3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 # How to represent features
234 def __init__(self, x=None, y=None):
237 def invalidate(self):
238 self.x = self.y = None
240 return self.x != None and self.y != None
241 def __eq__(self, other):
242 return other != None and self.x == other.y and self.x == other.y
243 def __add__(self, other):
244 return coord(self.x+self.x, self.y+self.y)
245 def __sub__(self, other):
246 return coord(self.x-other.x, self.y-other.y)
247 def __mul__(self, other):
248 return coord(self.x*other, self.y*other)
249 def __rmul__(self, other):
250 return coord(self.x*other, self.y*other)
251 def distance(self, other=None):
252 if not other: other = coord(0, 0)
253 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
259 s.x = self.x / abs(self.x)
263 s.y = self.y / abs(self.y)
266 return 1.90985*math.atan2(self.y, self.x)
269 s.x = self.x + randrange(-1, 2)
270 s.y = self.y + randrange(-1, 2)
275 if self.x == None or self.y == None:
277 return "%s - %s" % (self.x+1, self.y+1)
282 self.name = None # string-valued if inhabited
283 self.w = coord() # quadrant located
284 self.pclass = None # could be ""M", "N", "O", or "destroyed"
285 self.crystals = "absent"# could be "mined", "present", "absent"
286 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
287 self.inhabited = False # is it inhabites?
298 self.supernova = None
300 self.status = None # Could be "secure", "distressed", "enslaved"
308 def fill2d(size, fillfun):
309 "Fill an empty list in 2D."
311 for i in range(size):
313 for j in range(size):
314 lst[i].append(fillfun(i, j))
319 self.snap = False # snapshot taken
320 self.crew = 0 # crew complement
321 self.remkl = 0 # remaining klingons
322 self.remcom = 0 # remaining commanders
323 self.nscrem = 0 # remaining super commanders
324 self.rembase = 0 # remaining bases
325 self.starkl = 0 # destroyed stars
326 self.basekl = 0 # destroyed bases
327 self.nromrem = 0 # Romulans remaining
328 self.nplankl = 0 # destroyed uninhabited planets
329 self.nworldkl = 0 # destroyed inhabited planets
330 self.planets = [] # Planet information
331 self.date = 0.0 # stardate
332 self.remres = 0 # remaining resources
333 self.remtime = 0 # remaining time
334 self.baseq = [] # Base quadrant coordinates
335 for i in range(BASEMAX):
336 self.baseq.append(coord())
337 self.kcmdr = [] # Commander quadrant coordinates
338 for i in range(QUADSIZE):
339 self.kcmdr.append(coord())
340 self.kscmdr = coord() # Supercommander quadrant coordinates
341 # the galaxy (subscript 0 not used)
342 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
343 # the starchart (subscript 0 not used)
344 self.chart = fill2d(GALSIZE, lambda i, j: page())
348 self.date = None # A real number
349 self.quadrant = None # A coord structure
352 OPTION_ALL = 0xffffffff
353 OPTION_TTY = 0x00000001 # old interface
354 OPTION_CURSES = 0x00000002 # new interface
355 OPTION_IOMODES = 0x00000003 # cover both interfaces
356 OPTION_PLANETS = 0x00000004 # planets and mining
357 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
358 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
359 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
360 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
361 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
362 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
363 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
364 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
365 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
366 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
367 OPTION_PLAIN = 0x01000000 # user chose plain game
368 OPTION_ALMY = 0x02000000 # user chose Almy variant
387 NDEVICES= 16 # Number of devices
396 def damaged(dev): return (game.damage[dev] != 0.0)
397 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
399 # Define future events
400 FSPY = 0 # Spy event happens always (no future[] entry)
401 # can cause SC to tractor beam Enterprise
402 FSNOVA = 1 # Supernova
403 FTBEAM = 2 # Commander tractor beams Enterprise
404 FSNAP = 3 # Snapshot for time warp
405 FBATTAK = 4 # Commander attacks base
406 FCDBAS = 5 # Commander destroys base
407 FSCMOVE = 6 # Supercommander moves (might attack base)
408 FSCDBAS = 7 # Supercommander destroys base
409 FDSPROB = 8 # Move deep space probe
410 FDISTR = 9 # Emit distress call from an inhabited world
411 FENSLV = 10 # Inhabited word is enslaved */
412 FREPRO = 11 # Klingons build a ship in an enslaved system
416 # abstract out the event handling -- underlying data structures will change
417 # when we implement stateful events
419 def findevent(evtype): return game.future[evtype]
422 def __init__(self, type=None, loc=None, power=None):
427 self.kpower = power # enemy energy level
428 game.enemies.append(self)
430 motion = (loc != self.kloc)
431 if self.kloc.x is not None and self.kloc.y is not None:
434 game.quad[self.kloc.x][self.kloc.y] = IHWEB
436 game.quad[self.kloc.x][self.kloc.y] = IHDOT
438 self.kloc = copy.copy(loc)
439 game.quad[self.kloc.x][self.kloc.y] = self.type
440 self.kdist = self.kavgd = (game.sector - loc).distance()
443 self.kdist = self.kavgd = None
444 game.enemies.remove(self)
447 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
451 self.options = None # Game options
452 self.state = snapshot() # A snapshot structure
453 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
454 self.quad = None # contents of our quadrant
455 self.damage = [0.0] * NDEVICES # damage encountered
456 self.future = [] # future events
457 for i in range(NEVENTS):
458 self.future.append(event())
459 self.passwd = None; # Self Destruct password
461 self.quadrant = None # where we are in the large
462 self.sector = None # where we are in the small
463 self.tholian = None # Tholian enemy object
464 self.base = None # position of base in current quadrant
465 self.battle = None # base coordinates being attacked
466 self.plnet = None # location of planet in quadrant
467 self.probec = None # current probe quadrant
468 self.gamewon = False # Finished!
469 self.ididit = False # action taken -- allows enemy to attack
470 self.alive = False # we are alive (not killed)
471 self.justin = False # just entered quadrant
472 self.shldup = False # shields are up
473 self.shldchg = False # shield is changing (affects efficiency)
474 self.comhere = False # commander here
475 self.ishere = False # super-commander in quadrant
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + game.state.remcom > 0 ?
540 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
615 def tryexit(enemy, look, irun):
616 # a bad guy attempts to bug out
618 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
619 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
620 if not VALID_QUADRANT(iq.x,iq.y) or \
621 game.state.galaxy[iq.x][iq.y].supernova or \
622 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
623 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
624 if enemy.type == IHR:
625 return False; # Romulans cannot escape!
627 # avoid intruding on another commander's territory
628 if enemy.type == IHC:
629 for n in range(game.state.remcom):
630 if game.state.kcmdr[n] == iq:
632 # refuse to leave if currently attacking starbase
633 if game.battle == game.quadrant:
635 # don't leave if over 1000 units of energy
636 if enemy.kpower > 1000.0:
638 # print escape message and move out of quadrant.
639 # we know this if either short or long range sensors are working
640 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
641 game.condition == "docked":
642 crmena(True, enemy.type, "sector", enemy.kloc)
643 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
644 # handle local matters related to escape
647 if game.condition != "docked":
649 # Handle global matters related to escape
650 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
651 game.state.galaxy[iq.x][iq.y].klingons += 1
657 schedule(FSCMOVE, 0.2777)
661 for n in range(game.state.remcom):
662 if game.state.kcmdr[n] == game.quadrant:
663 game.state.kcmdr[n]=iq
666 return True; # success
669 # The bad-guy movement algorithm:
671 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
672 # If both are operating full strength, force is 1000. If both are damaged,
673 # force is -1000. Having shields down subtracts an additional 1000.
675 # 2. Enemy has forces equal to the energy of the attacker plus
676 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
677 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
679 # Attacker Initial energy levels (nominal):
680 # Klingon Romulan Commander Super-Commander
681 # Novice 400 700 1200
683 # Good 450 800 1300 1750
684 # Expert 475 850 1350 1875
685 # Emeritus 500 900 1400 2000
686 # VARIANCE 75 200 200 200
688 # Enemy vessels only move prior to their attack. In Novice - Good games
689 # only commanders move. In Expert games, all enemy vessels move if there
690 # is a commander present. In Emeritus games all enemy vessels move.
692 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
693 # forces are 1000 greater than Enterprise.
695 # Agressive action on average cuts the distance between the ship and
696 # the enemy to 1/4 the original.
698 # 4. At lower energy advantage, movement units are proportional to the
699 # advantage with a 650 advantage being to hold ground, 800 to move forward
700 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
702 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
703 # retreat, especially at high skill levels.
705 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
708 def movebaddy(enemy):
709 # tactical movement for the bad guys
710 next = coord(); look = coord()
712 # This should probably be just game.comhere + game.ishere
713 if game.skill >= SKILL_EXPERT:
714 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
716 nbaddys = game.comhere + game.ishere
718 mdist = int(dist1 + 0.5); # Nearest integer distance
719 # If SC, check with spy to see if should hi-tail it
720 if enemy.type==IHS and \
721 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
725 # decide whether to advance, retreat, or hold position
726 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
728 forces += 1000; # Good for enemy if shield is down!
729 if not damaged(DPHASER) or not damaged(DPHOTON):
730 if damaged(DPHASER): # phasers damaged
733 forces -= 0.2*(game.energy - 2500.0)
734 if damaged(DPHOTON): # photon torpedoes damaged
737 forces -= 50.0*game.torps
739 # phasers and photon tubes both out!
742 if forces <= 1000.0 and game.condition != "docked": # Typical situation
743 motion = ((forces + randreal(200))/150.0) - 5.0
745 if forces > 1000.0: # Very strong -- move in for kill
746 motion = (1.0 - randreal())**2 * dist1 + 1.0
747 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
748 motion -= game.skill*(2.0-randreal()**2)
750 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
751 # don't move if no motion
754 # Limit motion according to skill
755 if abs(motion) > game.skill:
760 # calculate preferred number of steps
765 if motion > 0 and nsteps > mdist:
766 nsteps = mdist; # don't overshoot
767 if nsteps > QUADSIZE:
768 nsteps = QUADSIZE; # This shouldn't be necessary
770 nsteps = 1; # This shouldn't be necessary
772 proutn("NSTEPS = %d:" % nsteps)
773 # Compute preferred values of delta X and Y
774 m = game.sector - enemy.kloc
775 if 2.0 * abs(m.x) < abs(m.y):
777 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
791 for ll in range(nsteps):
793 proutn(" %d" % (ll+1))
794 # Check if preferred position available
805 attempts = 0; # Settle mysterious hang problem
806 while attempts < 20 and not success:
808 if look.x < 0 or look.x >= QUADSIZE:
809 if motion < 0 and tryexit(enemy, look, irun):
811 if krawlx == m.x or m.y == 0:
813 look.x = next.x + krawlx
815 elif look.y < 0 or look.y >= QUADSIZE:
816 if motion < 0 and tryexit(enemy, look, irun):
818 if krawly == m.y or m.x == 0:
820 look.y = next.y + krawly
822 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
823 # See if enemy should ram ship
824 if game.quad[look.x][look.y] == game.ship and \
825 (enemy.type == IHC or enemy.type == IHS):
826 collision(rammed=True, enemy=enemy)
828 if krawlx != m.x and m.y != 0:
829 look.x = next.x + krawlx
831 elif krawly != m.y and m.x != 0:
832 look.y = next.y + krawly
835 break; # we have failed
847 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_(" from Sector %s") % enemy.kloc)
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 # Klingon tactical movement
861 # Figure out which Klingon is the commander (or Supercommander)
864 for enemy in game.enemies:
865 if enemy.type == IHC:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 # commander movement helper
883 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
884 game.state.galaxy[iq.x][iq.y].supernova or \
885 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
888 # Avoid quadrants with bases if we want to avoid Enterprise
889 for i in range(game.state.rembase):
890 if game.state.baseq[i] == iq:
892 if game.justin and not game.iscate:
895 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
896 game.state.kscmdr = iq
897 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
899 # SC has scooted, Remove him from current quadrant
905 for enemy in game.enemies:
906 if enemy.type == IHS:
910 if game.condition != "docked":
912 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
913 # check for a helpful planet
914 for i in range(game.inplan):
915 if game.state.planets[i].w == game.state.kscmdr and \
916 game.state.planets[i].crystals == "present":
918 game.state.planets[i].pclass = "destroyed"
919 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
922 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
923 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
924 prout(_(" by the Super-commander.\""))
926 return False; # looks good!
928 def supercommander():
929 # move the Super Commander
930 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
933 prout("== SUPERCOMMANDER")
934 # Decide on being active or passive
935 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
936 (game.state.date-game.indate) < 3.0)
937 if not game.iscate and avoid:
938 # compute move away from Enterprise
939 idelta = game.state.kscmdr-game.quadrant
940 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
942 idelta.x = game.state.kscmdr.y-game.quadrant.y
943 idelta.y = game.quadrant.x-game.state.kscmdr.x
945 # compute distances to starbases
946 if game.state.rembase <= 0:
950 sc = game.state.kscmdr
951 for i in range(game.state.rembase):
952 basetbl.append((i, (game.state.baseq[i] - sc).distance()))
953 if game.state.rembase > 1:
954 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
955 # look for nearest base without a commander, no Enterprise, and
956 # without too many Klingons, and not already under attack.
957 ifindit = iwhichb = 0
958 for i2 in range(game.state.rembase):
959 i = basetbl[i2][0]; # bug in original had it not finding nearest
960 ibq = game.state.baseq[i]
961 if ibq == game.quadrant or ibq == game.battle or \
962 game.state.galaxy[ibq.x][ibq.y].supernova or \
963 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
965 # if there is a commander, and no other base is appropriate,
966 # we will take the one with the commander
967 for j in range(game.state.remcom):
968 if ibq == game.state.kcmdr[j] and ifindit!= 2:
972 if j > game.state.remcom: # no commander -- use this one
977 return # Nothing suitable -- wait until next time
978 ibq = game.state.baseq[iwhichb]
979 # decide how to move toward base
980 idelta = ibq - game.state.kscmdr
981 # Maximum movement is 1 quadrant in either or both axes
982 idelta = idelta.sgn()
983 # try moving in both x and y directions
984 # there was what looked like a bug in the Almy C code here,
985 # but it might be this translation is just wrong.
986 iq = game.state.kscmdr + idelta
987 if movescom(iq, avoid):
988 # failed -- try some other maneuvers
989 if idelta.x==0 or idelta.y==0:
992 iq.y = game.state.kscmdr.y + 1
993 if movescom(iq, avoid):
994 iq.y = game.state.kscmdr.y - 1
997 iq.x = game.state.kscmdr.x + 1
998 if movescom(iq, avoid):
999 iq.x = game.state.kscmdr.x - 1
1002 # try moving just in x or y
1003 iq.y = game.state.kscmdr.y
1004 if movescom(iq, avoid):
1005 iq.y = game.state.kscmdr.y + idelta.y
1006 iq.x = game.state.kscmdr.x
1009 if game.state.rembase == 0:
1012 for i in range(game.state.rembase):
1013 ibq = game.state.baseq[i]
1014 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1017 return # no, don't attack base!
1018 game.iseenit = False
1020 schedule(FSCDBAS, randreal(1.0, 3.0))
1021 if is_scheduled(FCDBAS):
1022 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1023 if not communicating():
1027 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1028 % game.state.kscmdr)
1029 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1030 proutn(_(" It can survive until stardate %d.\"") \
1031 % int(scheduled(FSCDBAS)))
1032 if not game.resting:
1034 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1037 game.resting = False
1038 game.optime = 0.0; # actually finished
1040 # Check for intelligence report
1043 (not communicating()) or \
1044 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1047 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1048 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1053 if not game.tholian or game.justin:
1056 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1057 id.x = 0; id.y = QUADSIZE-1
1058 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1059 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1060 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1061 id.x = QUADSIZE-1; id.y = 0
1062 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1065 # something is wrong!
1066 game.tholian.move(None)
1067 prout("***Internal error: Tholian in a bad spot.")
1069 # do nothing if we are blocked
1070 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1072 here = copy.copy(game.tholian.kloc)
1073 delta = (id - game.tholian.kloc).sgn()
1075 while here.x != id.x:
1076 #print "Moving in X", delta
1078 if game.quad[here.x][here.y]==IHDOT:
1079 game.tholian.move(here)
1081 while here.y != id.y:
1082 #print "Moving in Y", delta
1084 if game.quad[here.x][here.y]==IHDOT:
1085 game.tholian.move(here)
1086 # check to see if all holes plugged
1087 for i in range(QUADSIZE):
1088 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1090 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1092 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1094 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1096 # All plugged up -- Tholian splits
1097 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1099 crmena(True, IHT, "sector", game.tholian)
1100 prout(_(" completes web."))
1101 game.tholian.move(None)
1102 print "Tholian movement ends"
1105 # Code from battle.c begins here
1107 def doshield(shraise):
1108 # change shield status
1114 key = scanner.next()
1116 if scanner.sees("transfer"):
1119 if damaged(DSHIELD):
1120 prout(_("Shields damaged and down."))
1122 if scanner.sees("up"):
1124 elif scanner.sees("down"):
1127 proutn(_("Do you wish to change shield energy? "))
1129 proutn(_("Energy to transfer to shields- "))
1131 elif damaged(DSHIELD):
1132 prout(_("Shields damaged and down."))
1135 proutn(_("Shields are up. Do you want them down? "))
1142 proutn(_("Shields are down. Do you want them up? "))
1148 if action == "SHUP": # raise shields
1150 prout(_("Shields already up."))
1154 if game.condition != "docked":
1156 prout(_("Shields raised."))
1157 if game.energy <= 0:
1159 prout(_("Shields raising uses up last of energy."))
1164 elif action == "SHDN":
1166 prout(_("Shields already down."))
1170 prout(_("Shields lowered."))
1173 elif action == "NRG":
1174 while scanner.next() != IHREAL:
1176 proutn(_("Energy to transfer to shields- "))
1178 if scanner.real == 0:
1180 if scanner.real > game.energy:
1181 prout(_("Insufficient ship energy."))
1184 if game.shield+scanner.real >= game.inshld:
1185 prout(_("Shield energy maximized."))
1186 if game.shield+scanner.real > game.inshld:
1187 prout(_("Excess energy requested returned to ship energy"))
1188 game.energy -= game.inshld-game.shield
1189 game.shield = game.inshld
1191 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1192 # Prevent shield drain loophole
1194 prout(_("Engineering to bridge--"))
1195 prout(_(" Scott here. Power circuit problem, Captain."))
1196 prout(_(" I can't drain the shields."))
1199 if game.shield+scanner.real < 0:
1200 prout(_("All shield energy transferred to ship."))
1201 game.energy += game.shield
1204 proutn(_("Scotty- \""))
1205 if scanner.real > 0:
1206 prout(_("Transferring energy to shields.\""))
1208 prout(_("Draining energy from shields.\""))
1209 game.shield += scanner.real
1210 game.energy -= scanner.real
1214 # choose a device to damage, at random.
1216 # Quoth Eric Allman in the code of BSD-Trek:
1217 # "Under certain conditions you can get a critical hit. This
1218 # sort of hit damages devices. The probability that a given
1219 # device is damaged depends on the device. Well protected
1220 # devices (such as the computer, which is in the core of the
1221 # ship and has considerable redundancy) almost never get
1222 # damaged, whereas devices which are exposed (such as the
1223 # warp engines) or which are particularly delicate (such as
1224 # the transporter) have a much higher probability of being
1227 # This is one place where OPTION_PLAIN does not restore the
1228 # original behavior, which was equiprobable damage across
1229 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1230 # and have done with it. Also, in the original game, DNAVYS
1231 # and DCOMPTR were the same device.
1233 # Instead, we use a table of weights similar to the one from BSD Trek.
1234 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1235 # We don't have a cloaking device. The shuttle got the allocation
1236 # for the cloaking device, then we shaved a half-percent off
1237 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1240 105, # DSRSENS: short range scanners 10.5%
1241 105, # DLRSENS: long range scanners 10.5%
1242 120, # DPHASER: phasers 12.0%
1243 120, # DPHOTON: photon torpedoes 12.0%
1244 25, # DLIFSUP: life support 2.5%
1245 65, # DWARPEN: warp drive 6.5%
1246 70, # DIMPULS: impulse engines 6.5%
1247 145, # DSHIELD: deflector shields 14.5%
1248 30, # DRADIO: subspace radio 3.0%
1249 45, # DSHUTTL: shuttle 4.5%
1250 15, # DCOMPTR: computer 1.5%
1251 20, # NAVCOMP: navigation system 2.0%
1252 75, # DTRANSP: transporter 7.5%
1253 20, # DSHCTRL: high-speed shield controller 2.0%
1254 10, # DDRAY: death ray 1.0%
1255 30, # DDSP: deep-space probes 3.0%
1257 idx = randrange(1000) # weights must sum to 1000
1259 for (i, w) in enumerate(weights):
1263 return None; # we should never get here
1265 def collision(rammed, enemy):
1266 # collision handling
1267 prouts(_("***RED ALERT! RED ALERT!"))
1269 prout(_("***COLLISION IMMINENT."))
1273 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1275 proutn(_(" rammed by "))
1278 crmena(False, enemy.type, "sector", enemy.kloc)
1280 proutn(_(" (original position)"))
1282 deadkl(enemy.kloc, enemy.type, game.sector)
1285 prout(_(" heavily damaged."))
1286 icas = randrange(10, 30)
1287 prout(_("***Sickbay reports %d casualties"), icas)
1289 game.state.crew -= icas
1291 # In the pre-SST2K version, all devices got equiprobably damaged,
1292 # which was silly. Instead, pick up to half the devices at
1293 # random according to our weighting table,
1295 ncrits = randrange(NDEVICES/2)
1296 for m in range(ncrits):
1298 if game.damage[dev] < 0:
1300 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1301 # Damage for at least time of travel!
1302 game.damage[dev] += game.optime + extradm
1304 prout(_("***Shields are down."))
1305 if game.state.remkl + game.state.remcom + game.state.nscrem:
1312 def torpedo(course, dispersion, origin, number, nburst):
1313 # let a photon torpedo fly
1316 ac = course + 0.25*dispersion
1317 angle = (15.0-ac)*0.5235988
1318 bullseye = (15.0 - course)*0.5235988
1319 deltax = -math.sin(angle);
1320 deltay = math.cos(angle);
1321 x = origin.x; y = origin.y
1322 w = coord(); jw = coord()
1323 w.x = w.y = jw.x = jw.y = 0
1324 bigger = max(math.fabs(deltax), math.fabs(deltay))
1327 if not damaged(DSRSENS) or game.condition=="docked":
1328 setwnd(srscan_window)
1330 setwnd(message_window)
1331 # Loop to move a single torpedo
1332 for step in range(1, 15+1):
1337 if not VALID_SECTOR(w.x, w.y):
1339 iquad=game.quad[w.x][w.y]
1340 tracktorpedo(origin, w, step, number, nburst, iquad)
1344 setwnd(message_window)
1345 if damaged(DSRSENS) and not game.condition=="docked":
1346 skip(1); # start new line after text track
1347 if iquad in (IHE, IHF): # Hit our ship
1349 proutn(_("Torpedo hits "))
1352 hit = 700.0 + randreal(100) - \
1353 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1354 newcnd(); # we're blown out of dock
1355 # We may be displaced.
1356 if game.landed or game.condition=="docked":
1357 return hit # Cheat if on a planet
1358 ang = angle + 2.5*(randreal()-0.5)
1359 temp = math.fabs(math.sin(ang))
1360 if math.fabs(math.cos(ang)) > temp:
1361 temp = math.fabs(math.cos(ang))
1362 xx = -math.sin(ang)/temp
1363 yy = math.cos(ang)/temp
1364 jw.x = int(w.x+xx+0.5)
1365 jw.y = int(w.y+yy+0.5)
1366 if not VALID_SECTOR(jw.x, jw.y):
1368 if game.quad[jw.x][jw.y]==IHBLANK:
1371 if game.quad[jw.x][jw.y]!=IHDOT:
1372 # can't move into object
1377 elif iquad in (IHC, IHS): # Hit a commander
1379 crmena(True, iquad, "sector", w)
1380 prout(_(" uses anti-photon device;"))
1381 prout(_(" torpedo neutralized."))
1383 elif iquad in (IHR, IHK): # Hit a regular enemy
1385 for enemy in game.enemies:
1386 if w == game.enemies[ll].kloc:
1388 kp = math.fabs(e.kpower)
1389 h1 = 700.0 + randrange(100) - \
1390 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1394 if enemy.kpower < 0:
1398 if enemy.kpower == 0:
1401 crmena(True, iquad, "sector", w)
1402 # If enemy damaged but not destroyed, try to displace
1403 ang = angle + 2.5*(randreal()-0.5)
1404 temp = math.fabs(math.sin(ang))
1405 if math.fabs(math.cos(ang)) > temp:
1406 temp = math.fabs(math.cos(ang))
1407 xx = -math.sin(ang)/temp
1408 yy = math.cos(ang)/temp
1409 jw.x = int(w.x+xx+0.5)
1410 jw.y = int(w.y+yy+0.5)
1411 if not VALID_SECTOR(jw.x, jw.y):
1412 prout(_(" damaged but not destroyed."))
1414 if game.quad[jw.x][jw.y]==IHBLANK:
1415 prout(_(" buffeted into black hole."))
1416 deadkl(w, iquad, jw)
1418 if game.quad[jw.x][jw.y]!=IHDOT:
1419 # can't move into object
1420 prout(_(" damaged but not destroyed."))
1422 proutn(_(" damaged--"))
1426 elif iquad == IHB: # Hit a base
1428 prout(_("***STARBASE DESTROYED.."))
1429 for ll in range(game.state.rembase):
1430 if game.state.baseq[ll] == game.quadrant:
1431 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1433 game.quad[w.x][w.y]=IHDOT
1434 game.state.rembase -= 1
1435 game.base.x=game.base.y=0
1436 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1437 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1438 game.state.basekl += 1
1441 elif iquad == IHP: # Hit a planet
1442 crmena(True, iquad, "sector", w)
1443 prout(_(" destroyed."))
1444 game.state.nplankl += 1
1445 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1446 game.iplnet.pclass = "destroyed"
1448 game.plnet.invalidate()
1449 game.quad[w.x][w.y] = IHDOT
1451 # captain perishes on planet
1454 elif iquad == IHW: # Hit an inhabited world -- very bad!
1455 crmena(True, iquad, "sector", w)
1456 prout(_(" destroyed."))
1457 game.state.nworldkl += 1
1458 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1459 game.iplnet.pclass = "destroyed"
1461 game.plnet.invalidate()
1462 game.quad[w.x][w.y] = IHDOT
1464 # captain perishes on planet
1466 prout(_("You have just destroyed an inhabited planet."))
1467 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1469 elif iquad == IHSTAR: # Hit a star
1473 crmena(True, IHSTAR, "sector", w)
1474 prout(_(" unaffected by photon blast."))
1476 elif iquad == IHQUEST: # Hit a thingy
1477 if not (game.options & OPTION_THINGY) or withprob(0.3):
1479 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1481 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1483 proutn(_("Mr. Spock-"))
1484 prouts(_(" \"Fascinating!\""))
1489 # Stas Sergeev added the possibility that
1490 # you can shove the Thingy and piss it off.
1491 # It then becomes an enemy and may fire at you.
1496 elif iquad == IHBLANK: # Black hole
1498 crmena(True, IHBLANK, "sector", w)
1499 prout(_(" swallows torpedo."))
1501 elif iquad == IHWEB: # hit the web
1503 prout(_("***Torpedo absorbed by Tholian web."))
1505 elif iquad == IHT: # Hit a Tholian
1506 h1 = 700.0 + randrange(100) - \
1507 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1510 game.quad[w.x][w.y] = IHDOT
1515 crmena(True, IHT, "sector", w)
1517 prout(_(" survives photon blast."))
1519 prout(_(" disappears."))
1520 game.tholian.move(None)
1521 game.quad[w.x][w.y] = IHWEB
1526 proutn("Don't know how to handle torpedo collision with ")
1527 crmena(True, iquad, "sector", w)
1531 if curwnd!=message_window:
1532 setwnd(message_window)
1534 game.quad[w.x][w.y]=IHDOT
1535 game.quad[jw.x][jw.y]=iquad
1536 prout(_(" displaced by blast to Sector %s ") % jw)
1537 for ll in range(len(game.enemies)):
1538 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1539 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1542 prout(_("Torpedo missed."))
1546 # critical-hit resolution
1547 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1549 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1550 proutn(_("***CRITICAL HIT--"))
1551 # Select devices and cause damage
1553 for loop1 in range(ncrit):
1556 # Cheat to prevent shuttle damage unless on ship
1557 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1560 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1561 game.damage[j] += extradm
1563 for (i, j) in enumerate(cdam):
1565 if skipcount % 3 == 2 and i < len(cdam)-1:
1570 prout(_(" damaged."))
1571 if damaged(DSHIELD) and game.shldup:
1572 prout(_("***Shields knocked down."))
1575 def attack(torps_ok):
1576 # bad guy attacks us
1577 # torps_ok == False forces use of phasers in an attack
1578 attempt = False; ihurt = False;
1579 hitmax=0.0; hittot=0.0; chgfac=1.0
1581 # game could be over at this point, check
1585 prout("=== ATTACK!")
1586 # Tholian gets to move before attacking
1589 # if you have just entered the RNZ, you'll get a warning
1590 if game.neutz: # The one chance not to be attacked
1593 # commanders get a chance to tac-move towards you
1594 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1596 # if no enemies remain after movement, we're done
1597 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1599 # set up partial hits if attack happens during shield status change
1600 pfac = 1.0/game.inshld
1602 chgfac = 0.25 + randreal(0.5)
1604 # message verbosity control
1605 if game.skill <= SKILL_FAIR:
1607 for enemy in game.enemies:
1608 if enemy.kpower < 0:
1609 continue; # too weak to attack
1610 # compute hit strength and diminish shield power
1612 # Increase chance of photon torpedos if docked or enemy energy is low
1613 if game.condition == "docked":
1615 if enemy.kpower < 500:
1617 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1619 # different enemies have different probabilities of throwing a torp
1620 usephasers = not torps_ok or \
1621 (enemy.type == IHK and r > 0.0005) or \
1622 (enemy.type==IHC and r > 0.015) or \
1623 (enemy.type==IHR and r > 0.3) or \
1624 (enemy.type==IHS and r > 0.07) or \
1625 (enemy.type==IHQUEST and r > 0.05)
1626 if usephasers: # Enemy uses phasers
1627 if game.condition == "docked":
1628 continue; # Don't waste the effort!
1629 attempt = True; # Attempt to attack
1630 dustfac = randreal(0.8, 0.85)
1631 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1632 enemy.kpower *= 0.75
1633 else: # Enemy uses photon torpedo
1634 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1636 proutn(_("***TORPEDO INCOMING"))
1637 if not damaged(DSRSENS):
1639 crmena(False, enemy.type, where, enemy.kloc)
1642 dispersion = (randreal()+randreal())*0.5 - 0.5
1643 dispersion += 0.002*enemy.kpower*dispersion
1644 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1645 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1646 finish(FWON); # Klingons did themselves in!
1647 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1648 return # Supernova or finished
1651 # incoming phaser or torpedo, shields may dissipate it
1652 if game.shldup or game.shldchg or game.condition=="docked":
1653 # shields will take hits
1654 propor = pfac * game.shield
1655 if game.condition =="docked":
1659 hitsh = propor*chgfac*hit+1.0
1661 if absorb > game.shield:
1662 absorb = game.shield
1663 game.shield -= absorb
1665 # taking a hit blasts us out of a starbase dock
1666 if game.condition == "docked":
1668 # but the shields may take care of it
1669 if propor > 0.1 and hit < 0.005*game.energy:
1671 # hit from this opponent got through shields, so take damage
1673 proutn(_("%d unit hit") % int(hit))
1674 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1675 proutn(_(" on the "))
1677 if not damaged(DSRSENS) and usephasers:
1679 crmena(False, enemy.type, where, enemy.kloc)
1681 # Decide if hit is critical
1687 if game.energy <= 0:
1688 # Returning home upon your shield, not with it...
1691 if not attempt and game.condition == "docked":
1692 prout(_("***Enemies decide against attacking your ship."))
1693 percent = 100.0*pfac*game.shield+0.5
1695 # Shields fully protect ship
1696 proutn(_("Enemy attack reduces shield strength to "))
1698 # Print message if starship suffered hit(s)
1700 proutn(_("Energy left %2d shields ") % int(game.energy))
1703 elif not damaged(DSHIELD):
1706 proutn(_("damaged, "))
1707 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1708 # Check if anyone was hurt
1709 if hitmax >= 200 or hittot >= 500:
1710 icas = randrange(int(hittot * 0.015))
1713 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1714 prout(_(" in that last attack.\""))
1716 game.state.crew -= icas
1717 # After attack, reset average distance to enemies
1718 for enemy in game.enemies:
1719 enemy.kavgd = enemy.kdist
1720 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1723 def deadkl(w, type, mv):
1724 # kill a Klingon, Tholian, Romulan, or Thingy
1725 # Added mv to allow enemy to "move" before dying
1726 crmena(True, type, "sector", mv)
1727 # Decide what kind of enemy it is and update appropriately
1729 # chalk up a Romulan
1730 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1732 game.state.nromrem -= 1
1736 elif type == IHQUEST:
1741 # Some type of a Klingon
1742 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1745 game.comhere = False
1746 for i in range(game.state.remcom):
1747 if game.state.kcmdr[i] == game.quadrant:
1749 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1750 game.state.kcmdr[game.state.remcom].x = 0
1751 game.state.kcmdr[game.state.remcom].y = 0
1752 game.state.remcom -= 1
1754 if game.state.remcom != 0:
1755 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1756 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1759 game.state.remkl -= 1
1761 game.state.nscrem -= 1
1763 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1767 # For each kind of enemy, finish message to player
1768 prout(_(" destroyed."))
1769 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1772 # Remove enemy ship from arrays describing local conditions
1773 for e in game.enemies:
1780 # Return None if target is invalid
1781 if not VALID_SECTOR(w.x, w.y):
1784 deltx = 0.1*(w.y - game.sector.y)
1785 delty = 0.1*(w.x - game.sector.x)
1786 if deltx==0 and delty== 0:
1788 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1789 prout(_(" I recommend an immediate review of"))
1790 prout(_(" the Captain's psychological profile.\""))
1793 return 1.90985932*math.atan2(deltx, delty)
1796 # launch photon torpedo
1797 course = [0.0] * MAXBURST
1799 if damaged(DPHOTON):
1800 prout(_("Photon tubes damaged."))
1804 prout(_("No torpedoes left."))
1807 key = scanner.next()
1813 prout(_("%d torpedoes left.") % game.torps)
1815 proutn(_("Number of torpedoes to fire- "))
1816 key = scanner.next()
1817 else: # key == IHREAL
1819 if n <= 0: # abort command
1824 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1832 for i in range(MAXBURST):
1833 targ.append(coord())
1835 key = scanner.next()
1836 if i==0 and key == IHEOL:
1837 break; # we will try prompting
1838 if i==1 and key == IHEOL:
1839 # direct all torpedoes at one target
1842 course[i] = course[0]
1848 targ[i].x = scanner.int()
1849 key = scanner.next()
1853 targ[i].y = scanner.int()
1854 course[i] = targetcheck(targ[i])
1855 if course[i] == None:
1858 if i == 0 and key == IHEOL:
1859 # prompt for each one
1861 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1862 key = scanner.next()
1866 targ[i].x = scanner.int()
1867 key = scanner.next()
1871 targ[i].y = scanner.int()
1873 course[i] = targetcheck(targ[i])
1874 if course[i] == None:
1877 # Loop for moving <n> torpedoes
1879 if game.condition != "docked":
1881 dispersion = (randreal()+randreal())*0.5 -0.5
1882 if math.fabs(dispersion) >= 0.47:
1884 dispersion *= randreal(1.2, 2.2)
1886 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1888 prouts(_("***TORPEDO MISFIRES."))
1891 prout(_(" Remainder of burst aborted."))
1893 prout(_("***Photon tubes damaged by misfire."))
1894 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1896 if game.shldup or game.condition == "docked":
1897 dispersion *= 1.0 + 0.0001*game.shield
1898 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1899 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1901 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1905 # check for phasers overheating
1907 checkburn = (rpow-1500.0)*0.00038
1908 if withprob(checkburn):
1909 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1910 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1912 def checkshctrl(rpow):
1913 # check shield control
1916 prout(_("Shields lowered."))
1918 # Something bad has happened
1919 prouts(_("***RED ALERT! RED ALERT!"))
1921 hit = rpow*game.shield/game.inshld
1922 game.energy -= rpow+hit*0.8
1923 game.shield -= hit*0.2
1924 if game.energy <= 0.0:
1925 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1930 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1932 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1933 icas = randrange(int(hit*0.012))
1938 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1939 prout(_(" %d casualties so far.\"") % icas)
1941 game.state.crew -= icas
1943 prout(_("Phaser energy dispersed by shields."))
1944 prout(_("Enemy unaffected."))
1949 # register a phaser hit on Klingons and Romulans
1950 nenhr2 = len(game.enemies); kk=0
1953 print "Hits are:", hits
1954 for (k, wham) in enumerate(hits):
1957 dustfac = randreal(0.9, 1.0)
1958 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1959 kpini = game.enemies[kk].kpower
1960 kp = math.fabs(kpini)
1961 if PHASEFAC*hit < kp:
1963 if game.enemies[kk].kpower < 0:
1964 game.enemies[kk].kpower -= -kp
1966 game.enemies[kk].kpower -= kp
1967 kpow = game.enemies[kk].kpower
1968 w = game.enemies[kk].kloc
1970 if not damaged(DSRSENS):
1972 proutn(_("%d unit hit on ") % int(hit))
1974 proutn(_("Very small hit on "))
1975 ienm = game.quad[w.x][w.y]
1978 crmena(False, ienm, "sector", w)
1982 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1986 kk -= 1 # don't do the increment
1988 else: # decide whether or not to emasculate klingon
1989 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1990 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1991 prout(_(" has just lost its firepower.\""))
1992 game.enemies[kk].kpower = -kpow
1999 kz = 0; k = 1; irec=0 # Cheating inhibitor
2000 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
2004 # SR sensors and Computer are needed for automode
2005 if damaged(DSRSENS) or damaged(DCOMPTR):
2007 if game.condition == "docked":
2008 prout(_("Phasers can't be fired through base shields."))
2011 if damaged(DPHASER):
2012 prout(_("Phaser control damaged."))
2016 if damaged(DSHCTRL):
2017 prout(_("High speed shield control damaged."))
2020 if game.energy <= 200.0:
2021 prout(_("Insufficient energy to activate high-speed shield control."))
2024 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2026 # Original code so convoluted, I re-did it all
2027 # (That was Tom Almy talking about the C code, I think -- ESR)
2028 while automode=="NOTSET":
2031 if scanner.sees("manual"):
2032 if len(game.enemies)==0:
2033 prout(_("There is no enemy present to select."))
2036 automode="AUTOMATIC"
2039 key = scanner.next()
2040 elif scanner.sees("automatic"):
2041 if (not itarg) and len(game.enemies) != 0:
2042 automode = "FORCEMAN"
2044 if len(game.enemies)==0:
2045 prout(_("Energy will be expended into space."))
2046 automode = "AUTOMATIC"
2047 key = scanner.next()
2048 elif scanner.sees("no"):
2054 if len(game.enemies)==0:
2055 prout(_("Energy will be expended into space."))
2056 automode = "AUTOMATIC"
2058 automode = "FORCEMAN"
2060 automode = "AUTOMATIC"
2063 if len(game.enemies)==0:
2064 prout(_("Energy will be expended into space."))
2065 automode = "AUTOMATIC"
2067 automode = "FORCEMAN"
2069 proutn(_("Manual or automatic? "))
2074 if automode == "AUTOMATIC":
2075 if key == IHALPHA and scanner.sees("no"):
2077 key = scanner.next()
2078 if key != IHREAL and len(game.enemies) != 0:
2079 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2084 for i in range(len(game.enemies)):
2085 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2087 proutn(_("%d units required. ") % irec)
2089 proutn(_("Units to fire= "))
2090 key = scanner.next()
2095 proutn(_("Energy available= %.2f") % avail)
2098 if not rpow > avail:
2105 if key == IHALPHA and scanner.sees("no"):
2108 game.energy -= 200; # Go and do it!
2109 if checkshctrl(rpow):
2114 if len(game.enemies):
2117 for i in range(len(game.enemies)):
2121 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2122 over = randreal(1.01, 1.06) * hits[i]
2124 powrem -= hits[i] + over
2125 if powrem <= 0 and temp < hits[i]:
2134 if extra > 0 and not game.alldone:
2136 proutn(_("*** Tholian web absorbs "))
2137 if len(game.enemies)>0:
2138 proutn(_("excess "))
2139 prout(_("phaser energy."))
2141 prout(_("%d expended on empty space.") % int(extra))
2142 elif automode == "FORCEMAN":
2145 if damaged(DCOMPTR):
2146 prout(_("Battle computer damaged, manual fire only."))
2149 prouts(_("---WORKING---"))
2151 prout(_("Short-range-sensors-damaged"))
2152 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2153 prout(_("Manual-fire-must-be-used"))
2155 elif automode == "MANUAL":
2157 for k in range(len(game.enemies)):
2158 aim = game.enemies[k].kloc
2159 ienm = game.quad[aim.x][aim.y]
2161 proutn(_("Energy available= %.2f") % (avail-0.006))
2165 if damaged(DSRSENS) and \
2166 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2168 prout(_(" can't be located without short range scan."))
2171 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2176 if itarg and k > kz:
2177 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2180 if not damaged(DCOMPTR):
2185 proutn(_("units to fire at "))
2186 crmena(False, ienm, "sector", aim)
2188 key = scanner.next()
2189 if key == IHALPHA and scanner.sees("no"):
2191 key = scanner.next()
2197 if k==1: # Let me say I'm baffled by this
2200 if scanner.real < 0:
2204 hits[k] = scanner.real
2205 rpow += scanner.real
2206 # If total requested is too much, inform and start over
2208 prout(_("Available energy exceeded -- try again."))
2211 key = scanner.next(); # scan for next value
2214 # zero energy -- abort
2217 if key == IHALPHA and scanner.sees("no"):
2222 game.energy -= 200.0
2223 if checkshctrl(rpow):
2227 # Say shield raised or malfunction, if necessary
2234 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2235 prouts(_(" CLICK CLICK POP . . ."))
2236 prout(_(" No response, sir!"))
2239 prout(_("Shields raised."))
2244 # Code from events,c begins here.
2246 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2247 # event of each type active at any given time. Mostly these means we can
2248 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2249 # BSD Trek, from which we swiped the idea, can have up to 5.
2251 def unschedule(evtype):
2252 # remove an event from the schedule
2253 game.future[evtype].date = FOREVER
2254 return game.future[evtype]
2256 def is_scheduled(evtype):
2257 # is an event of specified type scheduled
2258 return game.future[evtype].date != FOREVER
2260 def scheduled(evtype):
2261 # when will this event happen?
2262 return game.future[evtype].date
2264 def schedule(evtype, offset):
2265 # schedule an event of specified type
2266 game.future[evtype].date = game.state.date + offset
2267 return game.future[evtype]
2269 def postpone(evtype, offset):
2270 # postpone a scheduled event
2271 game.future[evtype].date += offset
2274 # rest period is interrupted by event
2277 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2279 game.resting = False
2285 # run through the event queue looking for things to do
2287 fintim = game.state.date + game.optime; yank=0
2288 ictbeam = False; istract = False
2289 w = coord(); hold = coord()
2290 ev = event(); ev2 = event()
2292 def tractorbeam(yank):
2293 # tractor beaming cases merge here
2295 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2299 prout(_(" caught in long range tractor beam--"))
2300 # If Kirk & Co. screwing around on planet, handle
2301 atover(True) # atover(true) is Grab
2304 if game.icraft: # Caught in Galileo?
2307 # Check to see if shuttle is aboard
2308 if game.iscraft == "offship":
2311 prout(_("Galileo, left on the planet surface, is captured"))
2312 prout(_("by aliens and made into a flying McDonald's."))
2313 game.damage[DSHUTTL] = -10
2314 game.iscraft = "removed"
2316 prout(_("Galileo, left on the planet surface, is well hidden."))
2318 game.quadrant = game.state.kscmdr
2320 game.quadrant = game.state.kcmdr[i]
2321 game.sector = randplace(QUADSIZE)
2323 prout(_(" is pulled to Quadrant %s, Sector %s") \
2324 % (game.quadrant, game.sector))
2326 prout(_("(Remainder of rest/repair period cancelled.)"))
2327 game.resting = False
2329 if not damaged(DSHIELD) and game.shield > 0:
2330 doshield(shraise=True) # raise shields
2331 game.shldchg = False
2333 prout(_("(Shields not currently useable.)"))
2335 # Adjust finish time to time of tractor beaming
2336 fintim = game.state.date+game.optime
2337 attack(torps_ok=False)
2338 if game.state.remcom <= 0:
2341 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2344 # Code merges here for any commander destroying base
2345 # Not perfect, but will have to do
2346 # Handle case where base is in same quadrant as starship
2347 if game.battle == game.quadrant:
2348 game.state.chart[game.battle.x][game.battle.y].starbase = False
2349 game.quad[game.base.x][game.base.y] = IHDOT
2350 game.base.x=game.base.y=0
2353 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2354 elif game.state.rembase != 1 and communicating():
2355 # Get word via subspace radio
2358 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2359 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2361 prout(_("the Klingon Super-Commander"))
2363 prout(_("a Klingon Commander"))
2364 game.state.chart[game.battle.x][game.battle.y].starbase = False
2365 # Remove Starbase from galaxy
2366 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2367 for i in range(1, game.state.rembase+1):
2368 if game.state.baseq[i] == game.battle:
2369 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2370 game.state.rembase -= 1
2372 # reinstate a commander's base attack
2376 game.battle.invalidate()
2379 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2380 for i in range(1, NEVENTS):
2381 if i == FSNOVA: proutn("=== Supernova ")
2382 elif i == FTBEAM: proutn("=== T Beam ")
2383 elif i == FSNAP: proutn("=== Snapshot ")
2384 elif i == FBATTAK: proutn("=== Base Attack ")
2385 elif i == FCDBAS: proutn("=== Base Destroy ")
2386 elif i == FSCMOVE: proutn("=== SC Move ")
2387 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2388 elif i == FDSPROB: proutn("=== Probe Move ")
2389 elif i == FDISTR: proutn("=== Distress Call ")
2390 elif i == FENSLV: proutn("=== Enslavement ")
2391 elif i == FREPRO: proutn("=== Klingon Build ")
2393 prout("%.2f" % (scheduled(i)))
2396 radio_was_broken = damaged(DRADIO)
2399 # Select earliest extraneous event, evcode==0 if no events
2404 for l in range(1, NEVENTS):
2405 if game.future[l].date < datemin:
2408 prout("== Event %d fires" % evcode)
2409 datemin = game.future[l].date
2410 xtime = datemin-game.state.date
2411 game.state.date = datemin
2412 # Decrement Federation resources and recompute remaining time
2413 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2415 if game.state.remtime <=0:
2418 # Any crew left alive?
2419 if game.state.crew <=0:
2422 # Is life support adequate?
2423 if damaged(DLIFSUP) and game.condition != "docked":
2424 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2427 game.lsupres -= xtime
2428 if game.damage[DLIFSUP] <= xtime:
2429 game.lsupres = game.inlsr
2432 if game.condition == "docked":
2433 repair /= game.docfac
2434 # Don't fix Deathray here
2435 for l in range(NDEVICES):
2436 if game.damage[l] > 0.0 and l != DDRAY:
2437 if game.damage[l]-repair > 0.0:
2438 game.damage[l] -= repair
2440 game.damage[l] = 0.0
2441 # If radio repaired, update star chart and attack reports
2442 if radio_was_broken and not damaged(DRADIO):
2443 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2444 prout(_(" surveillance reports are coming in."))
2446 if not game.iseenit:
2450 prout(_(" The star chart is now up to date.\""))
2452 # Cause extraneous event EVCODE to occur
2453 game.optime -= xtime
2454 if evcode == FSNOVA: # Supernova
2457 schedule(FSNOVA, expran(0.5*game.intime))
2458 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2460 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2461 if game.state.nscrem == 0 or \
2462 ictbeam or istract or \
2463 game.condition=="docked" or game.isatb==1 or game.iscate:
2465 if game.ientesc or \
2466 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2467 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2468 (damaged(DSHIELD) and \
2469 (game.energy < 2500 or damaged(DPHASER)) and \
2470 (game.torps < 5 or damaged(DPHOTON))):
2472 istract = ictbeam = True
2473 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2476 elif evcode == FTBEAM: # Tractor beam
2477 if game.state.remcom == 0:
2480 i = randrange(game.state.remcom)
2481 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2482 if istract or game.condition == "docked" or yank == 0:
2483 # Drats! Have to reschedule
2485 game.optime + expran(1.5*game.intime/game.state.remcom))
2489 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2490 game.snapsht = copy.deepcopy(game.state)
2491 game.state.snap = True
2492 schedule(FSNAP, expran(0.5 * game.intime))
2493 elif evcode == FBATTAK: # Commander attacks starbase
2494 if game.state.remcom==0 or game.state.rembase==0:
2500 for j in range(game.state.rembase):
2501 for k in range(game.state.remcom):
2502 if game.state.baseq[j] == game.state.kcmdr[k] and \
2503 not game.state.baseq[j] == game.quadrant and \
2504 not game.state.baseq[j] == game.state.kscmdr:
2508 if j>game.state.rembase:
2509 # no match found -- try later
2510 schedule(FBATTAK, expran(0.3*game.intime))
2513 # commander + starbase combination found -- launch attack
2514 game.battle = game.state.baseq[j]
2515 schedule(FCDBAS, randreal(1.0, 4.0))
2516 if game.isatb: # extra time if SC already attacking
2517 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2518 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2519 game.iseenit = False
2520 if not communicating():
2521 continue # No warning :-(
2525 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2526 prout(_(" reports that it is under attack and that it can"))
2527 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2530 elif evcode == FSCDBAS: # Supercommander destroys base
2533 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2534 continue # WAS RETURN!
2536 game.battle = game.state.kscmdr
2538 elif evcode == FCDBAS: # Commander succeeds in destroying base
2541 # find the lucky pair
2542 for i in range(game.state.remcom):
2543 if game.state.kcmdr[i] == game.battle:
2545 if i > game.state.remcom or game.state.rembase == 0 or \
2546 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2547 # No action to take after all
2548 game.battle.invalidate()
2551 elif evcode == FSCMOVE: # Supercommander moves
2552 schedule(FSCMOVE, 0.2777)
2553 if not game.ientesc and not istract and game.isatb != 1 and \
2554 (not game.iscate or not game.justin):
2556 elif evcode == FDSPROB: # Move deep space probe
2557 schedule(FDSPROB, 0.01)
2558 game.probex += game.probeinx
2559 game.probey += game.probeiny
2560 i = (int)(game.probex/QUADSIZE +0.05)
2561 j = (int)(game.probey/QUADSIZE + 0.05)
2562 if game.probec.x != i or game.probec.y != j:
2565 if not VALID_QUADRANT(i, j) or \
2566 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2567 # Left galaxy or ran into supernova
2571 proutn(_("Lt. Uhura- \"The deep space probe "))
2572 if not VALID_QUADRANT(j, i):
2573 proutn(_("has left the galaxy"))
2575 proutn(_("is no longer transmitting"))
2579 if not communicating():
2582 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2583 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2584 # Update star chart if Radio is working or have access to radio
2586 chp = game.state.chart[game.probec.x][game.probec.y]
2587 chp.klingons = pdest.klingons
2588 chp.starbase = pdest.starbase
2589 chp.stars = pdest.stars
2590 pdest.charted = True
2591 game.proben -= 1 # One less to travel
2592 if game.proben == 0 and game.isarmed and pdest.stars:
2593 # lets blow the sucker!
2594 supernova(True, game.probec)
2596 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2598 elif evcode == FDISTR: # inhabited system issues distress call
2600 # try a whole bunch of times to find something suitable
2601 for i in range(100):
2602 # need a quadrant which is not the current one,
2603 # which has some stars which are inhabited and
2604 # not already under attack, which is not
2605 # supernova'ed, and which has some Klingons in it
2606 w = randplace(GALSIZE)
2607 q = game.state.galaxy[w.x][w.y]
2608 if not (game.quadrant == w or q.planet == None or \
2609 not q.planet.inhabited or \
2610 q.supernova or q.status!="secure" or q.klingons<=0):
2613 # can't seem to find one; ignore this call
2615 prout("=== Couldn't find location for distress event.")
2617 # got one!! Schedule its enslavement
2618 ev = schedule(FENSLV, expran(game.intime))
2620 q.status = distressed
2622 # tell the captain about it if we can
2624 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2626 prout(_("by a Klingon invasion fleet."))
2629 elif evcode == FENSLV: # starsystem is enslaved
2630 ev = unschedule(FENSLV)
2631 # see if current distress call still active
2632 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2636 q.status = "enslaved"
2638 # play stork and schedule the first baby
2639 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2640 ev2.quadrant = ev.quadrant
2642 # report the disaster if we can
2644 prout(_("Uhura- We've lost contact with starsystem %s") % \
2646 prout(_("in Quadrant %s.\n") % ev.quadrant)
2647 elif evcode == FREPRO: # Klingon reproduces
2648 # If we ever switch to a real event queue, we'll need to
2649 # explicitly retrieve and restore the x and y.
2650 ev = schedule(FREPRO, expran(1.0 * game.intime))
2651 # see if current distress call still active
2652 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2656 if game.state.remkl >=MAXKLGAME:
2657 continue # full right now
2658 # reproduce one Klingon
2660 if game.klhere >= MAXKLQUAD:
2662 # this quadrant not ok, pick an adjacent one
2663 for i in range(w.x - 1, w.x + 2):
2664 for j in range(w.y - 1, w.y + 2):
2665 if not VALID_QUADRANT(i, j):
2667 q = game.state.galaxy[w.x][w.y]
2668 # check for this quad ok (not full & no snova)
2669 if q.klingons >= MAXKLQUAD or q.supernova:
2673 continue # search for eligible quadrant failed
2678 game.state.remkl += 1
2680 if game.quadrant == w:
2682 game.enemies.append(newkling())
2683 # recompute time left
2685 # report the disaster if we can
2687 if game.quadrant == w:
2688 prout(_("Spock- sensors indicate the Klingons have"))
2689 prout(_("launched a warship from %s.") % q.planet)
2691 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2692 if q.planet != None:
2693 proutn(_("near %s") % q.planet)
2694 prout(_("in Quadrant %s.") % w)
2700 key = scanner.next()
2703 proutn(_("How long? "))
2708 origTime = delay = scanner.real
2711 if delay >= game.state.remtime or len(game.enemies) != 0:
2712 proutn(_("Are you sure? "))
2715 # Alternate resting periods (events) with attacks
2719 game.resting = False
2720 if not game.resting:
2721 prout(_("%d stardates left.") % int(game.state.remtime))
2723 temp = game.optime = delay
2724 if len(game.enemies):
2725 rtime = randreal(1.0, 2.0)
2729 if game.optime < delay:
2730 attack(torps_ok=False)
2738 # Repair Deathray if long rest at starbase
2739 if origTime-delay >= 9.99 and game.condition == "docked":
2740 game.damage[DDRAY] = 0.0
2741 # leave if quadrant supernovas
2742 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2744 game.resting = False
2747 # A nova occurs. It is the result of having a star hit with a
2748 # photon torpedo, or possibly of a probe warhead going off.
2749 # Stars that go nova cause stars which surround them to undergo
2750 # the same probabilistic process. Klingons next to them are
2751 # destroyed. And if the starship is next to it, it gets zapped.
2752 # If the zap is too much, it gets destroyed.
2756 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2757 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2759 # Wow! We've supernova'ed
2760 supernova(False, nov)
2762 # handle initial nova
2763 game.quad[nov.x][nov.y] = IHDOT
2764 crmena(False, IHSTAR, "sector", nov)
2766 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2767 game.state.starkl += 1
2768 # Set up queue to recursively trigger adjacent stars
2774 for offset.x in range(-1, 1+1):
2775 for offset.y in range(-1, 1+1):
2776 if offset.y==0 and offset.x==0:
2778 neighbor = start + offset
2779 if not VALID_SECTOR(neighbor.y, neighbor.x):
2781 iquad = game.quad[neighbor.x][neighbor.y]
2782 # Empty space ends reaction
2783 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2785 elif iquad == IHSTAR: # Affect another star
2787 # This star supernovas
2791 hits.append(neighbor)
2792 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2793 game.state.starkl += 1
2794 crmena(True, IHSTAR, "sector", neighbor)
2796 game.quad[neighbor.x][neighbor.y] = IHDOT
2798 elif iquad in (IHP, IHW): # Destroy planet
2799 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2801 game.state.nplankl += 1
2803 game.state.worldkl += 1
2804 crmena(True, iquad, "sector", neighbor)
2805 prout(_(" destroyed."))
2806 game.iplnet.pclass = "destroyed"
2808 game.plnet.invalidate()
2812 game.quad[neighbor.x][neighbor.y] = IHDOT
2813 elif iquad == IHB: # Destroy base
2814 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2815 for i in range(game.state.rembase):
2816 if game.state.baseq[i] == game.quadrant:
2818 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2819 game.state.rembase -= 1
2820 game.base.invalidate()
2821 game.state.basekl += 1
2823 crmena(True, IHB, "sector", neighbor)
2824 prout(_(" destroyed."))
2825 game.quad[neighbor.x][neighbor.y] = IHDOT
2826 elif iquad in (IHE, IHF): # Buffet ship
2827 prout(_("***Starship buffeted by nova."))
2829 if game.shield >= 2000.0:
2830 game.shield -= 2000.0
2832 diff = 2000.0 - game.shield
2836 prout(_("***Shields knocked out."))
2837 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2839 game.energy -= 2000.0
2840 if game.energy <= 0:
2843 # add in course nova contributes to kicking starship
2844 bump += (game.sector-hits[mm]).sgn()
2845 elif iquad == IHK: # kill klingon
2846 deadkl(neighbor, iquad, neighbor)
2847 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2848 for ll in range(len(game.enemies)):
2849 if game.enemies[ll].kloc == neighbor:
2851 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2852 if game.enemies[ll].kpower <= 0.0:
2853 deadkl(neighbor, iquad, neighbor)
2855 newc = neighbor + neighbor - hits[mm]
2856 crmena(True, iquad, "sector", neighbor)
2857 proutn(_(" damaged"))
2858 if not VALID_SECTOR(newc.x, newc.y):
2859 # can't leave quadrant
2862 iquad1 = game.quad[newc.x][newc.y]
2863 if iquad1 == IHBLANK:
2864 proutn(_(", blasted into "))
2865 crmena(False, IHBLANK, "sector", newc)
2867 deadkl(neighbor, iquad, newc)
2870 # can't move into something else
2873 proutn(_(", buffeted to Sector %s") % newc)
2874 game.quad[neighbor.x][neighbor.y] = IHDOT
2875 game.quad[newc.x][newc.y] = iquad
2876 game.enemies[ll].move(newc)
2877 # Starship affected by nova -- kick it away.
2878 game.dist = kount*0.1
2879 game.direc = course[3*(bump.x+1)+bump.y+2]
2880 if game.direc == 0.0:
2882 if game.dist == 0.0:
2884 game.optime = 10.0*game.dist/16.0
2886 prout(_("Force of nova displaces starship."))
2887 imove(novapush=True)
2888 game.optime = 10.0*game.dist/16.0
2891 def supernova(induced, w=None):
2892 # star goes supernova
2899 # Scheduled supernova -- select star
2900 # logic changed here so that we won't favor quadrants in top
2902 for nq.x in range(GALSIZE):
2903 for nq.y in range(GALSIZE):
2904 stars += game.state.galaxy[nq.x][nq.y].stars
2906 return # nothing to supernova exists
2907 num = randrange(stars) + 1
2908 for nq.x in range(GALSIZE):
2909 for nq.y in range(GALSIZE):
2910 num -= game.state.galaxy[nq.x][nq.y].stars
2916 proutn("=== Super nova here?")
2919 if not nq == game.quadrant or game.justin:
2920 # it isn't here, or we just entered (treat as enroute)
2923 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2924 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2927 # we are in the quadrant!
2928 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2929 for ns.x in range(QUADSIZE):
2930 for ns.y in range(QUADSIZE):
2931 if game.quad[ns.x][ns.y]==IHSTAR:
2938 prouts(_("***RED ALERT! RED ALERT!"))
2940 prout(_("***Incipient supernova detected at Sector %s") % ns)
2941 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2942 proutn(_("Emergency override attempts t"))
2943 prouts("***************")
2947 # destroy any Klingons in supernovaed quadrant
2948 kldead = game.state.galaxy[nq.x][nq.y].klingons
2949 game.state.galaxy[nq.x][nq.y].klingons = 0
2950 if nq == game.state.kscmdr:
2951 # did in the Supercommander!
2952 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2956 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2957 comkills = len(game.state.kcmdr) - len(survivors)
2958 game.state.kcmdr = survivors
2960 game.state.remcom -= comkills
2961 if game.state.remcom==0:
2963 game.state.remkl -= kldead
2964 # destroy Romulans and planets in supernovaed quadrant
2965 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2966 game.state.galaxy[nq.x][nq.y].romulans = 0
2967 game.state.nromrem -= nrmdead
2969 for loop in range(game.inplan):
2970 if game.state.planets[loop].w == nq:
2971 game.state.planets[loop].pclass = "destroyed"
2973 # Destroy any base in supernovaed quadrant
2974 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2975 game.state.rembase = len(game.state.baseq)
2976 # If starship caused supernova, tally up destruction
2978 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2979 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2980 game.state.nplankl += npdead
2981 # mark supernova in galaxy and in star chart
2982 if game.quadrant == nq or communicating():
2983 game.state.galaxy[nq.x][nq.y].supernova = True
2984 # If supernova destroys last Klingons give special message
2985 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2988 prout(_("Lucky you!"))
2989 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2992 # if some Klingons remain, continue or die in supernova
2997 # Code from finish.c ends here.
3000 # self-destruct maneuver
3001 # Finish with a BANG!
3003 if damaged(DCOMPTR):
3004 prout(_("Computer damaged; cannot execute destruct sequence."))
3006 prouts(_("---WORKING---")); skip(1)
3007 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3008 prouts(" 10"); skip(1)
3009 prouts(" 9"); skip(1)
3010 prouts(" 8"); skip(1)
3011 prouts(" 7"); skip(1)
3012 prouts(" 6"); skip(1)
3014 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3016 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3018 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3022 if game.passwd != scanner.token:
3023 prouts(_("PASSWORD-REJECTED;"))
3025 prouts(_("CONTINUITY-EFFECTED"))
3028 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3029 prouts(" 5"); skip(1)
3030 prouts(" 4"); skip(1)
3031 prouts(" 3"); skip(1)
3032 prouts(" 2"); skip(1)
3033 prouts(" 1"); skip(1)
3035 prouts(_("GOODBYE-CRUEL-WORLD"))
3043 prouts(_("********* Entropy of "))
3045 prouts(_(" maximized *********"))
3049 if len(game.enemies) != 0:
3050 whammo = 25.0 * game.energy
3052 while l <= len(game.enemies):
3053 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3054 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3059 "Compute our rate of kils over time."
3060 elapsed = game.state.date - game.indate
3061 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3064 starting = (game.inkling + game.incom + game.inscom)
3065 remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
3066 return (starting - remaining)/elapsed
3070 badpt = 5.0*game.state.starkl + \
3072 10.0*game.state.nplankl + \
3073 300*game.state.nworldkl + \
3075 100.0*game.state.basekl +\
3077 if game.ship == IHF:
3079 elif game.ship == None:
3084 # end the game, with appropriate notfications
3088 prout(_("It is stardate %.1f.") % game.state.date)
3090 if ifin == FWON: # Game has been won
3091 if game.state.nromrem != 0:
3092 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3095 prout(_("You have smashed the Klingon invasion fleet and saved"))
3096 prout(_("the Federation."))
3101 badpt = 0.0 # Close enough!
3102 # killsPerDate >= RateMax
3103 if game.state.date-game.indate < 5.0 or \
3104 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3106 prout(_("In fact, you have done so well that Starfleet Command"))
3107 if game.skill == SKILL_NOVICE:
3108 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3109 elif game.skill == SKILL_FAIR:
3110 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3111 elif game.skill == SKILL_GOOD:
3112 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3113 elif game.skill == SKILL_EXPERT:
3114 prout(_("promotes you to Commodore Emeritus."))
3116 prout(_("Now that you think you're really good, try playing"))
3117 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3118 elif game.skill == SKILL_EMERITUS:
3120 proutn(_("Computer- "))
3121 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3123 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3125 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3127 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3129 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3131 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3133 prout(_("Now you can retire and write your own Star Trek game!"))
3135 elif game.skill >= SKILL_EXPERT:
3136 if game.thawed and not idebug:
3137 prout(_("You cannot get a citation, so..."))
3139 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3143 # Only grant long life if alive (original didn't!)
3145 prout(_("LIVE LONG AND PROSPER."))
3150 elif ifin == FDEPLETE: # Federation Resources Depleted
3151 prout(_("Your time has run out and the Federation has been"))
3152 prout(_("conquered. Your starship is now Klingon property,"))
3153 prout(_("and you are put on trial as a war criminal. On the"))
3154 proutn(_("basis of your record, you are "))
3155 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3156 prout(_("acquitted."))
3158 prout(_("LIVE LONG AND PROSPER."))
3160 prout(_("found guilty and"))
3161 prout(_("sentenced to death by slow torture."))
3165 elif ifin == FLIFESUP:
3166 prout(_("Your life support reserves have run out, and"))
3167 prout(_("you die of thirst, starvation, and asphyxiation."))
3168 prout(_("Your starship is a derelict in space."))
3170 prout(_("Your energy supply is exhausted."))
3172 prout(_("Your starship is a derelict in space."))
3173 elif ifin == FBATTLE:
3176 prout(_(" has been destroyed in battle."))
3178 prout(_("Dulce et decorum est pro patria mori."))
3180 prout(_("You have made three attempts to cross the negative energy"))
3181 prout(_("barrier which surrounds the galaxy."))
3183 prout(_("Your navigation is abominable."))
3186 prout(_("Your starship has been destroyed by a nova."))
3187 prout(_("That was a great shot."))
3189 elif ifin == FSNOVAED:
3192 prout(_(" has been fried by a supernova."))
3193 prout(_("...Not even cinders remain..."))
3194 elif ifin == FABANDN:
3195 prout(_("You have been captured by the Klingons. If you still"))
3196 prout(_("had a starbase to be returned to, you would have been"))
3197 prout(_("repatriated and given another chance. Since you have"))
3198 prout(_("no starbases, you will be mercilessly tortured to death."))
3199 elif ifin == FDILITHIUM:
3200 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3201 elif ifin == FMATERIALIZE:
3202 prout(_("Starbase was unable to re-materialize your starship."))
3203 prout(_("Sic transit gloria mundi"))
3204 elif ifin == FPHASER:
3207 prout(_(" has been cremated by its own phasers."))
3209 prout(_("You and your landing party have been"))
3210 prout(_("converted to energy, disipating through space."))
3211 elif ifin == FMINING:
3212 prout(_("You are left with your landing party on"))
3213 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3215 prout(_("They are very fond of \"Captain Kirk\" soup."))
3217 proutn(_("Without your leadership, the "))
3219 prout(_(" is destroyed."))
3220 elif ifin == FDPLANET:
3221 prout(_("You and your mining party perish."))
3223 prout(_("That was a great shot."))
3226 prout(_("The Galileo is instantly annihilated by the supernova."))
3227 prout(_("You and your mining party are atomized."))
3229 proutn(_("Mr. Spock takes command of the "))
3232 prout(_("joins the Romulans, reigning terror on the Federation."))
3233 elif ifin == FPNOVA:
3234 prout(_("You and your mining party are atomized."))
3236 proutn(_("Mr. Spock takes command of the "))
3239 prout(_("joins the Romulans, reigning terror on the Federation."))
3240 elif ifin == FSTRACTOR:
3241 prout(_("The shuttle craft Galileo is also caught,"))
3242 prout(_("and breaks up under the strain."))
3244 prout(_("Your debris is scattered for millions of miles."))
3245 proutn(_("Without your leadership, the "))
3247 prout(_(" is destroyed."))
3249 prout(_("The mutants attack and kill Spock."))
3250 prout(_("Your ship is captured by Klingons, and"))
3251 prout(_("your crew is put on display in a Klingon zoo."))
3252 elif ifin == FTRIBBLE:
3253 prout(_("Tribbles consume all remaining water,"))
3254 prout(_("food, and oxygen on your ship."))
3256 prout(_("You die of thirst, starvation, and asphyxiation."))
3257 prout(_("Your starship is a derelict in space."))
3259 prout(_("Your ship is drawn to the center of the black hole."))
3260 prout(_("You are crushed into extremely dense matter."))
3262 prout(_("Your last crew member has died."))
3263 if game.ship == IHF:
3265 elif game.ship == IHE:
3268 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3269 goodies = game.state.remres/game.inresor
3270 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3271 if goodies/baddies >= randreal(1.0, 1.5):
3272 prout(_("As a result of your actions, a treaty with the Klingon"))
3273 prout(_("Empire has been signed. The terms of the treaty are"))
3274 if goodies/baddies >= randreal(3.0):
3275 prout(_("favorable to the Federation."))
3277 prout(_("Congratulations!"))
3279 prout(_("highly unfavorable to the Federation."))
3281 prout(_("The Federation will be destroyed."))
3283 prout(_("Since you took the last Klingon with you, you are a"))
3284 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3285 prout(_("statue in your memory. Rest in peace, and try not"))
3286 prout(_("to think about pigeons."))
3291 # compute player's score
3292 timused = game.state.date - game.indate
3294 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3296 perdate = killrate()
3297 ithperd = 500*perdate + 0.5
3300 iwon = 100*game.skill
3301 if game.ship == IHE:
3303 elif game.ship == IHF:
3307 if not game.gamewon:
3308 game.state.nromrem = 0 # None captured if no win
3309 iscore = 10*(game.inkling - game.state.remkl) \
3310 + 50*(game.incom - game.state.remcom) \
3312 + 20*(game.inrom - game.state.nromrem) \
3313 + 200*(game.inscom - game.state.nscrem) \
3314 - game.state.nromrem \
3319 prout(_("Your score --"))
3320 if game.inrom - game.state.nromrem:
3321 prout(_("%6d Romulans destroyed %5d") %
3322 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3323 if game.state.nromrem:
3324 prout(_("%6d Romulans captured %5d") %
3325 (game.state.nromrem, game.state.nromrem))
3326 if game.inkling - game.state.remkl:
3327 prout(_("%6d ordinary Klingons destroyed %5d") %
3328 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3329 if game.incom - game.state.remcom:
3330 prout(_("%6d Klingon commanders destroyed %5d") %
3331 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3332 if game.inscom - game.state.nscrem:
3333 prout(_("%6d Super-Commander destroyed %5d") %
3334 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3336 prout(_("%6.2f Klingons per stardate %5d") %
3338 if game.state.starkl:
3339 prout(_("%6d stars destroyed by your action %5d") %
3340 (game.state.starkl, -5*game.state.starkl))
3341 if game.state.nplankl:
3342 prout(_("%6d planets destroyed by your action %5d") %
3343 (game.state.nplankl, -10*game.state.nplankl))
3344 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3345 prout(_("%6d inhabited planets destroyed by your action %5d") %
3346 (game.state.nplankl, -300*game.state.nworldkl))
3347 if game.state.basekl:
3348 prout(_("%6d bases destroyed by your action %5d") %
3349 (game.state.basekl, -100*game.state.basekl))
3351 prout(_("%6d calls for help from starbase %5d") %
3352 (game.nhelp, -45*game.nhelp))
3354 prout(_("%6d casualties incurred %5d") %
3355 (game.casual, -game.casual))
3357 prout(_("%6d crew abandoned in space %5d") %
3358 (game.abandoned, -3*game.abandoned))
3360 prout(_("%6d ship(s) lost or destroyed %5d") %
3361 (klship, -100*klship))
3363 prout(_("Penalty for getting yourself killed -200"))
3365 proutn(_("Bonus for winning "))
3366 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3367 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3368 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3369 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3370 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3371 prout(" %5d" % iwon)
3373 prout(_("TOTAL SCORE %5d") % iscore)
3376 # emit winner's commemmorative plaque
3379 proutn(_("File or device name for your plaque: "))
3382 fp = open(winner, "w")
3385 prout(_("Invalid name."))
3387 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3389 # The 38 below must be 64 for 132-column paper
3390 nskip = 38 - len(winner)/2
3391 fp.write("\n\n\n\n")
3392 # --------DRAW ENTERPRISE PICTURE.
3393 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3394 fp.write(" EEE E : : : E\n" )
3395 fp.write(" EE EEE E : : NCC-1701 : E\n")
3396 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3397 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3398 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3399 fp.write(" EEEEEEE EEEEE E E E E\n")
3400 fp.write(" EEE E E E E\n")
3401 fp.write(" E E E E\n")
3402 fp.write(" EEEEEEEEEEEEE E E\n")
3403 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3404 fp.write(" :E : EEEE E\n")
3405 fp.write(" .-E -:----- E\n")
3406 fp.write(" :E : E\n")
3407 fp.write(" EE : EEEEEEEE\n")
3408 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3410 fp.write(_(" U. S. S. ENTERPRISE\n"))
3411 fp.write("\n\n\n\n")
3412 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3414 fp.write(_(" Starfleet Command bestows to you\n"))
3416 fp.write("%*s%s\n\n" % (nskip, "", winner))
3417 fp.write(_(" the rank of\n\n"))
3418 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3420 if game.skill == SKILL_EXPERT:
3421 fp.write(_(" Expert level\n\n"))
3422 elif game.skill == SKILL_EMERITUS:
3423 fp.write(_("Emeritus level\n\n"))
3425 fp.write(_(" Cheat level\n\n"))
3426 timestring = ctime()
3427 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3428 (timestring+4, timestring+20, timestring+11))
3429 fp.write(_(" Your score: %d\n\n") % iscore)
3430 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3433 # Code from io.c begins here
3435 rows = linecount = 0 # for paging
3438 fullscreen_window = None
3439 srscan_window = None
3440 report_window = None
3441 status_window = None
3442 lrscan_window = None
3443 message_window = None
3444 prompt_window = None
3448 "wrap up, either normally or due to signal"
3449 if game.options & OPTION_CURSES:
3456 sys.stdout.write('\n')
3462 #setlocale(LC_ALL, "")
3463 #bindtextdomain(PACKAGE, LOCALEDIR)
3464 #textdomain(PACKAGE)
3465 if atexit.register(outro):
3466 sys.stderr.write("Unable to register outro(), exiting...\n")
3468 if not (game.options & OPTION_CURSES):
3469 ln_env = os.getenv("LINES")
3475 stdscr = curses.initscr()
3480 curses.start_color()
3481 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3482 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3483 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3484 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3485 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3486 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3487 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3488 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3490 global fullscreen_window, srscan_window, report_window, status_window
3491 global lrscan_window, message_window, prompt_window
3492 (rows, columns) = stdscr.getmaxyx()
3493 fullscreen_window = stdscr
3494 srscan_window = curses.newwin(12, 25, 0, 0)
3495 report_window = curses.newwin(11, 0, 1, 25)
3496 status_window = curses.newwin(10, 0, 1, 39)
3497 lrscan_window = curses.newwin(5, 0, 0, 64)
3498 message_window = curses.newwin(0, 0, 12, 0)
3499 prompt_window = curses.newwin(1, 0, rows-2, 0)
3500 message_window.scrollok(True)
3501 setwnd(fullscreen_window)
3504 def textcolor(color):
3505 "Set text foreground color. Presently a stub."
3509 "Wrap up I/O. Presently a stub."
3513 "Wait for user action -- OK to do nothing if on a TTY"
3514 if game.options & OPTION_CURSES:
3519 if game.skill > SKILL_FAIR:
3520 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3522 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3526 if game.skill > SKILL_FAIR:
3527 prompt = _("[CONTINUE?]")
3529 prompt = _("[PRESS ENTER TO CONTINUE]")
3531 if game.options & OPTION_CURSES:
3533 setwnd(prompt_window)
3534 prompt_window.wclear()
3535 prompt_window.addstr(prompt)
3536 prompt_window.getstr()
3537 prompt_window.clear()
3538 prompt_window.refresh()
3539 setwnd(message_window)
3542 sys.stdout.write('\n')
3545 for j in range(rows):
3546 sys.stdout.write('\n')
3550 "Skip i lines. Pause game if this would cause a scrolling event."
3551 for dummy in range(i):
3552 if game.options & OPTION_CURSES:
3553 (y, x) = curwnd.getyx()
3554 (my, mx) = curwnd.getmaxyx()
3555 if curwnd == message_window and y >= my - 3:
3563 if rows and linecount >= rows:
3566 sys.stdout.write('\n')
3569 "Utter a line with no following line feed."
3570 if game.options & OPTION_CURSES:
3574 sys.stdout.write(line)
3584 if not replayfp or replayfp.closed: # Don't slow down replays
3587 if game.options & OPTION_CURSES:
3591 if not replayfp or replayfp.closed:
3595 "Get a line of input."
3596 if game.options & OPTION_CURSES:
3597 line = curwnd.getstr() + "\n"
3600 if replayfp and not replayfp.closed:
3602 line = replayfp.readline()
3605 prout("*** Replay finished")
3608 elif line[0] != "#":
3611 line = raw_input() + "\n"
3617 "Change windows -- OK for this to be a no-op in tty mode."
3619 if game.options & OPTION_CURSES:
3621 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3624 "Clear to end of line -- can be a no-op in tty mode"
3625 if game.options & OPTION_CURSES:
3630 "Clear screen -- can be a no-op in tty mode."
3632 if game.options & OPTION_CURSES:
3639 "Set highlight video, if this is reasonable."
3640 if game.options & OPTION_CURSES:
3641 curwnd.attron(curses.A_REVERSE)
3644 # Things past this point have policy implications.
3648 "Hook to be called after moving to redraw maps."
3649 if game.options & OPTION_CURSES:
3652 setwnd(srscan_window)
3656 setwnd(status_window)
3657 status_window.clear()
3658 status_window.move(0, 0)
3659 setwnd(report_window)
3660 report_window.clear()
3661 report_window.move(0, 0)
3663 setwnd(lrscan_window)
3664 lrscan_window.clear()
3665 lrscan_window.move(0, 0)
3666 lrscan(silent=False)
3668 def put_srscan_sym(w, sym):
3669 "Emit symbol for short-range scan."
3670 srscan_window.move(w.x+1, w.y*2+2)
3671 srscan_window.addch(sym)
3672 srscan_window.refresh()
3675 "Enemy fall down, go boom."
3676 if game.options & OPTION_CURSES:
3678 setwnd(srscan_window)
3679 srscan_window.attron(curses.A_REVERSE)
3680 put_srscan_sym(w, game.quad[w.x][w.y])
3684 srscan_window.attroff(curses.A_REVERSE)
3685 put_srscan_sym(w, game.quad[w.x][w.y])
3686 curses.delay_output(500)
3687 setwnd(message_window)
3690 "Sound and visual effects for teleportation."
3691 if game.options & OPTION_CURSES:
3693 setwnd(message_window)
3695 prouts(" . . . . . ")
3696 if game.options & OPTION_CURSES:
3697 #curses.delay_output(1000)
3701 def tracktorpedo(origin, w, step, i, n, iquad):
3702 "Torpedo-track animation."
3703 if not game.options & OPTION_CURSES:
3707 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3710 proutn(_("Torpedo track- "))
3711 elif step==4 or step==9:
3715 if not damaged(DSRSENS) or game.condition=="docked":
3716 if i != 0 and step == 1:
3719 if (iquad==IHDOT) or (iquad==IHBLANK):
3720 put_srscan_sym(w, '+')
3724 put_srscan_sym(w, iquad)
3726 curwnd.attron(curses.A_REVERSE)
3727 put_srscan_sym(w, iquad)
3731 curwnd.attroff(curses.A_REVERSE)
3732 put_srscan_sym(w, iquad)
3737 "Display the current galaxy chart."
3738 if game.options & OPTION_CURSES:
3739 setwnd(message_window)
3740 message_window.clear()
3742 if game.options & OPTION_TTY:
3747 def prstat(txt, data):
3749 if game.options & OPTION_CURSES:
3751 setwnd(status_window)
3753 proutn(" " * (NSYM - len(txt)))
3756 if game.options & OPTION_CURSES:
3757 setwnd(report_window)
3759 # Code from moving.c begins here
3761 def imove(novapush):
3762 # movement execution for warp, impulse, supernova, and tractor-beam events
3763 w = coord(); final = coord()
3766 def no_quad_change():
3767 # No quadrant change -- compute new average enemy distances
3768 game.quad[game.sector.x][game.sector.y] = game.ship
3770 for enemy in game.enemies:
3771 finald = (w-game.enemy.kloc).distance()
3772 enemy.kavgd = 0.5 * (finald + ememy.kdist)
3773 enemy.kdist = finald
3774 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3775 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3776 attack(torps_ok=False)
3777 for enemy in game.enemies:
3778 enemy.kavgd = enemy.kdist
3781 setwnd(message_window)
3784 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3785 game.inorbit = False
3786 angle = ((15.0 - game.direc) * 0.5235988)
3787 deltax = -math.sin(angle)
3788 deltay = math.cos(angle)
3789 if math.fabs(deltax) > math.fabs(deltay):
3790 bigger = math.fabs(deltax)
3792 bigger = math.fabs(deltay)
3795 # If tractor beam is to occur, don't move full distance
3796 if game.state.date+game.optime >= scheduled(FTBEAM):
3798 game.condition = "red"
3799 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3800 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3801 # Move within the quadrant
3802 game.quad[game.sector.x][game.sector.y] = IHDOT
3805 n = int(10.0*game.dist*bigger+0.5)
3807 for m in range(1, n+1):
3812 if not VALID_SECTOR(w.x, w.y):
3813 # Leaving quadrant -- allow final enemy attack
3814 # Don't do it if being pushed by Nova
3815 if len(game.enemies) != 0 and not novapush:
3817 for enemy in game.enemies:
3818 finald = (w - enemy.kloc).distance()
3819 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3821 # Stas Sergeev added the condition
3822 # that attacks only happen if Klingons
3823 # are present and your skill is good.
3825 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3826 attack(torps_ok=False)
3829 # compute final position -- new quadrant and sector
3830 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3831 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3832 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3833 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3834 # check for edge of galaxy
3844 if w.x >= GALSIZE*QUADSIZE:
3845 w.x = (GALSIZE*QUADSIZE*2) - w.x
3847 if w.y >= GALSIZE*QUADSIZE:
3848 w.y = (GALSIZE*QUADSIZE*2) - w.y
3856 if game.nkinks == 3:
3857 # Three strikes -- you're out!
3861 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3862 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3863 prout(_("YOU WILL BE DESTROYED."))
3864 # Compute final position in new quadrant
3865 if trbeam: # Don't bother if we are to be beamed
3867 game.quadrant.x = w.x/QUADSIZE
3868 game.quadrant.y = w.y/QUADSIZE
3869 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3870 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3872 prout(_("Entering Quadrant %s.") % game.quadrant)
3873 game.quad[game.sector.x][game.sector.y] = game.ship
3875 if game.skill>SKILL_NOVICE:
3876 attack(torps_ok=False)
3878 iquad = game.quad[w.x][w.y]
3880 # object encountered in flight path
3881 stopegy = 50.0*game.dist/game.optime
3882 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3883 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3885 for enemy in game.enemies:
3886 if enemy.kloc == game.sector:
3888 collision(rammed=False, enemy=enemy)
3890 elif iquad == IHBLANK:
3892 prouts(_("***RED ALERT! RED ALERT!"))
3896 proutn(_(" pulled into black hole at Sector %s") % w)
3898 # Getting pulled into a black hole was certain
3899 # death in Almy's original. Stas Sergeev added a
3900 # possibility that you'll get timewarped instead.
3903 for m in range(NDEVICES):
3904 if game.damage[m]>0:
3906 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3907 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3917 proutn(_(" encounters Tholian web at %s;") % w)
3919 proutn(_(" blocked by object at %s;") % w)
3920 proutn(_("Emergency stop required "))
3921 prout(_("%2d units of energy.") % int(stopegy))
3922 game.energy -= stopegy
3923 final.x = x-deltax+0.5
3924 final.y = y-deltay+0.5
3926 if game.energy <= 0:
3932 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3939 # dock our ship at a starbase
3941 if game.condition == "docked" and verbose:
3942 prout(_("Already docked."))
3945 prout(_("You must first leave standard orbit."))
3947 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3949 prout(_(" not adjacent to base."))
3951 game.condition = "docked"
3955 if game.energy < game.inenrg:
3956 game.energy = game.inenrg
3957 game.shield = game.inshld
3958 game.torps = game.intorps
3959 game.lsupres = game.inlsr
3960 game.state.crew = FULLCREW
3961 if not damaged(DRADIO) and \
3962 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3963 # get attack report from base
3964 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3968 # This program originally required input in terms of a (clock)
3969 # direction and distance. Somewhere in history, it was changed to
3970 # cartesian coordinates. So we need to convert. Probably
3971 # "manual" input should still be done this way -- it's a real
3972 # pain if the computer isn't working! Manual mode is still confusing
3973 # because it involves giving x and y motions, yet the coordinates
3974 # are always displayed y - x, where +y is downward!
3976 def getcourse(isprobe, akey):
3977 # get course and distance
3979 dquad = copy.copy(game.quadrant)
3980 navmode = "unspecified"
3984 if game.landed and not isprobe:
3985 prout(_("Dummy! You can't leave standard orbit until you"))
3986 proutn(_("are back aboard the ship."))
3989 while navmode == "unspecified":
3990 if damaged(DNAVSYS):
3992 prout(_("Computer damaged; manual navigation only"))
3994 prout(_("Computer damaged; manual movement only"))
3999 if isprobe and akey != -1:
4000 # For probe launch, use pre-scanned value first time
4004 key = scanner.next()
4006 proutn(_("Manual or automatic- "))
4009 elif key == IHALPHA:
4010 if scanner.sees("manual"):
4012 key = scanner.next()
4014 elif scanner.sees("automatic"):
4015 navmode = "automatic"
4016 key = scanner.next()
4024 prout(_("(Manual navigation assumed.)"))
4026 prout(_("(Manual movement assumed.)"))
4029 if navmode == "automatic":
4032 proutn(_("Target quadrant or quadrant§or- "))
4034 proutn(_("Destination sector or quadrant§or- "))
4037 key = scanner.next()
4041 xi = int(round(scanner.real))-1
4042 key = scanner.next()
4046 xj = int(round(scanner.real))-1
4047 key = scanner.next()
4049 # both quadrant and sector specified
4050 xk = int(round(scanner.real))-1
4051 key = scanner.next()
4055 xl = int(round(scanner.real))-1
4061 # only one pair of numbers was specified
4063 # only quadrant specified -- go to center of dest quad
4066 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4068 # only sector specified
4072 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4079 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4081 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4082 # the actual deltas get computed here
4083 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4084 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4087 proutn(_("X and Y displacements- "))
4090 key = scanner.next()
4095 deltax = scanner.real
4096 key = scanner.next()
4100 deltay = scanner.real
4101 # Check for zero movement
4102 if deltax == 0 and deltay == 0:
4105 if itemp == "verbose" and not isprobe:
4107 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4108 # Course actually laid in.
4109 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4110 game.direc = math.atan2(deltax, deltay)*1.90985932
4111 if game.direc < 0.0:
4117 # move under impulse power
4119 if damaged(DIMPULS):
4122 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4124 if game.energy > 30.0:
4125 if not getcourse(isprobe=False, akey=0):
4127 power = 20.0 + 100.0*game.dist
4130 if power >= game.energy:
4131 # Insufficient power for trip
4133 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4134 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4135 if game.energy > 30:
4136 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4137 int(0.01 * (game.energy-20.0)-0.05))
4138 prout(_(" quadrants.\""))
4140 prout(_("quadrant. They are, therefore, useless.\""))
4143 # Make sure enough time is left for the trip
4144 game.optime = game.dist/0.095
4145 if game.optime >= game.state.remtime:
4146 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4147 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4148 proutn(_("we dare spend the time?\" "))
4151 # Activate impulse engines and pay the cost
4152 imove(novapush=False)
4156 power = 20.0 + 100.0*game.dist
4157 game.energy -= power
4158 game.optime = game.dist/0.095
4159 if game.energy <= 0:
4164 # move under warp drive
4165 blooey = False; twarp = False
4166 if not timewarp: # Not WARPX entry
4168 if game.damage[DWARPEN] > 10.0:
4171 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4173 if damaged(DWARPEN) and game.warpfac > 4.0:
4176 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4177 prout(_(" is repaired, I can only give you warp 4.\""))
4179 # Read in course and distance
4180 if not getcourse(isprobe=False, akey=0):
4182 # Make sure starship has enough energy for the trip
4183 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4184 if power >= game.energy:
4185 # Insufficient power for trip
4188 prout(_("Engineering to bridge--"))
4189 if not game.shldup or 0.5*power > game.energy:
4190 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4192 prout(_("We can't do it, Captain. We don't have enough energy."))
4194 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4197 prout(_("if you'll lower the shields."))
4201 prout(_("We haven't the energy to go that far with the shields up."))
4204 # Make sure enough time is left for the trip
4205 game.optime = 10.0*game.dist/game.wfacsq
4206 if game.optime >= 0.8*game.state.remtime:
4208 prout(_("First Officer Spock- \"Captain, I compute that such"))
4209 proutn(_(" a trip would require approximately %2.0f") %
4210 (100.0*game.optime/game.state.remtime))
4211 prout(_(" percent of our"))
4212 proutn(_(" remaining time. Are you sure this is wise?\" "))
4218 if game.warpfac > 6.0:
4219 # Decide if engine damage will occur
4220 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4221 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4222 if prob > randreal():
4224 game.dist = randreal(game.dist)
4225 # Decide if time warp will occur
4226 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4228 if idebug and game.warpfac==10 and not twarp:
4230 proutn("=== Force time warp? ")
4234 # If time warp or engine damage, check path
4235 # If it is obstructed, don't do warp or damage
4236 angle = ((15.0-game.direc)*0.5235998)
4237 deltax = -math.sin(angle)
4238 deltay = math.cos(angle)
4239 if math.fabs(deltax) > math.fabs(deltay):
4240 bigger = math.fabs(deltax)
4242 bigger = math.fabs(deltay)
4246 n = 10.0 * game.dist * bigger +0.5
4249 for l in range(1, n+1):
4254 if not VALID_SECTOR(ix, iy):
4256 if game.quad[ix][iy] != IHDOT:
4259 # Activate Warp Engines and pay the cost
4260 imove(novapush=False)
4263 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4264 if game.energy <= 0:
4266 game.optime = 10.0*game.dist/game.wfacsq
4270 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4272 prout(_("Engineering to bridge--"))
4273 prout(_(" Scott here. The warp engines are damaged."))
4274 prout(_(" We'll have to reduce speed to warp 4."))
4279 # change the warp factor
4285 proutn(_("Warp factor- "))
4290 if game.damage[DWARPEN] > 10.0:
4291 prout(_("Warp engines inoperative."))
4293 if damaged(DWARPEN) and scanner.real > 4.0:
4294 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4295 prout(_(" but right now we can only go warp 4.\""))
4297 if scanner.real > 10.0:
4298 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4300 if scanner.real < 1.0:
4301 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4303 oldfac = game.warpfac
4304 game.warpfac = scanner.real
4305 game.wfacsq=game.warpfac*game.warpfac
4306 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4307 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4310 if game.warpfac < 8.00:
4311 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4313 if game.warpfac == 10.0:
4314 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4316 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4320 # cope with being tossed out of quadrant by supernova or yanked by beam
4322 # is captain on planet?
4324 if damaged(DTRANSP):
4327 prout(_("Scotty rushes to the transporter controls."))
4329 prout(_("But with the shields up it's hopeless."))
4331 prouts(_("His desperate attempt to rescue you . . ."))
4336 prout(_("SUCCEEDS!"))
4339 proutn(_("The crystals mined were "))
4347 # Check to see if captain in shuttle craft
4352 # Inform captain of attempt to reach safety
4356 prouts(_("***RED ALERT! RED ALERT!"))
4360 prout(_(" has stopped in a quadrant containing"))
4361 prouts(_(" a supernova."))
4363 proutn(_("***Emergency automatic override attempts to hurl "))
4366 prout(_("safely out of quadrant."))
4367 if not damaged(DRADIO):
4368 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4369 # Try to use warp engines
4370 if damaged(DWARPEN):
4372 prout(_("Warp engines damaged."))
4375 game.warpfac = randreal(6.0, 8.0)
4376 game.wfacsq = game.warpfac * game.warpfac
4377 prout(_("Warp factor set to %d") % int(game.warpfac))
4378 power = 0.75*game.energy
4379 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4380 distreq = randreal(math.sqrt(2))
4381 if distreq < game.dist:
4383 game.optime = 10.0*game.dist/game.wfacsq
4384 game.direc = randreal(12) # How dumb!
4386 game.inorbit = False
4389 # This is bad news, we didn't leave quadrant.
4393 prout(_("Insufficient energy to leave quadrant."))
4396 # Repeat if another snova
4397 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4399 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4400 finish(FWON) # Snova killed remaining enemy.
4403 # let's do the time warp again
4404 prout(_("***TIME WARP ENTERED."))
4405 if game.state.snap and withprob(0.5):
4407 prout(_("You are traveling backwards in time %d stardates.") %
4408 int(game.state.date-game.snapsht.date))
4409 game.state = game.snapsht
4410 game.state.snap = False
4411 if game.state.remcom:
4412 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4413 schedule(FBATTAK, expran(0.3*game.intime))
4414 schedule(FSNOVA, expran(0.5*game.intime))
4415 # next snapshot will be sooner
4416 schedule(FSNAP, expran(0.25*game.state.remtime))
4418 if game.state.nscrem:
4419 schedule(FSCMOVE, 0.2777)
4423 game.battle.invalidate()
4425 # Make sure Galileo is consistant -- Snapshot may have been taken
4426 # when on planet, which would give us two Galileos!
4428 for l in range(game.inplan):
4429 if game.state.planets[l].known == "shuttle_down":
4431 if game.iscraft == "onship" and game.ship==IHE:
4432 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4433 game.iscraft = "offship"
4434 # Likewise, if in the original time the Galileo was abandoned, but
4435 # was on ship earlier, it would have vanished -- let's restore it.
4436 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4437 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4438 game.iscraft = "onship"
4440 # * There used to be code to do the actual reconstrction here,
4441 # * but the starchart is now part of the snapshotted galaxy state.
4443 prout(_("Spock has reconstructed a correct star chart from memory"))
4445 # Go forward in time
4446 game.optime = -0.5*game.intime*math.log(randreal())
4447 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4448 # cheat to make sure no tractor beams occur during time warp
4449 postpone(FTBEAM, game.optime)
4450 game.damage[DRADIO] += game.optime
4452 events() # Stas Sergeev added this -- do pending events
4455 # launch deep-space probe
4456 # New code to launch a deep space probe
4457 if game.nprobes == 0:
4460 if game.ship == IHE:
4461 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4463 prout(_("Ye Faerie Queene has no deep space probes."))
4468 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4470 if is_scheduled(FDSPROB):
4473 if damaged(DRADIO) and game.condition != "docked":
4474 prout(_("Spock- \"Records show the previous probe has not yet"))
4475 prout(_(" reached its destination.\""))
4477 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4479 key = scanner.next()
4481 # slow mode, so let Kirk know how many probes there are left
4482 if game.nprobes == 1:
4483 prout(_("1 probe left."))
4485 prout(_("%d probes left") % game.nprobes)
4486 proutn(_("Are you sure you want to fire a probe? "))
4489 game.isarmed = False
4490 if key == IHALPHA and scanner.token == "armed":
4492 key = scanner.next()
4494 proutn(_("Arm NOVAMAX warhead? "))
4496 if not getcourse(isprobe=True, akey=key):
4499 angle = ((15.0 - game.direc) * 0.5235988)
4500 game.probeinx = -math.sin(angle)
4501 game.probeiny = math.cos(angle)
4502 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4503 bigger = math.fabs(game.probeinx)
4505 bigger = math.fabs(game.probeiny)
4506 game.probeiny /= bigger
4507 game.probeinx /= bigger
4508 game.proben = 10.0*game.dist*bigger +0.5
4509 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4510 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4511 game.probec = game.quadrant
4512 schedule(FDSPROB, 0.01) # Time to move one sector
4513 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4517 # Here's how the mayday code works:
4519 # First, the closest starbase is selected. If there is a a starbase
4520 # in your own quadrant, you are in good shape. This distance takes
4521 # quadrant distances into account only.
4523 # A magic number is computed based on the distance which acts as the
4524 # probability that you will be rematerialized. You get three tries.
4526 # When it is determined that you should be able to be rematerialized
4527 # (i.e., when the probability thing mentioned above comes up
4528 # positive), you are put into that quadrant (anywhere). Then, we try
4529 # to see if there is a spot adjacent to the star- base. If not, you
4530 # can't be rematerialized!!! Otherwise, it drops you there. It only
4531 # tries five times to find a spot to drop you. After that, it's your
4535 # yell for help from nearest starbase
4536 # There's more than one way to move in this game!
4539 # Test for conditions which prevent calling for help
4540 if game.condition == "docked":
4541 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4544 prout(_("Subspace radio damaged."))
4546 if game.state.rembase==0:
4547 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4550 proutn(_("You must be aboard the "))
4554 # OK -- call for help from nearest starbase
4557 # There's one in this quadrant
4558 ddist = (game.base - game.sector).distance()
4561 for m in range(game.state.rembase):
4562 xdist = QUADSIZE * (game.state.baseq[m] - game.quadrant).distance()
4566 # Since starbase not in quadrant, set up new quadrant
4567 game.quadrant = game.state.baseq[line]
4569 # dematerialize starship
4570 game.quad[game.sector.x][game.sector.y]=IHDOT
4571 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4573 prout(_(" dematerializes."))
4575 for m in range(1, 5+1):
4576 w = game.base.scatter()
4577 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4578 # found one -- finish up
4581 if not game.sector.is_valid():
4582 prout(_("You have been lost in space..."))
4583 finish(FMATERIALIZE)
4585 # Give starbase three chances to rematerialize starship
4586 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4587 for m in range(1, 3+1):
4588 if m == 1: proutn(_("1st"))
4589 elif m == 2: proutn(_("2nd"))
4590 elif m == 3: proutn(_("3rd"))
4591 proutn(_(" attempt to re-materialize "))
4593 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4596 if randreal() > probf:
4599 curses.delay_output(500)
4602 game.quad[ix][iy]=IHQUEST
4605 setwnd(message_window)
4606 finish(FMATERIALIZE)
4608 game.quad[ix][iy]=game.ship
4610 prout(_("succeeds."))
4614 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4616 # Abandon Ship (the BSD-Trek description)
4618 # The ship is abandoned. If your current ship is the Faire
4619 # Queene, or if your shuttlecraft is dead, you're out of
4620 # luck. You need the shuttlecraft in order for the captain
4621 # (that's you!!) to escape.
4623 # Your crew can beam to an inhabited starsystem in the
4624 # quadrant, if there is one and if the transporter is working.
4625 # If there is no inhabited starsystem, or if the transporter
4626 # is out, they are left to die in outer space.
4628 # If there are no starbases left, you are captured by the
4629 # Klingons, who torture you mercilessly. However, if there
4630 # is at least one starbase, you are returned to the
4631 # Federation in a prisoner of war exchange. Of course, this
4632 # can't happen unless you have taken some prisoners.
4637 if game.condition=="docked":
4639 prout(_("You cannot abandon Ye Faerie Queene."))
4642 # Must take shuttle craft to exit
4643 if game.damage[DSHUTTL]==-1:
4644 prout(_("Ye Faerie Queene has no shuttle craft."))
4646 if game.damage[DSHUTTL]<0:
4647 prout(_("Shuttle craft now serving Big Macs."))
4649 if game.damage[DSHUTTL]>0:
4650 prout(_("Shuttle craft damaged."))
4653 prout(_("You must be aboard the ship."))
4655 if game.iscraft != "onship":
4656 prout(_("Shuttle craft not currently available."))
4658 # Print abandon ship messages
4660 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4662 prouts(_("***ALL HANDS ABANDON SHIP!"))
4664 prout(_("Captain and crew escape in shuttle craft."))
4665 if game.state.rembase==0:
4666 # Oops! no place to go...
4669 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4671 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4672 prout(_("Remainder of ship's complement beam down"))
4673 prout(_("to nearest habitable planet."))
4674 elif q.planet != None and not damaged(DTRANSP):
4675 prout(_("Remainder of ship's complement beam down to %s.") %
4678 prout(_("Entire crew of %d left to die in outer space.") %
4680 game.casual += game.state.crew
4681 game.abandoned += game.state.crew
4683 # If at least one base left, give 'em the Faerie Queene
4685 game.icrystl = False # crystals are lost
4686 game.nprobes = 0 # No probes
4687 prout(_("You are captured by Klingons and released to"))
4688 prout(_("the Federation in a prisoner-of-war exchange."))
4689 nb = randrange(game.state.rembase)
4690 # Set up quadrant and position FQ adjacient to base
4691 if not game.quadrant == game.state.baseq[nb]:
4692 game.quadrant = game.state.baseq[nb]
4693 game.sector.x = game.sector.y = 5
4696 # position next to base by trial and error
4697 game.quad[game.sector.x][game.sector.y] = IHDOT
4698 for l in range(QUADSIZE):
4699 game.sector = game.base.scatter()
4700 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4701 game.quad[game.sector.x][game.sector.y] == IHDOT:
4704 break # found a spot
4705 game.sector.x=QUADSIZE/2
4706 game.sector.y=QUADSIZE/2
4708 # Get new commission
4709 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4710 game.state.crew = FULLCREW
4711 prout(_("Starfleet puts you in command of another ship,"))
4712 prout(_("the Faerie Queene, which is antiquated but,"))
4713 prout(_("still useable."))
4715 prout(_("The dilithium crystals have been moved."))
4717 game.iscraft = "offship" # Galileo disappears
4719 game.condition="docked"
4720 for l in range(NDEVICES):
4721 game.damage[l] = 0.0
4722 game.damage[DSHUTTL] = -1
4723 game.energy = game.inenrg = 3000.0
4724 game.shield = game.inshld = 1250.0
4725 game.torps = game.intorps = 6
4726 game.lsupres=game.inlsr=3.0
4732 # Code from planets.c begins here.
4735 # abort a lengthy operation if an event interrupts it
4738 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4743 # report on (uninhabited) planets in the galaxy
4747 prout(_("Spock- \"Planet report follows, Captain.\""))
4749 for i in range(game.inplan):
4750 if game.state.planets[i].pclass == "destroyed":
4752 if (game.state.planets[i].known != "unknown" \
4753 and not game.state.planets[i].inhabited) \
4756 if idebug and game.state.planets[i].known=="unknown":
4757 proutn("(Unknown) ")
4758 proutn(_("Quadrant %s") % game.state.planets[i].w)
4759 proutn(_(" class "))
4760 proutn(game.state.planets[i].pclass)
4762 if game.state.planets[i].crystals != present:
4764 prout(_("dilithium crystals present."))
4765 if game.state.planets[i].known=="shuttle_down":
4766 prout(_(" Shuttle Craft Galileo on surface."))
4768 prout(_("No information available."))
4771 # enter standard orbit
4775 prout(_("Already in standard orbit."))
4777 if damaged(DWARPEN) and damaged(DIMPULS):
4778 prout(_("Both warp and impulse engines damaged."))
4780 if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4782 prout(_(" not adjacent to planet."))
4785 game.optime = randreal(0.02, 0.05)
4786 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4790 game.height = randreal(1400, 8600)
4791 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4796 # examine planets in this quadrant
4797 if damaged(DSRSENS):
4798 if game.options & OPTION_TTY:
4799 prout(_("Short range sensors damaged."))
4801 if game.iplnet == None:
4802 if game.options & OPTION_TTY:
4803 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4805 if game.iplnet.known == "unknown":
4806 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4808 prout(_(" Planet at Sector %s is of class %s.") %
4809 (game.plnet, game.iplnet.pclass))
4810 if game.iplnet.known=="shuttle_down":
4811 prout(_(" Sensors show Galileo still on surface."))
4812 proutn(_(" Readings indicate"))
4813 if game.iplnet.crystals != "present":
4815 prout(_(" dilithium crystals present.\""))
4816 if game.iplnet.known == "unknown":
4817 game.iplnet.known = "known"
4818 elif game.iplnet.inhabited:
4819 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4820 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4823 # use the transporter
4827 if damaged(DTRANSP):
4828 prout(_("Transporter damaged."))
4829 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4831 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4835 if not game.inorbit:
4837 prout(_(" not in standard orbit."))
4840 prout(_("Impossible to transport through shields."))
4842 if game.iplnet.known=="unknown":
4843 prout(_("Spock- \"Captain, we have no information on this planet"))
4844 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4845 prout(_(" you may not go down.\""))
4847 if not game.landed and game.iplnet.crystals=="absent":
4848 prout(_("Spock- \"Captain, I fail to see the logic in"))
4849 prout(_(" exploring a planet with no dilithium crystals."))
4850 proutn(_(" Are you sure this is wise?\" "))
4854 if not (game.options & OPTION_PLAIN):
4855 nrgneed = 50 * game.skill + game.height / 100.0
4856 if nrgneed > game.energy:
4857 prout(_("Engineering to bridge--"))
4858 prout(_(" Captain, we don't have enough energy for transportation."))
4860 if not game.landed and nrgneed * 2 > game.energy:
4861 prout(_("Engineering to bridge--"))
4862 prout(_(" Captain, we have enough energy only to transport you down to"))
4863 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4864 if game.iplnet.known == "shuttle_down":
4865 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4866 proutn(_(" Are you sure this is wise?\" "))
4871 # Coming from planet
4872 if game.iplnet.known=="shuttle_down":
4873 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4877 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4878 prout(_("Landing party assembled, ready to beam up."))
4880 prout(_("Kirk whips out communicator..."))
4881 prouts(_("BEEP BEEP BEEP"))
4883 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4886 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4888 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4890 prout(_("Kirk- \"Energize.\""))
4893 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4896 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4898 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4901 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4902 game.landed = not game.landed
4903 game.energy -= nrgneed
4905 prout(_("Transport complete."))
4906 if game.landed and game.iplnet.known=="shuttle_down":
4907 prout(_("The shuttle craft Galileo is here!"))
4908 if not game.landed and game.imine:
4915 # strip-mine a world for dilithium
4919 prout(_("Mining party not on planet."))
4921 if game.iplnet.crystals == "mined":
4922 prout(_("This planet has already been strip-mined for dilithium."))
4924 elif game.iplnet.crystals == "absent":
4925 prout(_("No dilithium crystals on this planet."))
4928 prout(_("You've already mined enough crystals for this trip."))
4930 if game.icrystl and game.cryprob == 0.05:
4931 proutn(_("With all those fresh crystals aboard the "))
4934 prout(_("there's no reason to mine more at this time."))
4936 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4939 prout(_("Mining operation complete."))
4940 game.iplnet.crystals = "mined"
4941 game.imine = game.ididit = True
4944 # use dilithium crystals
4948 if not game.icrystl:
4949 prout(_("No dilithium crystals available."))
4951 if game.energy >= 1000:
4952 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4953 prout(_(" except when Condition Yellow exists."))
4955 prout(_("Spock- \"Captain, I must warn you that loading"))
4956 prout(_(" raw dilithium crystals into the ship's power"))
4957 prout(_(" system may risk a severe explosion."))
4958 proutn(_(" Are you sure this is wise?\" "))
4963 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4964 prout(_(" Mr. Spock and I will try it.\""))
4966 prout(_("Spock- \"Crystals in place, Sir."))
4967 prout(_(" Ready to activate circuit.\""))
4969 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4971 if with(game.cryprob):
4972 prouts(_(" \"Activating now! - - No good! It's***"))
4974 prouts(_("***RED ALERT! RED A*L********************************"))
4977 prouts(_("****************** KA-BOOM!!!! *******************"))
4981 game.energy += randreal(5000.0, 5500.0)
4982 prouts(_(" \"Activating now! - - "))
4983 prout(_("The instruments"))
4984 prout(_(" are going crazy, but I think it's"))
4985 prout(_(" going to work!! Congratulations, Sir!\""))
4990 # use shuttlecraft for planetary jaunt
4993 if damaged(DSHUTTL):
4994 if game.damage[DSHUTTL] == -1.0:
4995 if game.inorbit and game.iplnet.known == "shuttle_down":
4996 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4998 prout(_("Ye Faerie Queene had no shuttle craft."))
4999 elif game.damage[DSHUTTL] > 0:
5000 prout(_("The Galileo is damaged."))
5001 else: # game.damage[DSHUTTL] < 0
5002 prout(_("Shuttle craft is now serving Big Macs."))
5004 if not game.inorbit:
5006 prout(_(" not in standard orbit."))
5008 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5009 prout(_("Shuttle craft not currently available."))
5011 if not game.landed and game.iplnet.known=="shuttle_down":
5012 prout(_("You will have to beam down to retrieve the shuttle craft."))
5014 if game.shldup or game.condition == "docked":
5015 prout(_("Shuttle craft cannot pass through shields."))
5017 if game.iplnet.known=="unknown":
5018 prout(_("Spock- \"Captain, we have no information on this planet"))
5019 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5020 prout(_(" you may not fly down.\""))
5022 game.optime = 3.0e-5*game.height
5023 if game.optime >= 0.8*game.state.remtime:
5024 prout(_("First Officer Spock- \"Captain, I compute that such"))
5025 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5026 int(100*game.optime/game.state.remtime))
5027 prout(_("remaining time."))
5028 proutn(_("Are you sure this is wise?\" "))
5034 if game.iscraft == "onship":
5036 if not damaged(DTRANSP):
5037 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5041 proutn(_("Shuttle crew"))
5043 proutn(_("Rescue party"))
5044 prout(_(" boards Galileo and swoops toward planet surface."))
5045 game.iscraft = "offship"
5049 game.iplnet.known="shuttle_down"
5050 prout(_("Trip complete."))
5053 # Ready to go back to ship
5054 prout(_("You and your mining party board the"))
5055 prout(_("shuttle craft for the trip back to the Enterprise."))
5057 prouts(_("The short hop begins . . ."))
5059 game.iplnet.known="known"
5065 game.iscraft = "onship"
5071 prout(_("Trip complete."))
5076 prout(_("Mining party assembles in the hangar deck,"))
5077 prout(_("ready to board the shuttle craft \"Galileo\"."))
5079 prouts(_("The hangar doors open; the trip begins."))
5082 game.iscraft = "offship"
5085 game.iplnet.known = "shuttle_down"
5088 prout(_("Trip complete."))
5092 # use the big zapper
5096 if game.ship != IHE:
5097 prout(_("Ye Faerie Queene has no death ray."))
5099 if len(game.enemies)==0:
5100 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5103 prout(_("Death Ray is damaged."))
5105 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5106 prout(_(" is highly unpredictible. Considering the alternatives,"))
5107 proutn(_(" are you sure this is wise?\" "))
5110 prout(_("Spock- \"Acknowledged.\""))
5113 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5115 prout(_("Crew scrambles in emergency preparation."))
5116 prout(_("Spock and Scotty ready the death ray and"))
5117 prout(_("prepare to channel all ship's power to the device."))
5119 prout(_("Spock- \"Preparations complete, sir.\""))
5120 prout(_("Kirk- \"Engage!\""))
5122 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5125 if game.options & OPTION_PLAIN:
5129 prouts(_("Sulu- \"Captain! It's working!\""))
5131 while len(game.enemies) > 0:
5132 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5133 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5134 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5136 if (game.options & OPTION_PLAIN) == 0:
5137 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5139 prout(_(" is still operational.\""))
5141 prout(_(" has been rendered nonfunctional.\""))
5142 game.damage[DDRAY] = 39.95
5144 r = randreal() # Pick failure method
5146 prouts(_("Sulu- \"Captain! It's working!\""))
5148 prouts(_("***RED ALERT! RED ALERT!"))
5150 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5152 prouts(_("***RED ALERT! RED A*L********************************"))
5155 prouts(_("****************** KA-BOOM!!!! *******************"))
5160 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5162 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5164 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5165 prout(_(" have apparently been transformed into strange mutations."))
5166 prout(_(" Vulcans do not seem to be affected."))
5168 prout(_("Kirk- \"Raauch! Raauch!\""))
5173 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5175 proutn(_("Spock- \"I believe the word is"))
5176 prouts(_(" *ASTONISHING*"))
5177 prout(_(" Mr. Sulu."))
5178 for i in range(QUADSIZE):
5179 for j in range(QUADSIZE):
5180 if game.quad[i][j] == IHDOT:
5181 game.quad[i][j] = IHQUEST
5182 prout(_(" Captain, our quadrant is now infested with"))
5183 prouts(_(" - - - - - - *THINGS*."))
5185 prout(_(" I have no logical explanation.\""))
5187 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5189 prout(_("Scotty- \"There are so many tribbles down here"))
5190 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5194 # Code from reports.c begins here
5196 def attackreport(curt):
5197 # report status of bases under attack
5199 if is_scheduled(FCDBAS):
5200 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5201 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5202 elif game.isatb == 1:
5203 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5204 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5206 prout(_("No Starbase is currently under attack."))
5208 if is_scheduled(FCDBAS):
5209 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5211 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5215 # report on general game status
5217 s1 = "" and game.thawed and _("thawed ")
5218 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5219 s3 = (None, _("novice"). _("fair"),
5220 _("good"), _("expert"), _("emeritus"))[game.skill]
5221 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5222 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5223 prout(_("No plaque is allowed."))
5225 prout(_("This is tournament game %d.") % game.tourn)
5226 prout(_("Your secret password is \"%s\"") % game.passwd)
5227 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5228 (game.inkling + game.incom + game.inscom)))
5229 if game.incom - game.state.remcom:
5230 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5231 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5232 prout(_(", but no Commanders."))
5235 if game.skill > SKILL_FAIR:
5236 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5237 if game.state.rembase != game.inbase:
5239 if game.inbase-game.state.rembase==1:
5240 proutn(_("has been 1 base"))
5242 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5243 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5245 prout(_("There are %d bases.") % game.inbase)
5246 if communicating() or game.iseenit:
5247 # Don't report this if not seen and
5248 # either the radio is dead or not at base!
5252 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5254 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5255 if game.ship == IHE:
5256 proutn(_("You have "))
5258 proutn("%d" % (game.nprobes))
5261 proutn(_(" deep space probe"))
5265 if communicating() and is_scheduled(FDSPROB):
5267 proutn(_("An armed deep space probe is in "))
5269 proutn(_("A deep space probe is in "))
5270 prout("Quadrant %s." % game.probec)
5272 if game.cryprob <= .05:
5273 prout(_("Dilithium crystals aboard ship... not yet used."))
5277 while game.cryprob > ai:
5280 prout(_("Dilithium crystals have been used %d time%s.") % \
5281 (i, (_("s"), "")[i==1]))
5285 # long-range sensor scan
5286 if damaged(DLRSENS):
5287 # Now allow base's sensors if docked
5288 if game.condition != "docked":
5290 prout(_("LONG-RANGE SENSORS DAMAGED."))
5293 prout(_("Starbase's long-range scan"))
5295 prout(_("Long-range scan"))
5296 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5299 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5300 if not VALID_QUADRANT(x, y):
5304 if not damaged(DRADIO):
5305 game.state.galaxy[x][y].charted = True
5306 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5307 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5308 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5309 if not silent and game.state.galaxy[x][y].supernova:
5312 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5320 for i in range(NDEVICES):
5323 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5324 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5326 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5327 game.damage[i]+0.05,
5328 game.docfac*game.damage[i]+0.005))
5330 prout(_("All devices functional."))
5333 # update the chart in the Enterprise's computer from galaxy data
5334 game.lastchart = game.state.date
5335 for i in range(GALSIZE):
5336 for j in range(GALSIZE):
5337 if game.state.galaxy[i][j].charted:
5338 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5339 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5340 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5343 # display the star chart
5345 if (game.options & OPTION_AUTOSCAN):
5347 if not damaged(DRADIO):
5349 if game.lastchart < game.state.date and game.condition == "docked":
5350 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5353 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5354 if game.state.date > game.lastchart:
5355 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5356 prout(" 1 2 3 4 5 6 7 8")
5357 for i in range(GALSIZE):
5358 proutn("%d |" % (i+1))
5359 for j in range(GALSIZE):
5360 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5364 if game.state.galaxy[i][j].supernova:
5366 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5368 elif game.state.galaxy[i][j].charted:
5369 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5373 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5381 def sectscan(goodScan, i, j):
5382 # light up an individual dot in a sector
5383 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5384 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):
5385 if game.condition == "red": textcolor("red")
5386 elif game.condition == "green": textcolor("green")
5387 elif game.condition == "yellow": textcolor("yellow")
5388 elif game.condition == "docked": textcolor("cyan")
5389 elif game.condition == "dead": textcolor("brown")
5390 if game.quad[i][j] != game.ship:
5392 proutn("%c " % game.quad[i][j])
5398 # print status report lines
5400 if not req or req == 1:
5401 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5402 % (game.state.date, game.state.remtime))
5403 if not req or req == 2:
5404 if game.condition != "docked":
5407 for t in range(NDEVICES):
5408 if game.damage[t]>0:
5410 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5411 if not req or req == 3:
5412 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5413 if not req or req == 4:
5414 if damaged(DLIFSUP):
5415 if game.condition == "docked":
5416 s = _("DAMAGED, Base provides")
5418 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5421 prstat(_("Life Support"), s)
5422 if not req or req == 5:
5423 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5424 if not req or req == 6:
5426 if game.icrystl and (game.options & OPTION_SHOWME):
5427 extra = _(" (have crystals)")
5428 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5429 if not req or req == 7:
5430 prstat(_("Torpedoes"), "%d" % (game.torps))
5431 if not req or req == 8:
5432 if damaged(DSHIELD):
5438 data = _(" %d%% %.1f units") \
5439 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5440 prstat(_("Shields"), s+data)
5441 if not req or req == 9:
5442 prstat(_("Klingons Left"), "%d" \
5443 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5444 if not req or req == 10:
5445 if game.options & OPTION_WORLDS:
5446 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5447 if plnet and plnet.inhabited:
5448 prstat(_("Major system"), plnet.name)
5450 prout(_("Sector is uninhabited"))
5451 elif not req or req == 11:
5452 attackreport(not req)
5455 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5456 while scanner.next() == IHEOL:
5457 proutn(_("Information desired? "))
5459 if scanner.token in requests:
5460 status(requests.index(scanner.token))
5462 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5463 prout((" date, condition, position, lsupport, warpfactor,"))
5464 prout((" energy, torpedoes, shields, klingons, system, time."))
5469 if damaged(DSRSENS):
5470 # Allow base's sensors if docked
5471 if game.condition != "docked":
5472 prout(_(" S.R. SENSORS DAMAGED!"))
5475 prout(_(" [Using Base's sensors]"))
5477 prout(_(" Short-range scan"))
5478 if goodScan and not damaged(DRADIO):
5479 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5480 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5481 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5482 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5483 prout(" 1 2 3 4 5 6 7 8 9 10")
5484 if game.condition != "docked":
5486 for i in range(QUADSIZE):
5487 proutn("%2d " % (i+1))
5488 for j in range(QUADSIZE):
5489 sectscan(goodScan, i, j)
5493 # use computer to get estimated time of arrival for a warp jump
5494 w1 = coord(); w2 = coord()
5496 if damaged(DCOMPTR):
5497 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5500 if scanner.next() != IHREAL:
5503 proutn(_("Destination quadrant and/or sector? "))
5504 if scanner.next()!=IHREAL:
5507 w1.y = int(scanner.real-0.5)
5508 if scanner.next() != IHREAL:
5511 w1.x = int(scanner.real-0.5)
5512 if scanner.next() == IHREAL:
5513 w2.y = int(scanner.real-0.5)
5514 if scanner.next() != IHREAL:
5517 w2.x = int(scanner.real-0.5)
5519 if game.quadrant.y>w1.x:
5523 if game.quadrant.x>w1.y:
5527 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5530 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5531 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5534 prout(_("Answer \"no\" if you don't know the value:"))
5537 proutn(_("Time or arrival date? "))
5538 if scanner.next()==IHREAL:
5539 ttime = scanner.real
5540 if ttime > game.state.date:
5541 ttime -= game.state.date # Actually a star date
5542 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5543 if ttime <= 1e-10 or twarp > 10:
5544 prout(_("We'll never make it, sir."))
5551 proutn(_("Warp factor? "))
5552 if scanner.next()== IHREAL:
5554 twarp = scanner.real
5555 if twarp<1.0 or twarp > 10.0:
5559 prout(_("Captain, certainly you can give me one of these."))
5562 ttime = (10.0*game.dist)/twarp**2
5563 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5564 if tpower >= game.energy:
5565 prout(_("Insufficient energy, sir."))
5566 if not game.shldup or tpower > game.energy*2.0:
5569 proutn(_("New warp factor to try? "))
5570 if scanner.next() == IHREAL:
5572 twarp = scanner.real
5573 if twarp<1.0 or twarp > 10.0:
5581 prout(_("But if you lower your shields,"))
5582 proutn(_("remaining"))
5585 proutn(_("Remaining"))
5586 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5588 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5590 prout(_("Any warp speed is adequate."))
5592 prout(_("Minimum warp needed is %.2f,") % (twarp))
5593 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5594 if game.state.remtime < ttime:
5595 prout(_("Unfortunately, the Federation will be destroyed by then."))
5597 prout(_("You'll be taking risks at that speed, Captain"))
5598 if (game.isatb==1 and game.state.kscmdr == w1 and \
5599 scheduled(FSCDBAS)< ttime+game.state.date) or \
5600 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5601 prout(_("The starbase there will be destroyed by then."))
5602 proutn(_("New warp factor to try? "))
5603 if scanner.next() == IHREAL:
5605 twarp = scanner.real
5606 if twarp<1.0 or twarp > 10.0:
5615 # Code from setup.c begins here
5618 # issue a historically correct banner
5620 prout(_("-SUPER- STAR TREK"))
5622 # From the FORTRAN original
5623 # prout(_("Latest update-21 Sept 78"))
5629 scanner.token = "emsave.trk"
5631 key = scanner.next()
5633 proutn(_("File name: "))
5634 key = scanner.next()
5639 if '.' not in scanner.token:
5640 scanner.token += ".trk"
5642 fp = open(scanner.token, "wb")
5644 prout(_("Can't freeze game as file %s") % scanner.token)
5646 cPickle.dump(game, fp)
5650 # retrieve saved game
5651 game.passwd[0] = '\0'
5652 key = scanner.next()
5654 proutn(_("File name: "))
5655 key = scanner.next()
5660 if '.' not in scanner.token:
5661 scanner.token += ".trk"
5663 fp = open(scanner.token, "rb")
5665 prout(_("Can't thaw game in %s") % scanner.token)
5667 game = cPickle.load(fp)
5671 # I used <http://www.memory-alpha.org> to find planets
5672 # with references in ST:TOS. Eath and the Alpha Centauri
5673 # Colony have been omitted.
5675 # Some planets marked Class G and P here will be displayed as class M
5676 # because of the way planets are generated. This is a known bug.
5679 _("Andoria (Fesoan)"), # several episodes
5680 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5681 _("Vulcan (T'Khasi)"), # many episodes
5682 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5683 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5684 _("Ardana"), # TOS: "The Cloud Minders"
5685 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5686 _("Gideon"), # TOS: "The Mark of Gideon"
5687 _("Aldebaran III"), # TOS: "The Deadly Years"
5688 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5689 _("Altair IV"), # TOS: "Amok Time
5690 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5691 _("Benecia"), # TOS: "The Conscience of the King"
5692 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5693 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5694 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5695 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5696 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5697 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5698 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5699 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5700 _("Ingraham B"), # TOS: "Operation: Annihilate"
5701 _("Janus IV"), # TOS: "The Devil in the Dark"
5702 _("Makus III"), # TOS: "The Galileo Seven"
5703 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5704 _("Omega IV"), # TOS: "The Omega Glory"
5705 _("Regulus V"), # TOS: "Amok Time
5706 _("Deneva"), # TOS: "Operation -- Annihilate!"
5707 # Worlds from BSD Trek
5708 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5709 _("Beta III"), # TOS: "The Return of the Archons"
5710 _("Triacus"), # TOS: "And the Children Shall Lead",
5711 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5713 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5714 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5715 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5716 # _("Izar"), # TOS: "Whom Gods Destroy"
5717 # _("Tiburon"), # TOS: "The Way to Eden"
5718 # _("Merak II"), # TOS: "The Cloud Minders"
5719 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5720 # _("Iotia"), # TOS: "A Piece of the Action"
5724 _("S. R. Sensors"), \
5725 _("L. R. Sensors"), \
5727 _("Photon Tubes"), \
5728 _("Life Support"), \
5729 _("Warp Engines"), \
5730 _("Impulse Engines"), \
5732 _("Subspace Radio"), \
5733 _("Shuttle Craft"), \
5735 _("Navigation System"), \
5737 _("Shield Control"), \
5743 # prepare to play, set up cosmos
5745 # Decide how many of everything
5747 return # frozen game
5748 # Prepare the Enterprise
5749 game.alldone = game.gamewon = False
5751 game.state.crew = FULLCREW
5752 game.energy = game.inenrg = 5000.0
5753 game.shield = game.inshld = 2500.0
5754 game.shldchg = False
5758 game.quadrant = randplace(GALSIZE)
5759 game.sector = randplace(QUADSIZE)
5760 game.torps = game.intorps = 10
5761 game.nprobes = randrange(2, 5)
5763 game.wfacsq = game.warpfac * game.warpfac
5764 for i in range(NDEVICES):
5765 game.damage[i] = 0.0
5766 # Set up assorted game parameters
5767 game.battle = coord()
5768 game.state.date = game.indate = 100.0 * randreal(20, 51)
5769 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5770 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5771 game.isatb = game.state.nplankl = 0
5772 game.state.starkl = game.state.basekl = 0
5773 game.iscraft = "onship"
5777 for i in range(GALSIZE):
5778 for j in range(GALSIZE):
5779 quad = game.state.galaxy[i][j]
5784 quad.starbase = False
5785 quad.supernova = False
5786 quad.status = "secure"
5787 # Initialize times for extraneous events
5788 schedule(FSNOVA, expran(0.5 * game.intime))
5789 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5790 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5791 schedule(FBATTAK, expran(0.3*game.intime))
5793 if game.state.nscrem:
5794 schedule(FSCMOVE, 0.2777)
5799 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5800 schedule(FDISTR, expran(1.0 + game.intime))
5805 # Starchart is functional but we've never seen it
5806 game.lastchart = FOREVER
5807 # Put stars in the galaxy
5809 for i in range(GALSIZE):
5810 for j in range(GALSIZE):
5811 k = randrange(1, QUADSIZE**2/10+1)
5813 game.state.galaxy[i][j].stars = k
5814 # Locate star bases in galaxy
5815 for i in range(game.inbase):
5818 w = randplace(GALSIZE)
5819 if not game.state.galaxy[w.x][w.y].starbase:
5822 # C version: for (j = i-1; j > 0; j--)
5823 # so it did them in the opposite order.
5824 for j in range(1, i):
5825 # Improved placement algorithm to spread out bases
5826 distq = (w - game.state.baseq[j]).distance()
5827 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5830 prout("=== Abandoning base #%d at %s" % (i, w))
5832 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5834 prout("=== Saving base #%d, close to #%d" % (i, j))
5837 game.state.baseq[i] = w
5838 game.state.galaxy[w.x][w.y].starbase = True
5839 game.state.chart[w.x][w.y].starbase = True
5840 # Position ordinary Klingon Battle Cruisers
5842 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5843 if klumper > MAXKLQUAD:
5847 klump = (1.0 - r*r)*klumper
5852 w = randplace(GALSIZE)
5853 if not game.state.galaxy[w.x][w.y].supernova and \
5854 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5856 game.state.galaxy[w.x][w.y].klingons += int(klump)
5859 # Position Klingon Commander Ships
5860 for i in range(game.incom):
5862 w = randplace(GALSIZE)
5863 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5864 not game.state.galaxy[w.x][w.y].supernova and \
5865 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5866 not w in game.state.kcmdr[:i]:
5868 game.state.galaxy[w.x][w.y].klingons += 1
5869 game.state.kcmdr[i] = w
5870 # Locate planets in galaxy
5871 for i in range(game.inplan):
5873 w = randplace(GALSIZE)
5874 if game.state.galaxy[w.x][w.y].planet == None:
5878 new.crystals = "absent"
5879 if (game.options & OPTION_WORLDS) and i < NINHAB:
5880 new.pclass = "M" # All inhabited planets are class M
5881 new.crystals = "absent"
5883 new.name = systnames[i]
5884 new.inhabited = True
5886 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5888 new.crystals = "present"
5889 new.known = "unknown"
5890 new.inhabited = False
5891 game.state.galaxy[w.x][w.y].planet = new
5892 game.state.planets.append(new)
5894 for i in range(game.state.nromrem):
5895 w = randplace(GALSIZE)
5896 game.state.galaxy[w.x][w.y].romulans += 1
5897 # Locate the Super Commander
5898 if game.state.nscrem > 0:
5900 w = randplace(GALSIZE)
5901 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5903 game.state.kscmdr = w
5904 game.state.galaxy[w.x][w.y].klingons += 1
5905 # Place thing (in tournament game, we don't want one!)
5907 if game.tourn is None:
5908 thing = randplace(GALSIZE)
5910 game.state.snap = False
5911 if game.skill == SKILL_NOVICE:
5912 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5913 prout(_("a deadly Klingon invasion force. As captain of the United"))
5914 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5915 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5916 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5917 prout(_("your mission. As you proceed you may be given more time."))
5919 prout(_("You will have %d supporting starbases.") % (game.inbase))
5920 proutn(_("Starbase locations- "))
5922 prout(_("Stardate %d.") % int(game.state.date))
5924 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5925 prout(_("An unknown number of Romulans."))
5926 if game.state.nscrem:
5927 prout(_("And one (GULP) Super-Commander."))
5928 prout(_("%d stardates.") % int(game.intime))
5929 proutn(_("%d starbases in ") % game.inbase)
5930 for i in range(game.inbase):
5931 proutn(`game.state.baseq[i]`)
5934 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5935 proutn(_(" Sector %s") % game.sector)
5937 prout(_("Good Luck!"))
5938 if game.state.nscrem:
5939 prout(_(" YOU'LL NEED IT."))
5942 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5944 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5945 attack(torps_ok=False)
5948 # choose your game type
5953 game.skill = SKILL_NONE
5955 if not scanner.inqueue: # Can start with command line options
5956 proutn(_("Would you like a regular, tournament, or saved game? "))
5958 if len(scanner.token)==0: # Try again
5960 if scanner.sees("tournament"):
5961 while scanner.next() == IHEOL:
5962 proutn(_("Type in tournament number-"))
5963 if scanner.real == 0:
5965 continue # We don't want a blank entry
5966 game.tourn = int(round(scanner.real))
5967 random.seed(scanner.real)
5969 logfp.write("# random.seed(%d)\n" % scanner.real)
5971 if scanner.sees("saved") or scanner.sees("frozen"):
5975 if game.passwd == None:
5977 if not game.alldone:
5978 game.thawed = True # No plaque if not finished
5982 if scanner.sees("regular"):
5984 proutn(_("What is \"%s\"?") % scanner.token)
5986 while game.length==0 or game.skill==SKILL_NONE:
5987 if scanner.next() == IHALPHA:
5988 if scanner.sees("short"):
5990 elif scanner.sees("medium"):
5992 elif scanner.sees("long"):
5994 elif scanner.sees("novice"):
5995 game.skill = SKILL_NOVICE
5996 elif scanner.sees("fair"):
5997 game.skill = SKILL_FAIR
5998 elif scanner.sees("good"):
5999 game.skill = SKILL_GOOD
6000 elif scanner.sees("expert"):
6001 game.skill = SKILL_EXPERT
6002 elif scanner.sees("emeritus"):
6003 game.skill = SKILL_EMERITUS
6005 proutn(_("What is \""))
6006 proutn(scanner.token)
6011 proutn(_("Would you like a Short, Medium, or Long game? "))
6012 elif game.skill == SKILL_NONE:
6013 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6014 # Choose game options -- added by ESR for SST2K
6015 if scanner.next() != IHALPHA:
6017 proutn(_("Choose your game style (or just press enter): "))
6019 if scanner.sees("plain"):
6020 # Approximates the UT FORTRAN version.
6021 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6022 game.options |= OPTION_PLAIN
6023 elif scanner.sees("almy"):
6024 # Approximates Tom Almy's version.
6025 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6026 game.options |= OPTION_ALMY
6027 elif scanner.sees("fancy"):
6029 elif len(scanner.token):
6030 proutn(_("What is \"%s\"?") % scanner.token)
6032 if game.passwd == "debug":
6034 fputs("=== Debug mode enabled\n", sys.stdout)
6036 # Use parameters to generate initial values of things
6037 game.damfac = 0.5 * game.skill
6038 game.state.rembase = randrange(BASEMIN, BASEMAX+1)
6039 game.inbase = game.state.rembase
6041 if game.options & OPTION_PLANETS:
6042 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6043 if game.options & OPTION_WORLDS:
6044 game.inplan += int(NINHAB)
6045 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6046 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6047 game.state.remtime = 7.0 * game.length
6048 game.intime = game.state.remtime
6049 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6050 game.incom = int(game.skill + 0.0625*game.inkling*randreal())
6051 game.state.remcom = min(10, game.incom)
6052 game.incom = game.state.remcom
6053 game.state.remres = (game.inkling+4*game.incom)*game.intime
6054 game.inresor = game.state.remres
6055 if game.inkling > 50:
6056 game.state.rembase += 1
6057 game.inbase = game.state.rembase
6060 def dropin(iquad=None):
6061 # drop a feature on a random dot in the current quadrant
6064 w = randplace(QUADSIZE)
6065 if game.quad[w.x][w.y] == IHDOT:
6067 if iquad is not None:
6068 game.quad[w.x][w.y] = iquad
6072 # update our alert status
6073 game.condition = "green"
6074 if game.energy < 1000.0:
6075 game.condition = "yellow"
6076 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6077 game.condition = "red"
6079 game.condition="dead"
6082 # drop new Klingon into current quadrant
6083 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6086 # set up a new state of quadrant, for when we enter or re-enter it
6090 game.comhere = False
6095 game.inorbit = False
6097 game.ientesc = False
6098 game.iseenit = False
6099 # Create a blank quadrant
6100 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
6102 # Attempt to escape Super-commander, so tbeam back!
6105 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6106 # cope with supernova
6109 game.klhere = q.klingons
6110 game.irhere = q.romulans
6112 game.quad[game.sector.x][game.sector.y] = game.ship
6115 # Position ordinary Klingons
6116 for i in range(game.klhere):
6118 # If we need a commander, promote a Klingon
6119 for i in range(game.state.remcom):
6120 if game.state.kcmdr[i] == game.quadrant:
6121 e = game.enemies[game.klhere-1]
6122 game.quad[e.kloc.x][e.kloc.y] = IHC
6123 e.kpower = randreal(950,1350) + 50.0*game.skill
6126 # If we need a super-commander, promote a Klingon
6127 if game.quadrant == game.state.kscmdr:
6129 game.quad[e.kloc.x][e.kloc.y] = IHS
6130 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6131 game.iscate = (game.state.remkl > 1)
6133 # Put in Romulans if needed
6134 for i in range(game.klhere, len(game.enemies)):
6135 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6136 # If quadrant needs a starbase, put it in
6138 game.base = dropin(IHB)
6139 # If quadrant needs a planet, put it in
6141 game.iplnet = q.planet
6142 if not q.planet.inhabited:
6143 game.plnet = dropin(IHP)
6145 game.plnet = dropin(IHW)
6146 # Check for condition
6149 if game.irhere > 0 and game.klhere == 0:
6151 if not damaged(DRADIO):
6153 prout(_("LT. Uhura- \"Captain, an urgent message."))
6154 prout(_(" I'll put it on audio.\" CLICK"))
6156 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6157 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6159 # Put in THING if needed
6160 if thing == game.quadrant:
6161 enemy(type=IHQUEST, loc=dropin(),
6162 power=randreal(6000,6500.0)+250.0*game.skill)
6163 if not damaged(DSRSENS):
6165 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6166 prout(_(" Please examine your short-range scan.\""))
6167 # Decide if quadrant needs a Tholian; lighten up if skill is low
6168 if game.options & OPTION_THOLIAN:
6169 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6170 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6171 (game.skill > SKILL_GOOD and withprob(0.08)):
6174 w.x = withprob(0.5) * (QUADSIZE-1)
6175 w.y = withprob(0.5) * (QUADSIZE-1)
6176 if game.quad[w.x][w.y] == IHDOT:
6178 game.tholian = enemy(type=IHT, loc=w,
6179 power=randrange(100, 500) + 25.0*game.skill)
6180 # Reserve unoccupied corners
6181 if game.quad[0][0]==IHDOT:
6182 game.quad[0][0] = 'X'
6183 if game.quad[0][QUADSIZE-1]==IHDOT:
6184 game.quad[0][QUADSIZE-1] = 'X'
6185 if game.quad[QUADSIZE-1][0]==IHDOT:
6186 game.quad[QUADSIZE-1][0] = 'X'
6187 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6188 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6189 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6190 # And finally the stars
6191 for i in range(q.stars):
6193 # Put in a few black holes
6194 for i in range(1, 3+1):
6197 # Take out X's in corners if Tholian present
6199 if game.quad[0][0]=='X':
6200 game.quad[0][0] = IHDOT
6201 if game.quad[0][QUADSIZE-1]=='X':
6202 game.quad[0][QUADSIZE-1] = IHDOT
6203 if game.quad[QUADSIZE-1][0]=='X':
6204 game.quad[QUADSIZE-1][0] = IHDOT
6205 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6206 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6209 # set the self-destruct password
6210 if game.options & OPTION_PLAIN:
6213 proutn(_("Please type in a secret password- "))
6215 game.passwd = scanner.token
6216 if game.passwd != None:
6221 game.passwd += chr(ord('a')+randrange(26))
6223 # Code from sst.c begins here
6226 "SRSCAN": OPTION_TTY,
6227 "STATUS": OPTION_TTY,
6228 "REQUEST": OPTION_TTY,
6229 "LRSCAN": OPTION_TTY,
6242 "SENSORS": OPTION_PLANETS,
6243 "ORBIT": OPTION_PLANETS,
6244 "TRANSPORT": OPTION_PLANETS,
6245 "MINE": OPTION_PLANETS,
6246 "CRYSTALS": OPTION_PLANETS,
6247 "SHUTTLE": OPTION_PLANETS,
6248 "PLANETS": OPTION_PLANETS,
6253 "PROBE": OPTION_PROBE,
6255 "FREEZE": 0, # Synonym for SAVE
6261 "SOS": 0, # Synonym for MAYDAY
6262 "CALL": 0, # Synonym for MAYDAY
6269 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6272 # generate a list of legal commands
6274 proutn(_("LEGAL COMMANDS ARE:"))
6275 for key in commands:
6279 proutn("%-12s " % key)
6284 # browse on-line help
6285 # Give help on commands
6286 key = scanner.next()
6289 setwnd(prompt_window)
6290 proutn(_("Help on what command? "))
6291 key = scanner.next()
6292 setwnd(message_window)
6295 if scanner.token in commands or scanner.token == "ABBREV":
6302 cmd = scanner.token.upper()
6304 fp = open(SSTDOC, "r")
6307 fp = open(DOC_NAME, "r")
6309 prout(_("Spock- \"Captain, that information is missing from the"))
6310 proutn(_(" computer. You need to find "))
6312 prout(_(" and put it in the"))
6313 proutn(_(" current directory or to "))
6317 # This used to continue: "You need to find SST.DOC and put
6318 # it in the current directory."
6322 linebuf = fp.readline()
6324 prout(_("Spock- \"Captain, there is no information on that command.\""))
6327 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6328 linebuf = linebuf[3:].strip()
6332 prout(_("Spock- \"Captain, I've found the following information:\""))
6334 while linebuf in fp:
6335 if "******" in linebuf:
6341 # command-interpretation loop
6344 setwnd(message_window)
6345 while True: # command loop
6347 while True: # get a command
6352 setwnd(prompt_window)
6355 if scanner.next() == IHEOL:
6356 if game.options & OPTION_CURSES:
6359 elif scanner.token == "":
6363 setwnd(message_window)
6365 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6367 if len(candidates) == 1:
6370 elif candidates and not (game.options & OPTION_PLAIN):
6371 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6375 if cmd == "SRSCAN": # srscan
6377 elif cmd == "STATUS": # status
6379 elif cmd == "REQUEST": # status request
6381 elif cmd == "LRSCAN": # long range scan
6382 lrscan(silent=False)
6383 elif cmd == "PHASERS": # phasers
6387 elif cmd == "TORPEDO": # photon torpedos
6391 elif cmd == "MOVE": # move under warp
6393 elif cmd == "SHIELDS": # shields
6394 doshield(shraise=False)
6397 game.shldchg = False
6398 elif cmd == "DOCK": # dock at starbase
6401 attack(torps_ok=False)
6402 elif cmd == "DAMAGES": # damage reports
6404 elif cmd == "CHART": # chart
6406 elif cmd == "IMPULSE": # impulse
6408 elif cmd == "REST": # rest
6412 elif cmd == "WARP": # warp
6414 elif cmd == "SCORE": # score
6416 elif cmd == "SENSORS": # sensors
6418 elif cmd == "ORBIT": # orbit
6422 elif cmd == "TRANSPORT": # transport "beam"
6424 elif cmd == "MINE": # mine
6428 elif cmd == "CRYSTALS": # crystals
6432 elif cmd == "SHUTTLE": # shuttle
6436 elif cmd == "PLANETS": # Planet list
6438 elif cmd == "REPORT": # Game Report
6440 elif cmd == "COMPUTER": # use COMPUTER!
6442 elif cmd == "COMMANDS":
6444 elif cmd == "EMEXIT": # Emergency exit
6445 clrscr() # Hide screen
6446 freeze(True) # forced save
6447 raise SysExit,1 # And quick exit
6448 elif cmd == "PROBE":
6449 probe() # Launch probe
6452 elif cmd == "ABANDON": # Abandon Ship
6454 elif cmd == "DESTRUCT": # Self Destruct
6456 elif cmd == "SAVE": # Save Game
6459 if game.skill > SKILL_GOOD:
6460 prout(_("WARNING--Saved games produce no plaques!"))
6461 elif cmd == "DEATHRAY": # Try a desparation measure
6465 elif cmd == "DEBUGCMD": # What do we want for debug???
6467 elif cmd == "MAYDAY": # Call for help
6472 game.alldone = True # quit the game
6477 break # Game has ended
6478 if game.optime != 0.0:
6481 break # Events did us in
6482 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6485 if hitme and not game.justin:
6486 attack(torps_ok=True)
6489 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6501 if cmd == IHR: s = _("Romulan")
6502 elif cmd == IHK: s = _("Klingon")
6503 elif cmd == IHC: s = _("Commander")
6504 elif cmd == IHS: s = _("Super-commander")
6505 elif cmd == IHSTAR: s = _("Star")
6506 elif cmd == IHP: s = _("Planet")
6507 elif cmd == IHB: s = _("Starbase")
6508 elif cmd == IHBLANK: s = _("Black hole")
6509 elif cmd == IHT: s = _("Tholian")
6510 elif cmd == IHWEB: s = _("Tholian web")
6511 elif cmd == IHQUEST: s = _("Stranger")
6512 elif cmd == IHW: s = _("Inhabited World")
6513 else: s = "Unknown??"
6516 def crmena(stars, enemy, loctype, w):
6517 # print an enemy and his location
6523 if loctype == "quadrant":
6524 buf = _("Quadrant ")
6525 elif loctype == "sector":
6530 # print our ship name
6531 if game.ship == IHE:
6533 elif game.ship == IHF:
6534 s = _("Faerie Queene")
6540 # print a line of stars
6541 prouts("******************************************************")
6545 return -avrage*math.log(1e-7 + randreal())
6547 def randplace(size):
6548 # choose a random location
6550 w.x = randrange(size)
6551 w.y = randrange(size)
6561 # Get a token from the user
6564 # Fill the token quue if nothing here
6565 while not self.inqueue:
6567 if curwnd==prompt_window:
6569 setwnd(message_window)
6573 # Skip leading white space
6574 line = line.lstrip()
6578 self.inqueue = line.lstrip().split() + [IHEOL]
6579 # From here on in it's all looking at the queue
6580 self.token = self.inqueue.pop(0)
6581 if self.token == IHEOL:
6585 self.real = float(self.token)
6591 self.token = self.token.lower()
6595 def push(self, toklist):
6596 self.inqueue += toklist
6598 # Demand input for next scan
6600 self.real = self.token = None
6602 # return IHEOL next time
6604 self.real = self.token = None
6606 # compares s to item and returns true if it matches to the length of s
6607 return s.startswith(self.token)
6609 # Round token value to nearest integer
6610 return int(round(scanner.real))
6613 # yes-or-no confirmation
6618 if scanner.token == 'y':
6620 if scanner.token == 'n':
6622 proutn(_("Please answer with \"y\" or \"n\": "))
6625 # complain about unparseable input
6628 prout(_("Beg your pardon, Captain?"))
6632 # access to the internals for debugging
6633 proutn("Reset levels? ")
6635 if game.energy < game.inenrg:
6636 game.energy = game.inenrg
6637 game.shield = game.inshld
6638 game.torps = game.intorps
6639 game.lsupres = game.inlsr
6640 proutn("Reset damage? ")
6642 for i in range(NDEVICES):
6643 if game.damage[i] > 0.0:
6644 game.damage[i] = 0.0
6645 proutn("Toggle debug flag? ")
6649 prout("Debug output ON")
6651 prout("Debug output OFF")
6652 proutn("Cause selective damage? ")
6654 for i in range(NDEVICES):
6659 key = scanner.next()
6660 if key == IHALPHA and scanner.sees("y"):
6661 game.damage[i] = 10.0
6662 proutn("Examine/change events? ")
6667 FSNOVA: "Supernova ",
6670 FBATTAK: "Base Attack ",
6671 FCDBAS: "Base Destroy ",
6672 FSCMOVE: "SC Move ",
6673 FSCDBAS: "SC Base Destroy ",
6674 FDSPROB: "Probe Move ",
6675 FDISTR: "Distress Call ",
6676 FENSLV: "Enslavement ",
6677 FREPRO: "Klingon Build ",
6679 for i in range(1, NEVENTS):
6682 proutn("%.2f" % (scheduled(i)-game.state.date))
6683 if i == FENSLV or i == FREPRO:
6685 proutn(" in %s" % ev.quadrant)
6690 key = scanner.next()
6695 ev = schedule(i, scanner.real)
6696 if i == FENSLV or i == FREPRO:
6698 proutn("In quadrant- ")
6699 key = scanner.next()
6700 # IHEOL says to leave coordinates as they are
6703 prout("Event %d canceled, no x coordinate." % (i))
6706 w.x = int(round(scanner.real))
6707 key = scanner.next()
6709 prout("Event %d canceled, no y coordinate." % (i))
6712 w.y = int(round(scanner.real))
6715 proutn("Induce supernova here? ")
6717 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6720 if __name__ == '__main__':
6722 global line, thing, game, idebug
6728 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6729 # Disable curses mode until the game logic is working.
6730 # if os.getenv("TERM"):
6731 # game.options |= OPTION_CURSES | OPTION_SHOWME
6733 game.options |= OPTION_TTY
6734 seed = int(time.time())
6735 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6736 for (switch, val) in options:
6739 replayfp = open(val, "r")
6741 sys.stderr.write("sst: can't open replay file %s\n" % val)
6744 line = replayfp.readline().strip()
6745 (leader, key, seed) = line.split()
6747 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6748 line = replayfp.readline().strip()
6749 arguments += line.split()[2:]
6751 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6753 game.options |= OPTION_TTY
6754 game.options &=~ OPTION_CURSES
6755 elif switch == '-t':
6756 game.options |= OPTION_TTY
6757 game.options &=~ OPTION_CURSES
6758 elif switch == '-x':
6761 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6763 # where to save the input in case of bugs
6765 logfp = open("/usr/tmp/sst-input.log", "w")
6767 sys.stderr.write("sst: warning, can't open logfile\n")
6769 logfp.write("# seed %s\n" % seed)
6770 logfp.write("# options %s\n" % " ".join(arguments))
6772 scanner = sstscanner()
6773 scanner.push(arguments)
6776 while True: # Play a game
6777 setwnd(fullscreen_window)
6783 game.alldone = False
6789 if game.tourn and game.alldone:
6790 proutn(_("Do you want your score recorded?"))
6795 proutn(_("Do you want to play again? "))
6799 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6803 except KeyboardInterrupt: