devices got equiprobably damaged,
1245 # which was silly. Instead, pick up to half the devices at
1246 # random according to our weighting table,
1247 ncrits = randrange(NDEVICES/2)
1248 for m in range(ncrits):
1250 if game.damage[dev] < 0:
1252 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253 # Damage for at least time of travel!
1254 game.damage[dev] += game.optime + extradm
1256 prout(_("***Shields are down."))
1257 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265 "Let a photon torpedo fly"
1266 if not damaged(DSRSENS) or game.condition=="docked":
1267 setwnd(srscan_window)
1269 setwnd(message_window)
1271 ac = bearing + 0.25*dispersion # dispersion is a random variable
1272 bullseye = (15.0 - bearing)*0.5235988
1273 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1274 # delta === track.increment
1275 w = coord(0, 0); jw = coord(0, 0)
1276 ungridded = copy.copy(origin)
1277 # Loop to move a single torpedo
1278 for step in range(1, QUADSIZE*2):
1279 ungridded += track.increment
1280 w = ungridded.roundtogrid()
1281 if not VALID_SECTOR(w.i, w.j):
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 setwnd(message_window)
1289 if damaged(DSRSENS) and not game.condition=="docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1296 newcnd(); # we're blown out of dock
1297 # We may be displaced.
1298 if game.landed or game.condition=="docked":
1299 return hit # Cheat if on a planet
1300 ang = track.angle + 2.5*(randreal()-0.5)
1301 temp = math.fabs(math.sin(ang))
1302 if math.fabs(math.cos(ang)) > temp:
1303 temp = math.fabs(math.cos(ang))
1304 xx = -math.sin(ang)/temp
1305 yy = math.cos(ang)/temp
1306 jw.i = int(w.i+xx+0.5)
1307 jw.j = int(w.j+yy+0.5)
1308 if not VALID_SECTOR(jw.i, jw.j):
1310 if game.quad[jw.i][jw.j]==IHBLANK:
1313 if game.quad[jw.i][jw.j]!=IHDOT:
1314 # can't move into object
1319 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1321 if iquad in (IHC, IHS) and withprob(0.05):
1322 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1323 prout(_(" torpedo neutralized."))
1325 for enemy in game.enemies:
1328 kp = math.fabs(enemy.kpower)
1329 h1 = 700.0 + randrange(100) - \
1330 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1334 if enemy.kpower < 0:
1338 if enemy.kpower == 0:
1341 proutn(crmena(True, iquad, "sector", w))
1342 # If enemy damaged but not destroyed, try to displace
1343 ang = track.angle + 2.5*(randreal()-0.5)
1344 temp = math.fabs(math.sin(ang))
1345 if math.fabs(math.cos(ang)) > temp:
1346 temp = math.fabs(math.cos(ang))
1347 xx = -math.sin(ang)/temp
1348 yy = math.cos(ang)/temp
1349 jw.i = int(w.i+xx+0.5)
1350 jw.j = int(w.j+yy+0.5)
1351 if not VALID_SECTOR(jw.i, jw.j):
1352 prout(_(" damaged but not destroyed."))
1354 if game.quad[jw.i][jw.j]==IHBLANK:
1355 prout(_(" buffeted into black hole."))
1356 deadkl(w, iquad, jw)
1358 if game.quad[jw.i][jw.j]!=IHDOT:
1359 # can't move into object
1360 prout(_(" damaged but not destroyed."))
1362 proutn(_(" damaged--"))
1366 elif iquad == IHB: # Hit a base
1368 prout(_("***STARBASE DESTROYED.."))
1369 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1370 game.quad[w.i][w.j]=IHDOT
1371 game.base.invalidate()
1372 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1373 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1374 game.state.basekl += 1
1377 elif iquad == IHP: # Hit a planet
1378 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1379 game.state.nplankl += 1
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1381 game.iplnet.pclass = "destroyed"
1383 game.plnet.invalidate()
1384 game.quad[w.i][w.j] = IHDOT
1386 # captain perishes on planet
1389 elif iquad == IHW: # Hit an inhabited world -- very bad!
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nworldkl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1400 prout(_("You have just destroyed an inhabited planet."))
1401 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1403 elif iquad == IHSTAR: # Hit a star
1407 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1409 elif iquad == IHQUEST: # Hit a thingy
1410 if not (game.options & OPTION_THINGY) or withprob(0.3):
1412 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1414 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1416 proutn(_("Mr. Spock-"))
1417 prouts(_(" \"Fascinating!\""))
1421 # Stas Sergeev added the possibility that
1422 # you can shove the Thingy and piss it off.
1423 # It then becomes an enemy and may fire at you.
1427 elif iquad == IHBLANK: # Black hole
1429 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1431 elif iquad == IHWEB: # hit the web
1433 prout(_("***Torpedo absorbed by Tholian web."))
1435 elif iquad == IHT: # Hit a Tholian
1436 h1 = 700.0 + randrange(100) - \
1437 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1440 game.quad[w.i][w.j] = IHDOT
1445 proutn(crmena(True, IHT, "sector", w))
1447 prout(_(" survives photon blast."))
1449 prout(_(" disappears."))
1450 game.tholian.move(None)
1451 game.quad[w.i][w.j] = IHWEB
1456 proutn("Don't know how to handle torpedo collision with ")
1457 proutn(crmena(True, iquad, "sector", w))
1461 if curwnd!=message_window:
1462 setwnd(message_window)
1464 game.quad[w.i][w.j]=IHDOT
1465 game.quad[jw.i][jw.j]=iquad
1466 prout(_(" displaced by blast to Sector %s ") % jw)
1467 for ll in range(len(game.enemies)):
1468 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1469 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1472 prout(_("Torpedo missed."))
1476 "Critical-hit resolution."
1477 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1479 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1480 proutn(_("***CRITICAL HIT--"))
1481 # Select devices and cause damage
1483 for loop1 in range(ncrit):
1486 # Cheat to prevent shuttle damage unless on ship
1487 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1490 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1491 game.damage[j] += extradm
1493 for (i, j) in enumerate(cdam):
1495 if skipcount % 3 == 2 and i < len(cdam)-1:
1500 prout(_(" damaged."))
1501 if damaged(DSHIELD) and game.shldup:
1502 prout(_("***Shields knocked down."))
1505 def attack(torps_ok):
1506 # bad guy attacks us
1507 # torps_ok == False forces use of phasers in an attack
1508 # game could be over at this point, check
1511 attempt = False; ihurt = False;
1512 hitmax=0.0; hittot=0.0; chgfac=1.0
1515 prout("=== ATTACK!")
1516 # Tholian gets to move before attacking
1519 # if you have just entered the RNZ, you'll get a warning
1520 if game.neutz: # The one chance not to be attacked
1523 # commanders get a chance to tac-move towards you
1524 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1526 # if no enemies remain after movement, we're done
1527 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1529 # set up partial hits if attack happens during shield status change
1530 pfac = 1.0/game.inshld
1532 chgfac = 0.25 + randreal(0.5)
1534 # message verbosity control
1535 if game.skill <= SKILL_FAIR:
1537 for enemy in game.enemies:
1538 if enemy.kpower < 0:
1539 continue; # too weak to attack
1540 # compute hit strength and diminish shield power
1542 # Increase chance of photon torpedos if docked or enemy energy is low
1543 if game.condition == "docked":
1545 if enemy.kpower < 500:
1547 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1549 # different enemies have different probabilities of throwing a torp
1550 usephasers = not torps_ok or \
1551 (enemy.type == IHK and r > 0.0005) or \
1552 (enemy.type==IHC and r > 0.015) or \
1553 (enemy.type==IHR and r > 0.3) or \
1554 (enemy.type==IHS and r > 0.07) or \
1555 (enemy.type==IHQUEST and r > 0.05)
1556 if usephasers: # Enemy uses phasers
1557 if game.condition == "docked":
1558 continue; # Don't waste the effort!
1559 attempt = True; # Attempt to attack
1560 dustfac = randreal(0.8, 0.85)
1561 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1562 enemy.kpower *= 0.75
1563 else: # Enemy uses photon torpedo
1564 # We should be able to make the bearing() method work here
1565 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1567 proutn(_("***TORPEDO INCOMING"))
1568 if not damaged(DSRSENS):
1569 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1572 dispersion = (randreal()+randreal())*0.5 - 0.5
1573 dispersion += 0.002*enemy.kpower*dispersion
1574 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1575 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1576 finish(FWON); # Klingons did themselves in!
1577 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1578 return # Supernova or finished
1581 # incoming phaser or torpedo, shields may dissipate it
1582 if game.shldup or game.shldchg or game.condition=="docked":
1583 # shields will take hits
1584 propor = pfac * game.shield
1585 if game.condition =="docked":
1589 hitsh = propor*chgfac*hit+1.0
1591 if absorb > game.shield:
1592 absorb = game.shield
1593 game.shield -= absorb
1595 # taking a hit blasts us out of a starbase dock
1596 if game.condition == "docked":
1598 # but the shields may take care of it
1599 if propor > 0.1 and hit < 0.005*game.energy:
1601 # hit from this opponent got through shields, so take damage
1603 proutn(_("%d unit hit") % int(hit))
1604 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1605 proutn(_(" on the ") + crmshp())
1606 if not damaged(DSRSENS) and usephasers:
1607 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1609 # Decide if hit is critical
1615 if game.energy <= 0:
1616 # Returning home upon your shield, not with it...
1619 if not attempt and game.condition == "docked":
1620 prout(_("***Enemies decide against attacking your ship."))
1621 percent = 100.0*pfac*game.shield+0.5
1623 # Shields fully protect ship
1624 proutn(_("Enemy attack reduces shield strength to "))
1626 # Emit message if starship suffered hit(s)
1628 proutn(_("Energy left %2d shields ") % int(game.energy))
1631 elif not damaged(DSHIELD):
1634 proutn(_("damaged, "))
1635 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1636 # Check if anyone was hurt
1637 if hitmax >= 200 or hittot >= 500:
1638 icas = randrange(int(hittot * 0.015))
1641 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1642 prout(_(" in that last attack.\""))
1644 game.state.crew -= icas
1645 # After attack, reset average distance to enemies
1646 for enemy in game.enemies:
1647 enemy.kavgd = enemy.kdist
1648 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1651 def deadkl(w, type, mv):
1652 "Kill a Klingon, Tholian, Romulan, or Thingy."
1653 # Added mv to allow enemy to "move" before dying
1654 proutn(crmena(True, type, "sector", mv))
1655 # Decide what kind of enemy it is and update appropriately
1657 # Chalk up a Romulan
1658 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660 game.state.nromrem -= 1
1664 elif type == IHQUEST:
1669 # Killed some type of Klingon
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1673 game.state.kcmdr.remove(game.quadrant)
1675 if game.state.kcmdr:
1676 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1677 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1680 game.state.remkl -= 1
1682 game.state.nscrem -= 1
1683 game.state.kscmdr.invalidate()
1688 # For each kind of enemy, finish message to player
1689 prout(_(" destroyed."))
1690 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1693 # Remove enemy ship from arrays describing local conditions
1694 for e in game.enemies:
1701 "Return None if target is invalid, otherwise return a course angle."
1702 if not VALID_SECTOR(w.i, w.j):
1706 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1707 delta.j = (w.j - game.sector.j);
1708 delta.i = (game.sector.i - w.i);
1709 if delta == coord(0, 0):
1711 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1712 prout(_(" I recommend an immediate review of"))
1713 prout(_(" the Captain's psychological profile.\""))
1716 return delta.bearing()
1719 "Launch photon torpedo."
1722 if damaged(DPHOTON):
1723 prout(_("Photon tubes damaged."))
1727 prout(_("No torpedoes left."))
1730 # First, get torpedo count
1733 if scanner.token == "IHALPHA":
1736 elif scanner.token == "IHEOL" or not scanner.waiting():
1737 prout(_("%d torpedoes left.") % game.torps)
1739 proutn(_("Number of torpedoes to fire- "))
1740 continue # Go back around to get a number
1741 else: # key == "IHREAL"
1743 if n <= 0: # abort command
1748 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1751 scanner.chew() # User requested more torps than available
1752 continue # Go back around
1753 break # All is good, go to next stage
1757 key = scanner.next()
1758 if i==0 and key == "IHEOL":
1759 break; # no coordinate waiting, we will try prompting
1760 if i==1 and key == "IHEOL":
1761 # direct all torpedoes at one target
1763 target.append(target[0])
1764 course.append(course[0])
1767 scanner.push(scanner.token)
1768 target.append(scanner.getcoord())
1769 if target[-1] == None:
1771 course.append(targetcheck(target[-1]))
1772 if course[-1] == None:
1775 if len(target) == 0:
1776 # prompt for each one
1778 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 # Loop for moving <n> torpedoes
1789 if game.condition != "docked":
1791 dispersion = (randreal()+randreal())*0.5 -0.5
1792 if math.fabs(dispersion) >= 0.47:
1794 dispersion *= randreal(1.2, 2.2)
1796 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1798 prouts(_("***TORPEDO MISFIRES."))
1801 prout(_(" Remainder of burst aborted."))
1803 prout(_("***Photon tubes damaged by misfire."))
1804 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1806 if game.shldup or game.condition == "docked":
1807 dispersion *= 1.0 + 0.0001*game.shield
1808 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1809 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1811 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1815 "Check for phasers overheating."
1817 checkburn = (rpow-1500.0)*0.00038
1818 if withprob(checkburn):
1819 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1820 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1822 def checkshctrl(rpow):
1823 "Check shield control."
1826 prout(_("Shields lowered."))
1828 # Something bad has happened
1829 prouts(_("***RED ALERT! RED ALERT!"))
1831 hit = rpow*game.shield/game.inshld
1832 game.energy -= rpow+hit*0.8
1833 game.shield -= hit*0.2
1834 if game.energy <= 0.0:
1835 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1840 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1842 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1843 icas = randrange(int(hit*0.012))
1848 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1849 prout(_(" %d casualties so far.\"") % icas)
1851 game.state.crew -= icas
1853 prout(_("Phaser energy dispersed by shields."))
1854 prout(_("Enemy unaffected."))
1859 "Register a phaser hit on Klingons and Romulans."
1860 nenhr2 = len(game.enemies); kk=0
1863 for (k, wham) in enumerate(hits):
1866 dustfac = randreal(0.9, 1.0)
1867 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1868 kpini = game.enemies[kk].kpower
1869 kp = math.fabs(kpini)
1870 if PHASEFAC*hit < kp:
1872 if game.enemies[kk].kpower < 0:
1873 game.enemies[kk].kpower -= -kp
1875 game.enemies[kk].kpower -= kp
1876 kpow = game.enemies[kk].kpower
1877 w = game.enemies[kk].kloc
1879 if not damaged(DSRSENS):
1881 proutn(_("%d unit hit on ") % int(hit))
1883 proutn(_("Very small hit on "))
1884 ienm = game.quad[w.i][w.j]
1887 proutn(crmena(False, ienm, "sector", w))
1891 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1895 kk -= 1 # don't do the increment
1897 else: # decide whether or not to emasculate klingon
1898 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1899 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1900 prout(_(" has just lost its firepower.\""))
1901 game.enemies[kk].kpower = -kpow
1906 "Fire phasers at bad guys."
1908 kz = 0; k = 1; irec=0 # Cheating inhibitor
1909 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1913 # SR sensors and Computer are needed for automode
1914 if damaged(DSRSENS) or damaged(DCOMPTR):
1916 if game.condition == "docked":
1917 prout(_("Phasers can't be fired through base shields."))
1920 if damaged(DPHASER):
1921 prout(_("Phaser control damaged."))
1925 if damaged(DSHCTRL):
1926 prout(_("High speed shield control damaged."))
1929 if game.energy <= 200.0:
1930 prout(_("Insufficient energy to activate high-speed shield control."))
1933 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1935 # Original code so convoluted, I re-did it all
1936 # (That was Tom Almy talking about the C code, I think -- ESR)
1937 while automode=="NOTSET":
1939 if key == "IHALPHA":
1940 if scanner.sees("manual"):
1941 if len(game.enemies)==0:
1942 prout(_("There is no enemy present to select."))
1945 automode="AUTOMATIC"
1948 key = scanner.next()
1949 elif scanner.sees("automatic"):
1950 if (not itarg) and len(game.enemies) != 0:
1951 automode = "FORCEMAN"
1953 if len(game.enemies)==0:
1954 prout(_("Energy will be expended into space."))
1955 automode = "AUTOMATIC"
1956 key = scanner.next()
1957 elif scanner.sees("no"):
1962 elif key == "IHREAL":
1963 if len(game.enemies)==0:
1964 prout(_("Energy will be expended into space."))
1965 automode = "AUTOMATIC"
1967 automode = "FORCEMAN"
1969 automode = "AUTOMATIC"
1972 if len(game.enemies)==0:
1973 prout(_("Energy will be expended into space."))
1974 automode = "AUTOMATIC"
1976 automode = "FORCEMAN"
1978 proutn(_("Manual or automatic? "))
1983 if automode == "AUTOMATIC":
1984 if key == "IHALPHA" and scanner.sees("no"):
1986 key = scanner.next()
1987 if key != "IHREAL" and len(game.enemies) != 0:
1988 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1993 for i in range(len(game.enemies)):
1994 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1996 proutn(_("%d units required. ") % irec)
1998 proutn(_("Units to fire= "))
1999 key = scanner.next()
2004 proutn(_("Energy available= %.2f") % avail)
2007 if not rpow > avail:
2014 if key == "IHALPHA" and scanner.sees("no"):
2017 game.energy -= 200; # Go and do it!
2018 if checkshctrl(rpow):
2023 if len(game.enemies):
2026 for i in range(len(game.enemies)):
2030 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2031 over = randreal(1.01, 1.06) * hits[i]
2033 powrem -= hits[i] + over
2034 if powrem <= 0 and temp < hits[i]:
2043 if extra > 0 and not game.alldone:
2045 proutn(_("*** Tholian web absorbs "))
2046 if len(game.enemies)>0:
2047 proutn(_("excess "))
2048 prout(_("phaser energy."))
2050 prout(_("%d expended on empty space.") % int(extra))
2051 elif automode == "FORCEMAN":
2054 if damaged(DCOMPTR):
2055 prout(_("Battle computer damaged, manual fire only."))
2058 prouts(_("---WORKING---"))
2060 prout(_("Short-range-sensors-damaged"))
2061 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2062 prout(_("Manual-fire-must-be-used"))
2064 elif automode == "MANUAL":
2066 for k in range(len(game.enemies)):
2067 aim = game.enemies[k].kloc
2068 ienm = game.quad[aim.i][aim.j]
2070 proutn(_("Energy available= %.2f") % (avail-0.006))
2074 if damaged(DSRSENS) and \
2075 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2076 prout(cramen(ienm) + _(" can't be located without short range scan."))
2079 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2084 if itarg and k > kz:
2085 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2088 if not damaged(DCOMPTR):
2093 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2094 key = scanner.next()
2095 if key == "IHALPHA" and scanner.sees("no"):
2097 key = scanner.next()
2099 if key == "IHALPHA":
2103 if k==1: # Let me say I'm baffled by this
2106 if scanner.real < 0:
2110 hits[k] = scanner.real
2111 rpow += scanner.real
2112 # If total requested is too much, inform and start over
2114 prout(_("Available energy exceeded -- try again."))
2117 key = scanner.next(); # scan for next value
2120 # zero energy -- abort
2123 if key == "IHALPHA" and scanner.sees("no"):
2128 game.energy -= 200.0
2129 if checkshctrl(rpow):
2133 # Say shield raised or malfunction, if necessary
2140 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2141 prouts(_(" CLICK CLICK POP . . ."))
2142 prout(_(" No response, sir!"))
2145 prout(_("Shields raised."))
2150 # Code from events,c begins here.
2152 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2153 # event of each type active at any given time. Mostly these means we can
2154 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2155 # BSD Trek, from which we swiped the idea, can have up to 5.
2157 def unschedule(evtype):
2158 "Remove an event from the schedule."
2159 game.future[evtype].date = FOREVER
2160 return game.future[evtype]
2162 def is_scheduled(evtype):
2163 "Is an event of specified type scheduled."
2164 return game.future[evtype].date != FOREVER
2166 def scheduled(evtype):
2167 "When will this event happen?"
2168 return game.future[evtype].date
2170 def schedule(evtype, offset):
2171 "Schedule an event of specified type."
2172 game.future[evtype].date = game.state.date + offset
2173 return game.future[evtype]
2175 def postpone(evtype, offset):
2176 "Postpone a scheduled event."
2177 game.future[evtype].date += offset
2180 "Rest period is interrupted by event."
2183 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2185 game.resting = False
2191 "Run through the event queue looking for things to do."
2193 fintim = game.state.date + game.optime; yank=0
2194 ictbeam = False; istract = False
2195 w = coord(); hold = coord()
2196 ev = event(); ev2 = event()
2198 def tractorbeam(yank):
2199 "Tractor-beaming cases merge here."
2201 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2203 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2204 # If Kirk & Co. screwing around on planet, handle
2205 atover(True) # atover(true) is Grab
2208 if game.icraft: # Caught in Galileo?
2211 # Check to see if shuttle is aboard
2212 if game.iscraft == "offship":
2215 prout(_("Galileo, left on the planet surface, is captured"))
2216 prout(_("by aliens and made into a flying McDonald's."))
2217 game.damage[DSHUTTL] = -10
2218 game.iscraft = "removed"
2220 prout(_("Galileo, left on the planet surface, is well hidden."))
2222 game.quadrant = game.state.kscmdr
2224 game.quadrant = game.state.kcmdr[i]
2225 game.sector = randplace(QUADSIZE)
2226 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2227 % (game.quadrant, game.sector))
2229 prout(_("(Remainder of rest/repair period cancelled.)"))
2230 game.resting = False
2232 if not damaged(DSHIELD) and game.shield > 0:
2233 doshield(shraise=True) # raise shields
2234 game.shldchg = False
2236 prout(_("(Shields not currently useable.)"))
2238 # Adjust finish time to time of tractor beaming
2239 fintim = game.state.date+game.optime
2240 attack(torps_ok=False)
2241 if not game.state.kcmdr:
2244 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2247 "Code merges here for any commander destroying a starbase."
2248 # Not perfect, but will have to do
2249 # Handle case where base is in same quadrant as starship
2250 if game.battle == game.quadrant:
2251 game.state.chart[game.battle.i][game.battle.j].starbase = False
2252 game.quad[game.base.i][game.base.j] = IHDOT
2253 game.base.invalidate()
2256 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2257 elif game.state.baseq and communicating():
2258 # Get word via subspace radio
2261 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2262 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2264 prout(_("the Klingon Super-Commander"))
2266 prout(_("a Klingon Commander"))
2267 game.state.chart[game.battle.i][game.battle.j].starbase = False
2268 # Remove Starbase from galaxy
2269 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2270 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2272 # reinstate a commander's base attack
2276 game.battle.invalidate()
2278 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2279 for i in range(1, NEVENTS):
2280 if i == FSNOVA: proutn("=== Supernova ")
2281 elif i == FTBEAM: proutn("=== T Beam ")
2282 elif i == FSNAP: proutn("=== Snapshot ")
2283 elif i == FBATTAK: proutn("=== Base Attack ")
2284 elif i == FCDBAS: proutn("=== Base Destroy ")
2285 elif i == FSCMOVE: proutn("=== SC Move ")
2286 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2287 elif i == FDSPROB: proutn("=== Probe Move ")
2288 elif i == FDISTR: proutn("=== Distress Call ")
2289 elif i == FENSLV: proutn("=== Enslavement ")
2290 elif i == FREPRO: proutn("=== Klingon Build ")
2292 prout("%.2f" % (scheduled(i)))
2295 radio_was_broken = damaged(DRADIO)
2298 # Select earliest extraneous event, evcode==0 if no events
2303 for l in range(1, NEVENTS):
2304 if game.future[l].date < datemin:
2307 prout("== Event %d fires" % evcode)
2308 datemin = game.future[l].date
2309 xtime = datemin-game.state.date
2310 game.state.date = datemin
2311 # Decrement Federation resources and recompute remaining time
2312 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2314 if game.state.remtime <=0:
2317 # Any crew left alive?
2318 if game.state.crew <=0:
2321 # Is life support adequate?
2322 if damaged(DLIFSUP) and game.condition != "docked":
2323 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2326 game.lsupres -= xtime
2327 if game.damage[DLIFSUP] <= xtime:
2328 game.lsupres = game.inlsr
2331 if game.condition == "docked":
2332 repair /= game.docfac
2333 # Don't fix Deathray here
2334 for l in range(NDEVICES):
2335 if game.damage[l] > 0.0 and l != DDRAY:
2336 if game.damage[l]-repair > 0.0:
2337 game.damage[l] -= repair
2339 game.damage[l] = 0.0
2340 # If radio repaired, update star chart and attack reports
2341 if radio_was_broken and not damaged(DRADIO):
2342 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2343 prout(_(" surveillance reports are coming in."))
2345 if not game.iseenit:
2349 prout(_(" The star chart is now up to date.\""))
2351 # Cause extraneous event EVCODE to occur
2352 game.optime -= xtime
2353 if evcode == FSNOVA: # Supernova
2356 schedule(FSNOVA, expran(0.5*game.intime))
2357 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2359 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2360 if game.state.nscrem == 0 or \
2361 ictbeam or istract or \
2362 game.condition=="docked" or game.isatb==1 or game.iscate:
2364 if game.ientesc or \
2365 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2366 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2367 (damaged(DSHIELD) and \
2368 (game.energy < 2500 or damaged(DPHASER)) and \
2369 (game.torps < 5 or damaged(DPHOTON))):
2371 istract = ictbeam = True
2372 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2375 elif evcode == FTBEAM: # Tractor beam
2376 if not game.state.kcmdr:
2379 i = randrange(len(game.state.kcmdr))
2380 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2381 if istract or game.condition == "docked" or yank == 0:
2382 # Drats! Have to reschedule
2384 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2388 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2389 game.snapsht = copy.deepcopy(game.state)
2390 game.state.snap = True
2391 schedule(FSNAP, expran(0.5 * game.intime))
2392 elif evcode == FBATTAK: # Commander attacks starbase
2393 if not game.state.kcmdr or not game.state.baseq:
2399 for ibq in game.state.baseq:
2400 for cmdr in game.state.kcmdr:
2401 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2404 # no match found -- try later
2405 schedule(FBATTAK, expran(0.3*game.intime))
2410 # commander + starbase combination found -- launch attack
2412 schedule(FCDBAS, randreal(1.0, 4.0))
2413 if game.isatb: # extra time if SC already attacking
2414 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2415 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2416 game.iseenit = False
2417 if not communicating():
2418 continue # No warning :-(
2422 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2423 prout(_(" reports that it is under attack and that it can"))
2424 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2427 elif evcode == FSCDBAS: # Supercommander destroys base
2430 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2431 continue # WAS RETURN!
2433 game.battle = game.state.kscmdr
2435 elif evcode == FCDBAS: # Commander succeeds in destroying base
2438 if not game.state.baseq() \
2439 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2440 game.battle.invalidate()
2442 # find the lucky pair
2443 for cmdr in game.state.kcmdr:
2444 if cmdr == game.battle:
2447 # No action to take after all
2450 elif evcode == FSCMOVE: # Supercommander moves
2451 schedule(FSCMOVE, 0.2777)
2452 if not game.ientesc and not istract and game.isatb != 1 and \
2453 (not game.iscate or not game.justin):
2455 elif evcode == FDSPROB: # Move deep space probe
2456 schedule(FDSPROB, 0.01)
2457 if game.probe.next(grain=QUADSIZE):
2458 if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j) or \
2459 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2460 # Left galaxy or ran into supernova
2464 proutn(_("Lt. Uhura- \"The deep space probe "))
2465 if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j):
2466 prout(_("has left the galaxy.\""))
2468 prout(_("is no longer transmitting.\""))
2474 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2475 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2477 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2478 chp.klingons = pdest.klingons
2479 chp.starbase = pdest.starbase
2480 chp.stars = pdest.stars
2481 pdest.charted = True
2482 game.probe.moves -= 1 # One less to travel
2483 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2484 supernova(game.probe) # fire in the hole!
2486 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2488 elif evcode == FDISTR: # inhabited system issues distress call
2490 # try a whole bunch of times to find something suitable
2491 for i in range(100):
2492 # need a quadrant which is not the current one,
2493 # which has some stars which are inhabited and
2494 # not already under attack, which is not
2495 # supernova'ed, and which has some Klingons in it
2496 w = randplace(GALSIZE)
2497 q = game.state.galaxy[w.i][w.j]
2498 if not (game.quadrant == w or q.planet == None or \
2499 not q.planet.inhabited or \
2500 q.supernova or q.status!="secure" or q.klingons<=0):
2503 # can't seem to find one; ignore this call
2505 prout("=== Couldn't find location for distress event.")
2507 # got one!! Schedule its enslavement
2508 ev = schedule(FENSLV, expran(game.intime))
2510 q.status = "distressed"
2511 # tell the captain about it if we can
2513 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2515 prout(_("by a Klingon invasion fleet."))
2518 elif evcode == FENSLV: # starsystem is enslaved
2519 ev = unschedule(FENSLV)
2520 # see if current distress call still active
2521 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2525 q.status = "enslaved"
2527 # play stork and schedule the first baby
2528 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2529 ev2.quadrant = ev.quadrant
2531 # report the disaster if we can
2533 prout(_("Uhura- We've lost contact with starsystem %s") % \
2535 prout(_("in Quadrant %s.\n") % ev.quadrant)
2536 elif evcode == FREPRO: # Klingon reproduces
2537 # If we ever switch to a real event queue, we'll need to
2538 # explicitly retrieve and restore the x and y.
2539 ev = schedule(FREPRO, expran(1.0 * game.intime))
2540 # see if current distress call still active
2541 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2545 if game.state.remkl >=MAXKLGAME:
2546 continue # full right now
2547 # reproduce one Klingon
2549 if game.klhere >= MAXKLQUAD:
2551 # this quadrant not ok, pick an adjacent one
2552 for i in range(w.i - 1, w.i + 2):
2553 for j in range(w.j - 1, w.j + 2):
2554 if not VALID_QUADRANT(i, j):
2556 q = game.state.galaxy[w.i][w.j]
2557 # check for this quad ok (not full & no snova)
2558 if q.klingons >= MAXKLQUAD or q.supernova:
2562 continue # search for eligible quadrant failed
2566 game.state.remkl += 1
2568 if game.quadrant == w:
2570 game.enemies.append(newkling())
2571 # recompute time left
2573 # report the disaster if we can
2575 if game.quadrant == w:
2576 prout(_("Spock- sensors indicate the Klingons have"))
2577 prout(_("launched a warship from %s.") % q.planet)
2579 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2580 if q.planet != None:
2581 proutn(_("near %s") % q.planet)
2582 prout(_("in Quadrant %s.") % w)
2588 key = scanner.next()
2591 proutn(_("How long? "))
2596 origTime = delay = scanner.real
2599 if delay >= game.state.remtime or len(game.enemies) != 0:
2600 proutn(_("Are you sure? "))
2603 # Alternate resting periods (events) with attacks
2607 game.resting = False
2608 if not game.resting:
2609 prout(_("%d stardates left.") % int(game.state.remtime))
2611 temp = game.optime = delay
2612 if len(game.enemies):
2613 rtime = randreal(1.0, 2.0)
2617 if game.optime < delay:
2618 attack(torps_ok=False)
2626 # Repair Deathray if long rest at starbase
2627 if origTime-delay >= 9.99 and game.condition == "docked":
2628 game.damage[DDRAY] = 0.0
2629 # leave if quadrant supernovas
2630 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2632 game.resting = False
2637 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2638 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2640 # Wow! We've supernova'ed
2641 supernova(game.quadrant)
2643 # handle initial nova
2644 game.quad[nov.i][nov.j] = IHDOT
2645 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2646 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2647 game.state.starkl += 1
2648 # Set up queue to recursively trigger adjacent stars
2654 for offset.i in range(-1, 1+1):
2655 for offset.j in range(-1, 1+1):
2656 if offset.j==0 and offset.i==0:
2658 neighbor = start + offset
2659 if not VALID_SECTOR(neighbor.j, neighbor.i):
2661 iquad = game.quad[neighbor.i][neighbor.j]
2662 # Empty space ends reaction
2663 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2665 elif iquad == IHSTAR: # Affect another star
2667 # This star supernovas
2668 supernova(game.quadrant)
2671 hits.append(neighbor)
2672 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2673 game.state.starkl += 1
2674 proutn(crmena(True, IHSTAR, "sector", neighbor))
2676 game.quad[neighbor.i][neighbor.j] = IHDOT
2678 elif iquad in (IHP, IHW): # Destroy planet
2679 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2681 game.state.nplankl += 1
2683 game.state.worldkl += 1
2684 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2685 game.iplnet.pclass = "destroyed"
2687 game.plnet.invalidate()
2691 game.quad[neighbor.i][neighbor.j] = IHDOT
2692 elif iquad == IHB: # Destroy base
2693 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2694 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2695 game.base.invalidate()
2696 game.state.basekl += 1
2698 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2699 game.quad[neighbor.i][neighbor.j] = IHDOT
2700 elif iquad in (IHE, IHF): # Buffet ship
2701 prout(_("***Starship buffeted by nova."))
2703 if game.shield >= 2000.0:
2704 game.shield -= 2000.0
2706 diff = 2000.0 - game.shield
2710 prout(_("***Shields knocked out."))
2711 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2713 game.energy -= 2000.0
2714 if game.energy <= 0:
2717 # add in course nova contributes to kicking starship
2718 bump += (game.sector-hits[mm]).sgn()
2719 elif iquad == IHK: # kill klingon
2720 deadkl(neighbor, iquad, neighbor)
2721 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2722 for ll in range(len(game.enemies)):
2723 if game.enemies[ll].kloc == neighbor:
2725 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2726 if game.enemies[ll].kpower <= 0.0:
2727 deadkl(neighbor, iquad, neighbor)
2729 newc = neighbor + neighbor - hits[mm]
2730 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2731 if not VALID_SECTOR(newc.i, newc.j):
2732 # can't leave quadrant
2735 iquad1 = game.quad[newc.i][newc.j]
2736 if iquad1 == IHBLANK:
2737 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2739 deadkl(neighbor, iquad, newc)
2742 # can't move into something else
2745 proutn(_(", buffeted to Sector %s") % newc)
2746 game.quad[neighbor.i][neighbor.j] = IHDOT
2747 game.quad[newc.i][newc.j] = iquad
2748 game.enemies[ll].move(newc)
2749 # Starship affected by nova -- kick it away.
2751 direc = course[3*(bump.i+1)+bump.j+2]
2756 course = course(bearing=direc, distance=dist)
2757 game.optime = course.time(warp=4)
2759 prout(_("Force of nova displaces starship."))
2760 imove(course, novapush=True)
2761 game.optime = course.time(warp=4)
2765 "Star goes supernova."
2770 # Scheduled supernova -- select star at random.
2773 for nq.i in range(GALSIZE):
2774 for nq.j in range(GALSIZE):
2775 stars += game.state.galaxy[nq.i][nq.j].stars
2777 return # nothing to supernova exists
2778 num = randrange(stars) + 1
2779 for nq.i in range(GALSIZE):
2780 for nq.j in range(GALSIZE):
2781 num -= game.state.galaxy[nq.i][nq.j].stars
2787 proutn("=== Super nova here?")
2790 if not nq == game.quadrant or game.justin:
2791 # it isn't here, or we just entered (treat as enroute)
2794 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2795 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2798 # we are in the quadrant!
2799 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2800 for ns.i in range(QUADSIZE):
2801 for ns.j in range(QUADSIZE):
2802 if game.quad[ns.i][ns.j]==IHSTAR:
2809 prouts(_("***RED ALERT! RED ALERT!"))
2811 prout(_("***Incipient supernova detected at Sector %s") % ns)
2812 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2813 proutn(_("Emergency override attempts t"))
2814 prouts("***************")
2818 # destroy any Klingons in supernovaed quadrant
2819 kldead = game.state.galaxy[nq.i][nq.j].klingons
2820 game.state.galaxy[nq.i][nq.j].klingons = 0
2821 if nq == game.state.kscmdr:
2822 # did in the Supercommander!
2823 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2827 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2828 comkills = len(game.state.kcmdr) - len(survivors)
2829 game.state.kcmdr = survivors
2831 if not game.state.kcmdr:
2833 game.state.remkl -= kldead
2834 # destroy Romulans and planets in supernovaed quadrant
2835 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2836 game.state.galaxy[nq.i][nq.j].romulans = 0
2837 game.state.nromrem -= nrmdead
2839 for loop in range(game.inplan):
2840 if game.state.planets[loop].quadrant == nq:
2841 game.state.planets[loop].pclass = "destroyed"
2843 # Destroy any base in supernovaed quadrant
2844 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2845 # If starship caused supernova, tally up destruction
2847 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2848 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2849 game.state.nplankl += npdead
2850 # mark supernova in galaxy and in star chart
2851 if game.quadrant == nq or communicating():
2852 game.state.galaxy[nq.i][nq.j].supernova = True
2853 # If supernova destroys last Klingons give special message
2854 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2857 prout(_("Lucky you!"))
2858 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2861 # if some Klingons remain, continue or die in supernova
2866 # Code from finish.c ends here.
2869 "Self-destruct maneuver. Finish with a BANG!"
2871 if damaged(DCOMPTR):
2872 prout(_("Computer damaged; cannot execute destruct sequence."))
2874 prouts(_("---WORKING---")); skip(1)
2875 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2876 prouts(" 10"); skip(1)
2877 prouts(" 9"); skip(1)
2878 prouts(" 8"); skip(1)
2879 prouts(" 7"); skip(1)
2880 prouts(" 6"); skip(1)
2882 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2884 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2886 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2890 if game.passwd != scanner.token:
2891 prouts(_("PASSWORD-REJECTED;"))
2893 prouts(_("CONTINUITY-EFFECTED"))
2896 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2897 prouts(" 5"); skip(1)
2898 prouts(" 4"); skip(1)
2899 prouts(" 3"); skip(1)
2900 prouts(" 2"); skip(1)
2901 prouts(" 1"); skip(1)
2903 prouts(_("GOODBYE-CRUEL-WORLD"))
2911 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2915 if len(game.enemies) != 0:
2916 whammo = 25.0 * game.energy
2918 while l <= len(game.enemies):
2919 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2920 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2925 "Compute our rate of kils over time."
2926 elapsed = game.state.date - game.indate
2927 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2930 starting = (game.inkling + game.incom + game.inscom)
2931 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2932 return (starting - remaining)/elapsed
2936 badpt = 5.0*game.state.starkl + \
2938 10.0*game.state.nplankl + \
2939 300*game.state.nworldkl + \
2941 100.0*game.state.basekl +\
2943 if game.ship == IHF:
2945 elif game.ship == None:
2950 # end the game, with appropriate notfications
2954 prout(_("It is stardate %.1f.") % game.state.date)
2956 if ifin == FWON: # Game has been won
2957 if game.state.nromrem != 0:
2958 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2961 prout(_("You have smashed the Klingon invasion fleet and saved"))
2962 prout(_("the Federation."))
2967 badpt = 0.0 # Close enough!
2968 # killsPerDate >= RateMax
2969 if game.state.date-game.indate < 5.0 or \
2970 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2972 prout(_("In fact, you have done so well that Starfleet Command"))
2973 if game.skill == SKILL_NOVICE:
2974 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2975 elif game.skill == SKILL_FAIR:
2976 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2977 elif game.skill == SKILL_GOOD:
2978 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2979 elif game.skill == SKILL_EXPERT:
2980 prout(_("promotes you to Commodore Emeritus."))
2982 prout(_("Now that you think you're really good, try playing"))
2983 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2984 elif game.skill == SKILL_EMERITUS:
2986 proutn(_("Computer- "))
2987 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2989 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2991 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2993 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2995 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2997 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2999 prout(_("Now you can retire and write your own Star Trek game!"))
3001 elif game.skill >= SKILL_EXPERT:
3002 if game.thawed and not idebug:
3003 prout(_("You cannot get a citation, so..."))
3005 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3009 # Only grant long life if alive (original didn't!)
3011 prout(_("LIVE LONG AND PROSPER."))
3016 elif ifin == FDEPLETE: # Federation Resources Depleted
3017 prout(_("Your time has run out and the Federation has been"))
3018 prout(_("conquered. Your starship is now Klingon property,"))
3019 prout(_("and you are put on trial as a war criminal. On the"))
3020 proutn(_("basis of your record, you are "))
3021 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3022 prout(_("acquitted."))
3024 prout(_("LIVE LONG AND PROSPER."))
3026 prout(_("found guilty and"))
3027 prout(_("sentenced to death by slow torture."))
3031 elif ifin == FLIFESUP:
3032 prout(_("Your life support reserves have run out, and"))
3033 prout(_("you die of thirst, starvation, and asphyxiation."))
3034 prout(_("Your starship is a derelict in space."))
3036 prout(_("Your energy supply is exhausted."))
3038 prout(_("Your starship is a derelict in space."))
3039 elif ifin == FBATTLE:
3040 prout(_("The %s has been destroyed in battle.") % crmshp())
3042 prout(_("Dulce et decorum est pro patria mori."))
3044 prout(_("You have made three attempts to cross the negative energy"))
3045 prout(_("barrier which surrounds the galaxy."))
3047 prout(_("Your navigation is abominable."))
3050 prout(_("Your starship has been destroyed by a nova."))
3051 prout(_("That was a great shot."))
3053 elif ifin == FSNOVAED:
3054 prout(_("The %s has been fried by a supernova.") % crmshp())
3055 prout(_("...Not even cinders remain..."))
3056 elif ifin == FABANDN:
3057 prout(_("You have been captured by the Klingons. If you still"))
3058 prout(_("had a starbase to be returned to, you would have been"))
3059 prout(_("repatriated and given another chance. Since you have"))
3060 prout(_("no starbases, you will be mercilessly tortured to death."))
3061 elif ifin == FDILITHIUM:
3062 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3063 elif ifin == FMATERIALIZE:
3064 prout(_("Starbase was unable to re-materialize your starship."))
3065 prout(_("Sic transit gloria mundi"))
3066 elif ifin == FPHASER:
3067 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3069 prout(_("You and your landing party have been"))
3070 prout(_("converted to energy, disipating through space."))
3071 elif ifin == FMINING:
3072 prout(_("You are left with your landing party on"))
3073 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3075 prout(_("They are very fond of \"Captain Kirk\" soup."))
3077 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3078 elif ifin == FDPLANET:
3079 prout(_("You and your mining party perish."))
3081 prout(_("That was a great shot."))
3084 prout(_("The Galileo is instantly annihilated by the supernova."))
3085 prout(_("You and your mining party are atomized."))
3087 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3088 prout(_("joins the Romulans, wreaking terror on the Federation."))
3089 elif ifin == FPNOVA:
3090 prout(_("You and your mining party are atomized."))
3092 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3093 prout(_("joins the Romulans, wreaking terror on the Federation."))
3094 elif ifin == FSTRACTOR:
3095 prout(_("The shuttle craft Galileo is also caught,"))
3096 prout(_("and breaks up under the strain."))
3098 prout(_("Your debris is scattered for millions of miles."))
3099 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3101 prout(_("The mutants attack and kill Spock."))
3102 prout(_("Your ship is captured by Klingons, and"))
3103 prout(_("your crew is put on display in a Klingon zoo."))
3104 elif ifin == FTRIBBLE:
3105 prout(_("Tribbles consume all remaining water,"))
3106 prout(_("food, and oxygen on your ship."))
3108 prout(_("You die of thirst, starvation, and asphyxiation."))
3109 prout(_("Your starship is a derelict in space."))
3111 prout(_("Your ship is drawn to the center of the black hole."))
3112 prout(_("You are crushed into extremely dense matter."))
3114 prout(_("Your last crew member has died."))
3115 if game.ship == IHF:
3117 elif game.ship == IHE:
3120 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3121 goodies = game.state.remres/game.inresor
3122 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3123 if goodies/baddies >= randreal(1.0, 1.5):
3124 prout(_("As a result of your actions, a treaty with the Klingon"))
3125 prout(_("Empire has been signed. The terms of the treaty are"))
3126 if goodies/baddies >= randreal(3.0):
3127 prout(_("favorable to the Federation."))
3129 prout(_("Congratulations!"))
3131 prout(_("highly unfavorable to the Federation."))
3133 prout(_("The Federation will be destroyed."))
3135 prout(_("Since you took the last Klingon with you, you are a"))
3136 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3137 prout(_("statue in your memory. Rest in peace, and try not"))
3138 prout(_("to think about pigeons."))
3143 "Compute player's score."
3144 timused = game.state.date - game.indate
3146 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3148 perdate = killrate()
3149 ithperd = 500*perdate + 0.5
3152 iwon = 100*game.skill
3153 if game.ship == IHE:
3155 elif game.ship == IHF:
3159 if not game.gamewon:
3160 game.state.nromrem = 0 # None captured if no win
3161 iscore = 10*(game.inkling - game.state.remkl) \
3162 + 50*(game.incom - len(game.state.kcmdr)) \
3164 + 20*(game.inrom - game.state.nromrem) \
3165 + 200*(game.inscom - game.state.nscrem) \
3166 - game.state.nromrem \
3171 prout(_("Your score --"))
3172 if game.inrom - game.state.nromrem:
3173 prout(_("%6d Romulans destroyed %5d") %
3174 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3175 if game.state.nromrem:
3176 prout(_("%6d Romulans captured %5d") %
3177 (game.state.nromrem, game.state.nromrem))
3178 if game.inkling - game.state.remkl:
3179 prout(_("%6d ordinary Klingons destroyed %5d") %
3180 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3181 if game.incom - len(game.state.kcmdr):
3182 prout(_("%6d Klingon commanders destroyed %5d") %
3183 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3184 if game.inscom - game.state.nscrem:
3185 prout(_("%6d Super-Commander destroyed %5d") %
3186 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3188 prout(_("%6.2f Klingons per stardate %5d") %
3190 if game.state.starkl:
3191 prout(_("%6d stars destroyed by your action %5d") %
3192 (game.state.starkl, -5*game.state.starkl))
3193 if game.state.nplankl:
3194 prout(_("%6d planets destroyed by your action %5d") %
3195 (game.state.nplankl, -10*game.state.nplankl))
3196 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3197 prout(_("%6d inhabited planets destroyed by your action %5d") %
3198 (game.state.nplankl, -300*game.state.nworldkl))
3199 if game.state.basekl:
3200 prout(_("%6d bases destroyed by your action %5d") %
3201 (game.state.basekl, -100*game.state.basekl))
3203 prout(_("%6d calls for help from starbase %5d") %
3204 (game.nhelp, -45*game.nhelp))
3206 prout(_("%6d casualties incurred %5d") %
3207 (game.casual, -game.casual))
3209 prout(_("%6d crew abandoned in space %5d") %
3210 (game.abandoned, -3*game.abandoned))
3212 prout(_("%6d ship(s) lost or destroyed %5d") %
3213 (klship, -100*klship))
3215 prout(_("Penalty for getting yourself killed -200"))
3217 proutn(_("Bonus for winning "))
3218 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3219 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3220 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3221 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3222 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3223 prout(" %5d" % iwon)
3225 prout(_("TOTAL SCORE %5d") % iscore)
3228 "Emit winner's commemmorative plaque."
3231 proutn(_("File or device name for your plaque: "))
3234 fp = open(winner, "w")
3237 prout(_("Invalid name."))
3239 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3241 # The 38 below must be 64 for 132-column paper
3242 nskip = 38 - len(winner)/2
3243 fp.write("\n\n\n\n")
3244 # --------DRAW ENTERPRISE PICTURE.
3245 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3246 fp.write(" EEE E : : : E\n" )
3247 fp.write(" EE EEE E : : NCC-1701 : E\n")
3248 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3249 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3250 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3251 fp.write(" EEEEEEE EEEEE E E E E\n")
3252 fp.write(" EEE E E E E\n")
3253 fp.write(" E E E E\n")
3254 fp.write(" EEEEEEEEEEEEE E E\n")
3255 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3256 fp.write(" :E : EEEE E\n")
3257 fp.write(" .-E -:----- E\n")
3258 fp.write(" :E : E\n")
3259 fp.write(" EE : EEEEEEEE\n")
3260 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3262 fp.write(_(" U. S. S. ENTERPRISE\n"))
3263 fp.write("\n\n\n\n")
3264 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3266 fp.write(_(" Starfleet Command bestows to you\n"))
3268 fp.write("%*s%s\n\n" % (nskip, "", winner))
3269 fp.write(_(" the rank of\n\n"))
3270 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3272 if game.skill == SKILL_EXPERT:
3273 fp.write(_(" Expert level\n\n"))
3274 elif game.skill == SKILL_EMERITUS:
3275 fp.write(_("Emeritus level\n\n"))
3277 fp.write(_(" Cheat level\n\n"))
3278 timestring = time.ctime()
3279 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3280 (timestring+4, timestring+20, timestring+11))
3281 fp.write(_(" Your score: %d\n\n") % iscore)
3282 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3285 # Code from io.c begins here
3287 rows = linecount = 0 # for paging
3290 fullscreen_window = None
3291 srscan_window = None
3292 report_window = None
3293 status_window = None
3294 lrscan_window = None
3295 message_window = None
3296 prompt_window = None
3301 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3302 gettext.textdomain("sst")
3303 if not (game.options & OPTION_CURSES):
3304 ln_env = os.getenv("LINES")
3310 stdscr = curses.initscr()
3314 global fullscreen_window, srscan_window, report_window, status_window
3315 global lrscan_window, message_window, prompt_window
3316 (rows, columns) = stdscr.getmaxyx()
3317 fullscreen_window = stdscr
3318 srscan_window = curses.newwin(12, 25, 0, 0)
3319 report_window = curses.newwin(11, 0, 1, 25)
3320 status_window = curses.newwin(10, 0, 1, 39)
3321 lrscan_window = curses.newwin(5, 0, 0, 64)
3322 message_window = curses.newwin(0, 0, 12, 0)
3323 prompt_window = curses.newwin(1, 0, rows-2, 0)
3324 message_window.scrollok(True)
3325 setwnd(fullscreen_window)
3329 if game.options & OPTION_CURSES:
3330 stdscr.keypad(False)
3336 "Wait for user action -- OK to do nothing if on a TTY"
3337 if game.options & OPTION_CURSES:
3342 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3346 if game.skill > SKILL_FAIR:
3347 prompt = _("[CONTINUE?]")
3349 prompt = _("[PRESS ENTER TO CONTINUE]")
3351 if game.options & OPTION_CURSES:
3353 setwnd(prompt_window)
3354 prompt_window.clear()
3355 prompt_window.addstr(prompt)
3356 prompt_window.getstr()
3357 prompt_window.clear()
3358 prompt_window.refresh()
3359 setwnd(message_window)
3362 sys.stdout.write('\n')
3365 for j in range(rows):
3366 sys.stdout.write('\n')
3370 "Skip i lines. Pause game if this would cause a scrolling event."
3371 for dummy in range(i):
3372 if game.options & OPTION_CURSES:
3373 (y, x) = curwnd.getyx()
3374 (my, mx) = curwnd.getmaxyx()
3375 if curwnd == message_window and y >= my - 3:
3381 except curses.error:
3386 if rows and linecount >= rows:
3389 sys.stdout.write('\n')
3392 "Utter a line with no following line feed."
3393 if game.options & OPTION_CURSES:
3397 sys.stdout.write(line)
3407 if not replayfp or replayfp.closed: # Don't slow down replays
3410 if game.options & OPTION_CURSES:
3414 if not replayfp or replayfp.closed:
3418 "Get a line of input."
3419 if game.options & OPTION_CURSES:
3420 line = curwnd.getstr() + "\n"
3423 if replayfp and not replayfp.closed:
3425 line = replayfp.readline()
3428 prout("*** Replay finished")
3431 elif line[0] != "#":
3434 line = raw_input() + "\n"
3440 "Change windows -- OK for this to be a no-op in tty mode."
3442 if game.options & OPTION_CURSES:
3444 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3447 "Clear to end of line -- can be a no-op in tty mode"
3448 if game.options & OPTION_CURSES:
3453 "Clear screen -- can be a no-op in tty mode."
3455 if game.options & OPTION_CURSES:
3462 "Set highlight video, if this is reasonable."
3463 if game.options & OPTION_CURSES:
3464 curwnd.attron(curses.A_REVERSE)
3467 # Things past this point have policy implications.
3471 "Hook to be called after moving to redraw maps."
3472 if game.options & OPTION_CURSES:
3475 setwnd(srscan_window)
3479 setwnd(status_window)
3480 status_window.clear()
3481 status_window.move(0, 0)
3482 setwnd(report_window)
3483 report_window.clear()
3484 report_window.move(0, 0)
3486 setwnd(lrscan_window)
3487 lrscan_window.clear()
3488 lrscan_window.move(0, 0)
3489 lrscan(silent=False)
3491 def put_srscan_sym(w, sym):
3492 "Emit symbol for short-range scan."
3493 srscan_window.move(w.i+1, w.j*2+2)
3494 srscan_window.addch(sym)
3495 srscan_window.refresh()
3498 "Enemy fall down, go boom."
3499 if game.options & OPTION_CURSES:
3501 setwnd(srscan_window)
3502 srscan_window.attron(curses.A_REVERSE)
3503 put_srscan_sym(w, game.quad[w.i][w.j])
3507 srscan_window.attroff(curses.A_REVERSE)
3508 put_srscan_sym(w, game.quad[w.i][w.j])
3509 curses.delay_output(500)
3510 setwnd(message_window)
3513 "Sound and visual effects for teleportation."
3514 if game.options & OPTION_CURSES:
3516 setwnd(message_window)
3518 prouts(" . . . . . ")
3519 if game.options & OPTION_CURSES:
3520 #curses.delay_output(1000)
3524 def tracktorpedo(origin, w, step, i, n, iquad):
3525 "Torpedo-track animation."
3526 if not game.options & OPTION_CURSES:
3530 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3533 proutn(_("Torpedo track- "))
3534 elif step==4 or step==9:
3538 if not damaged(DSRSENS) or game.condition=="docked":
3539 if i != 0 and step == 1:
3542 if (iquad==IHDOT) or (iquad==IHBLANK):
3543 put_srscan_sym(w, '+')
3547 put_srscan_sym(w, iquad)
3549 curwnd.attron(curses.A_REVERSE)
3550 put_srscan_sym(w, iquad)
3554 curwnd.attroff(curses.A_REVERSE)
3555 put_srscan_sym(w, iquad)
3560 "Display the current galaxy chart."
3561 if game.options & OPTION_CURSES:
3562 setwnd(message_window)
3563 message_window.clear()
3565 if game.options & OPTION_TTY:
3570 def prstat(txt, data):
3572 if game.options & OPTION_CURSES:
3574 setwnd(status_window)
3576 proutn(" " * (NSYM - len(txt)))
3579 if game.options & OPTION_CURSES:
3580 setwnd(report_window)
3582 # Code from moving.c begins here
3584 def imove(course=None, novapush=False):
3585 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3586 w = coord(); final = coord()
3589 def no_quad_change():
3590 # No quadrant change -- compute new average enemy distances
3591 game.quad[game.sector.i][game.sector.j] = game.ship
3593 for enemy in game.enemies:
3594 finald = (w-enemy.kloc).distance()
3595 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3596 enemy.kdist = finald
3597 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3598 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3599 attack(torps_ok=False)
3600 for enemy in game.enemies:
3601 enemy.kavgd = enemy.kdist
3604 setwnd(message_window)
3607 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3608 game.inorbit = False
3609 angle = ((15.0 - course.bearing) * 0.5235988)
3610 deltax = -math.sin(angle)
3611 deltay = math.cos(angle)
3612 if math.fabs(deltax) > math.fabs(deltay):
3613 bigger = math.fabs(deltax)
3615 bigger = math.fabs(deltay)
3618 # If tractor beam is to occur, don't move full distance
3619 if game.state.date+game.optime >= scheduled(FTBEAM):
3621 game.condition = "red"
3622 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3623 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3624 # Move within the quadrant
3625 game.quad[game.sector.i][game.sector.j] = IHDOT
3628 n = int(10.0*course.distance*bigger+0.5)
3630 for m in range(1, n+1):
3635 if not VALID_SECTOR(w.i, w.j):
3636 # Leaving quadrant -- allow final enemy attack
3637 # Don't do it if being pushed by Nova
3638 if len(game.enemies) != 0 and not novapush:
3640 for enemy in game.enemies:
3641 finald = (w - enemy.kloc).distance()
3642 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3644 # Stas Sergeev added the condition
3645 # that attacks only happen if Klingons
3646 # are present and your skill is good.
3648 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3649 attack(torps_ok=False)
3652 # compute final position -- new quadrant and sector
3653 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3654 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3655 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3656 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3657 # check for edge of galaxy
3667 if w.i >= GALSIZE*QUADSIZE:
3668 w.i = (GALSIZE*QUADSIZE*2) - w.i
3670 if w.j >= GALSIZE*QUADSIZE:
3671 w.j = (GALSIZE*QUADSIZE*2) - w.j
3679 if game.nkinks == 3:
3680 # Three strikes -- you're out!
3684 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3685 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3686 prout(_("YOU WILL BE DESTROYED."))
3687 # Compute final position in new quadrant
3688 if trbeam: # Don't bother if we are to be beamed
3690 game.quadrant.i = w.i/QUADSIZE
3691 game.quadrant.j = w.j/QUADSIZE
3692 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3693 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3695 prout(_("Entering Quadrant %s.") % game.quadrant)
3696 game.quad[game.sector.i][game.sector.j] = game.ship
3698 if game.skill>SKILL_NOVICE:
3699 attack(torps_ok=False)
3701 iquad = game.quad[w.i][w.j]
3703 # object encountered in flight path
3704 stopegy = 50.0*course.dist/game.optime
3705 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3706 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3708 for enemy in game.enemies:
3709 if enemy.kloc == game.sector:
3711 collision(rammed=False, enemy=enemy)
3713 elif iquad == IHBLANK:
3715 prouts(_("***RED ALERT! RED ALERT!"))
3717 proutn("***" + crmshp())
3718 proutn(_(" pulled into black hole at Sector %s") % w)
3719 # Getting pulled into a black hole was certain
3720 # death in Almy's original. Stas Sergeev added a
3721 # possibility that you'll get timewarped instead.
3723 for m in range(NDEVICES):
3724 if game.damage[m]>0:
3726 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3727 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3737 prout(_(" encounters Tholian web at %s;") % w)
3739 prout(_(" blocked by object at %s;") % w)
3740 proutn(_("Emergency stop required "))
3741 prout(_("%2d units of energy.") % int(stopegy))
3742 game.energy -= stopegy
3743 final.i = int(round(deltax))
3744 final.j = int(round(deltay))
3746 if game.energy <= 0:
3752 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3759 "Dock our ship at a starbase."
3761 if game.condition == "docked" and verbose:
3762 prout(_("Already docked."))
3765 prout(_("You must first leave standard orbit."))
3767 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3768 prout(crmshp() + _(" not adjacent to base."))
3770 game.condition = "docked"
3774 if game.energy < game.inenrg:
3775 game.energy = game.inenrg
3776 game.shield = game.inshld
3777 game.torps = game.intorps
3778 game.lsupres = game.inlsr
3779 game.state.crew = FULLCREW
3780 if not damaged(DRADIO) and \
3781 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3782 # get attack report from base
3783 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3787 # This program originally required input in terms of a (clock)
3788 # direction and distance. Somewhere in history, it was changed to
3789 # cartesian coordinates. So we need to convert. Probably
3790 # "manual" input should still be done this way -- it's a real
3791 # pain if the computer isn't working! Manual mode is still confusing
3792 # because it involves giving x and y motions, yet the coordinates
3793 # are always displayed y - x, where +y is downward!
3795 def cartesian(loc1=None, loc2=None):
3797 return game.quadrant * QUADSIZE + game.sector
3799 return game.quadrant * QUADSIZE + loc1
3801 return loc1 * QUADSIZE + loc2
3803 def getcourse(isprobe):
3804 "Get a course and distance from the user."
3806 dquad = copy.copy(game.quadrant)
3807 navmode = "unspecified"
3811 if game.landed and not isprobe:
3812 prout(_("Dummy! You can't leave standard orbit until you"))
3813 proutn(_("are back aboard the ship."))
3816 while navmode == "unspecified":
3817 if damaged(DNAVSYS):
3819 prout(_("Computer damaged; manual navigation only"))
3821 prout(_("Computer damaged; manual movement only"))
3826 key = scanner.next()
3828 proutn(_("Manual or automatic- "))
3831 elif key == "IHALPHA":
3832 if scanner.sees("manual"):
3834 key = scanner.next()
3836 elif scanner.sees("automatic"):
3837 navmode = "automatic"
3838 key = scanner.next()
3846 prout(_("(Manual navigation assumed.)"))
3848 prout(_("(Manual movement assumed.)"))
3852 if navmode == "automatic":
3853 while key == "IHEOL":
3855 proutn(_("Target quadrant or quadrant§or- "))
3857 proutn(_("Destination sector or quadrant§or- "))
3860 key = scanner.next()
3864 xi = int(round(scanner.real))-1
3865 key = scanner.next()
3869 xj = int(round(scanner.real))-1
3870 key = scanner.next()
3872 # both quadrant and sector specified
3873 xk = int(round(scanner.real))-1
3874 key = scanner.next()
3878 xl = int(round(scanner.real))-1
3884 # only one pair of numbers was specified
3886 # only quadrant specified -- go to center of dest quad
3889 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3891 # only sector specified
3895 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3902 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3904 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3905 # the actual deltas get computed here
3906 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3907 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3909 while key == "IHEOL":
3910 proutn(_("X and Y displacements- "))
3913 key = scanner.next()
3918 delta.j = scanner.real
3919 key = scanner.next()
3923 delta.i = scanner.real
3924 # Check for zero movement
3925 if delta.i == 0 and delta.j == 0:
3928 if itemp == "verbose" and not isprobe:
3930 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3932 return course(bearing=delta.bearing(), distance=delta.distance())
3935 def __init__(self, bearing, distance, origin=None):
3936 self.distance = distance
3937 self.bearing = bearing
3938 # The bearing() code we inherited from FORTRAN is actually computing
3939 # clockface directions!
3940 if self.bearing < 0.0:
3941 self.bearing += 12.0
3942 self.angle = ((15.0 - self.bearing) * 0.5235988)
3944 self.location = cartesian(game.quadrant, game.sector)
3945 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3946 bigger = max(abs(self.increment.i), abs(self.increment.j))
3947 self.increment /= bigger
3948 self.moves = 10*self.distance*bigger +0.5
3949 def next(self, grain=1):
3950 "Next step on course."
3952 self.nextlocation = self.location + self.increment
3953 oldloc = (self.location/grain).roundtogrid()
3954 newloc = (self.nextlocation/grain).roundtogrid()
3955 self.location = self.nextlocation
3956 if newloc != oldloc:
3961 return (self.location / QUADSIZE).roundtogrid()
3963 return coord(self.location.i % QUADSIZE, self.location.j % QUADSIZE)
3964 def power(self, warp):
3965 return self.distance*(warp**3)*(game.shldup+1)
3966 def time(self, warp):
3967 return 10.0*self.distance/warp**2
3970 "Move under impulse power."
3972 if damaged(DIMPULS):
3975 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3977 if game.energy > 30.0:
3979 course = getcourse(isprobe=False)
3982 power = 20.0 + 100.0*course.distance
3985 if power >= game.energy:
3986 # Insufficient power for trip
3988 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3989 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3990 if game.energy > 30:
3991 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3992 int(0.01 * (game.energy-20.0)-0.05))
3993 prout(_(" quadrants.\""))
3995 prout(_("quadrant. They are, therefore, useless.\""))
3998 # Make sure enough time is left for the trip
3999 game.optime = course.dist/0.095
4000 if game.optime >= game.state.remtime:
4001 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4002 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4003 proutn(_("we dare spend the time?\" "))
4006 # Activate impulse engines and pay the cost
4007 imove(course, novapush=False)
4011 power = 20.0 + 100.0*course.dist
4012 game.energy -= power
4013 game.optime = course.dist/0.095
4014 if game.energy <= 0:
4018 def warp(course, involuntary):
4019 "ove under warp drive."
4020 blooey = False; twarp = False
4021 if not involuntary: # Not WARPX entry
4023 if game.damage[DWARPEN] > 10.0:
4026 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4028 if damaged(DWARPEN) and game.warpfac > 4.0:
4031 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4032 prout(_(" is repaired, I can only give you warp 4.\""))
4034 # Read in course and distance
4037 course = getcourse(isprobe=False)
4040 # Make sure starship has enough energy for the trip
4041 # Note: this formula is slightly different from the C version,
4042 # and lets you skate a bit closer to the edge.
4043 if course.power(game.warpfac) >= game.energy:
4044 # Insufficient power for trip
4047 prout(_("Engineering to bridge--"))
4048 if not game.shldup or 0.5*power > game.energy:
4049 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4051 prout(_("We can't do it, Captain. We don't have enough energy."))
4053 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4056 prout(_("if you'll lower the shields."))
4060 prout(_("We haven't the energy to go that far with the shields up."))
4062 # Make sure enough time is left for the trip
4063 game.optime = course.time(game.warpfac)
4064 if game.optime >= 0.8*game.state.remtime:
4066 prout(_("First Officer Spock- \"Captain, I compute that such"))
4067 proutn(_(" a trip would require approximately %2.0f") %
4068 (100.0*game.optime/game.state.remtime))
4069 prout(_(" percent of our"))
4070 proutn(_(" remaining time. Are you sure this is wise?\" "))
4076 if game.warpfac > 6.0:
4077 # Decide if engine damage will occur
4078 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4079 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4080 if prob > randreal():
4082 course.distance = randreal(course.distance)
4083 # Decide if time warp will occur
4084 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4086 if idebug and game.warpfac==10 and not twarp:
4088 proutn("=== Force time warp? ")
4092 # If time warp or engine damage, check path
4093 # If it is obstructed, don't do warp or damage
4094 angle = ((15.0-course.bearing)*0.5235998)
4095 deltax = -math.sin(angle)
4096 deltay = math.cos(angle)
4097 if math.fabs(deltax) > math.fabs(deltay):
4098 bigger = math.fabs(deltax)
4100 bigger = math.fabs(deltay)
4103 n = 10.0 * course.distance * bigger +0.5
4106 for l in range(1, n+1):
4111 if not VALID_SECTOR(ix, iy):
4113 if game.quad[ix][iy] != IHDOT:
4116 # Activate Warp Engines and pay the cost
4117 imove(course, novapush=False)
4120 game.energy -= course.power(game.warpfac)
4121 if game.energy <= 0:
4123 game.optime = course.time(game.warpfac)
4127 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4129 prout(_("Engineering to bridge--"))
4130 prout(_(" Scott here. The warp engines are damaged."))
4131 prout(_(" We'll have to reduce speed to warp 4."))
4136 "Change the warp factor."
4142 proutn(_("Warp factor- "))
4147 if game.damage[DWARPEN] > 10.0:
4148 prout(_("Warp engines inoperative."))
4150 if damaged(DWARPEN) and scanner.real > 4.0:
4151 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4152 prout(_(" but right now we can only go warp 4.\""))
4154 if scanner.real > 10.0:
4155 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4157 if scanner.real < 1.0:
4158 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4160 oldfac = game.warpfac
4161 game.warpfac = scanner.real
4162 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4163 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4166 if game.warpfac < 8.00:
4167 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4169 if game.warpfac == 10.0:
4170 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4172 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4176 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4178 # is captain on planet?
4180 if damaged(DTRANSP):
4183 prout(_("Scotty rushes to the transporter controls."))
4185 prout(_("But with the shields up it's hopeless."))
4187 prouts(_("His desperate attempt to rescue you . . ."))
4192 prout(_("SUCCEEDS!"))
4195 proutn(_("The crystals mined were "))
4203 # Check to see if captain in shuttle craft
4208 # Inform captain of attempt to reach safety
4212 prouts(_("***RED ALERT! RED ALERT!"))
4214 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4215 prouts(_(" a supernova."))
4217 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4218 prout(_("safely out of quadrant."))
4219 if not damaged(DRADIO):
4220 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4221 # Try to use warp engines
4222 if damaged(DWARPEN):
4224 prout(_("Warp engines damaged."))
4227 game.warpfac = randreal(6.0, 8.0)
4228 prout(_("Warp factor set to %d") % int(game.warpfac))
4229 power = 0.75*game.energy
4230 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4231 distreq = randreal(math.sqrt(2))
4232 if distreq < game.dist:
4234 course = course(bearing=randreal(12), distance=dist) # How dumb!
4235 game.optime = course.time()
4237 game.inorbit = False
4238 warp(course, involuntary=True)
4240 # This is bad news, we didn't leave quadrant.
4244 prout(_("Insufficient energy to leave quadrant."))
4247 # Repeat if another snova
4248 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4250 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4251 finish(FWON) # Snova killed remaining enemy.
4254 "Let's do the time warp again."
4255 prout(_("***TIME WARP ENTERED."))
4256 if game.state.snap and withprob(0.5):
4258 prout(_("You are traveling backwards in time %d stardates.") %
4259 int(game.state.date-game.snapsht.date))
4260 game.state = game.snapsht
4261 game.state.snap = False
4262 if len(game.state.kcmdr):
4263 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4264 schedule(FBATTAK, expran(0.3*game.intime))
4265 schedule(FSNOVA, expran(0.5*game.intime))
4266 # next snapshot will be sooner
4267 schedule(FSNAP, expran(0.25*game.state.remtime))
4269 if game.state.nscrem:
4270 schedule(FSCMOVE, 0.2777)
4274 game.battle.invalidate()
4275 # Make sure Galileo is consistant -- Snapshot may have been taken
4276 # when on planet, which would give us two Galileos!
4278 for l in range(game.inplan):
4279 if game.state.planets[l].known == "shuttle_down":
4281 if game.iscraft == "onship" and game.ship==IHE:
4282 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4283 game.iscraft = "offship"
4284 # Likewise, if in the original time the Galileo was abandoned, but
4285 # was on ship earlier, it would have vanished -- let's restore it.
4286 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4287 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4288 game.iscraft = "onship"
4289 # There used to be code to do the actual reconstrction here,
4290 # but the starchart is now part of the snapshotted galaxy state.
4291 prout(_("Spock has reconstructed a correct star chart from memory"))
4293 # Go forward in time
4294 game.optime = -0.5*game.intime*math.log(randreal())
4295 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4296 # cheat to make sure no tractor beams occur during time warp
4297 postpone(FTBEAM, game.optime)
4298 game.damage[DRADIO] += game.optime
4300 events() # Stas Sergeev added this -- do pending events
4303 "Launch deep-space probe."
4304 # New code to launch a deep space probe
4305 if game.nprobes == 0:
4308 if game.ship == IHE:
4309 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4311 prout(_("Ye Faerie Queene has no deep space probes."))
4316 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4318 if is_scheduled(FDSPROB):
4321 if damaged(DRADIO) and game.condition != "docked":
4322 prout(_("Spock- \"Records show the previous probe has not yet"))
4323 prout(_(" reached its destination.\""))
4325 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4327 key = scanner.next()
4329 if game.nprobes == 1:
4330 prout(_("1 probe left."))
4332 prout(_("%d probes left") % game.nprobes)
4333 proutn(_("Are you sure you want to fire a probe? "))
4336 game.isarmed = False
4337 if key == "IHALPHA" and scanner.token == "armed":
4339 key = scanner.next()
4340 elif key == "IHEOL":
4341 proutn(_("Arm NOVAMAX warhead? "))
4343 elif key == "IHREAL": # first element of course
4344 scanner.push(scanner.token)
4346 game.probe = getcourse(isprobe=True)
4350 schedule(FDSPROB, 0.01) # Time to move one sector
4351 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4356 "Yell for help from nearest starbase."
4357 # There's more than one way to move in this game!
4359 # Test for conditions which prevent calling for help
4360 if game.condition == "docked":
4361 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4364 prout(_("Subspace radio damaged."))
4366 if not game.state.baseq:
4367 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4370 prout(_("You must be aboard the %s.") % crmshp())
4372 # OK -- call for help from nearest starbase
4375 # There's one in this quadrant
4376 ddist = (game.base - game.sector).distance()
4379 for ibq in game.state.baseq:
4380 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4383 # Since starbase not in quadrant, set up new quadrant
4386 # dematerialize starship
4387 game.quad[game.sector.i][game.sector.j]=IHDOT
4388 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4389 % (game.quadrant, crmshp()))
4390 game.sector.invalidate()
4391 for m in range(1, 5+1):
4392 w = game.base.scatter()
4393 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4394 # found one -- finish up
4397 if not game.sector.is_valid():
4398 prout(_("You have been lost in space..."))
4399 finish(FMATERIALIZE)
4401 # Give starbase three chances to rematerialize starship
4402 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4403 for m in range(1, 3+1):
4404 if m == 1: proutn(_("1st"))
4405 elif m == 2: proutn(_("2nd"))
4406 elif m == 3: proutn(_("3rd"))
4407 proutn(_(" attempt to re-materialize ") + crmshp())
4408 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4411 if randreal() > probf:
4414 curses.delay_output(500)
4417 game.quad[ix][iy]=IHQUEST
4420 setwnd(message_window)
4421 finish(FMATERIALIZE)
4423 game.quad[ix][iy]=game.ship
4425 prout(_("succeeds."))
4429 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4434 if game.condition=="docked":
4436 prout(_("You cannot abandon Ye Faerie Queene."))
4439 # Must take shuttle craft to exit
4440 if game.damage[DSHUTTL]==-1:
4441 prout(_("Ye Faerie Queene has no shuttle craft."))
4443 if game.damage[DSHUTTL]<0:
4444 prout(_("Shuttle craft now serving Big Macs."))
4446 if game.damage[DSHUTTL]>0:
4447 prout(_("Shuttle craft damaged."))
4450 prout(_("You must be aboard the ship."))
4452 if game.iscraft != "onship":
4453 prout(_("Shuttle craft not currently available."))
4455 # Emit abandon ship messages
4457 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4459 prouts(_("***ALL HANDS ABANDON SHIP!"))
4461 prout(_("Captain and crew escape in shuttle craft."))
4462 if not game.state.baseq:
4463 # Oops! no place to go...
4466 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4468 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4469 prout(_("Remainder of ship's complement beam down"))
4470 prout(_("to nearest habitable planet."))
4471 elif q.planet != None and not damaged(DTRANSP):
4472 prout(_("Remainder of ship's complement beam down to %s.") %
4475 prout(_("Entire crew of %d left to die in outer space.") %
4477 game.casual += game.state.crew
4478 game.abandoned += game.state.crew
4479 # If at least one base left, give 'em the Faerie Queene
4481 game.icrystl = False # crystals are lost
4482 game.nprobes = 0 # No probes
4483 prout(_("You are captured by Klingons and released to"))
4484 prout(_("the Federation in a prisoner-of-war exchange."))
4485 nb = randrange(len(game.state.baseq))
4486 # Set up quadrant and position FQ adjacient to base
4487 if not game.quadrant == game.state.baseq[nb]:
4488 game.quadrant = game.state.baseq[nb]
4489 game.sector.i = game.sector.j = 5
4492 # position next to base by trial and error
4493 game.quad[game.sector.i][game.sector.j] = IHDOT
4494 for l in range(QUADSIZE):
4495 game.sector = game.base.scatter()
4496 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4497 game.quad[game.sector.i][game.sector.j] == IHDOT:
4500 break # found a spot
4501 game.sector.i=QUADSIZE/2
4502 game.sector.j=QUADSIZE/2
4504 # Get new commission
4505 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4506 game.state.crew = FULLCREW
4507 prout(_("Starfleet puts you in command of another ship,"))
4508 prout(_("the Faerie Queene, which is antiquated but,"))
4509 prout(_("still useable."))
4511 prout(_("The dilithium crystals have been moved."))
4513 game.iscraft = "offship" # Galileo disappears
4515 game.condition="docked"
4516 for l in range(NDEVICES):
4517 game.damage[l] = 0.0
4518 game.damage[DSHUTTL] = -1
4519 game.energy = game.inenrg = 3000.0
4520 game.shield = game.inshld = 1250.0
4521 game.torps = game.intorps = 6
4522 game.lsupres=game.inlsr=3.0
4527 # Code from planets.c begins here.
4530 "Abort a lengthy operation if an event interrupts it."
4533 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4538 "Report on (uninhabited) planets in the galaxy."
4542 prout(_("Spock- \"Planet report follows, Captain.\""))
4544 for i in range(game.inplan):
4545 if game.state.planets[i].pclass == "destroyed":
4547 if (game.state.planets[i].known != "unknown" \
4548 and not game.state.planets[i].inhabited) \
4551 if idebug and game.state.planets[i].known=="unknown":
4552 proutn("(Unknown) ")
4553 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4554 proutn(_(" class "))
4555 proutn(game.state.planets[i].pclass)
4557 if game.state.planets[i].crystals != present:
4559 prout(_("dilithium crystals present."))
4560 if game.state.planets[i].known=="shuttle_down":
4561 prout(_(" Shuttle Craft Galileo on surface."))
4563 prout(_("No information available."))
4566 "Enter standard orbit."
4570 prout(_("Already in standard orbit."))
4572 if damaged(DWARPEN) and damaged(DIMPULS):
4573 prout(_("Both warp and impulse engines damaged."))
4575 if not game.plnet.is_valid():
4576 prout("There is no planet in this sector.")
4578 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4579 prout(crmshp() + _(" not adjacent to planet."))
4582 game.optime = randreal(0.02, 0.05)
4583 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4587 game.height = randreal(1400, 8600)
4588 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4593 "Examine planets in this quadrant."
4594 if damaged(DSRSENS):
4595 if game.options & OPTION_TTY:
4596 prout(_("Short range sensors damaged."))
4598 if game.iplnet == None:
4599 if game.options & OPTION_TTY:
4600 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4602 if game.iplnet.known == "unknown":
4603 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4605 prout(_(" Planet at Sector %s is of class %s.") %
4606 (game.plnet, game.iplnet.pclass))
4607 if game.iplnet.known=="shuttle_down":
4608 prout(_(" Sensors show Galileo still on surface."))
4609 proutn(_(" Readings indicate"))
4610 if game.iplnet.crystals != "present":
4612 prout(_(" dilithium crystals present.\""))
4613 if game.iplnet.known == "unknown":
4614 game.iplnet.known = "known"
4615 elif game.iplnet.inhabited:
4616 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4617 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4620 "Use the transporter."
4624 if damaged(DTRANSP):
4625 prout(_("Transporter damaged."))
4626 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4628 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4632 if not game.inorbit:
4633 prout(crmshp() + _(" not in standard orbit."))
4636 prout(_("Impossible to transport through shields."))
4638 if game.iplnet.known=="unknown":
4639 prout(_("Spock- \"Captain, we have no information on this planet"))
4640 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4641 prout(_(" you may not go down.\""))
4643 if not game.landed and game.iplnet.crystals=="absent":
4644 prout(_("Spock- \"Captain, I fail to see the logic in"))
4645 prout(_(" exploring a planet with no dilithium crystals."))
4646 proutn(_(" Are you sure this is wise?\" "))
4650 if not (game.options & OPTION_PLAIN):
4651 nrgneed = 50 * game.skill + game.height / 100.0
4652 if nrgneed > game.energy:
4653 prout(_("Engineering to bridge--"))
4654 prout(_(" Captain, we don't have enough energy for transportation."))
4656 if not game.landed and nrgneed * 2 > game.energy:
4657 prout(_("Engineering to bridge--"))
4658 prout(_(" Captain, we have enough energy only to transport you down to"))
4659 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4660 if game.iplnet.known == "shuttle_down":
4661 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4662 proutn(_(" Are you sure this is wise?\" "))
4667 # Coming from planet
4668 if game.iplnet.known=="shuttle_down":
4669 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4673 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4674 prout(_("Landing party assembled, ready to beam up."))
4676 prout(_("Kirk whips out communicator..."))
4677 prouts(_("BEEP BEEP BEEP"))
4679 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4682 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4684 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4686 prout(_("Kirk- \"Energize.\""))
4689 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4692 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4694 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4697 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4698 game.landed = not game.landed
4699 game.energy -= nrgneed
4701 prout(_("Transport complete."))
4702 if game.landed and game.iplnet.known=="shuttle_down":
4703 prout(_("The shuttle craft Galileo is here!"))
4704 if not game.landed and game.imine:
4711 "Strip-mine a world for dilithium."
4715 prout(_("Mining party not on planet."))
4717 if game.iplnet.crystals == "mined":
4718 prout(_("This planet has already been strip-mined for dilithium."))
4720 elif game.iplnet.crystals == "absent":
4721 prout(_("No dilithium crystals on this planet."))
4724 prout(_("You've already mined enough crystals for this trip."))
4726 if game.icrystl and game.cryprob == 0.05:
4727 prout(_("With all those fresh crystals aboard the ") + crmshp())
4728 prout(_("there's no reason to mine more at this time."))
4730 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4733 prout(_("Mining operation complete."))
4734 game.iplnet.crystals = "mined"
4735 game.imine = game.ididit = True
4738 "Use dilithium crystals."
4742 if not game.icrystl:
4743 prout(_("No dilithium crystals available."))
4745 if game.energy >= 1000:
4746 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4747 prout(_(" except when Condition Yellow exists."))
4749 prout(_("Spock- \"Captain, I must warn you that loading"))
4750 prout(_(" raw dilithium crystals into the ship's power"))
4751 prout(_(" system may risk a severe explosion."))
4752 proutn(_(" Are you sure this is wise?\" "))
4757 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4758 prout(_(" Mr. Spock and I will try it.\""))
4760 prout(_("Spock- \"Crystals in place, Sir."))
4761 prout(_(" Ready to activate circuit.\""))
4763 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4765 if with(game.cryprob):
4766 prouts(_(" \"Activating now! - - No good! It's***"))
4768 prouts(_("***RED ALERT! RED A*L********************************"))
4771 prouts(_("****************** KA-BOOM!!!! *******************"))
4775 game.energy += randreal(5000.0, 5500.0)
4776 prouts(_(" \"Activating now! - - "))
4777 prout(_("The instruments"))
4778 prout(_(" are going crazy, but I think it's"))
4779 prout(_(" going to work!! Congratulations, Sir!\""))
4784 "Use shuttlecraft for planetary jaunt."
4787 if damaged(DSHUTTL):
4788 if game.damage[DSHUTTL] == -1.0:
4789 if game.inorbit and game.iplnet.known == "shuttle_down":
4790 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4792 prout(_("Ye Faerie Queene had no shuttle craft."))
4793 elif game.damage[DSHUTTL] > 0:
4794 prout(_("The Galileo is damaged."))
4795 else: # game.damage[DSHUTTL] < 0
4796 prout(_("Shuttle craft is now serving Big Macs."))
4798 if not game.inorbit:
4799 prout(crmshp() + _(" not in standard orbit."))
4801 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4802 prout(_("Shuttle craft not currently available."))
4804 if not game.landed and game.iplnet.known=="shuttle_down":
4805 prout(_("You will have to beam down to retrieve the shuttle craft."))
4807 if game.shldup or game.condition == "docked":
4808 prout(_("Shuttle craft cannot pass through shields."))
4810 if game.iplnet.known=="unknown":
4811 prout(_("Spock- \"Captain, we have no information on this planet"))
4812 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4813 prout(_(" you may not fly down.\""))
4815 game.optime = 3.0e-5*game.height
4816 if game.optime >= 0.8*game.state.remtime:
4817 prout(_("First Officer Spock- \"Captain, I compute that such"))
4818 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4819 int(100*game.optime/game.state.remtime))
4820 prout(_("remaining time."))
4821 proutn(_("Are you sure this is wise?\" "))
4827 if game.iscraft == "onship":
4829 if not damaged(DTRANSP):
4830 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4834 proutn(_("Shuttle crew"))
4836 proutn(_("Rescue party"))
4837 prout(_(" boards Galileo and swoops toward planet surface."))
4838 game.iscraft = "offship"
4842 game.iplnet.known="shuttle_down"
4843 prout(_("Trip complete."))
4846 # Ready to go back to ship
4847 prout(_("You and your mining party board the"))
4848 prout(_("shuttle craft for the trip back to the Enterprise."))
4850 prouts(_("The short hop begins . . ."))
4852 game.iplnet.known="known"
4858 game.iscraft = "onship"
4864 prout(_("Trip complete."))
4867 # Kirk on ship and so is Galileo
4868 prout(_("Mining party assembles in the hangar deck,"))
4869 prout(_("ready to board the shuttle craft \"Galileo\"."))
4871 prouts(_("The hangar doors open; the trip begins."))
4874 game.iscraft = "offship"
4877 game.iplnet.known = "shuttle_down"
4880 prout(_("Trip complete."))
4884 "Use the big zapper."
4888 if game.ship != IHE:
4889 prout(_("Ye Faerie Queene has no death ray."))
4891 if len(game.enemies)==0:
4892 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4895 prout(_("Death Ray is damaged."))
4897 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4898 prout(_(" is highly unpredictible. Considering the alternatives,"))
4899 proutn(_(" are you sure this is wise?\" "))
4902 prout(_("Spock- \"Acknowledged.\""))
4905 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4907 prout(_("Crew scrambles in emergency preparation."))
4908 prout(_("Spock and Scotty ready the death ray and"))
4909 prout(_("prepare to channel all ship's power to the device."))
4911 prout(_("Spock- \"Preparations complete, sir.\""))
4912 prout(_("Kirk- \"Engage!\""))
4914 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4917 if game.options & OPTION_PLAIN:
4921 prouts(_("Sulu- \"Captain! It's working!\""))
4923 while len(game.enemies) > 0:
4924 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4925 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4926 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4928 if (game.options & OPTION_PLAIN) == 0:
4929 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4931 prout(_(" is still operational.\""))
4933 prout(_(" has been rendered nonfunctional.\""))
4934 game.damage[DDRAY] = 39.95
4936 r = randreal() # Pick failure method
4938 prouts(_("Sulu- \"Captain! It's working!\""))
4940 prouts(_("***RED ALERT! RED ALERT!"))
4942 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4944 prouts(_("***RED ALERT! RED A*L********************************"))
4947 prouts(_("****************** KA-BOOM!!!! *******************"))
4952 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4954 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4956 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4957 prout(_(" have apparently been transformed into strange mutations."))
4958 prout(_(" Vulcans do not seem to be affected."))
4960 prout(_("Kirk- \"Raauch! Raauch!\""))
4965 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4967 proutn(_("Spock- \"I believe the word is"))
4968 prouts(_(" *ASTONISHING*"))
4969 prout(_(" Mr. Sulu."))
4970 for i in range(QUADSIZE):
4971 for j in range(QUADSIZE):
4972 if game.quad[i][j] == IHDOT:
4973 game.quad[i][j] = IHQUEST
4974 prout(_(" Captain, our quadrant is now infested with"))
4975 prouts(_(" - - - - - - *THINGS*."))
4977 prout(_(" I have no logical explanation.\""))
4979 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4981 prout(_("Scotty- \"There are so many tribbles down here"))
4982 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4986 # Code from reports.c begins here
4988 def attackreport(curt):
4989 "eport status of bases under attack."
4991 if is_scheduled(FCDBAS):
4992 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4993 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4994 elif game.isatb == 1:
4995 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4996 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4998 prout(_("No Starbase is currently under attack."))
5000 if is_scheduled(FCDBAS):
5001 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5003 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5007 # report on general game status
5009 s1 = "" and game.thawed and _("thawed ")
5010 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5011 s3 = (None, _("novice"). _("fair"),
5012 _("good"), _("expert"), _("emeritus"))[game.skill]
5013 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5014 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5015 prout(_("No plaque is allowed."))
5017 prout(_("This is tournament game %d.") % game.tourn)
5018 prout(_("Your secret password is \"%s\"") % game.passwd)
5019 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5020 (game.inkling + game.incom + game.inscom)))
5021 if game.incom - len(game.state.kcmdr):
5022 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5023 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5024 prout(_(", but no Commanders."))
5027 if game.skill > SKILL_FAIR:
5028 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5029 if len(game.state.baseq) != game.inbase:
5031 if game.inbase-len(game.state.baseq)==1:
5032 proutn(_("has been 1 base"))
5034 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5035 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5037 prout(_("There are %d bases.") % game.inbase)
5038 if communicating() or game.iseenit:
5039 # Don't report this if not seen and
5040 # either the radio is dead or not at base!
5044 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5046 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5047 if game.ship == IHE:
5048 proutn(_("You have "))
5050 proutn("%d" % (game.nprobes))
5053 proutn(_(" deep space probe"))
5057 if communicating() and is_scheduled(FDSPROB):
5059 proutn(_("An armed deep space probe is in "))
5061 proutn(_("A deep space probe is in "))
5062 prout("Quadrant %s." % game.probec)
5064 if game.cryprob <= .05:
5065 prout(_("Dilithium crystals aboard ship... not yet used."))
5069 while game.cryprob > ai:
5072 prout(_("Dilithium crystals have been used %d time%s.") % \
5073 (i, (_("s"), "")[i==1]))
5077 "Long-range sensor scan."
5078 if damaged(DLRSENS):
5079 # Now allow base's sensors if docked
5080 if game.condition != "docked":
5082 prout(_("LONG-RANGE SENSORS DAMAGED."))
5085 prout(_("Starbase's long-range scan"))
5087 prout(_("Long-range scan"))
5088 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5091 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5092 if not VALID_QUADRANT(x, y):
5096 if not damaged(DRADIO):
5097 game.state.galaxy[x][y].charted = True
5098 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5099 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5100 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5101 if not silent and game.state.galaxy[x][y].supernova:
5104 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5111 for i in range(NDEVICES):
5114 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5115 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5117 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5118 game.damage[i]+0.05,
5119 game.docfac*game.damage[i]+0.005))
5121 prout(_("All devices functional."))
5124 "Update the chart in the Enterprise's computer from galaxy data."
5125 game.lastchart = game.state.date
5126 for i in range(GALSIZE):
5127 for j in range(GALSIZE):
5128 if game.state.galaxy[i][j].charted:
5129 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5130 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5131 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5134 "Display the star chart."
5136 if (game.options & OPTION_AUTOSCAN):
5138 if not damaged(DRADIO):
5140 if game.lastchart < game.state.date and game.condition == "docked":
5141 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5143 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5144 if game.state.date > game.lastchart:
5145 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5146 prout(" 1 2 3 4 5 6 7 8")
5147 for i in range(GALSIZE):
5148 proutn("%d |" % (i+1))
5149 for j in range(GALSIZE):
5150 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5154 if game.state.galaxy[i][j].supernova:
5156 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5158 elif game.state.galaxy[i][j].charted:
5159 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5163 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5171 def sectscan(goodScan, i, j):
5172 "Light up an individual dot in a sector."
5173 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5174 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5175 #if game.condition == "red": textcolor("red")
5176 #elif game.condition == "green": textcolor("green")
5177 #elif game.condition == "yellow": textcolor("yellow")
5178 #elif game.condition == "docked": textcolor("cyan")
5179 #elif game.condition == "dead": textcolor("brown")
5180 if game.quad[i][j] != game.ship:
5182 proutn("%c " % game.quad[i][j])
5188 "Emit status report lines"
5189 if not req or req == 1:
5190 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5191 % (game.state.date, game.state.remtime))
5192 if not req or req == 2:
5193 if game.condition != "docked":
5196 for t in range(NDEVICES):
5197 if game.damage[t]>0:
5199 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5200 if not req or req == 3:
5201 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5202 if not req or req == 4:
5203 if damaged(DLIFSUP):
5204 if game.condition == "docked":
5205 s = _("DAMAGED, Base provides")
5207 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5210 prstat(_("Life Support"), s)
5211 if not req or req == 5:
5212 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5213 if not req or req == 6:
5215 if game.icrystl and (game.options & OPTION_SHOWME):
5216 extra = _(" (have crystals)")
5217 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5218 if not req or req == 7:
5219 prstat(_("Torpedoes"), "%d" % (game.torps))
5220 if not req or req == 8:
5221 if damaged(DSHIELD):
5227 data = _(" %d%% %.1f units") \
5228 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5229 prstat(_("Shields"), s+data)
5230 if not req or req == 9:
5231 prstat(_("Klingons Left"), "%d" \
5232 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5233 if not req or req == 10:
5234 if game.options & OPTION_WORLDS:
5235 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5236 if plnet and plnet.inhabited:
5237 prstat(_("Major system"), plnet.name)
5239 prout(_("Sector is uninhabited"))
5240 elif not req or req == 11:
5241 attackreport(not req)
5244 "Request specified status data, a historical relic from slow TTYs."
5245 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5246 while scanner.next() == "IHEOL":
5247 proutn(_("Information desired? "))
5249 if scanner.token in requests:
5250 status(requests.index(scanner.token))
5252 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5253 prout((" date, condition, position, lsupport, warpfactor,"))
5254 prout((" energy, torpedoes, shields, klingons, system, time."))
5259 if damaged(DSRSENS):
5260 # Allow base's sensors if docked
5261 if game.condition != "docked":
5262 prout(_(" S.R. SENSORS DAMAGED!"))
5265 prout(_(" [Using Base's sensors]"))
5267 prout(_(" Short-range scan"))
5268 if goodScan and not damaged(DRADIO):
5269 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5270 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5271 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5272 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5273 prout(" 1 2 3 4 5 6 7 8 9 10")
5274 if game.condition != "docked":
5276 for i in range(QUADSIZE):
5277 proutn("%2d " % (i+1))
5278 for j in range(QUADSIZE):
5279 sectscan(goodScan, i, j)
5283 "Use computer to get estimated time of arrival for a warp jump."
5284 w1 = coord(); w2 = coord()
5286 if damaged(DCOMPTR):
5287 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5290 if scanner.next() != "IHREAL":
5293 proutn(_("Destination quadrant and/or sector? "))
5294 if scanner.next()!="IHREAL":
5297 w1.j = int(scanner.real-0.5)
5298 if scanner.next() != "IHREAL":
5301 w1.i = int(scanner.real-0.5)
5302 if scanner.next() == "IHREAL":
5303 w2.j = int(scanner.real-0.5)
5304 if scanner.next() != "IHREAL":
5307 w2.i = int(scanner.real-0.5)
5309 if game.quadrant.j>w1.i:
5313 if game.quadrant.i>w1.j:
5317 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5320 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5321 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5324 prout(_("Answer \"no\" if you don't know the value:"))
5327 proutn(_("Time or arrival date? "))
5328 if scanner.next()=="IHREAL":
5329 ttime = scanner.real
5330 if ttime > game.state.date:
5331 ttime -= game.state.date # Actually a star date
5332 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5333 if ttime <= 1e-10 or twarp > 10:
5334 prout(_("We'll never make it, sir."))
5341 proutn(_("Warp factor? "))
5342 if scanner.next()== "IHREAL":
5344 twarp = scanner.real
5345 if twarp<1.0 or twarp > 10.0:
5349 prout(_("Captain, certainly you can give me one of these."))
5352 ttime = (10.0*game.dist)/twarp**2
5353 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5354 if tpower >= game.energy:
5355 prout(_("Insufficient energy, sir."))
5356 if not game.shldup or tpower > game.energy*2.0:
5359 proutn(_("New warp factor to try? "))
5360 if scanner.next() == "IHREAL":
5362 twarp = scanner.real
5363 if twarp<1.0 or twarp > 10.0:
5371 prout(_("But if you lower your shields,"))
5372 proutn(_("remaining"))
5375 proutn(_("Remaining"))
5376 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5378 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5380 prout(_("Any warp speed is adequate."))
5382 prout(_("Minimum warp needed is %.2f,") % (twarp))
5383 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5384 if game.state.remtime < ttime:
5385 prout(_("Unfortunately, the Federation will be destroyed by then."))
5387 prout(_("You'll be taking risks at that speed, Captain"))
5388 if (game.isatb==1 and game.state.kscmdr == w1 and \
5389 scheduled(FSCDBAS)< ttime+game.state.date) or \
5390 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5391 prout(_("The starbase there will be destroyed by then."))
5392 proutn(_("New warp factor to try? "))
5393 if scanner.next() == "IHREAL":
5395 twarp = scanner.real
5396 if twarp<1.0 or twarp > 10.0:
5404 # Code from setup.c begins here
5407 "Issue a historically correct banner."
5409 prout(_("-SUPER- STAR TREK"))
5411 # From the FORTRAN original
5412 # prout(_("Latest update-21 Sept 78"))
5418 scanner.push("emsave.trk")
5419 key = scanner.next()
5421 proutn(_("File name: "))
5422 key = scanner.next()
5423 if key != "IHALPHA":
5427 if '.' not in scanner.token:
5428 scanner.token += ".trk"
5430 fp = open(scanner.token, "wb")
5432 prout(_("Can't freeze game as file %s") % scanner.token)
5434 cPickle.dump(game, fp)
5438 "Retrieve saved game."
5439 game.passwd[0] = '\0'
5440 key = scanner.next()
5442 proutn(_("File name: "))
5443 key = scanner.next()
5444 if key != "IHALPHA":
5448 if '.' not in scanner.token:
5449 scanner.token += ".trk"
5451 fp = open(scanner.token, "rb")
5453 prout(_("Can't thaw game in %s") % scanner.token)
5455 game = cPickle.load(fp)
5459 # I used <http://www.memory-alpha.org> to find planets
5460 # with references in ST:TOS. Eath and the Alpha Centauri
5461 # Colony have been omitted.
5463 # Some planets marked Class G and P here will be displayed as class M
5464 # because of the way planets are generated. This is a known bug.
5467 _("Andoria (Fesoan)"), # several episodes
5468 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5469 _("Vulcan (T'Khasi)"), # many episodes
5470 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5471 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5472 _("Ardana"), # TOS: "The Cloud Minders"
5473 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5474 _("Gideon"), # TOS: "The Mark of Gideon"
5475 _("Aldebaran III"), # TOS: "The Deadly Years"
5476 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5477 _("Altair IV"), # TOS: "Amok Time
5478 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5479 _("Benecia"), # TOS: "The Conscience of the King"
5480 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5481 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5482 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5483 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5484 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5485 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5486 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5487 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5488 _("Ingraham B"), # TOS: "Operation: Annihilate"
5489 _("Janus IV"), # TOS: "The Devil in the Dark"
5490 _("Makus III"), # TOS: "The Galileo Seven"
5491 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5492 _("Omega IV"), # TOS: "The Omega Glory"
5493 _("Regulus V"), # TOS: "Amok Time
5494 _("Deneva"), # TOS: "Operation -- Annihilate!"
5495 # Worlds from BSD Trek
5496 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5497 _("Beta III"), # TOS: "The Return of the Archons"
5498 _("Triacus"), # TOS: "And the Children Shall Lead",
5499 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5501 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5502 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5503 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5504 # _("Izar"), # TOS: "Whom Gods Destroy"
5505 # _("Tiburon"), # TOS: "The Way to Eden"
5506 # _("Merak II"), # TOS: "The Cloud Minders"
5507 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5508 # _("Iotia"), # TOS: "A Piece of the Action"
5512 _("S. R. Sensors"), \
5513 _("L. R. Sensors"), \
5515 _("Photon Tubes"), \
5516 _("Life Support"), \
5517 _("Warp Engines"), \
5518 _("Impulse Engines"), \
5520 _("Subspace Radio"), \
5521 _("Shuttle Craft"), \
5523 _("Navigation System"), \
5525 _("Shield Control"), \
5531 "Prepare to play, set up cosmos."
5533 # Decide how many of everything
5535 return # frozen game
5536 # Prepare the Enterprise
5537 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5539 game.state.crew = FULLCREW
5540 game.energy = game.inenrg = 5000.0
5541 game.shield = game.inshld = 2500.0
5544 game.quadrant = randplace(GALSIZE)
5545 game.sector = randplace(QUADSIZE)
5546 game.torps = game.intorps = 10
5547 game.nprobes = randrange(2, 5)
5549 for i in range(NDEVICES):
5550 game.damage[i] = 0.0
5551 # Set up assorted game parameters
5552 game.battle = coord()
5553 game.state.date = game.indate = 100.0 * randreal(20, 51)
5554 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5555 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5556 game.isatb = game.state.nplankl = 0
5557 game.state.starkl = game.state.basekl = 0
5558 game.iscraft = "onship"
5562 # Starchart is functional but we've never seen it
5563 game.lastchart = FOREVER
5564 # Put stars in the galaxy
5566 for i in range(GALSIZE):
5567 for j in range(GALSIZE):
5568 k = randrange(1, QUADSIZE**2/10+1)
5570 game.state.galaxy[i][j].stars = k
5571 # Locate star bases in galaxy
5572 for i in range(game.inbase):
5575 w = randplace(GALSIZE)
5576 if not game.state.galaxy[w.i][w.j].starbase:
5579 # C version: for (j = i-1; j > 0; j--)
5580 # so it did them in the opposite order.
5581 for j in range(1, i):
5582 # Improved placement algorithm to spread out bases
5583 distq = (w - game.state.baseq[j]).distance()
5584 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5587 prout("=== Abandoning base #%d at %s" % (i, w))
5589 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5591 prout("=== Saving base #%d, close to #%d" % (i, j))
5594 game.state.baseq.append(w)
5595 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5596 # Position ordinary Klingon Battle Cruisers
5598 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5599 if klumper > MAXKLQUAD:
5603 klump = (1.0 - r*r)*klumper
5608 w = randplace(GALSIZE)
5609 if not game.state.galaxy[w.i][w.j].supernova and \
5610 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5612 game.state.galaxy[w.i][w.j].klingons += int(klump)
5615 # Position Klingon Commander Ships
5616 for i in range(game.incom):
5618 w = randplace(GALSIZE)
5619 if not welcoming(w) or w in game.state.kcmdr:
5621 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5623 game.state.galaxy[w.i][w.j].klingons += 1
5624 game.state.kcmdr.append(w)
5625 # Locate planets in galaxy
5626 for i in range(game.inplan):
5628 w = randplace(GALSIZE)
5629 if game.state.galaxy[w.i][w.j].planet == None:
5633 new.crystals = "absent"
5634 if (game.options & OPTION_WORLDS) and i < NINHAB:
5635 new.pclass = "M" # All inhabited planets are class M
5636 new.crystals = "absent"
5638 new.name = systnames[i]
5639 new.inhabited = True
5641 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5643 new.crystals = "present"
5644 new.known = "unknown"
5645 new.inhabited = False
5646 game.state.galaxy[w.i][w.j].planet = new
5647 game.state.planets.append(new)
5649 for i in range(game.state.nromrem):
5650 w = randplace(GALSIZE)
5651 game.state.galaxy[w.i][w.j].romulans += 1
5652 # Place the Super-Commander if needed
5653 if game.state.nscrem > 0:
5655 w = randplace(GALSIZE)
5658 game.state.kscmdr = w
5659 game.state.galaxy[w.i][w.j].klingons += 1
5660 # Initialize times for extraneous events
5661 schedule(FSNOVA, expran(0.5 * game.intime))
5662 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5663 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5664 schedule(FBATTAK, expran(0.3*game.intime))
5666 if game.state.nscrem:
5667 schedule(FSCMOVE, 0.2777)
5672 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5673 schedule(FDISTR, expran(1.0 + game.intime))
5678 # Place thing (in tournament game, we don't want one!)
5679 # New in SST2K: never place the Thing near a starbase.
5680 # This makes sense and avoids a special case in the old code.
5682 if game.tourn is None:
5684 thing = randplace(GALSIZE)
5685 if thing not in game.state.baseq:
5688 game.state.snap = False
5689 if game.skill == SKILL_NOVICE:
5690 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5691 prout(_("a deadly Klingon invasion force. As captain of the United"))
5692 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5693 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5694 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5695 prout(_("your mission. As you proceed you may be given more time."))
5697 prout(_("You will have %d supporting starbases.") % (game.inbase))
5698 proutn(_("Starbase locations- "))
5700 prout(_("Stardate %d.") % int(game.state.date))
5702 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5703 prout(_("An unknown number of Romulans."))
5704 if game.state.nscrem:
5705 prout(_("And one (GULP) Super-Commander."))
5706 prout(_("%d stardates.") % int(game.intime))
5707 proutn(_("%d starbases in ") % game.inbase)
5708 for i in range(game.inbase):
5709 proutn(`game.state.baseq[i]`)
5712 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5713 proutn(_(" Sector %s") % game.sector)
5715 prout(_("Good Luck!"))
5716 if game.state.nscrem:
5717 prout(_(" YOU'LL NEED IT."))
5720 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5722 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5723 attack(torps_ok=False)
5726 "Choose your game type."
5731 game.skill = SKILL_NONE
5733 if not scanner.inqueue: # Can start with command line options
5734 proutn(_("Would you like a regular, tournament, or saved game? "))
5736 if scanner.sees("tournament"):
5737 while scanner.next() == "IHEOL":
5738 proutn(_("Type in tournament number-"))
5739 if scanner.real == 0:
5741 continue # We don't want a blank entry
5742 game.tourn = int(round(scanner.real))
5743 random.seed(scanner.real)
5745 logfp.write("# random.seed(%d)\n" % scanner.real)
5747 if scanner.sees("saved") or scanner.sees("frozen"):
5751 if game.passwd == None:
5753 if not game.alldone:
5754 game.thawed = True # No plaque if not finished
5758 if scanner.sees("regular"):
5760 proutn(_("What is \"%s\"?") % scanner.token)
5762 while game.length==0 or game.skill==SKILL_NONE:
5763 if scanner.next() == "IHALPHA":
5764 if scanner.sees("short"):
5766 elif scanner.sees("medium"):
5768 elif scanner.sees("long"):
5770 elif scanner.sees("novice"):
5771 game.skill = SKILL_NOVICE
5772 elif scanner.sees("fair"):
5773 game.skill = SKILL_FAIR
5774 elif scanner.sees("good"):
5775 game.skill = SKILL_GOOD
5776 elif scanner.sees("expert"):
5777 game.skill = SKILL_EXPERT
5778 elif scanner.sees("emeritus"):
5779 game.skill = SKILL_EMERITUS
5781 proutn(_("What is \""))
5782 proutn(scanner.token)
5787 proutn(_("Would you like a Short, Medium, or Long game? "))
5788 elif game.skill == SKILL_NONE:
5789 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5790 # Choose game options -- added by ESR for SST2K
5791 if scanner.next() != "IHALPHA":
5793 proutn(_("Choose your game style (or just press enter): "))
5795 if scanner.sees("plain"):
5796 # Approximates the UT FORTRAN version.
5797 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5798 game.options |= OPTION_PLAIN
5799 elif scanner.sees("almy"):
5800 # Approximates Tom Almy's version.
5801 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5802 game.options |= OPTION_ALMY
5803 elif scanner.sees("fancy") or scanner.sees("\n"):
5805 elif len(scanner.token):
5806 proutn(_("What is \"%s\"?") % scanner.token)
5808 if game.passwd == "debug":
5810 prout("=== Debug mode enabled.")
5811 # Use parameters to generate initial values of things
5812 game.damfac = 0.5 * game.skill
5813 game.inbase = randrange(BASEMIN, BASEMAX+1)
5815 if game.options & OPTION_PLANETS:
5816 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5817 if game.options & OPTION_WORLDS:
5818 game.inplan += int(NINHAB)
5819 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5820 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5821 game.state.remtime = 7.0 * game.length
5822 game.intime = game.state.remtime
5823 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5824 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5825 game.state.remres = (game.inkling+4*game.incom)*game.intime
5826 game.inresor = game.state.remres
5827 if game.inkling > 50:
5828 game.state.inbase += 1
5831 def dropin(iquad=None):
5832 "Drop a feature on a random dot in the current quadrant."
5834 w = randplace(QUADSIZE)
5835 if game.quad[w.i][w.j] == IHDOT:
5837 if iquad is not None:
5838 game.quad[w.i][w.j] = iquad
5842 "Update our alert status."
5843 game.condition = "green"
5844 if game.energy < 1000.0:
5845 game.condition = "yellow"
5846 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5847 game.condition = "red"
5849 game.condition="dead"
5852 "Drop new Klingon into current quadrant."
5853 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5856 "Set up a new state of quadrant, for when we enter or re-enter it."
5859 game.neutz = game.inorbit = game.landed = False
5860 game.ientesc = game.iseenit = False
5861 # Create a blank quadrant
5862 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5864 # Attempt to escape Super-commander, so tbeam back!
5867 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5868 # cope with supernova
5871 game.klhere = q.klingons
5872 game.irhere = q.romulans
5874 game.quad[game.sector.i][game.sector.j] = game.ship
5877 # Position ordinary Klingons
5878 for i in range(game.klhere):
5880 # If we need a commander, promote a Klingon
5881 for cmdr in game.state.kcmdr:
5882 if cmdr == game.quadrant:
5883 e = game.enemies[game.klhere-1]
5884 game.quad[e.kloc.i][e.kloc.j] = IHC
5885 e.kpower = randreal(950,1350) + 50.0*game.skill
5887 # If we need a super-commander, promote a Klingon
5888 if game.quadrant == game.state.kscmdr:
5890 game.quad[e.kloc.i][e.kloc.j] = IHS
5891 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5892 game.iscate = (game.state.remkl > 1)
5893 # Put in Romulans if needed
5894 for i in range(q.romulans):
5895 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5896 # If quadrant needs a starbase, put it in
5898 game.base = dropin(IHB)
5899 # If quadrant needs a planet, put it in
5901 game.iplnet = q.planet
5902 if not q.planet.inhabited:
5903 game.plnet = dropin(IHP)
5905 game.plnet = dropin(IHW)
5906 # Check for condition
5909 if game.irhere > 0 and game.klhere == 0:
5911 if not damaged(DRADIO):
5913 prout(_("LT. Uhura- \"Captain, an urgent message."))
5914 prout(_(" I'll put it on audio.\" CLICK"))
5916 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5917 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5918 # Put in THING if needed
5919 if thing == game.quadrant:
5920 enemy(type=IHQUEST, loc=dropin(),
5921 power=randreal(6000,6500.0)+250.0*game.skill)
5922 if not damaged(DSRSENS):
5924 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5925 prout(_(" Please examine your short-range scan.\""))
5926 # Decide if quadrant needs a Tholian; lighten up if skill is low
5927 if game.options & OPTION_THOLIAN:
5928 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5929 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5930 (game.skill > SKILL_GOOD and withprob(0.08)):
5933 w.i = withprob(0.5) * (QUADSIZE-1)
5934 w.j = withprob(0.5) * (QUADSIZE-1)
5935 if game.quad[w.i][w.j] == IHDOT:
5937 game.tholian = enemy(type=IHT, loc=w,
5938 power=randrange(100, 500) + 25.0*game.skill)
5939 # Reserve unoccupied corners
5940 if game.quad[0][0]==IHDOT:
5941 game.quad[0][0] = 'X'
5942 if game.quad[0][QUADSIZE-1]==IHDOT:
5943 game.quad[0][QUADSIZE-1] = 'X'
5944 if game.quad[QUADSIZE-1][0]==IHDOT:
5945 game.quad[QUADSIZE-1][0] = 'X'
5946 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5947 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5948 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5949 # And finally the stars
5950 for i in range(q.stars):
5952 # Put in a few black holes
5953 for i in range(1, 3+1):
5956 # Take out X's in corners if Tholian present
5958 if game.quad[0][0]=='X':
5959 game.quad[0][0] = IHDOT
5960 if game.quad[0][QUADSIZE-1]=='X':
5961 game.quad[0][QUADSIZE-1] = IHDOT
5962 if game.quad[QUADSIZE-1][0]=='X':
5963 game.quad[QUADSIZE-1][0] = IHDOT
5964 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5965 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5968 "Set the self-destruct password."
5969 if game.options & OPTION_PLAIN:
5972 proutn(_("Please type in a secret password- "))
5974 game.passwd = scanner.token
5975 if game.passwd != None:
5980 game.passwd += chr(ord('a')+randrange(26))
5982 # Code from sst.c begins here
5985 "SRSCAN": OPTION_TTY,
5986 "STATUS": OPTION_TTY,
5987 "REQUEST": OPTION_TTY,
5988 "LRSCAN": OPTION_TTY,
6001 "SENSORS": OPTION_PLANETS,
6002 "ORBIT": OPTION_PLANETS,
6003 "TRANSPORT": OPTION_PLANETS,
6004 "MINE": OPTION_PLANETS,
6005 "CRYSTALS": OPTION_PLANETS,
6006 "SHUTTLE": OPTION_PLANETS,
6007 "PLANETS": OPTION_PLANETS,
6012 "PROBE": OPTION_PROBE,
6014 "FREEZE": 0, # Synonym for SAVE
6020 "SOS": 0, # Synonym for MAYDAY
6021 "CALL": 0, # Synonym for MAYDAY
6027 "Generate a list of legal commands."
6028 prout(_("LEGAL COMMANDS ARE:"))
6030 for key in commands:
6031 if not commands[key] or (commands[key] & game.options):
6032 proutn("%-12s " % key)
6034 if emitted % 5 == 4:
6039 "Browse on-line help."
6040 key = scanner.next()
6043 setwnd(prompt_window)
6044 proutn(_("Help on what command? "))
6045 key = scanner.next()
6046 setwnd(message_window)
6049 if scanner.token in commands or scanner.token == "ABBREV":
6056 cmd = scanner.token.upper()
6058 fp = open(SSTDOC, "r")
6061 fp = open(DOC_NAME, "r")
6063 prout(_("Spock- \"Captain, that information is missing from the"))
6064 proutn(_(" computer. You need to find "))
6066 prout(_(" and put it in the"))
6067 proutn(_(" current directory or to "))
6070 # This used to continue: "You need to find SST.DOC and put
6071 # it in the current directory."
6074 linebuf = fp.readline()
6076 prout(_("Spock- \"Captain, there is no information on that command.\""))
6079 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6080 linebuf = linebuf[3:].strip()
6084 prout(_("Spock- \"Captain, I've found the following information:\""))
6086 while linebuf in fp:
6087 if "******" in linebuf:
6093 "Command-interpretation loop."
6095 setwnd(message_window)
6096 while True: # command loop
6098 while True: # get a command
6103 setwnd(prompt_window)
6106 if scanner.next() == "IHEOL":
6107 if game.options & OPTION_CURSES:
6110 elif scanner.token == "":
6114 setwnd(message_window)
6116 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6118 if len(candidates) == 1:
6121 elif candidates and not (game.options & OPTION_PLAIN):
6122 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6126 if cmd == "SRSCAN": # srscan
6128 elif cmd == "STATUS": # status
6130 elif cmd == "REQUEST": # status request
6132 elif cmd == "LRSCAN": # long range scan
6133 lrscan(silent=False)
6134 elif cmd == "PHASERS": # phasers
6138 elif cmd == "TORPEDO": # photon torpedos
6142 elif cmd == "MOVE": # move under warp
6143 warp(course=None, involuntary=False)
6144 elif cmd == "SHIELDS": # shields
6145 doshield(shraise=False)
6148 game.shldchg = False
6149 elif cmd == "DOCK": # dock at starbase
6152 attack(torps_ok=False)
6153 elif cmd == "DAMAGES": # damage reports
6155 elif cmd == "CHART": # chart
6157 elif cmd == "IMPULSE": # impulse
6159 elif cmd == "REST": # rest
6163 elif cmd == "WARP": # warp
6165 elif cmd == "SCORE": # score
6167 elif cmd == "SENSORS": # sensors
6169 elif cmd == "ORBIT": # orbit
6173 elif cmd == "TRANSPORT": # transport "beam"
6175 elif cmd == "MINE": # mine
6179 elif cmd == "CRYSTALS": # crystals
6183 elif cmd == "SHUTTLE": # shuttle
6187 elif cmd == "PLANETS": # Planet list
6189 elif cmd == "REPORT": # Game Report
6191 elif cmd == "COMPUTER": # use COMPUTER!
6193 elif cmd == "COMMANDS":
6195 elif cmd == "EMEXIT": # Emergency exit
6196 clrscr() # Hide screen
6197 freeze(True) # forced save
6198 raise SysExit,1 # And quick exit
6199 elif cmd == "PROBE":
6200 probe() # Launch probe
6203 elif cmd == "ABANDON": # Abandon Ship
6205 elif cmd == "DESTRUCT": # Self Destruct
6207 elif cmd == "SAVE": # Save Game
6210 if game.skill > SKILL_GOOD:
6211 prout(_("WARNING--Saved games produce no plaques!"))
6212 elif cmd == "DEATHRAY": # Try a desparation measure
6216 elif cmd == "DEBUGCMD": # What do we want for debug???
6218 elif cmd == "MAYDAY": # Call for help
6223 game.alldone = True # quit the game
6228 break # Game has ended
6229 if game.optime != 0.0:
6232 break # Events did us in
6233 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6236 if hitme and not game.justin:
6237 attack(torps_ok=True)
6240 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6251 "Emit the name of an enemy or feature."
6252 if type == IHR: s = _("Romulan")
6253 elif type == IHK: s = _("Klingon")
6254 elif type == IHC: s = _("Commander")
6255 elif type == IHS: s = _("Super-commander")
6256 elif type == IHSTAR: s = _("Star")
6257 elif type == IHP: s = _("Planet")
6258 elif type == IHB: s = _("Starbase")
6259 elif type == IHBLANK: s = _("Black hole")
6260 elif type == IHT: s = _("Tholian")
6261 elif type == IHWEB: s = _("Tholian web")
6262 elif type == IHQUEST: s = _("Stranger")
6263 elif type == IHW: s = _("Inhabited World")
6264 else: s = "Unknown??"
6267 def crmena(stars, enemy, loctype, w):
6268 "Emit the name of an enemy and his location."
6272 buf += cramen(enemy) + _(" at ")
6273 if loctype == "quadrant":
6274 buf += _("Quadrant ")
6275 elif loctype == "sector":
6280 "Emit our ship name."
6281 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6284 "Emit a line of stars"
6285 prouts("******************************************************")
6289 return -avrage*math.log(1e-7 + randreal())
6291 def randplace(size):
6292 "Choose a random location."
6294 w.i = randrange(size)
6295 w.j = randrange(size)
6305 # Get a token from the user
6308 # Fill the token quue if nothing here
6309 while not self.inqueue:
6311 if curwnd==prompt_window:
6313 setwnd(message_window)
6320 self.inqueue = line.lstrip().split() + ["\n"]
6321 # From here on in it's all looking at the queue
6322 self.token = self.inqueue.pop(0)
6323 if self.token == "\n":
6327 self.real = float(self.token)
6328 self.type = "IHREAL"
6333 self.token = self.token.lower()
6334 self.type = "IHALPHA"
6337 def append(self, tok):
6338 self.inqueue.append(tok)
6339 def push(self, tok):
6340 self.inqueue.insert(0, tok)
6344 # Demand input for next scan
6346 self.real = self.token = None
6348 # compares s to item and returns true if it matches to the length of s
6349 return s.startswith(self.token)
6351 # Round token value to nearest integer
6352 return int(round(scanner.real))
6356 if scanner.type != "IHREAL":
6359 s.i = scanner.int()-1
6361 if scanner.type != "IHREAL":
6364 s.j = scanner.int()-1
6367 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6370 "Yes-or-no confirmation."
6374 if scanner.token == 'y':
6376 if scanner.token == 'n':
6379 proutn(_("Please answer with \"y\" or \"n\": "))
6382 "Complain about unparseable input."
6385 prout(_("Beg your pardon, Captain?"))
6388 "Access to the internals for debugging."
6389 proutn("Reset levels? ")
6391 if game.energy < game.inenrg:
6392 game.energy = game.inenrg
6393 game.shield = game.inshld
6394 game.torps = game.intorps
6395 game.lsupres = game.inlsr
6396 proutn("Reset damage? ")
6398 for i in range(NDEVICES):
6399 if game.damage[i] > 0.0:
6400 game.damage[i] = 0.0
6401 proutn("Toggle debug flag? ")
6405 prout("Debug output ON")
6407 prout("Debug output OFF")
6408 proutn("Cause selective damage? ")
6410 for i in range(NDEVICES):
6411 proutn("Kill %s?" % device[i])
6413 key = scanner.next()
6414 if key == "IHALPHA" and scanner.sees("y"):
6415 game.damage[i] = 10.0
6416 proutn("Examine/change events? ")
6421 FSNOVA: "Supernova ",
6424 FBATTAK: "Base Attack ",
6425 FCDBAS: "Base Destroy ",
6426 FSCMOVE: "SC Move ",
6427 FSCDBAS: "SC Base Destroy ",
6428 FDSPROB: "Probe Move ",
6429 FDISTR: "Distress Call ",
6430 FENSLV: "Enslavement ",
6431 FREPRO: "Klingon Build ",
6433 for i in range(1, NEVENTS):
6436 proutn("%.2f" % (scheduled(i)-game.state.date))
6437 if i == FENSLV or i == FREPRO:
6439 proutn(" in %s" % ev.quadrant)
6444 key = scanner.next()
6448 elif key == "IHREAL":
6449 ev = schedule(i, scanner.real)
6450 if i == FENSLV or i == FREPRO:
6452 proutn("In quadrant- ")
6453 key = scanner.next()
6454 # "IHEOL" says to leave coordinates as they are
6457 prout("Event %d canceled, no x coordinate." % (i))
6460 w.i = int(round(scanner.real))
6461 key = scanner.next()
6463 prout("Event %d canceled, no y coordinate." % (i))
6466 w.j = int(round(scanner.real))
6469 proutn("Induce supernova here? ")
6471 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6474 if __name__ == '__main__':
6475 import getopt, socket
6477 global line, thing, game, idebug
6483 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6484 if os.getenv("TERM"):
6485 game.options |= OPTION_CURSES
6487 game.options |= OPTION_TTY
6488 seed = int(time.time())
6489 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6490 for (switch, val) in options:
6493 replayfp = open(val, "r")
6495 sys.stderr.write("sst: can't open replay file %s\n" % val)
6498 line = replayfp.readline().strip()
6499 (leader, key, seed) = line.split()
6501 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6502 line = replayfp.readline().strip()
6503 arguments += line.split()[2:]
6505 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6507 game.options |= OPTION_TTY
6508 game.options &=~ OPTION_CURSES
6509 elif switch == '-s':
6511 elif switch == '-t':
6512 game.options |= OPTION_TTY
6513 game.options &=~ OPTION_CURSES
6514 elif switch == '-x':
6517 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6519 # where to save the input in case of bugs
6521 logfp = open("/usr/tmp/sst-input.log", "w")
6523 sys.stderr.write("sst: warning, can't open logfile\n")
6525 logfp.write("# seed %s\n" % seed)
6526 logfp.write("# options %s\n" % " ".join(arguments))
6527 logfp.write("# recorded by %s@%s on %s\n" % \
6528 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6530 scanner = sstscanner()
6531 map(scanner.append, arguments)
6534 while True: # Play a game
6535 setwnd(fullscreen_window)
6541 game.alldone = False
6547 if game.tourn and game.alldone:
6548 proutn(_("Do you want your score recorded?"))
6554 proutn(_("Do you want to play again? "))
6558 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6562 except KeyboardInterrupt: