3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.i = self.j = None
237 return self.i != None and self.j != None
238 def __eq__(self, other):
239 return other != None and self.i == other.i and self.j == other.j
240 def __add__(self, other):
241 return coord(self.i+other.i, self.j+other.j)
242 def __sub__(self, other):
243 return coord(self.i-other.i, self.j-other.j)
244 def __mul__(self, other):
245 return coord(self.i*other, self.j*other)
246 def __rmul__(self, other):
247 return coord(self.i*other, self.j*other)
248 def __div__(self, other):
249 return coord(self.i/other, self.j/other)
250 def __rdiv__(self, other):
251 return coord(self.i/other, self.j/other)
252 def snaptogrid(self):
253 return coord(int(round(self.i)), int(round(self.j)))
254 def distance(self, other=None):
255 if not other: other = coord(0, 0)
256 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
257 def bearing(self, other=None):
258 if not other: other = coord(0, 0)
259 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
265 s.i = self.i / abs(self.i)
269 s.j = self.j / abs(self.j)
273 s.i = self.i + randrange(-1, 2)
274 s.j = self.j + randrange(-1, 2)
279 if self.i == None or self.j == None:
281 return "%s - %s" % (self.i+1, self.j+1)
286 self.name = None # string-valued if inhabited
287 self.quadrant = coord() # quadrant located
288 self.pclass = None # could be ""M", "N", "O", or "destroyed"
289 self.crystals = "absent"# could be "mined", "present", "absent"
290 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
291 self.inhabited = False # is it inhabites?
299 self.starbase = False
302 self.supernova = False
304 self.status = "secure" # Could be "secure", "distressed", "enslaved"
312 def fill2d(size, fillfun):
313 "Fill an empty list in 2D."
315 for i in range(size):
317 for j in range(size):
318 lst[i].append(fillfun(i, j))
323 self.snap = False # snapshot taken
324 self.crew = 0 # crew complement
325 self.remkl = 0 # remaining klingons
326 self.nscrem = 0 # remaining super commanders
327 self.starkl = 0 # destroyed stars
328 self.basekl = 0 # destroyed bases
329 self.nromrem = 0 # Romulans remaining
330 self.nplankl = 0 # destroyed uninhabited planets
331 self.nworldkl = 0 # destroyed inhabited planets
332 self.planets = [] # Planet information
333 self.date = 0.0 # stardate
334 self.remres = 0 # remaining resources
335 self.remtime = 0 # remaining time
336 self.baseq = [] # Base quadrant coordinates
337 self.kcmdr = [] # Commander quadrant coordinates
338 self.kscmdr = coord() # Supercommander quadrant coordinates
339 # the galaxy (subscript 0 not used)
340 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 # the starchart (subscript 0 not used)
342 self.chart = fill2d(GALSIZE, lambda i, j: page())
346 self.date = None # A real number
347 self.quadrant = None # A coord structure
350 OPTION_ALL = 0xffffffff
351 OPTION_TTY = 0x00000001 # old interface
352 OPTION_CURSES = 0x00000002 # new interface
353 OPTION_IOMODES = 0x00000003 # cover both interfaces
354 OPTION_PLANETS = 0x00000004 # planets and mining
355 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
356 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
357 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
358 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
359 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
360 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
361 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
362 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
363 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
364 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
365 OPTION_PLAIN = 0x01000000 # user chose plain game
366 OPTION_ALMY = 0x02000000 # user chose Almy variant
385 NDEVICES= 16 # Number of devices
394 def damaged(dev): return (game.damage[dev] != 0.0)
395 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
397 # Define future events
398 FSPY = 0 # Spy event happens always (no future[] entry)
399 # can cause SC to tractor beam Enterprise
400 FSNOVA = 1 # Supernova
401 FTBEAM = 2 # Commander tractor beams Enterprise
402 FSNAP = 3 # Snapshot for time warp
403 FBATTAK = 4 # Commander attacks base
404 FCDBAS = 5 # Commander destroys base
405 FSCMOVE = 6 # Supercommander moves (might attack base)
406 FSCDBAS = 7 # Supercommander destroys base
407 FDSPROB = 8 # Move deep space probe
408 FDISTR = 9 # Emit distress call from an inhabited world
409 FENSLV = 10 # Inhabited word is enslaved */
410 FREPRO = 11 # Klingons build a ship in an enslaved system
414 # abstract out the event handling -- underlying data structures will change
415 # when we implement stateful events
417 def findevent(evtype): return game.future[evtype]
420 def __init__(self, type=None, loc=None, power=None):
425 self.kpower = power # enemy energy level
426 game.enemies.append(self)
428 motion = (loc != self.kloc)
429 if self.kloc.i is not None and self.kloc.j is not None:
432 game.quad[self.kloc.i][self.kloc.j] = IHWEB
434 game.quad[self.kloc.i][self.kloc.j] = IHDOT
436 self.kloc = copy.copy(loc)
437 game.quad[self.kloc.i][self.kloc.j] = self.type
438 self.kdist = self.kavgd = (game.sector - loc).distance()
441 self.kdist = self.kavgd = None
442 game.enemies.remove(self)
445 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
449 self.options = None # Game options
450 self.state = snapshot() # A snapshot structure
451 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
452 self.quad = None # contents of our quadrant
453 self.damage = [0.0] * NDEVICES # damage encountered
454 self.future = [] # future events
455 for i in range(NEVENTS):
456 self.future.append(event())
457 self.passwd = None; # Self Destruct password
459 self.quadrant = None # where we are in the large
460 self.sector = None # where we are in the small
461 self.tholian = None # Tholian enemy object
462 self.base = None # position of base in current quadrant
463 self.battle = None # base coordinates being attacked
464 self.plnet = None # location of planet in quadrant
465 self.probec = None # current probe quadrant
466 self.gamewon = False # Finished!
467 self.ididit = False # action taken -- allows enemy to attack
468 self.alive = False # we are alive (not killed)
469 self.justin = False # just entered quadrant
470 self.shldup = False # shields are up
471 self.shldchg = False # shield is changing (affects efficiency)
472 self.iscate = False # super commander is here
473 self.ientesc = False # attempted escape from supercommander
474 self.resting = False # rest time
475 self.icraft = False # Kirk in Galileo
476 self.landed = False # party on planet (true), on ship (false)
477 self.alldone = False # game is now finished
478 self.neutz = False # Romulan Neutral Zone
479 self.isarmed = False # probe is armed
480 self.inorbit = False # orbiting a planet
481 self.imine = False # mining
482 self.icrystl = False # dilithium crystals aboard
483 self.iseenit = False # seen base attack report
484 self.thawed = False # thawed game
485 self.condition = None # "green", "yellow", "red", "docked", "dead"
486 self.iscraft = None # "onship", "offship", "removed"
487 self.skill = None # Player skill level
488 self.inkling = 0 # initial number of klingons
489 self.inbase = 0 # initial number of bases
490 self.incom = 0 # initial number of commanders
491 self.inscom = 0 # initial number of commanders
492 self.inrom = 0 # initial number of commanders
493 self.instar = 0 # initial stars
494 self.intorps = 0 # initial/max torpedoes
495 self.torps = 0 # number of torpedoes
496 self.ship = 0 # ship type -- 'E' is Enterprise
497 self.abandoned = 0 # count of crew abandoned in space
498 self.length = 0 # length of game
499 self.klhere = 0 # klingons here
500 self.casual = 0 # causalties
501 self.nhelp = 0 # calls for help
502 self.nkinks = 0 # count of energy-barrier crossings
503 self.iplnet = None # planet # in quadrant
504 self.inplan = 0 # initial planets
505 self.irhere = 0 # Romulans in quadrant
506 self.isatb = 0 # =1 if super commander is attacking base
507 self.tourn = None # tournament number
508 self.proben = 0 # number of moves for probe
509 self.nprobes = 0 # number of probes available
510 self.inresor = 0.0 # initial resources
511 self.intime = 0.0 # initial time
512 self.inenrg = 0.0 # initial/max energy
513 self.inshld = 0.0 # initial/max shield
514 self.inlsr = 0.0 # initial life support resources
515 self.indate = 0.0 # initial date
516 self.energy = 0.0 # energy level
517 self.shield = 0.0 # shield level
518 self.warpfac = 0.0 # warp speed
519 self.wfacsq = 0.0 # squared warp factor
520 self.lsupres = 0.0 # life support reserves
521 self.dist = 0.0 # movement distance
522 self.direc = 0.0 # movement direction
523 self.optime = 0.0 # time taken by current operation
524 self.docfac = 0.0 # repair factor when docking (constant?)
525 self.damfac = 0.0 # damage factor
526 self.lastchart = 0.0 # time star chart was last updated
527 self.cryprob = 0.0 # probability that crystal will work
528 self.probex = 0.0 # location of probe
530 self.probeinx = 0.0 # probe x,y increment
531 self.probeiny = 0.0 #
532 self.height = 0.0 # height of orbit around planet
534 # Stas thinks this should be (C expression):
535 # game.state.remkl + len(game.state.kcmdr) > 0 ?
536 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
537 # He says the existing expression is prone to divide-by-zero errors
538 # after killing the last klingon when score is shown -- perhaps also
539 # if the only remaining klingon is SCOM.
540 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
541 # From enumerated type 'feature'
562 # From enumerated type 'FINTYPE'
586 # Log the results of pulling random numbers so we can check determinism.
592 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
595 def randrange(*args):
596 v = random.randrange(*args)
597 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 v *= args[0] # returns from [0, args[0])
605 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
606 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
609 # Code from ai.c begins here
612 "Would this quadrant welcome another Klingon?"
613 return VALID_QUADRANT(iq.i,iq.j) and \
614 not game.state.galaxy[iq.i][iq.j].supernova and \
615 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
617 def tryexit(enemy, look, irun):
618 "A bad guy attempts to bug out."
620 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
621 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
622 if not welcoming(iq):
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 if iq in game.state.kcmdr:
631 # refuse to leave if currently attacking starbase
632 if game.battle == game.quadrant:
634 # don't leave if over 1000 units of energy
635 if enemy.kpower > 1000.0:
637 # emit escape message and move out of quadrant.
638 # we know this if either short or long range sensors are working
639 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
640 game.condition == "docked":
641 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
642 (_(" escapes to Quadrant %s (and regains strength).") % q))
643 # handle local matters related to escape
646 if game.condition != "docked":
648 # Handle global matters related to escape
649 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
650 game.state.galaxy[iq.i][iq.j].klingons += 1
655 schedule(FSCMOVE, 0.2777)
659 for cmdr in game.state.kcmdr:
660 if cmdr == game.quadrant:
661 game.state.kcmdr[n] = iq
663 return True; # success
666 # The bad-guy movement algorithm:
668 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
669 # If both are operating full strength, force is 1000. If both are damaged,
670 # force is -1000. Having shields down subtracts an additional 1000.
672 # 2. Enemy has forces equal to the energy of the attacker plus
673 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
674 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
676 # Attacker Initial energy levels (nominal):
677 # Klingon Romulan Commander Super-Commander
678 # Novice 400 700 1200
680 # Good 450 800 1300 1750
681 # Expert 475 850 1350 1875
682 # Emeritus 500 900 1400 2000
683 # VARIANCE 75 200 200 200
685 # Enemy vessels only move prior to their attack. In Novice - Good games
686 # only commanders move. In Expert games, all enemy vessels move if there
687 # is a commander present. In Emeritus games all enemy vessels move.
689 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
690 # forces are 1000 greater than Enterprise.
692 # Agressive action on average cuts the distance between the ship and
693 # the enemy to 1/4 the original.
695 # 4. At lower energy advantage, movement units are proportional to the
696 # advantage with a 650 advantage being to hold ground, 800 to move forward
697 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
699 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
700 # retreat, especially at high skill levels.
702 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
705 def movebaddy(enemy):
706 "Tactical movement for the bad guys."
707 next = coord(); look = coord()
709 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
710 if game.skill >= SKILL_EXPERT:
711 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
713 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 mdist = int(dist1 + 0.5); # Nearest integer distance
716 # If SC, check with spy to see if should hi-tail it
717 if enemy.type==IHS and \
718 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
722 # decide whether to advance, retreat, or hold position
723 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
725 forces += 1000; # Good for enemy if shield is down!
726 if not damaged(DPHASER) or not damaged(DPHOTON):
727 if damaged(DPHASER): # phasers damaged
730 forces -= 0.2*(game.energy - 2500.0)
731 if damaged(DPHOTON): # photon torpedoes damaged
734 forces -= 50.0*game.torps
736 # phasers and photon tubes both out!
739 if forces <= 1000.0 and game.condition != "docked": # Typical situation
740 motion = ((forces + randreal(200))/150.0) - 5.0
742 if forces > 1000.0: # Very strong -- move in for kill
743 motion = (1.0 - randreal())**2 * dist1 + 1.0
744 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
745 motion -= game.skill*(2.0-randreal()**2)
747 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
748 # don't move if no motion
751 # Limit motion according to skill
752 if abs(motion) > game.skill:
757 # calculate preferred number of steps
762 if motion > 0 and nsteps > mdist:
763 nsteps = mdist; # don't overshoot
764 if nsteps > QUADSIZE:
765 nsteps = QUADSIZE; # This shouldn't be necessary
767 nsteps = 1; # This shouldn't be necessary
769 proutn("NSTEPS = %d:" % nsteps)
770 # Compute preferred values of delta X and Y
771 m = game.sector - enemy.kloc
772 if 2.0 * abs(m.i) < abs(m.j):
774 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
788 for ll in range(nsteps):
790 proutn(" %d" % (ll+1))
791 # Check if preferred position available
802 attempts = 0; # Settle mysterious hang problem
803 while attempts < 20 and not success:
805 if look.i < 0 or look.i >= QUADSIZE:
806 if motion < 0 and tryexit(enemy, look, irun):
808 if krawli == m.i or m.j == 0:
810 look.i = next.i + krawli
812 elif look.j < 0 or look.j >= QUADSIZE:
813 if motion < 0 and tryexit(enemy, look, irun):
815 if krawlj == m.j or m.i == 0:
817 look.j = next.j + krawlj
819 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
820 # See if enemy should ram ship
821 if game.quad[look.i][look.j] == game.ship and \
822 (enemy.type == IHC or enemy.type == IHS):
823 collision(rammed=True, enemy=enemy)
825 if krawli != m.i and m.j != 0:
826 look.i = next.i + krawli
828 elif krawlj != m.j and m.i != 0:
829 look.j = next.j + krawlj
832 break; # we have failed
844 if not damaged(DSRSENS) or game.condition == "docked":
845 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
846 if enemy.kdist < dist1:
847 proutn(_(" advances to "))
849 proutn(_(" retreats to "))
850 prout("Sector %s." % next)
853 "Sequence Klingon tactical movement."
856 # Figure out which Klingon is the commander (or Supercommander)
858 if game.quadrant in game.state.kcmdr:
859 for enemy in game.enemies:
860 if enemy.type == IHC:
862 if game.state.kscmdr==game.quadrant:
863 for enemy in game.enemies:
864 if enemy.type == IHS:
867 # If skill level is high, move other Klingons and Romulans too!
868 # Move these last so they can base their actions on what the
870 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
871 for enemy in game.enemies:
872 if enemy.type in (IHK, IHR):
874 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
876 def movescom(iq, avoid):
877 "Commander movement helper."
878 # Avoid quadrants with bases if we want to avoid Enterprise
879 if not welcoming(iq) or (avoid and iq in game.state.baseq):
881 if game.justin and not game.iscate:
884 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
885 game.state.kscmdr = iq
886 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
887 if game.state.kscmdr==game.quadrant:
888 # SC has scooted, Remove him from current quadrant
893 for enemy in game.enemies:
894 if enemy.type == IHS:
898 if game.condition != "docked":
900 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
901 # check for a helpful planet
902 for i in range(game.inplan):
903 if game.state.planets[i].quadrant == game.state.kscmdr and \
904 game.state.planets[i].crystals == "present":
906 game.state.planets[i].pclass = "destroyed"
907 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
910 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
911 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
912 prout(_(" by the Super-commander.\""))
914 return False; # looks good!
916 def supercommander():
917 "Move the Super Commander."
918 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
921 prout("== SUPERCOMMANDER")
922 # Decide on being active or passive
923 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
924 (game.state.date-game.indate) < 3.0)
925 if not game.iscate and avoid:
926 # compute move away from Enterprise
927 idelta = game.state.kscmdr-game.quadrant
928 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
930 idelta.i = game.state.kscmdr.j-game.quadrant.j
931 idelta.j = game.quadrant.i-game.state.kscmdr.i
933 # compute distances to starbases
934 if not game.state.baseq:
938 sc = game.state.kscmdr
939 for base in game.state.baseq:
940 basetbl.append((i, (base - sc).distance()))
941 if game.state.baseq > 1:
942 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
943 # look for nearest base without a commander, no Enterprise, and
944 # without too many Klingons, and not already under attack.
945 ifindit = iwhichb = 0
946 for (i2, base) in enumerate(game.state.baseq):
947 i = basetbl[i2][0]; # bug in original had it not finding nearest
948 if base==game.quadrant or base==game.battle or not welcoming(base):
950 # if there is a commander, and no other base is appropriate,
951 # we will take the one with the commander
952 for cmdr in game.state.kcmdr:
953 if base == cmdr and ifindit != 2:
957 else: # no commander -- use this one
962 return # Nothing suitable -- wait until next time
963 ibq = game.state.baseq[iwhichb]
964 # decide how to move toward base
965 idelta = ibq - game.state.kscmdr
966 # Maximum movement is 1 quadrant in either or both axes
967 idelta = idelta.sgn()
968 # try moving in both x and y directions
969 # there was what looked like a bug in the Almy C code here,
970 # but it might be this translation is just wrong.
971 iq = game.state.kscmdr + idelta
972 if movescom(iq, avoid):
973 # failed -- try some other maneuvers
974 if idelta.i==0 or idelta.j==0:
977 iq.j = game.state.kscmdr.j + 1
978 if movescom(iq, avoid):
979 iq.j = game.state.kscmdr.j - 1
982 iq.i = game.state.kscmdr.i + 1
983 if movescom(iq, avoid):
984 iq.i = game.state.kscmdr.i - 1
987 # try moving just in x or y
988 iq.j = game.state.kscmdr.j
989 if movescom(iq, avoid):
990 iq.j = game.state.kscmdr.j + idelta.j
991 iq.i = game.state.kscmdr.i
994 if len(game.state.baseq) == 0:
997 for (i, ibq) in enumerate(game.state.baseq):
998 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1001 return # no, don't attack base!
1002 game.iseenit = False
1004 schedule(FSCDBAS, randreal(1.0, 3.0))
1005 if is_scheduled(FCDBAS):
1006 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1007 if not communicating():
1011 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1012 % game.state.kscmdr)
1013 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1014 proutn(_(" It can survive until stardate %d.\"") \
1015 % int(scheduled(FSCDBAS)))
1016 if not game.resting:
1018 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1021 game.resting = False
1022 game.optime = 0.0; # actually finished
1024 # Check for intelligence report
1027 (not communicating()) or \
1028 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1031 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1032 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1037 if not game.tholian or game.justin:
1040 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1041 id.i = 0; id.j = QUADSIZE-1
1042 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1043 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1044 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1045 id.i = QUADSIZE-1; id.j = 0
1046 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1049 # something is wrong!
1050 game.tholian.move(None)
1051 prout("***Internal error: Tholian in a bad spot.")
1053 # do nothing if we are blocked
1054 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1056 here = copy.copy(game.tholian.kloc)
1057 delta = (id - game.tholian.kloc).sgn()
1059 while here.i != id.i:
1061 if game.quad[here.i][here.j]==IHDOT:
1062 game.tholian.move(here)
1064 while here.j != id.j:
1066 if game.quad[here.i][here.j]==IHDOT:
1067 game.tholian.move(here)
1068 # check to see if all holes plugged
1069 for i in range(QUADSIZE):
1070 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1072 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1074 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1076 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1078 # All plugged up -- Tholian splits
1079 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1081 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1082 game.tholian.move(None)
1085 # Code from battle.c begins here
1087 def doshield(shraise):
1088 "Change shield status."
1094 key = scanner.next()
1095 if key == "IHALPHA":
1096 if scanner.sees("transfer"):
1099 if damaged(DSHIELD):
1100 prout(_("Shields damaged and down."))
1102 if scanner.sees("up"):
1104 elif scanner.sees("down"):
1107 proutn(_("Do you wish to change shield energy? "))
1109 proutn(_("Energy to transfer to shields- "))
1111 elif damaged(DSHIELD):
1112 prout(_("Shields damaged and down."))
1115 proutn(_("Shields are up. Do you want them down? "))
1122 proutn(_("Shields are down. Do you want them up? "))
1128 if action == "SHUP": # raise shields
1130 prout(_("Shields already up."))
1134 if game.condition != "docked":
1136 prout(_("Shields raised."))
1137 if game.energy <= 0:
1139 prout(_("Shields raising uses up last of energy."))
1144 elif action == "SHDN":
1146 prout(_("Shields already down."))
1150 prout(_("Shields lowered."))
1153 elif action == "NRG":
1154 while scanner.next() != "IHREAL":
1156 proutn(_("Energy to transfer to shields- "))
1158 if scanner.real == 0:
1160 if scanner.real > game.energy:
1161 prout(_("Insufficient ship energy."))
1164 if game.shield+scanner.real >= game.inshld:
1165 prout(_("Shield energy maximized."))
1166 if game.shield+scanner.real > game.inshld:
1167 prout(_("Excess energy requested returned to ship energy"))
1168 game.energy -= game.inshld-game.shield
1169 game.shield = game.inshld
1171 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1172 # Prevent shield drain loophole
1174 prout(_("Engineering to bridge--"))
1175 prout(_(" Scott here. Power circuit problem, Captain."))
1176 prout(_(" I can't drain the shields."))
1179 if game.shield+scanner.real < 0:
1180 prout(_("All shield energy transferred to ship."))
1181 game.energy += game.shield
1184 proutn(_("Scotty- \""))
1185 if scanner.real > 0:
1186 prout(_("Transferring energy to shields.\""))
1188 prout(_("Draining energy from shields.\""))
1189 game.shield += scanner.real
1190 game.energy -= scanner.real
1194 "Choose a device to damage, at random."
1195 # Quoth Eric Allman in the code of BSD-Trek:
1196 # "Under certain conditions you can get a critical hit. This
1197 # sort of hit damages devices. The probability that a given
1198 # device is damaged depends on the device. Well protected
1199 # devices (such as the computer, which is in the core of the
1200 # ship and has considerable redundancy) almost never get
1201 # damaged, whereas devices which are exposed (such as the
1202 # warp engines) or which are particularly delicate (such as
1203 # the transporter) have a much higher probability of being
1206 # This is one place where OPTION_PLAIN does not restore the
1207 # original behavior, which was equiprobable damage across
1208 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1209 # and have done with it. Also, in the original game, DNAVYS
1210 # and DCOMPTR were the same device.
1212 # Instead, we use a table of weights similar to the one from BSD Trek.
1213 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1214 # We don't have a cloaking device. The shuttle got the allocation
1215 # for the cloaking device, then we shaved a half-percent off
1216 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1218 105, # DSRSENS: short range scanners 10.5%
1219 105, # DLRSENS: long range scanners 10.5%
1220 120, # DPHASER: phasers 12.0%
1221 120, # DPHOTON: photon torpedoes 12.0%
1222 25, # DLIFSUP: life support 2.5%
1223 65, # DWARPEN: warp drive 6.5%
1224 70, # DIMPULS: impulse engines 6.5%
1225 145, # DSHIELD: deflector shields 14.5%
1226 30, # DRADIO: subspace radio 3.0%
1227 45, # DSHUTTL: shuttle 4.5%
1228 15, # DCOMPTR: computer 1.5%
1229 20, # NAVCOMP: navigation system 2.0%
1230 75, # DTRANSP: transporter 7.5%
1231 20, # DSHCTRL: high-speed shield controller 2.0%
1232 10, # DDRAY: death ray 1.0%
1233 30, # DDSP: deep-space probes 3.0%
1235 idx = randrange(1000) # weights must sum to 1000
1237 for (i, w) in enumerate(weights):
1241 return None; # we should never get here
1243 def collision(rammed, enemy):
1244 "Collision handling fot rammong events."
1245 prouts(_("***RED ALERT! RED ALERT!"))
1247 prout(_("***COLLISION IMMINENT."))
1251 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1253 proutn(_(" rammed by "))
1256 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1258 proutn(_(" (original position)"))
1260 deadkl(enemy.kloc, enemy.type, game.sector)
1261 proutn("***" + crmship() + " heavily damaged.")
1262 icas = randrange(10, 30)
1263 prout(_("***Sickbay reports %d casualties"), icas)
1265 game.state.crew -= icas
1266 # In the pre-SST2K version, all devices got equiprobably damaged,
1267 # which was silly. Instead, pick up to half the devices at
1268 # random according to our weighting table,
1269 ncrits = randrange(NDEVICES/2)
1270 for m in range(ncrits):
1272 if game.damage[dev] < 0:
1274 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1275 # Damage for at least time of travel!
1276 game.damage[dev] += game.optime + extradm
1278 prout(_("***Shields are down."))
1279 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1286 def torpedo(origin, course, dispersion, number, nburst):
1287 "Let a photon torpedo fly"
1289 ac = course + 0.25*dispersion
1290 angle = (15.0-ac)*0.5235988
1291 bullseye = (15.0 - course)*0.5235988
1292 delta = coord(-math.sin(angle), math.cos(angle))
1293 bigger = max(abs(delta.i), abs(delta.j))
1295 x = origin.i; y = origin.j
1296 w = coord(0, 0); jw = coord(0, 0)
1297 if not damaged(DSRSENS) or game.condition=="docked":
1298 setwnd(srscan_window)
1300 setwnd(message_window)
1301 # Loop to move a single torpedo
1302 for step in range(1, 15+1):
1305 w = coord(x, y).snaptogrid()
1306 if not VALID_SECTOR(w.i, w.j):
1308 iquad=game.quad[w.i][w.j]
1309 tracktorpedo(origin, w, step, number, nburst, iquad)
1313 setwnd(message_window)
1314 if damaged(DSRSENS) and not game.condition=="docked":
1315 skip(1); # start new line after text track
1316 if iquad in (IHE, IHF): # Hit our ship
1318 prout(_("Torpedo hits %s.") % crmshp())
1319 hit = 700.0 + randreal(100) - \
1320 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1321 newcnd(); # we're blown out of dock
1322 # We may be displaced.
1323 if game.landed or game.condition=="docked":
1324 return hit # Cheat if on a planet
1325 ang = angle + 2.5*(randreal()-0.5)
1326 temp = math.fabs(math.sin(ang))
1327 if math.fabs(math.cos(ang)) > temp:
1328 temp = math.fabs(math.cos(ang))
1329 xx = -math.sin(ang)/temp
1330 yy = math.cos(ang)/temp
1331 jw.i = int(w.i+xx+0.5)
1332 jw.j = int(w.j+yy+0.5)
1333 if not VALID_SECTOR(jw.i, jw.j):
1335 if game.quad[jw.i][jw.j]==IHBLANK:
1338 if game.quad[jw.i][jw.j]!=IHDOT:
1339 # can't move into object
1344 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1347 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1348 prout(_(" torpedo neutralized."))
1350 for enemy in game.enemies:
1353 kp = math.fabs(enemy.kpower)
1354 h1 = 700.0 + randrange(100) - \
1355 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1359 if enemy.kpower < 0:
1363 if enemy.kpower == 0:
1366 proutn(crmena(True, iquad, "sector", w))
1367 # If enemy damaged but not destroyed, try to displace
1368 ang = angle + 2.5*(randreal()-0.5)
1369 temp = math.fabs(math.sin(ang))
1370 if math.fabs(math.cos(ang)) > temp:
1371 temp = math.fabs(math.cos(ang))
1372 xx = -math.sin(ang)/temp
1373 yy = math.cos(ang)/temp
1374 jw.i = int(w.i+xx+0.5)
1375 jw.j = int(w.j+yy+0.5)
1376 if not VALID_SECTOR(jw.i, jw.j):
1377 prout(_(" damaged but not destroyed."))
1379 if game.quad[jw.i][jw.j]==IHBLANK:
1380 prout(_(" buffeted into black hole."))
1381 deadkl(w, iquad, jw)
1383 if game.quad[jw.i][jw.j]!=IHDOT:
1384 # can't move into object
1385 prout(_(" damaged but not destroyed."))
1387 proutn(_(" damaged--"))
1391 elif iquad == IHB: # Hit a base
1393 prout(_("***STARBASE DESTROYED.."))
1394 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1395 game.quad[w.i][w.j]=IHDOT
1396 game.base.invalidate()
1397 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1398 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1399 game.state.basekl += 1
1402 elif iquad == IHP: # Hit a planet
1403 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1404 game.state.nplankl += 1
1405 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1406 game.iplnet.pclass = "destroyed"
1408 game.plnet.invalidate()
1409 game.quad[w.i][w.j] = IHDOT
1411 # captain perishes on planet
1414 elif iquad == IHW: # Hit an inhabited world -- very bad!
1415 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1416 game.state.nworldkl += 1
1417 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1418 game.iplnet.pclass = "destroyed"
1420 game.plnet.invalidate()
1421 game.quad[w.i][w.j] = IHDOT
1423 # captain perishes on planet
1425 prout(_("You have just destroyed an inhabited planet."))
1426 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1428 elif iquad == IHSTAR: # Hit a star
1432 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1434 elif iquad == IHQUEST: # Hit a thingy
1435 if not (game.options & OPTION_THINGY) or withprob(0.3):
1437 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1439 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1441 proutn(_("Mr. Spock-"))
1442 prouts(_(" \"Fascinating!\""))
1446 # Stas Sergeev added the possibility that
1447 # you can shove the Thingy and piss it off.
1448 # It then becomes an enemy and may fire at you.
1452 elif iquad == IHBLANK: # Black hole
1454 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1456 elif iquad == IHWEB: # hit the web
1458 prout(_("***Torpedo absorbed by Tholian web."))
1460 elif iquad == IHT: # Hit a Tholian
1461 h1 = 700.0 + randrange(100) - \
1462 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1465 game.quad[w.i][w.j] = IHDOT
1470 proutn(crmena(True, IHT, "sector", w))
1472 prout(_(" survives photon blast."))
1474 prout(_(" disappears."))
1475 game.tholian.move(None)
1476 game.quad[w.i][w.j] = IHWEB
1481 proutn("Don't know how to handle torpedo collision with ")
1482 proutn(crmena(True, iquad, "sector", w))
1486 if curwnd!=message_window:
1487 setwnd(message_window)
1489 game.quad[w.i][w.j]=IHDOT
1490 game.quad[jw.i][jw.j]=iquad
1491 prout(_(" displaced by blast to Sector %s ") % jw)
1492 for ll in range(len(game.enemies)):
1493 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1494 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1497 prout(_("Torpedo missed."))
1501 "Critical-hit resolution."
1502 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1504 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1505 proutn(_("***CRITICAL HIT--"))
1506 # Select devices and cause damage
1508 for loop1 in range(ncrit):
1511 # Cheat to prevent shuttle damage unless on ship
1512 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1515 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1516 game.damage[j] += extradm
1518 for (i, j) in enumerate(cdam):
1520 if skipcount % 3 == 2 and i < len(cdam)-1:
1525 prout(_(" damaged."))
1526 if damaged(DSHIELD) and game.shldup:
1527 prout(_("***Shields knocked down."))
1530 def attack(torps_ok):
1531 # bad guy attacks us
1532 # torps_ok == False forces use of phasers in an attack
1533 # game could be over at this point, check
1536 attempt = False; ihurt = False;
1537 hitmax=0.0; hittot=0.0; chgfac=1.0
1540 prout("=== ATTACK!")
1541 # Tholian gets to move before attacking
1544 # if you have just entered the RNZ, you'll get a warning
1545 if game.neutz: # The one chance not to be attacked
1548 # commanders get a chance to tac-move towards you
1549 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1551 # if no enemies remain after movement, we're done
1552 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1554 # set up partial hits if attack happens during shield status change
1555 pfac = 1.0/game.inshld
1557 chgfac = 0.25 + randreal(0.5)
1559 # message verbosity control
1560 if game.skill <= SKILL_FAIR:
1562 for enemy in game.enemies:
1563 if enemy.kpower < 0:
1564 continue; # too weak to attack
1565 # compute hit strength and diminish shield power
1567 # Increase chance of photon torpedos if docked or enemy energy is low
1568 if game.condition == "docked":
1570 if enemy.kpower < 500:
1572 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1574 # different enemies have different probabilities of throwing a torp
1575 usephasers = not torps_ok or \
1576 (enemy.type == IHK and r > 0.0005) or \
1577 (enemy.type==IHC and r > 0.015) or \
1578 (enemy.type==IHR and r > 0.3) or \
1579 (enemy.type==IHS and r > 0.07) or \
1580 (enemy.type==IHQUEST and r > 0.05)
1581 if usephasers: # Enemy uses phasers
1582 if game.condition == "docked":
1583 continue; # Don't waste the effort!
1584 attempt = True; # Attempt to attack
1585 dustfac = randreal(0.8, 0.85)
1586 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1587 enemy.kpower *= 0.75
1588 else: # Enemy uses photon torpedo
1589 #course2 = (enemy.kloc-game.sector).bearing()
1590 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1592 proutn(_("***TORPEDO INCOMING"))
1593 if not damaged(DSRSENS):
1594 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1597 dispersion = (randreal()+randreal())*0.5 - 0.5
1598 dispersion += 0.002*enemy.kpower*dispersion
1599 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1600 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1601 finish(FWON); # Klingons did themselves in!
1602 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1603 return # Supernova or finished
1606 # incoming phaser or torpedo, shields may dissipate it
1607 if game.shldup or game.shldchg or game.condition=="docked":
1608 # shields will take hits
1609 propor = pfac * game.shield
1610 if game.condition =="docked":
1614 hitsh = propor*chgfac*hit+1.0
1616 if absorb > game.shield:
1617 absorb = game.shield
1618 game.shield -= absorb
1620 # taking a hit blasts us out of a starbase dock
1621 if game.condition == "docked":
1623 # but the shields may take care of it
1624 if propor > 0.1 and hit < 0.005*game.energy:
1626 # hit from this opponent got through shields, so take damage
1628 proutn(_("%d unit hit") % int(hit))
1629 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1630 proutn(_(" on the ") + crmshp())
1631 if not damaged(DSRSENS) and usephasers:
1632 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1634 # Decide if hit is critical
1640 if game.energy <= 0:
1641 # Returning home upon your shield, not with it...
1644 if not attempt and game.condition == "docked":
1645 prout(_("***Enemies decide against attacking your ship."))
1646 percent = 100.0*pfac*game.shield+0.5
1648 # Shields fully protect ship
1649 proutn(_("Enemy attack reduces shield strength to "))
1651 # Emit message if starship suffered hit(s)
1653 proutn(_("Energy left %2d shields ") % int(game.energy))
1656 elif not damaged(DSHIELD):
1659 proutn(_("damaged, "))
1660 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1661 # Check if anyone was hurt
1662 if hitmax >= 200 or hittot >= 500:
1663 icas = randrange(int(hittot * 0.015))
1666 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1667 prout(_(" in that last attack.\""))
1669 game.state.crew -= icas
1670 # After attack, reset average distance to enemies
1671 for enemy in game.enemies:
1672 enemy.kavgd = enemy.kdist
1673 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1676 def deadkl(w, type, mv):
1677 "Kill a Klingon, Tholian, Romulan, or Thingy."
1678 # Added mv to allow enemy to "move" before dying
1679 proutn(crmena(True, type, "sector", mv))
1680 # Decide what kind of enemy it is and update appropriately
1682 # chalk up a Romulan
1683 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1685 game.state.nromrem -= 1
1689 elif type == IHQUEST:
1694 # Some type of a Klingon
1695 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1698 game.state.kcmdr.remove(game.quadrant)
1700 if game.state.kcmdr:
1701 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1702 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1705 game.state.remkl -= 1
1707 game.state.nscrem -= 1
1708 game.state.kscmdr.invalidate()
1713 # For each kind of enemy, finish message to player
1714 prout(_(" destroyed."))
1715 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1718 # Remove enemy ship from arrays describing local conditions
1719 for e in game.enemies:
1726 "Return None if target is invalid, otherwise return a course angle."
1727 if not VALID_SECTOR(w.i, w.j):
1731 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1732 delta.j = (w.j - game.sector.j);
1733 delta.i = (game.sector.i - w.i);
1734 if delta == coord(0, 0):
1736 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1737 prout(_(" I recommend an immediate review of"))
1738 prout(_(" the Captain's psychological profile.\""))
1741 return 1.90985932*math.atan2(delta.j, delta.i)
1744 "Launch photon torpedo."
1747 if damaged(DPHOTON):
1748 prout(_("Photon tubes damaged."))
1752 prout(_("No torpedoes left."))
1755 # First, get torpedo count
1758 if scanner.token == "IHALPHA":
1761 elif scanner.token == "IHEOL" or not scanner.waiting():
1762 prout(_("%d torpedoes left.") % game.torps)
1764 proutn(_("Number of torpedoes to fire- "))
1765 continue # Go back around to get a number
1766 else: # key == "IHREAL"
1768 if n <= 0: # abort command
1773 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1776 scanner.chew() # User requested more torps than available
1777 continue # Go back around
1778 break # All is good, go to next stage
1782 key = scanner.next()
1783 if i==0 and key == "IHEOL":
1784 break; # no coordinate waiting, we will try prompting
1785 if i==1 and key == "IHEOL":
1786 # direct all torpedoes at one target
1788 target.append(targets[0])
1789 course.append(course[0])
1793 target.append(scanner.getcoord())
1794 if target[-1] == None:
1796 course.append(targetcheck(target[1]))
1797 if course[i] == None:
1801 # prompt for each one
1803 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1805 target.append(scanner.getcoord())
1806 if target[-1] == None:
1808 course.append(targetcheck(target[-1]))
1809 if course[-1] == None:
1812 # Loop for moving <n> torpedoes
1814 if game.condition != "docked":
1816 dispersion = (randreal()+randreal())*0.5 -0.5
1817 if math.fabs(dispersion) >= 0.47:
1819 dispersion *= randreal(1.2, 2.2)
1821 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1823 prouts(_("***TORPEDO MISFIRES."))
1826 prout(_(" Remainder of burst aborted."))
1828 prout(_("***Photon tubes damaged by misfire."))
1829 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1831 if game.shldup or game.condition == "docked":
1832 dispersion *= 1.0 + 0.0001*game.shield
1833 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1834 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1836 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1840 "Check for phasers overheating."
1842 checkburn = (rpow-1500.0)*0.00038
1843 if withprob(checkburn):
1844 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1845 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1847 def checkshctrl(rpow):
1848 "Check shield control."
1851 prout(_("Shields lowered."))
1853 # Something bad has happened
1854 prouts(_("***RED ALERT! RED ALERT!"))
1856 hit = rpow*game.shield/game.inshld
1857 game.energy -= rpow+hit*0.8
1858 game.shield -= hit*0.2
1859 if game.energy <= 0.0:
1860 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1865 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1867 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1868 icas = randrange(int(hit*0.012))
1873 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1874 prout(_(" %d casualties so far.\"") % icas)
1876 game.state.crew -= icas
1878 prout(_("Phaser energy dispersed by shields."))
1879 prout(_("Enemy unaffected."))
1884 "Register a phaser hit on Klingons and Romulans."
1885 nenhr2 = len(game.enemies); kk=0
1888 for (k, wham) in enumerate(hits):
1891 dustfac = randreal(0.9, 1.0)
1892 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1893 kpini = game.enemies[kk].kpower
1894 kp = math.fabs(kpini)
1895 if PHASEFAC*hit < kp:
1897 if game.enemies[kk].kpower < 0:
1898 game.enemies[kk].kpower -= -kp
1900 game.enemies[kk].kpower -= kp
1901 kpow = game.enemies[kk].kpower
1902 w = game.enemies[kk].kloc
1904 if not damaged(DSRSENS):
1906 proutn(_("%d unit hit on ") % int(hit))
1908 proutn(_("Very small hit on "))
1909 ienm = game.quad[w.i][w.j]
1912 proutn(crmena(False, ienm, "sector", w))
1916 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1920 kk -= 1 # don't do the increment
1922 else: # decide whether or not to emasculate klingon
1923 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1924 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1925 prout(_(" has just lost its firepower.\""))
1926 game.enemies[kk].kpower = -kpow
1931 "Fire phasers at bad guys."
1933 kz = 0; k = 1; irec=0 # Cheating inhibitor
1934 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1938 # SR sensors and Computer are needed for automode
1939 if damaged(DSRSENS) or damaged(DCOMPTR):
1941 if game.condition == "docked":
1942 prout(_("Phasers can't be fired through base shields."))
1945 if damaged(DPHASER):
1946 prout(_("Phaser control damaged."))
1950 if damaged(DSHCTRL):
1951 prout(_("High speed shield control damaged."))
1954 if game.energy <= 200.0:
1955 prout(_("Insufficient energy to activate high-speed shield control."))
1958 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1960 # Original code so convoluted, I re-did it all
1961 # (That was Tom Almy talking about the C code, I think -- ESR)
1962 while automode=="NOTSET":
1964 if key == "IHALPHA":
1965 if scanner.sees("manual"):
1966 if len(game.enemies)==0:
1967 prout(_("There is no enemy present to select."))
1970 automode="AUTOMATIC"
1973 key = scanner.next()
1974 elif scanner.sees("automatic"):
1975 if (not itarg) and len(game.enemies) != 0:
1976 automode = "FORCEMAN"
1978 if len(game.enemies)==0:
1979 prout(_("Energy will be expended into space."))
1980 automode = "AUTOMATIC"
1981 key = scanner.next()
1982 elif scanner.sees("no"):
1987 elif key == "IHREAL":
1988 if len(game.enemies)==0:
1989 prout(_("Energy will be expended into space."))
1990 automode = "AUTOMATIC"
1992 automode = "FORCEMAN"
1994 automode = "AUTOMATIC"
1997 if len(game.enemies)==0:
1998 prout(_("Energy will be expended into space."))
1999 automode = "AUTOMATIC"
2001 automode = "FORCEMAN"
2003 proutn(_("Manual or automatic? "))
2008 if automode == "AUTOMATIC":
2009 if key == "IHALPHA" and scanner.sees("no"):
2011 key = scanner.next()
2012 if key != "IHREAL" and len(game.enemies) != 0:
2013 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2018 for i in range(len(game.enemies)):
2019 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2021 proutn(_("%d units required. ") % irec)
2023 proutn(_("Units to fire= "))
2024 key = scanner.next()
2029 proutn(_("Energy available= %.2f") % avail)
2032 if not rpow > avail:
2039 if key == "IHALPHA" and scanner.sees("no"):
2042 game.energy -= 200; # Go and do it!
2043 if checkshctrl(rpow):
2048 if len(game.enemies):
2051 for i in range(len(game.enemies)):
2055 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2056 over = randreal(1.01, 1.06) * hits[i]
2058 powrem -= hits[i] + over
2059 if powrem <= 0 and temp < hits[i]:
2068 if extra > 0 and not game.alldone:
2070 proutn(_("*** Tholian web absorbs "))
2071 if len(game.enemies)>0:
2072 proutn(_("excess "))
2073 prout(_("phaser energy."))
2075 prout(_("%d expended on empty space.") % int(extra))
2076 elif automode == "FORCEMAN":
2079 if damaged(DCOMPTR):
2080 prout(_("Battle computer damaged, manual fire only."))
2083 prouts(_("---WORKING---"))
2085 prout(_("Short-range-sensors-damaged"))
2086 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2087 prout(_("Manual-fire-must-be-used"))
2089 elif automode == "MANUAL":
2091 for k in range(len(game.enemies)):
2092 aim = game.enemies[k].kloc
2093 ienm = game.quad[aim.i][aim.j]
2095 proutn(_("Energy available= %.2f") % (avail-0.006))
2099 if damaged(DSRSENS) and \
2100 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2101 prout(cramen(ienm) + _(" can't be located without short range scan."))
2104 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2109 if itarg and k > kz:
2110 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2113 if not damaged(DCOMPTR):
2118 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2119 key = scanner.next()
2120 if key == "IHALPHA" and scanner.sees("no"):
2122 key = scanner.next()
2124 if key == "IHALPHA":
2128 if k==1: # Let me say I'm baffled by this
2131 if scanner.real < 0:
2135 hits[k] = scanner.real
2136 rpow += scanner.real
2137 # If total requested is too much, inform and start over
2139 prout(_("Available energy exceeded -- try again."))
2142 key = scanner.next(); # scan for next value
2145 # zero energy -- abort
2148 if key == "IHALPHA" and scanner.sees("no"):
2153 game.energy -= 200.0
2154 if checkshctrl(rpow):
2158 # Say shield raised or malfunction, if necessary
2165 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2166 prouts(_(" CLICK CLICK POP . . ."))
2167 prout(_(" No response, sir!"))
2170 prout(_("Shields raised."))
2175 # Code from events,c begins here.
2177 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2178 # event of each type active at any given time. Mostly these means we can
2179 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2180 # BSD Trek, from which we swiped the idea, can have up to 5.
2182 def unschedule(evtype):
2183 "Remove an event from the schedule."
2184 game.future[evtype].date = FOREVER
2185 return game.future[evtype]
2187 def is_scheduled(evtype):
2188 "Is an event of specified type scheduled."
2189 return game.future[evtype].date != FOREVER
2191 def scheduled(evtype):
2192 "When will this event happen?"
2193 return game.future[evtype].date
2195 def schedule(evtype, offset):
2196 "Schedule an event of specified type."
2197 game.future[evtype].date = game.state.date + offset
2198 return game.future[evtype]
2200 def postpone(evtype, offset):
2201 "Postpone a scheduled event."
2202 game.future[evtype].date += offset
2205 "Rest period is interrupted by event."
2208 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2210 game.resting = False
2216 "Run through the event queue looking for things to do."
2218 fintim = game.state.date + game.optime; yank=0
2219 ictbeam = False; istract = False
2220 w = coord(); hold = coord()
2221 ev = event(); ev2 = event()
2223 def tractorbeam(yank):
2224 "Tractor-beaming cases merge here."
2226 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2228 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2229 # If Kirk & Co. screwing around on planet, handle
2230 atover(True) # atover(true) is Grab
2233 if game.icraft: # Caught in Galileo?
2236 # Check to see if shuttle is aboard
2237 if game.iscraft == "offship":
2240 prout(_("Galileo, left on the planet surface, is captured"))
2241 prout(_("by aliens and made into a flying McDonald's."))
2242 game.damage[DSHUTTL] = -10
2243 game.iscraft = "removed"
2245 prout(_("Galileo, left on the planet surface, is well hidden."))
2247 game.quadrant = game.state.kscmdr
2249 game.quadrant = game.state.kcmdr[i]
2250 game.sector = randplace(QUADSIZE)
2251 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2252 % (game.quadrant, game.sector))
2254 prout(_("(Remainder of rest/repair period cancelled.)"))
2255 game.resting = False
2257 if not damaged(DSHIELD) and game.shield > 0:
2258 doshield(shraise=True) # raise shields
2259 game.shldchg = False
2261 prout(_("(Shields not currently useable.)"))
2263 # Adjust finish time to time of tractor beaming
2264 fintim = game.state.date+game.optime
2265 attack(torps_ok=False)
2266 if not game.state.kcmdr:
2269 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2272 "Code merges here for any commander destroying a starbase."
2273 # Not perfect, but will have to do
2274 # Handle case where base is in same quadrant as starship
2275 if game.battle == game.quadrant:
2276 game.state.chart[game.battle.i][game.battle.j].starbase = False
2277 game.quad[game.base.i][game.base.j] = IHDOT
2278 game.base.invalidate()
2281 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2282 elif game.state.baseq and communicating():
2283 # Get word via subspace radio
2286 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2287 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2289 prout(_("the Klingon Super-Commander"))
2291 prout(_("a Klingon Commander"))
2292 game.state.chart[game.battle.i][game.battle.j].starbase = False
2293 # Remove Starbase from galaxy
2294 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2295 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2297 # reinstate a commander's base attack
2301 game.battle.invalidate()
2303 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2304 for i in range(1, NEVENTS):
2305 if i == FSNOVA: proutn("=== Supernova ")
2306 elif i == FTBEAM: proutn("=== T Beam ")
2307 elif i == FSNAP: proutn("=== Snapshot ")
2308 elif i == FBATTAK: proutn("=== Base Attack ")
2309 elif i == FCDBAS: proutn("=== Base Destroy ")
2310 elif i == FSCMOVE: proutn("=== SC Move ")
2311 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2312 elif i == FDSPROB: proutn("=== Probe Move ")
2313 elif i == FDISTR: proutn("=== Distress Call ")
2314 elif i == FENSLV: proutn("=== Enslavement ")
2315 elif i == FREPRO: proutn("=== Klingon Build ")
2317 prout("%.2f" % (scheduled(i)))
2320 radio_was_broken = damaged(DRADIO)
2323 # Select earliest extraneous event, evcode==0 if no events
2328 for l in range(1, NEVENTS):
2329 if game.future[l].date < datemin:
2332 prout("== Event %d fires" % evcode)
2333 datemin = game.future[l].date
2334 xtime = datemin-game.state.date
2335 game.state.date = datemin
2336 # Decrement Federation resources and recompute remaining time
2337 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2339 if game.state.remtime <=0:
2342 # Any crew left alive?
2343 if game.state.crew <=0:
2346 # Is life support adequate?
2347 if damaged(DLIFSUP) and game.condition != "docked":
2348 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2351 game.lsupres -= xtime
2352 if game.damage[DLIFSUP] <= xtime:
2353 game.lsupres = game.inlsr
2356 if game.condition == "docked":
2357 repair /= game.docfac
2358 # Don't fix Deathray here
2359 for l in range(NDEVICES):
2360 if game.damage[l] > 0.0 and l != DDRAY:
2361 if game.damage[l]-repair > 0.0:
2362 game.damage[l] -= repair
2364 game.damage[l] = 0.0
2365 # If radio repaired, update star chart and attack reports
2366 if radio_was_broken and not damaged(DRADIO):
2367 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2368 prout(_(" surveillance reports are coming in."))
2370 if not game.iseenit:
2374 prout(_(" The star chart is now up to date.\""))
2376 # Cause extraneous event EVCODE to occur
2377 game.optime -= xtime
2378 if evcode == FSNOVA: # Supernova
2381 schedule(FSNOVA, expran(0.5*game.intime))
2382 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2384 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2385 if game.state.nscrem == 0 or \
2386 ictbeam or istract or \
2387 game.condition=="docked" or game.isatb==1 or game.iscate:
2389 if game.ientesc or \
2390 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2391 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2392 (damaged(DSHIELD) and \
2393 (game.energy < 2500 or damaged(DPHASER)) and \
2394 (game.torps < 5 or damaged(DPHOTON))):
2396 istract = ictbeam = True
2397 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2400 elif evcode == FTBEAM: # Tractor beam
2401 if not game.state.kcmdr:
2404 i = randrange(len(game.state.kcmdr))
2405 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2406 if istract or game.condition == "docked" or yank == 0:
2407 # Drats! Have to reschedule
2409 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2413 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2414 game.snapsht = copy.deepcopy(game.state)
2415 game.state.snap = True
2416 schedule(FSNAP, expran(0.5 * game.intime))
2417 elif evcode == FBATTAK: # Commander attacks starbase
2418 if not game.state.kcmdr or not game.state.baseq:
2424 for ibq in game.state.baseq:
2425 for cmdr in game.state.kcmdr:
2426 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2429 # no match found -- try later
2430 schedule(FBATTAK, expran(0.3*game.intime))
2435 # commander + starbase combination found -- launch attack
2437 schedule(FCDBAS, randreal(1.0, 4.0))
2438 if game.isatb: # extra time if SC already attacking
2439 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2440 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2441 game.iseenit = False
2442 if not communicating():
2443 continue # No warning :-(
2447 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2448 prout(_(" reports that it is under attack and that it can"))
2449 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2452 elif evcode == FSCDBAS: # Supercommander destroys base
2455 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2456 continue # WAS RETURN!
2458 game.battle = game.state.kscmdr
2460 elif evcode == FCDBAS: # Commander succeeds in destroying base
2463 if not game.state.baseq() \
2464 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2465 game.battle.invalidate()
2467 # find the lucky pair
2468 for cmdr in game.state.kcmdr:
2469 if cmdr == game.battle:
2472 # No action to take after all
2475 elif evcode == FSCMOVE: # Supercommander moves
2476 schedule(FSCMOVE, 0.2777)
2477 if not game.ientesc and not istract and game.isatb != 1 and \
2478 (not game.iscate or not game.justin):
2480 elif evcode == FDSPROB: # Move deep space probe
2481 schedule(FDSPROB, 0.01)
2482 game.probex += game.probeinx
2483 game.probey += game.probeiny
2484 i = (int)(game.probex/QUADSIZE +0.05)
2485 j = (int)(game.probey/QUADSIZE + 0.05)
2486 if game.probec.i != i or game.probec.j != j:
2489 if not VALID_QUADRANT(i, j) or \
2490 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2491 # Left galaxy or ran into supernova
2495 proutn(_("Lt. Uhura- \"The deep space probe "))
2496 if not VALID_QUADRANT(j, i):
2497 proutn(_("has left the galaxy"))
2499 proutn(_("is no longer transmitting"))
2503 if not communicating():
2506 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2507 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2508 # Update star chart if Radio is working or have access to radio
2510 chp = game.state.chart[game.probec.i][game.probec.j]
2511 chp.klingons = pdest.klingons
2512 chp.starbase = pdest.starbase
2513 chp.stars = pdest.stars
2514 pdest.charted = True
2515 game.proben -= 1 # One less to travel
2516 if game.proben == 0 and game.isarmed and pdest.stars:
2517 # lets blow the sucker!
2518 supernova(game.probec)
2520 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2522 elif evcode == FDISTR: # inhabited system issues distress call
2524 # try a whole bunch of times to find something suitable
2525 for i in range(100):
2526 # need a quadrant which is not the current one,
2527 # which has some stars which are inhabited and
2528 # not already under attack, which is not
2529 # supernova'ed, and which has some Klingons in it
2530 w = randplace(GALSIZE)
2531 q = game.state.galaxy[w.i][w.j]
2532 if not (game.quadrant == w or q.planet == None or \
2533 not q.planet.inhabited or \
2534 q.supernova or q.status!="secure" or q.klingons<=0):
2537 # can't seem to find one; ignore this call
2539 prout("=== Couldn't find location for distress event.")
2541 # got one!! Schedule its enslavement
2542 ev = schedule(FENSLV, expran(game.intime))
2544 q.status = "distressed"
2545 # tell the captain about it if we can
2547 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2549 prout(_("by a Klingon invasion fleet."))
2552 elif evcode == FENSLV: # starsystem is enslaved
2553 ev = unschedule(FENSLV)
2554 # see if current distress call still active
2555 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2559 q.status = "enslaved"
2561 # play stork and schedule the first baby
2562 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2563 ev2.quadrant = ev.quadrant
2565 # report the disaster if we can
2567 prout(_("Uhura- We've lost contact with starsystem %s") % \
2569 prout(_("in Quadrant %s.\n") % ev.quadrant)
2570 elif evcode == FREPRO: # Klingon reproduces
2571 # If we ever switch to a real event queue, we'll need to
2572 # explicitly retrieve and restore the x and y.
2573 ev = schedule(FREPRO, expran(1.0 * game.intime))
2574 # see if current distress call still active
2575 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2579 if game.state.remkl >=MAXKLGAME:
2580 continue # full right now
2581 # reproduce one Klingon
2583 if game.klhere >= MAXKLQUAD:
2585 # this quadrant not ok, pick an adjacent one
2586 for i in range(w.i - 1, w.i + 2):
2587 for j in range(w.j - 1, w.j + 2):
2588 if not VALID_QUADRANT(i, j):
2590 q = game.state.galaxy[w.i][w.j]
2591 # check for this quad ok (not full & no snova)
2592 if q.klingons >= MAXKLQUAD or q.supernova:
2596 continue # search for eligible quadrant failed
2600 game.state.remkl += 1
2602 if game.quadrant == w:
2604 game.enemies.append(newkling())
2605 # recompute time left
2607 # report the disaster if we can
2609 if game.quadrant == w:
2610 prout(_("Spock- sensors indicate the Klingons have"))
2611 prout(_("launched a warship from %s.") % q.planet)
2613 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2614 if q.planet != None:
2615 proutn(_("near %s") % q.planet)
2616 prout(_("in Quadrant %s.") % w)
2622 key = scanner.next()
2625 proutn(_("How long? "))
2630 origTime = delay = scanner.real
2633 if delay >= game.state.remtime or len(game.enemies) != 0:
2634 proutn(_("Are you sure? "))
2637 # Alternate resting periods (events) with attacks
2641 game.resting = False
2642 if not game.resting:
2643 prout(_("%d stardates left.") % int(game.state.remtime))
2645 temp = game.optime = delay
2646 if len(game.enemies):
2647 rtime = randreal(1.0, 2.0)
2651 if game.optime < delay:
2652 attack(torps_ok=False)
2660 # Repair Deathray if long rest at starbase
2661 if origTime-delay >= 9.99 and game.condition == "docked":
2662 game.damage[DDRAY] = 0.0
2663 # leave if quadrant supernovas
2664 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2666 game.resting = False
2669 # A nova occurs. It is the result of having a star hit with a
2670 # photon torpedo, or possibly of a probe warhead going off.
2671 # Stars that go nova cause stars which surround them to undergo
2672 # the same probabilistic process. Klingons next to them are
2673 # destroyed. And if the starship is next to it, it gets zapped.
2674 # If the zap is too much, it gets destroyed.
2678 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2679 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2681 # Wow! We've supernova'ed
2682 supernova(game.quadrant)
2684 # handle initial nova
2685 game.quad[nov.i][nov.j] = IHDOT
2686 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2687 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2688 game.state.starkl += 1
2689 # Set up queue to recursively trigger adjacent stars
2695 for offset.i in range(-1, 1+1):
2696 for offset.j in range(-1, 1+1):
2697 if offset.j==0 and offset.i==0:
2699 neighbor = start + offset
2700 if not VALID_SECTOR(neighbor.j, neighbor.i):
2702 iquad = game.quad[neighbor.i][neighbor.j]
2703 # Empty space ends reaction
2704 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2706 elif iquad == IHSTAR: # Affect another star
2708 # This star supernovas
2709 supernova(game.quadrant)
2712 hits.append(neighbor)
2713 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2714 game.state.starkl += 1
2715 proutn(crmena(True, IHSTAR, "sector", neighbor))
2717 game.quad[neighbor.i][neighbor.j] = IHDOT
2719 elif iquad in (IHP, IHW): # Destroy planet
2720 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2722 game.state.nplankl += 1
2724 game.state.worldkl += 1
2725 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2726 game.iplnet.pclass = "destroyed"
2728 game.plnet.invalidate()
2732 game.quad[neighbor.i][neighbor.j] = IHDOT
2733 elif iquad == IHB: # Destroy base
2734 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2735 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2736 game.base.invalidate()
2737 game.state.basekl += 1
2739 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2740 game.quad[neighbor.i][neighbor.j] = IHDOT
2741 elif iquad in (IHE, IHF): # Buffet ship
2742 prout(_("***Starship buffeted by nova."))
2744 if game.shield >= 2000.0:
2745 game.shield -= 2000.0
2747 diff = 2000.0 - game.shield
2751 prout(_("***Shields knocked out."))
2752 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2754 game.energy -= 2000.0
2755 if game.energy <= 0:
2758 # add in course nova contributes to kicking starship
2759 bump += (game.sector-hits[mm]).sgn()
2760 elif iquad == IHK: # kill klingon
2761 deadkl(neighbor, iquad, neighbor)
2762 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2763 for ll in range(len(game.enemies)):
2764 if game.enemies[ll].kloc == neighbor:
2766 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2767 if game.enemies[ll].kpower <= 0.0:
2768 deadkl(neighbor, iquad, neighbor)
2770 newc = neighbor + neighbor - hits[mm]
2771 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2772 if not VALID_SECTOR(newc.i, newc.j):
2773 # can't leave quadrant
2776 iquad1 = game.quad[newc.i][newc.j]
2777 if iquad1 == IHBLANK:
2778 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2780 deadkl(neighbor, iquad, newc)
2783 # can't move into something else
2786 proutn(_(", buffeted to Sector %s") % newc)
2787 game.quad[neighbor.i][neighbor.j] = IHDOT
2788 game.quad[newc.i][newc.j] = iquad
2789 game.enemies[ll].move(newc)
2790 # Starship affected by nova -- kick it away.
2791 game.dist = kount*0.1
2792 game.direc = course[3*(bump.i+1)+bump.j+2]
2793 if game.direc == 0.0:
2795 if game.dist == 0.0:
2797 game.optime = 10.0*game.dist/16.0
2799 prout(_("Force of nova displaces starship."))
2800 imove(novapush=True)
2801 game.optime = 10.0*game.dist/16.0
2805 "Star goes supernova."
2810 # Scheduled supernova -- select star at random.
2813 for nq.i in range(GALSIZE):
2814 for nq.j in range(GALSIZE):
2815 stars += game.state.galaxy[nq.i][nq.j].stars
2817 return # nothing to supernova exists
2818 num = randrange(stars) + 1
2819 for nq.i in range(GALSIZE):
2820 for nq.j in range(GALSIZE):
2821 num -= game.state.galaxy[nq.i][nq.j].stars
2827 proutn("=== Super nova here?")
2830 if not nq == game.quadrant or game.justin:
2831 # it isn't here, or we just entered (treat as enroute)
2834 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2835 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2838 # we are in the quadrant!
2839 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2840 for ns.i in range(QUADSIZE):
2841 for ns.j in range(QUADSIZE):
2842 if game.quad[ns.i][ns.j]==IHSTAR:
2849 prouts(_("***RED ALERT! RED ALERT!"))
2851 prout(_("***Incipient supernova detected at Sector %s") % ns)
2852 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2853 proutn(_("Emergency override attempts t"))
2854 prouts("***************")
2858 # destroy any Klingons in supernovaed quadrant
2859 kldead = game.state.galaxy[nq.i][nq.j].klingons
2860 game.state.galaxy[nq.i][nq.j].klingons = 0
2861 if nq == game.state.kscmdr:
2862 # did in the Supercommander!
2863 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2867 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2868 comkills = len(game.state.kcmdr) - len(survivors)
2869 game.state.kcmdr = survivors
2871 if not game.state.kcmdr:
2873 game.state.remkl -= kldead
2874 # destroy Romulans and planets in supernovaed quadrant
2875 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2876 game.state.galaxy[nq.i][nq.j].romulans = 0
2877 game.state.nromrem -= nrmdead
2879 for loop in range(game.inplan):
2880 if game.state.planets[loop].quadrant == nq:
2881 game.state.planets[loop].pclass = "destroyed"
2883 # Destroy any base in supernovaed quadrant
2884 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2885 # If starship caused supernova, tally up destruction
2887 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2888 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2889 game.state.nplankl += npdead
2890 # mark supernova in galaxy and in star chart
2891 if game.quadrant == nq or communicating():
2892 game.state.galaxy[nq.i][nq.j].supernova = True
2893 # If supernova destroys last Klingons give special message
2894 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2897 prout(_("Lucky you!"))
2898 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2901 # if some Klingons remain, continue or die in supernova
2906 # Code from finish.c ends here.
2909 "Self-destruct maneuver. Finish with a BANG!"
2911 if damaged(DCOMPTR):
2912 prout(_("Computer damaged; cannot execute destruct sequence."))
2914 prouts(_("---WORKING---")); skip(1)
2915 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2916 prouts(" 10"); skip(1)
2917 prouts(" 9"); skip(1)
2918 prouts(" 8"); skip(1)
2919 prouts(" 7"); skip(1)
2920 prouts(" 6"); skip(1)
2922 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2924 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2926 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2930 if game.passwd != scanner.token:
2931 prouts(_("PASSWORD-REJECTED;"))
2933 prouts(_("CONTINUITY-EFFECTED"))
2936 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2937 prouts(" 5"); skip(1)
2938 prouts(" 4"); skip(1)
2939 prouts(" 3"); skip(1)
2940 prouts(" 2"); skip(1)
2941 prouts(" 1"); skip(1)
2943 prouts(_("GOODBYE-CRUEL-WORLD"))
2951 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2955 if len(game.enemies) != 0:
2956 whammo = 25.0 * game.energy
2958 while l <= len(game.enemies):
2959 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2960 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2965 "Compute our rate of kils over time."
2966 elapsed = game.state.date - game.indate
2967 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2970 starting = (game.inkling + game.incom + game.inscom)
2971 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2972 return (starting - remaining)/elapsed
2976 badpt = 5.0*game.state.starkl + \
2978 10.0*game.state.nplankl + \
2979 300*game.state.nworldkl + \
2981 100.0*game.state.basekl +\
2983 if game.ship == IHF:
2985 elif game.ship == None:
2990 # end the game, with appropriate notfications
2994 prout(_("It is stardate %.1f.") % game.state.date)
2996 if ifin == FWON: # Game has been won
2997 if game.state.nromrem != 0:
2998 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3001 prout(_("You have smashed the Klingon invasion fleet and saved"))
3002 prout(_("the Federation."))
3007 badpt = 0.0 # Close enough!
3008 # killsPerDate >= RateMax
3009 if game.state.date-game.indate < 5.0 or \
3010 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3012 prout(_("In fact, you have done so well that Starfleet Command"))
3013 if game.skill == SKILL_NOVICE:
3014 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3015 elif game.skill == SKILL_FAIR:
3016 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3017 elif game.skill == SKILL_GOOD:
3018 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3019 elif game.skill == SKILL_EXPERT:
3020 prout(_("promotes you to Commodore Emeritus."))
3022 prout(_("Now that you think you're really good, try playing"))
3023 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3024 elif game.skill == SKILL_EMERITUS:
3026 proutn(_("Computer- "))
3027 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3029 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3031 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3033 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3035 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3037 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3039 prout(_("Now you can retire and write your own Star Trek game!"))
3041 elif game.skill >= SKILL_EXPERT:
3042 if game.thawed and not idebug:
3043 prout(_("You cannot get a citation, so..."))
3045 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3049 # Only grant long life if alive (original didn't!)
3051 prout(_("LIVE LONG AND PROSPER."))
3056 elif ifin == FDEPLETE: # Federation Resources Depleted
3057 prout(_("Your time has run out and the Federation has been"))
3058 prout(_("conquered. Your starship is now Klingon property,"))
3059 prout(_("and you are put on trial as a war criminal. On the"))
3060 proutn(_("basis of your record, you are "))
3061 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3062 prout(_("acquitted."))
3064 prout(_("LIVE LONG AND PROSPER."))
3066 prout(_("found guilty and"))
3067 prout(_("sentenced to death by slow torture."))
3071 elif ifin == FLIFESUP:
3072 prout(_("Your life support reserves have run out, and"))
3073 prout(_("you die of thirst, starvation, and asphyxiation."))
3074 prout(_("Your starship is a derelict in space."))
3076 prout(_("Your energy supply is exhausted."))
3078 prout(_("Your starship is a derelict in space."))
3079 elif ifin == FBATTLE:
3080 prout(_("The %s has been destroyed in battle.") % crmshp())
3082 prout(_("Dulce et decorum est pro patria mori."))
3084 prout(_("You have made three attempts to cross the negative energy"))
3085 prout(_("barrier which surrounds the galaxy."))
3087 prout(_("Your navigation is abominable."))
3090 prout(_("Your starship has been destroyed by a nova."))
3091 prout(_("That was a great shot."))
3093 elif ifin == FSNOVAED:
3094 prout(_("The %s has been fried by a supernova.") % crmshp())
3095 prout(_("...Not even cinders remain..."))
3096 elif ifin == FABANDN:
3097 prout(_("You have been captured by the Klingons. If you still"))
3098 prout(_("had a starbase to be returned to, you would have been"))
3099 prout(_("repatriated and given another chance. Since you have"))
3100 prout(_("no starbases, you will be mercilessly tortured to death."))
3101 elif ifin == FDILITHIUM:
3102 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3103 elif ifin == FMATERIALIZE:
3104 prout(_("Starbase was unable to re-materialize your starship."))
3105 prout(_("Sic transit gloria mundi"))
3106 elif ifin == FPHASER:
3107 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3109 prout(_("You and your landing party have been"))
3110 prout(_("converted to energy, disipating through space."))
3111 elif ifin == FMINING:
3112 prout(_("You are left with your landing party on"))
3113 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3115 prout(_("They are very fond of \"Captain Kirk\" soup."))
3117 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3118 elif ifin == FDPLANET:
3119 prout(_("You and your mining party perish."))
3121 prout(_("That was a great shot."))
3124 prout(_("The Galileo is instantly annihilated by the supernova."))
3125 prout(_("You and your mining party are atomized."))
3127 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3128 prout(_("joins the Romulans, wreaking terror on the Federation."))
3129 elif ifin == FPNOVA:
3130 prout(_("You and your mining party are atomized."))
3132 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3133 prout(_("joins the Romulans, wreaking terror on the Federation."))
3134 elif ifin == FSTRACTOR:
3135 prout(_("The shuttle craft Galileo is also caught,"))
3136 prout(_("and breaks up under the strain."))
3138 prout(_("Your debris is scattered for millions of miles."))
3139 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3141 prout(_("The mutants attack and kill Spock."))
3142 prout(_("Your ship is captured by Klingons, and"))
3143 prout(_("your crew is put on display in a Klingon zoo."))
3144 elif ifin == FTRIBBLE:
3145 prout(_("Tribbles consume all remaining water,"))
3146 prout(_("food, and oxygen on your ship."))
3148 prout(_("You die of thirst, starvation, and asphyxiation."))
3149 prout(_("Your starship is a derelict in space."))
3151 prout(_("Your ship is drawn to the center of the black hole."))
3152 prout(_("You are crushed into extremely dense matter."))
3154 prout(_("Your last crew member has died."))
3155 if game.ship == IHF:
3157 elif game.ship == IHE:
3160 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3161 goodies = game.state.remres/game.inresor
3162 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3163 if goodies/baddies >= randreal(1.0, 1.5):
3164 prout(_("As a result of your actions, a treaty with the Klingon"))
3165 prout(_("Empire has been signed. The terms of the treaty are"))
3166 if goodies/baddies >= randreal(3.0):
3167 prout(_("favorable to the Federation."))
3169 prout(_("Congratulations!"))
3171 prout(_("highly unfavorable to the Federation."))
3173 prout(_("The Federation will be destroyed."))
3175 prout(_("Since you took the last Klingon with you, you are a"))
3176 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3177 prout(_("statue in your memory. Rest in peace, and try not"))
3178 prout(_("to think about pigeons."))
3183 "Compute player's score."
3184 timused = game.state.date - game.indate
3186 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3188 perdate = killrate()
3189 ithperd = 500*perdate + 0.5
3192 iwon = 100*game.skill
3193 if game.ship == IHE:
3195 elif game.ship == IHF:
3199 if not game.gamewon:
3200 game.state.nromrem = 0 # None captured if no win
3201 iscore = 10*(game.inkling - game.state.remkl) \
3202 + 50*(game.incom - len(game.state.kcmdr)) \
3204 + 20*(game.inrom - game.state.nromrem) \
3205 + 200*(game.inscom - game.state.nscrem) \
3206 - game.state.nromrem \
3211 prout(_("Your score --"))
3212 if game.inrom - game.state.nromrem:
3213 prout(_("%6d Romulans destroyed %5d") %
3214 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3215 if game.state.nromrem:
3216 prout(_("%6d Romulans captured %5d") %
3217 (game.state.nromrem, game.state.nromrem))
3218 if game.inkling - game.state.remkl:
3219 prout(_("%6d ordinary Klingons destroyed %5d") %
3220 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3221 if game.incom - len(game.state.kcmdr):
3222 prout(_("%6d Klingon commanders destroyed %5d") %
3223 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3224 if game.inscom - game.state.nscrem:
3225 prout(_("%6d Super-Commander destroyed %5d") %
3226 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3228 prout(_("%6.2f Klingons per stardate %5d") %
3230 if game.state.starkl:
3231 prout(_("%6d stars destroyed by your action %5d") %
3232 (game.state.starkl, -5*game.state.starkl))
3233 if game.state.nplankl:
3234 prout(_("%6d planets destroyed by your action %5d") %
3235 (game.state.nplankl, -10*game.state.nplankl))
3236 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3237 prout(_("%6d inhabited planets destroyed by your action %5d") %
3238 (game.state.nplankl, -300*game.state.nworldkl))
3239 if game.state.basekl:
3240 prout(_("%6d bases destroyed by your action %5d") %
3241 (game.state.basekl, -100*game.state.basekl))
3243 prout(_("%6d calls for help from starbase %5d") %
3244 (game.nhelp, -45*game.nhelp))
3246 prout(_("%6d casualties incurred %5d") %
3247 (game.casual, -game.casual))
3249 prout(_("%6d crew abandoned in space %5d") %
3250 (game.abandoned, -3*game.abandoned))
3252 prout(_("%6d ship(s) lost or destroyed %5d") %
3253 (klship, -100*klship))
3255 prout(_("Penalty for getting yourself killed -200"))
3257 proutn(_("Bonus for winning "))
3258 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3259 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3260 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3261 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3262 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3263 prout(" %5d" % iwon)
3265 prout(_("TOTAL SCORE %5d") % iscore)
3268 "Emit winner's commemmorative plaque."
3271 proutn(_("File or device name for your plaque: "))
3274 fp = open(winner, "w")
3277 prout(_("Invalid name."))
3279 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3281 # The 38 below must be 64 for 132-column paper
3282 nskip = 38 - len(winner)/2
3283 fp.write("\n\n\n\n")
3284 # --------DRAW ENTERPRISE PICTURE.
3285 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3286 fp.write(" EEE E : : : E\n" )
3287 fp.write(" EE EEE E : : NCC-1701 : E\n")
3288 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3289 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3290 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3291 fp.write(" EEEEEEE EEEEE E E E E\n")
3292 fp.write(" EEE E E E E\n")
3293 fp.write(" E E E E\n")
3294 fp.write(" EEEEEEEEEEEEE E E\n")
3295 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3296 fp.write(" :E : EEEE E\n")
3297 fp.write(" .-E -:----- E\n")
3298 fp.write(" :E : E\n")
3299 fp.write(" EE : EEEEEEEE\n")
3300 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3302 fp.write(_(" U. S. S. ENTERPRISE\n"))
3303 fp.write("\n\n\n\n")
3304 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3306 fp.write(_(" Starfleet Command bestows to you\n"))
3308 fp.write("%*s%s\n\n" % (nskip, "", winner))
3309 fp.write(_(" the rank of\n\n"))
3310 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3312 if game.skill == SKILL_EXPERT:
3313 fp.write(_(" Expert level\n\n"))
3314 elif game.skill == SKILL_EMERITUS:
3315 fp.write(_("Emeritus level\n\n"))
3317 fp.write(_(" Cheat level\n\n"))
3318 timestring = ctime()
3319 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3320 (timestring+4, timestring+20, timestring+11))
3321 fp.write(_(" Your score: %d\n\n") % iscore)
3322 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3325 # Code from io.c begins here
3327 rows = linecount = 0 # for paging
3330 fullscreen_window = None
3331 srscan_window = None
3332 report_window = None
3333 status_window = None
3334 lrscan_window = None
3335 message_window = None
3336 prompt_window = None
3340 "Wrap up, either normally or due to signal"
3341 if game.options & OPTION_CURSES:
3348 sys.stdout.write('\n')
3354 #setlocale(LC_ALL, "")
3355 #bindtextdomain(PACKAGE, LOCALEDIR)
3356 #textdomain(PACKAGE)
3357 if atexit.register(outro):
3358 sys.stderr.write("Unable to register outro(), exiting...\n")
3360 if not (game.options & OPTION_CURSES):
3361 ln_env = os.getenv("LINES")
3367 stdscr = curses.initscr()
3372 curses.start_color()
3373 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3374 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3375 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3376 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3377 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3378 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3379 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3380 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3382 global fullscreen_window, srscan_window, report_window, status_window
3383 global lrscan_window, message_window, prompt_window
3384 (rows, columns) = stdscr.getmaxyx()
3385 fullscreen_window = stdscr
3386 srscan_window = curses.newwin(12, 25, 0, 0)
3387 report_window = curses.newwin(11, 0, 1, 25)
3388 status_window = curses.newwin(10, 0, 1, 39)
3389 lrscan_window = curses.newwin(5, 0, 0, 64)
3390 message_window = curses.newwin(0, 0, 12, 0)
3391 prompt_window = curses.newwin(1, 0, rows-2, 0)
3392 message_window.scrollok(True)
3393 setwnd(fullscreen_window)
3396 def textcolor(color):
3397 "Set text foreground color. Presently a stub."
3401 "Wrap up I/O. Presently a stub."
3405 "Wait for user action -- OK to do nothing if on a TTY"
3406 if game.options & OPTION_CURSES:
3411 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3415 if game.skill > SKILL_FAIR:
3416 prompt = _("[CONTINUE?]")
3418 prompt = _("[PRESS ENTER TO CONTINUE]")
3420 if game.options & OPTION_CURSES:
3422 setwnd(prompt_window)
3423 prompt_window.wclear()
3424 prompt_window.addstr(prompt)
3425 prompt_window.getstr()
3426 prompt_window.clear()
3427 prompt_window.refresh()
3428 setwnd(message_window)
3431 sys.stdout.write('\n')
3434 for j in range(rows):
3435 sys.stdout.write('\n')
3439 "Skip i lines. Pause game if this would cause a scrolling event."
3440 for dummy in range(i):
3441 if game.options & OPTION_CURSES:
3442 (y, x) = curwnd.getyx()
3443 (my, mx) = curwnd.getmaxyx()
3444 if curwnd == message_window and y >= my - 3:
3452 if rows and linecount >= rows:
3455 sys.stdout.write('\n')
3458 "Utter a line with no following line feed."
3459 if game.options & OPTION_CURSES:
3463 sys.stdout.write(line)
3473 if not replayfp or replayfp.closed: # Don't slow down replays
3476 if game.options & OPTION_CURSES:
3480 if not replayfp or replayfp.closed:
3484 "Get a line of input."
3485 if game.options & OPTION_CURSES:
3486 line = curwnd.getstr() + "\n"
3489 if replayfp and not replayfp.closed:
3491 line = replayfp.readline()
3494 prout("*** Replay finished")
3497 elif line[0] != "#":
3500 line = raw_input() + "\n"
3506 "Change windows -- OK for this to be a no-op in tty mode."
3508 if game.options & OPTION_CURSES:
3510 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3513 "Clear to end of line -- can be a no-op in tty mode"
3514 if game.options & OPTION_CURSES:
3519 "Clear screen -- can be a no-op in tty mode."
3521 if game.options & OPTION_CURSES:
3528 "Set highlight video, if this is reasonable."
3529 if game.options & OPTION_CURSES:
3530 curwnd.attron(curses.A_REVERSE)
3533 # Things past this point have policy implications.
3537 "Hook to be called after moving to redraw maps."
3538 if game.options & OPTION_CURSES:
3541 setwnd(srscan_window)
3545 setwnd(status_window)
3546 status_window.clear()
3547 status_window.move(0, 0)
3548 setwnd(report_window)
3549 report_window.clear()
3550 report_window.move(0, 0)
3552 setwnd(lrscan_window)
3553 lrscan_window.clear()
3554 lrscan_window.move(0, 0)
3555 lrscan(silent=False)
3557 def put_srscan_sym(w, sym):
3558 "Emit symbol for short-range scan."
3559 srscan_window.move(w.i+1, w.j*2+2)
3560 srscan_window.addch(sym)
3561 srscan_window.refresh()
3564 "Enemy fall down, go boom."
3565 if game.options & OPTION_CURSES:
3567 setwnd(srscan_window)
3568 srscan_window.attron(curses.A_REVERSE)
3569 put_srscan_sym(w, game.quad[w.i][w.j])
3573 srscan_window.attroff(curses.A_REVERSE)
3574 put_srscan_sym(w, game.quad[w.i][w.j])
3575 curses.delay_output(500)
3576 setwnd(message_window)
3579 "Sound and visual effects for teleportation."
3580 if game.options & OPTION_CURSES:
3582 setwnd(message_window)
3584 prouts(" . . . . . ")
3585 if game.options & OPTION_CURSES:
3586 #curses.delay_output(1000)
3590 def tracktorpedo(origin, w, step, i, n, iquad):
3591 "Torpedo-track animation."
3592 if not game.options & OPTION_CURSES:
3596 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3599 proutn(_("Torpedo track- "))
3600 elif step==4 or step==9:
3604 if not damaged(DSRSENS) or game.condition=="docked":
3605 if i != 0 and step == 1:
3608 if (iquad==IHDOT) or (iquad==IHBLANK):
3609 put_srscan_sym(w, '+')
3613 put_srscan_sym(w, iquad)
3615 curwnd.attron(curses.A_REVERSE)
3616 put_srscan_sym(w, iquad)
3620 curwnd.attroff(curses.A_REVERSE)
3621 put_srscan_sym(w, iquad)
3626 "Display the current galaxy chart."
3627 if game.options & OPTION_CURSES:
3628 setwnd(message_window)
3629 message_window.clear()
3631 if game.options & OPTION_TTY:
3636 def prstat(txt, data):
3638 if game.options & OPTION_CURSES:
3640 setwnd(status_window)
3642 proutn(" " * (NSYM - len(txt)))
3645 if game.options & OPTION_CURSES:
3646 setwnd(report_window)
3648 # Code from moving.c begins here
3650 def imove(novapush):
3651 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3652 w = coord(); final = coord()
3655 def no_quad_change():
3656 # No quadrant change -- compute new average enemy distances
3657 game.quad[game.sector.i][game.sector.j] = game.ship
3659 for enemy in game.enemies:
3660 finald = (w-enemy.kloc).distance()
3661 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3662 enemy.kdist = finald
3663 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3664 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3665 attack(torps_ok=False)
3666 for enemy in game.enemies:
3667 enemy.kavgd = enemy.kdist
3670 setwnd(message_window)
3673 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3674 game.inorbit = False
3675 angle = ((15.0 - game.direc) * 0.5235988)
3676 deltax = -math.sin(angle)
3677 deltay = math.cos(angle)
3678 if math.fabs(deltax) > math.fabs(deltay):
3679 bigger = math.fabs(deltax)
3681 bigger = math.fabs(deltay)
3684 # If tractor beam is to occur, don't move full distance
3685 if game.state.date+game.optime >= scheduled(FTBEAM):
3687 game.condition = "red"
3688 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3689 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3690 # Move within the quadrant
3691 game.quad[game.sector.i][game.sector.j] = IHDOT
3694 n = int(10.0*game.dist*bigger+0.5)
3696 for m in range(1, n+1):
3701 if not VALID_SECTOR(w.i, w.j):
3702 # Leaving quadrant -- allow final enemy attack
3703 # Don't do it if being pushed by Nova
3704 if len(game.enemies) != 0 and not novapush:
3706 for enemy in game.enemies:
3707 finald = (w - enemy.kloc).distance()
3708 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3710 # Stas Sergeev added the condition
3711 # that attacks only happen if Klingons
3712 # are present and your skill is good.
3714 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3715 attack(torps_ok=False)
3718 # compute final position -- new quadrant and sector
3719 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3720 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3721 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3722 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3723 # check for edge of galaxy
3733 if w.i >= GALSIZE*QUADSIZE:
3734 w.i = (GALSIZE*QUADSIZE*2) - w.i
3736 if w.j >= GALSIZE*QUADSIZE:
3737 w.j = (GALSIZE*QUADSIZE*2) - w.j
3745 if game.nkinks == 3:
3746 # Three strikes -- you're out!
3750 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3751 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3752 prout(_("YOU WILL BE DESTROYED."))
3753 # Compute final position in new quadrant
3754 if trbeam: # Don't bother if we are to be beamed
3756 game.quadrant.i = w.i/QUADSIZE
3757 game.quadrant.j = w.j/QUADSIZE
3758 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3759 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3761 prout(_("Entering Quadrant %s.") % game.quadrant)
3762 game.quad[game.sector.i][game.sector.j] = game.ship
3764 if game.skill>SKILL_NOVICE:
3765 attack(torps_ok=False)
3767 iquad = game.quad[w.i][w.j]
3769 # object encountered in flight path
3770 stopegy = 50.0*game.dist/game.optime
3771 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3772 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3774 for enemy in game.enemies:
3775 if enemy.kloc == game.sector:
3777 collision(rammed=False, enemy=enemy)
3779 elif iquad == IHBLANK:
3781 prouts(_("***RED ALERT! RED ALERT!"))
3783 proutn("***" + crmshp())
3784 proutn(_(" pulled into black hole at Sector %s") % w)
3786 # Getting pulled into a black hole was certain
3787 # death in Almy's original. Stas Sergeev added a
3788 # possibility that you'll get timewarped instead.
3791 for m in range(NDEVICES):
3792 if game.damage[m]>0:
3794 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3795 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3805 prout(_(" encounters Tholian web at %s;") % w)
3807 prout(_(" blocked by object at %s;") % w)
3808 proutn(_("Emergency stop required "))
3809 prout(_("%2d units of energy.") % int(stopegy))
3810 game.energy -= stopegy
3811 final.i = int(round(deltax))
3812 final.j = int(round(deltay))
3814 if game.energy <= 0:
3820 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3827 "Dock our ship at a starbase."
3829 if game.condition == "docked" and verbose:
3830 prout(_("Already docked."))
3833 prout(_("You must first leave standard orbit."))
3835 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3836 prout(crmshp() + _(" not adjacent to base."))
3838 game.condition = "docked"
3842 if game.energy < game.inenrg:
3843 game.energy = game.inenrg
3844 game.shield = game.inshld
3845 game.torps = game.intorps
3846 game.lsupres = game.inlsr
3847 game.state.crew = FULLCREW
3848 if not damaged(DRADIO) and \
3849 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3850 # get attack report from base
3851 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3855 # This program originally required input in terms of a (clock)
3856 # direction and distance. Somewhere in history, it was changed to
3857 # cartesian coordinates. So we need to convert. Probably
3858 # "manual" input should still be done this way -- it's a real
3859 # pain if the computer isn't working! Manual mode is still confusing
3860 # because it involves giving x and y motions, yet the coordinates
3861 # are always displayed y - x, where +y is downward!
3863 def getcourse(isprobe, akey):
3864 "Get a course and distance from the user."
3866 dquad = copy.copy(game.quadrant)
3867 navmode = "unspecified"
3871 if game.landed and not isprobe:
3872 prout(_("Dummy! You can't leave standard orbit until you"))
3873 proutn(_("are back aboard the ship."))
3876 while navmode == "unspecified":
3877 if damaged(DNAVSYS):
3879 prout(_("Computer damaged; manual navigation only"))
3881 prout(_("Computer damaged; manual movement only"))
3886 if isprobe and akey != -1:
3887 # For probe launch, use pre-scanned value first time
3891 key = scanner.next()
3893 proutn(_("Manual or automatic- "))
3896 elif key == "IHALPHA":
3897 if scanner.sees("manual"):
3899 key = scanner.next()
3901 elif scanner.sees("automatic"):
3902 navmode = "automatic"
3903 key = scanner.next()
3911 prout(_("(Manual navigation assumed.)"))
3913 prout(_("(Manual movement assumed.)"))
3916 if navmode == "automatic":
3917 while key == "IHEOL":
3919 proutn(_("Target quadrant or quadrant§or- "))
3921 proutn(_("Destination sector or quadrant§or- "))
3924 key = scanner.next()
3928 xi = int(round(scanner.real))-1
3929 key = scanner.next()
3933 xj = int(round(scanner.real))-1
3934 key = scanner.next()
3936 # both quadrant and sector specified
3937 xk = int(round(scanner.real))-1
3938 key = scanner.next()
3942 xl = int(round(scanner.real))-1
3948 # only one pair of numbers was specified
3950 # only quadrant specified -- go to center of dest quad
3953 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3955 # only sector specified
3959 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3966 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3968 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3969 # the actual deltas get computed here
3971 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3972 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3974 while key == "IHEOL":
3975 proutn(_("X and Y displacements- "))
3978 key = scanner.next()
3983 delta.j = scanner.real
3984 key = scanner.next()
3988 delta.i = scanner.real
3989 # Check for zero movement
3990 if delta.i == 0 and delta.j == 0:
3993 if itemp == "verbose" and not isprobe:
3995 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3996 # Course actually laid in.
3997 game.dist = delta.distance()
3998 game.direc = delta.bearing()
3999 if game.direc < 0.0:
4005 "Move under impulse power."
4007 if damaged(DIMPULS):
4010 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4012 if game.energy > 30.0:
4013 if not getcourse(isprobe=False, akey=0):
4015 power = 20.0 + 100.0*game.dist
4018 if power >= game.energy:
4019 # Insufficient power for trip
4021 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4022 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4023 if game.energy > 30:
4024 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4025 int(0.01 * (game.energy-20.0)-0.05))
4026 prout(_(" quadrants.\""))
4028 prout(_("quadrant. They are, therefore, useless.\""))
4031 # Make sure enough time is left for the trip
4032 game.optime = game.dist/0.095
4033 if game.optime >= game.state.remtime:
4034 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4035 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4036 proutn(_("we dare spend the time?\" "))
4039 # Activate impulse engines and pay the cost
4040 imove(novapush=False)
4044 power = 20.0 + 100.0*game.dist
4045 game.energy -= power
4046 game.optime = game.dist/0.095
4047 if game.energy <= 0:
4052 "ove under warp drive."
4053 blooey = False; twarp = False
4054 if not timewarp: # Not WARPX entry
4056 if game.damage[DWARPEN] > 10.0:
4059 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4061 if damaged(DWARPEN) and game.warpfac > 4.0:
4064 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4065 prout(_(" is repaired, I can only give you warp 4.\""))
4067 # Read in course and distance
4068 if not getcourse(isprobe=False, akey=0):
4070 # Make sure starship has enough energy for the trip
4071 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4072 if power >= game.energy:
4073 # Insufficient power for trip
4076 prout(_("Engineering to bridge--"))
4077 if not game.shldup or 0.5*power > game.energy:
4078 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4080 prout(_("We can't do it, Captain. We don't have enough energy."))
4082 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4085 prout(_("if you'll lower the shields."))
4089 prout(_("We haven't the energy to go that far with the shields up."))
4092 # Make sure enough time is left for the trip
4093 game.optime = 10.0*game.dist/game.wfacsq
4094 if game.optime >= 0.8*game.state.remtime:
4096 prout(_("First Officer Spock- \"Captain, I compute that such"))
4097 proutn(_(" a trip would require approximately %2.0f") %
4098 (100.0*game.optime/game.state.remtime))
4099 prout(_(" percent of our"))
4100 proutn(_(" remaining time. Are you sure this is wise?\" "))
4106 if game.warpfac > 6.0:
4107 # Decide if engine damage will occur
4108 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4109 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4110 if prob > randreal():
4112 game.dist = randreal(game.dist)
4113 # Decide if time warp will occur
4114 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4116 if idebug and game.warpfac==10 and not twarp:
4118 proutn("=== Force time warp? ")
4122 # If time warp or engine damage, check path
4123 # If it is obstructed, don't do warp or damage
4124 angle = ((15.0-game.direc)*0.5235998)
4125 deltax = -math.sin(angle)
4126 deltay = math.cos(angle)
4127 if math.fabs(deltax) > math.fabs(deltay):
4128 bigger = math.fabs(deltax)
4130 bigger = math.fabs(deltay)
4133 n = 10.0 * game.dist * bigger +0.5
4136 for l in range(1, n+1):
4141 if not VALID_SECTOR(ix, iy):
4143 if game.quad[ix][iy] != IHDOT:
4146 # Activate Warp Engines and pay the cost
4147 imove(novapush=False)
4150 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4151 if game.energy <= 0:
4153 game.optime = 10.0*game.dist/game.wfacsq
4157 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4159 prout(_("Engineering to bridge--"))
4160 prout(_(" Scott here. The warp engines are damaged."))
4161 prout(_(" We'll have to reduce speed to warp 4."))
4166 "Change the warp factor."
4172 proutn(_("Warp factor- "))
4177 if game.damage[DWARPEN] > 10.0:
4178 prout(_("Warp engines inoperative."))
4180 if damaged(DWARPEN) and scanner.real > 4.0:
4181 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4182 prout(_(" but right now we can only go warp 4.\""))
4184 if scanner.real > 10.0:
4185 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4187 if scanner.real < 1.0:
4188 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4190 oldfac = game.warpfac
4191 game.warpfac = scanner.real
4192 game.wfacsq=game.warpfac*game.warpfac
4193 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4194 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4197 if game.warpfac < 8.00:
4198 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4200 if game.warpfac == 10.0:
4201 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4203 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4207 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4209 # is captain on planet?
4211 if damaged(DTRANSP):
4214 prout(_("Scotty rushes to the transporter controls."))
4216 prout(_("But with the shields up it's hopeless."))
4218 prouts(_("His desperate attempt to rescue you . . ."))
4223 prout(_("SUCCEEDS!"))
4226 proutn(_("The crystals mined were "))
4234 # Check to see if captain in shuttle craft
4239 # Inform captain of attempt to reach safety
4243 prouts(_("***RED ALERT! RED ALERT!"))
4245 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4246 prouts(_(" a supernova."))
4248 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4250 prout(_("safely out of quadrant."))
4251 if not damaged(DRADIO):
4252 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4253 # Try to use warp engines
4254 if damaged(DWARPEN):
4256 prout(_("Warp engines damaged."))
4259 game.warpfac = randreal(6.0, 8.0)
4260 game.wfacsq = game.warpfac * game.warpfac
4261 prout(_("Warp factor set to %d") % int(game.warpfac))
4262 power = 0.75*game.energy
4263 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4264 distreq = randreal(math.sqrt(2))
4265 if distreq < game.dist:
4267 game.optime = 10.0*game.dist/game.wfacsq
4268 game.direc = randreal(12) # How dumb!
4270 game.inorbit = False
4273 # This is bad news, we didn't leave quadrant.
4277 prout(_("Insufficient energy to leave quadrant."))
4280 # Repeat if another snova
4281 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4283 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4284 finish(FWON) # Snova killed remaining enemy.
4287 "Let's do the time warp again."
4288 prout(_("***TIME WARP ENTERED."))
4289 if game.state.snap and withprob(0.5):
4291 prout(_("You are traveling backwards in time %d stardates.") %
4292 int(game.state.date-game.snapsht.date))
4293 game.state = game.snapsht
4294 game.state.snap = False
4295 if len(game.state.kcmdr):
4296 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4297 schedule(FBATTAK, expran(0.3*game.intime))
4298 schedule(FSNOVA, expran(0.5*game.intime))
4299 # next snapshot will be sooner
4300 schedule(FSNAP, expran(0.25*game.state.remtime))
4302 if game.state.nscrem:
4303 schedule(FSCMOVE, 0.2777)
4307 game.battle.invalidate()
4309 # Make sure Galileo is consistant -- Snapshot may have been taken
4310 # when on planet, which would give us two Galileos!
4312 for l in range(game.inplan):
4313 if game.state.planets[l].known == "shuttle_down":
4315 if game.iscraft == "onship" and game.ship==IHE:
4316 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4317 game.iscraft = "offship"
4318 # Likewise, if in the original time the Galileo was abandoned, but
4319 # was on ship earlier, it would have vanished -- let's restore it.
4320 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4321 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4322 game.iscraft = "onship"
4323 # There used to be code to do the actual reconstrction here,
4324 # but the starchart is now part of the snapshotted galaxy state.
4325 prout(_("Spock has reconstructed a correct star chart from memory"))
4327 # Go forward in time
4328 game.optime = -0.5*game.intime*math.log(randreal())
4329 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4330 # cheat to make sure no tractor beams occur during time warp
4331 postpone(FTBEAM, game.optime)
4332 game.damage[DRADIO] += game.optime
4334 events() # Stas Sergeev added this -- do pending events
4337 "Launch deep-space probe."
4338 # New code to launch a deep space probe
4339 if game.nprobes == 0:
4342 if game.ship == IHE:
4343 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4345 prout(_("Ye Faerie Queene has no deep space probes."))
4350 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4352 if is_scheduled(FDSPROB):
4355 if damaged(DRADIO) and game.condition != "docked":
4356 prout(_("Spock- \"Records show the previous probe has not yet"))
4357 prout(_(" reached its destination.\""))
4359 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4361 key = scanner.next()
4363 # slow mode, so let Kirk know how many probes there are left
4364 if game.nprobes == 1:
4365 prout(_("1 probe left."))
4367 prout(_("%d probes left") % game.nprobes)
4368 proutn(_("Are you sure you want to fire a probe? "))
4371 game.isarmed = False
4372 if key == "IHALPHA" and scanner.token == "armed":
4374 key = scanner.next()
4375 elif key == "IHEOL":
4376 proutn(_("Arm NOVAMAX warhead? "))
4378 if not getcourse(isprobe=True, akey=key):
4381 angle = ((15.0 - game.direc) * 0.5235988)
4382 game.probeinx = -math.sin(angle)
4383 game.probeiny = math.cos(angle)
4384 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4385 bigger = math.fabs(game.probeinx)
4387 bigger = math.fabs(game.probeiny)
4388 game.probeiny /= bigger
4389 game.probeinx /= bigger
4390 game.proben = 10.0*game.dist*bigger +0.5
4391 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4392 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4393 game.probec = game.quadrant
4394 schedule(FDSPROB, 0.01) # Time to move one sector
4395 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4399 # Here's how the mayday code works:
4401 # First, the closest starbase is selected. If there is a a starbase
4402 # in your own quadrant, you are in good shape. This distance takes
4403 # quadrant distances into account only.
4405 # A magic number is computed based on the distance which acts as the
4406 # probability that you will be rematerialized. You get three tries.
4408 # When it is determined that you should be able to be rematerialized
4409 # (i.e., when the probability thing mentioned above comes up
4410 # positive), you are put into that quadrant (anywhere). Then, we try
4411 # to see if there is a spot adjacent to the star- base. If not, you
4412 # can't be rematerialized!!! Otherwise, it drops you there. It only
4413 # tries five times to find a spot to drop you. After that, it's your
4417 "Yell for help from nearest starbase."
4418 # There's more than one way to move in this game!
4420 # Test for conditions which prevent calling for help
4421 if game.condition == "docked":
4422 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4425 prout(_("Subspace radio damaged."))
4427 if not game.state.baseq:
4428 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4431 prout(_("You must be aboard the %s.") % crmshp())
4433 # OK -- call for help from nearest starbase
4436 # There's one in this quadrant
4437 ddist = (game.base - game.sector).distance()
4440 for ibq in game.state.baseq:
4441 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4444 # Since starbase not in quadrant, set up new quadrant
4447 # dematerialize starship
4448 game.quad[game.sector.i][game.sector.j]=IHDOT
4449 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4450 % (game.quadrant, crmshp()))
4451 game.sector.invalidate()
4452 for m in range(1, 5+1):
4453 w = game.base.scatter()
4454 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4455 # found one -- finish up
4458 if not game.sector.is_valid():
4459 prout(_("You have been lost in space..."))
4460 finish(FMATERIALIZE)
4462 # Give starbase three chances to rematerialize starship
4463 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4464 for m in range(1, 3+1):
4465 if m == 1: proutn(_("1st"))
4466 elif m == 2: proutn(_("2nd"))
4467 elif m == 3: proutn(_("3rd"))
4468 proutn(_(" attempt to re-materialize ") + crmshp())
4469 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4472 if randreal() > probf:
4475 curses.delay_output(500)
4478 game.quad[ix][iy]=IHQUEST
4481 setwnd(message_window)
4482 finish(FMATERIALIZE)
4484 game.quad[ix][iy]=game.ship
4486 prout(_("succeeds."))
4490 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4492 # Abandon Ship (the BSD-Trek description)
4494 # The ship is abandoned. If your current ship is the Faire
4495 # Queene, or if your shuttlecraft is dead, you're out of
4496 # luck. You need the shuttlecraft in order for the captain
4497 # (that's you!!) to escape.
4499 # Your crew can beam to an inhabited starsystem in the
4500 # quadrant, if there is one and if the transporter is working.
4501 # If there is no inhabited starsystem, or if the transporter
4502 # is out, they are left to die in outer space.
4504 # If there are no starbases left, you are captured by the
4505 # Klingons, who torture you mercilessly. However, if there
4506 # is at least one starbase, you are returned to the
4507 # Federation in a prisoner of war exchange. Of course, this
4508 # can't happen unless you have taken some prisoners.
4513 if game.condition=="docked":
4515 prout(_("You cannot abandon Ye Faerie Queene."))
4518 # Must take shuttle craft to exit
4519 if game.damage[DSHUTTL]==-1:
4520 prout(_("Ye Faerie Queene has no shuttle craft."))
4522 if game.damage[DSHUTTL]<0:
4523 prout(_("Shuttle craft now serving Big Macs."))
4525 if game.damage[DSHUTTL]>0:
4526 prout(_("Shuttle craft damaged."))
4529 prout(_("You must be aboard the ship."))
4531 if game.iscraft != "onship":
4532 prout(_("Shuttle craft not currently available."))
4534 # Emit abandon ship messages
4536 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4538 prouts(_("***ALL HANDS ABANDON SHIP!"))
4540 prout(_("Captain and crew escape in shuttle craft."))
4541 if not game.state.baseq:
4542 # Oops! no place to go...
4545 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4547 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4548 prout(_("Remainder of ship's complement beam down"))
4549 prout(_("to nearest habitable planet."))
4550 elif q.planet != None and not damaged(DTRANSP):
4551 prout(_("Remainder of ship's complement beam down to %s.") %
4554 prout(_("Entire crew of %d left to die in outer space.") %
4556 game.casual += game.state.crew
4557 game.abandoned += game.state.crew
4558 # If at least one base left, give 'em the Faerie Queene
4560 game.icrystl = False # crystals are lost
4561 game.nprobes = 0 # No probes
4562 prout(_("You are captured by Klingons and released to"))
4563 prout(_("the Federation in a prisoner-of-war exchange."))
4564 nb = randrange(len(game.state.baseq))
4565 # Set up quadrant and position FQ adjacient to base
4566 if not game.quadrant == game.state.baseq[nb]:
4567 game.quadrant = game.state.baseq[nb]
4568 game.sector.i = game.sector.j = 5
4571 # position next to base by trial and error
4572 game.quad[game.sector.i][game.sector.j] = IHDOT
4573 for l in range(QUADSIZE):
4574 game.sector = game.base.scatter()
4575 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4576 game.quad[game.sector.i][game.sector.j] == IHDOT:
4579 break # found a spot
4580 game.sector.i=QUADSIZE/2
4581 game.sector.j=QUADSIZE/2
4583 # Get new commission
4584 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4585 game.state.crew = FULLCREW
4586 prout(_("Starfleet puts you in command of another ship,"))
4587 prout(_("the Faerie Queene, which is antiquated but,"))
4588 prout(_("still useable."))
4590 prout(_("The dilithium crystals have been moved."))
4592 game.iscraft = "offship" # Galileo disappears
4594 game.condition="docked"
4595 for l in range(NDEVICES):
4596 game.damage[l] = 0.0
4597 game.damage[DSHUTTL] = -1
4598 game.energy = game.inenrg = 3000.0
4599 game.shield = game.inshld = 1250.0
4600 game.torps = game.intorps = 6
4601 game.lsupres=game.inlsr=3.0
4607 # Code from planets.c begins here.
4610 "Abort a lengthy operation if an event interrupts it."
4613 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4618 "Report on (uninhabited) planets in the galaxy."
4622 prout(_("Spock- \"Planet report follows, Captain.\""))
4624 for i in range(game.inplan):
4625 if game.state.planets[i].pclass == "destroyed":
4627 if (game.state.planets[i].known != "unknown" \
4628 and not game.state.planets[i].inhabited) \
4631 if idebug and game.state.planets[i].known=="unknown":
4632 proutn("(Unknown) ")
4633 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4634 proutn(_(" class "))
4635 proutn(game.state.planets[i].pclass)
4637 if game.state.planets[i].crystals != present:
4639 prout(_("dilithium crystals present."))
4640 if game.state.planets[i].known=="shuttle_down":
4641 prout(_(" Shuttle Craft Galileo on surface."))
4643 prout(_("No information available."))
4646 "Enter standard orbit."
4650 prout(_("Already in standard orbit."))
4652 if damaged(DWARPEN) and damaged(DIMPULS):
4653 prout(_("Both warp and impulse engines damaged."))
4655 if not game.plnet.is_valid():
4656 prout("There is no planet in this sector.")
4658 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4659 prout(crmshp() + _(" not adjacent to planet."))
4662 game.optime = randreal(0.02, 0.05)
4663 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4667 game.height = randreal(1400, 8600)
4668 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4673 "Examine planets in this quadrant."
4674 if damaged(DSRSENS):
4675 if game.options & OPTION_TTY:
4676 prout(_("Short range sensors damaged."))
4678 if game.iplnet == None:
4679 if game.options & OPTION_TTY:
4680 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4682 if game.iplnet.known == "unknown":
4683 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4685 prout(_(" Planet at Sector %s is of class %s.") %
4686 (game.plnet, game.iplnet.pclass))
4687 if game.iplnet.known=="shuttle_down":
4688 prout(_(" Sensors show Galileo still on surface."))
4689 proutn(_(" Readings indicate"))
4690 if game.iplnet.crystals != "present":
4692 prout(_(" dilithium crystals present.\""))
4693 if game.iplnet.known == "unknown":
4694 game.iplnet.known = "known"
4695 elif game.iplnet.inhabited:
4696 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4697 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4700 "Use the transporter."
4704 if damaged(DTRANSP):
4705 prout(_("Transporter damaged."))
4706 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4708 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4712 if not game.inorbit:
4713 prout(crmshp() + _(" not in standard orbit."))
4716 prout(_("Impossible to transport through shields."))
4718 if game.iplnet.known=="unknown":
4719 prout(_("Spock- \"Captain, we have no information on this planet"))
4720 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4721 prout(_(" you may not go down.\""))
4723 if not game.landed and game.iplnet.crystals=="absent":
4724 prout(_("Spock- \"Captain, I fail to see the logic in"))
4725 prout(_(" exploring a planet with no dilithium crystals."))
4726 proutn(_(" Are you sure this is wise?\" "))
4730 if not (game.options & OPTION_PLAIN):
4731 nrgneed = 50 * game.skill + game.height / 100.0
4732 if nrgneed > game.energy:
4733 prout(_("Engineering to bridge--"))
4734 prout(_(" Captain, we don't have enough energy for transportation."))
4736 if not game.landed and nrgneed * 2 > game.energy:
4737 prout(_("Engineering to bridge--"))
4738 prout(_(" Captain, we have enough energy only to transport you down to"))
4739 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4740 if game.iplnet.known == "shuttle_down":
4741 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4742 proutn(_(" Are you sure this is wise?\" "))
4747 # Coming from planet
4748 if game.iplnet.known=="shuttle_down":
4749 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4753 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4754 prout(_("Landing party assembled, ready to beam up."))
4756 prout(_("Kirk whips out communicator..."))
4757 prouts(_("BEEP BEEP BEEP"))
4759 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4762 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4764 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4766 prout(_("Kirk- \"Energize.\""))
4769 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4772 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4774 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4777 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4778 game.landed = not game.landed
4779 game.energy -= nrgneed
4781 prout(_("Transport complete."))
4782 if game.landed and game.iplnet.known=="shuttle_down":
4783 prout(_("The shuttle craft Galileo is here!"))
4784 if not game.landed and game.imine:
4791 "Strip-mine a world for dilithium."
4795 prout(_("Mining party not on planet."))
4797 if game.iplnet.crystals == "mined":
4798 prout(_("This planet has already been strip-mined for dilithium."))
4800 elif game.iplnet.crystals == "absent":
4801 prout(_("No dilithium crystals on this planet."))
4804 prout(_("You've already mined enough crystals for this trip."))
4806 if game.icrystl and game.cryprob == 0.05:
4807 prout(_("With all those fresh crystals aboard the ") + crmshp())
4808 prout(_("there's no reason to mine more at this time."))
4810 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4813 prout(_("Mining operation complete."))
4814 game.iplnet.crystals = "mined"
4815 game.imine = game.ididit = True
4818 "Use dilithium crystals."
4822 if not game.icrystl:
4823 prout(_("No dilithium crystals available."))
4825 if game.energy >= 1000:
4826 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4827 prout(_(" except when Condition Yellow exists."))
4829 prout(_("Spock- \"Captain, I must warn you that loading"))
4830 prout(_(" raw dilithium crystals into the ship's power"))
4831 prout(_(" system may risk a severe explosion."))
4832 proutn(_(" Are you sure this is wise?\" "))
4837 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4838 prout(_(" Mr. Spock and I will try it.\""))
4840 prout(_("Spock- \"Crystals in place, Sir."))
4841 prout(_(" Ready to activate circuit.\""))
4843 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4845 if with(game.cryprob):
4846 prouts(_(" \"Activating now! - - No good! It's***"))
4848 prouts(_("***RED ALERT! RED A*L********************************"))
4851 prouts(_("****************** KA-BOOM!!!! *******************"))
4855 game.energy += randreal(5000.0, 5500.0)
4856 prouts(_(" \"Activating now! - - "))
4857 prout(_("The instruments"))
4858 prout(_(" are going crazy, but I think it's"))
4859 prout(_(" going to work!! Congratulations, Sir!\""))
4864 "Use shuttlecraft for planetary jaunt."
4867 if damaged(DSHUTTL):
4868 if game.damage[DSHUTTL] == -1.0:
4869 if game.inorbit and game.iplnet.known == "shuttle_down":
4870 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4872 prout(_("Ye Faerie Queene had no shuttle craft."))
4873 elif game.damage[DSHUTTL] > 0:
4874 prout(_("The Galileo is damaged."))
4875 else: # game.damage[DSHUTTL] < 0
4876 prout(_("Shuttle craft is now serving Big Macs."))
4878 if not game.inorbit:
4879 prout(crmshp() + _(" not in standard orbit."))
4881 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4882 prout(_("Shuttle craft not currently available."))
4884 if not game.landed and game.iplnet.known=="shuttle_down":
4885 prout(_("You will have to beam down to retrieve the shuttle craft."))
4887 if game.shldup or game.condition == "docked":
4888 prout(_("Shuttle craft cannot pass through shields."))
4890 if game.iplnet.known=="unknown":
4891 prout(_("Spock- \"Captain, we have no information on this planet"))
4892 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4893 prout(_(" you may not fly down.\""))
4895 game.optime = 3.0e-5*game.height
4896 if game.optime >= 0.8*game.state.remtime:
4897 prout(_("First Officer Spock- \"Captain, I compute that such"))
4898 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4899 int(100*game.optime/game.state.remtime))
4900 prout(_("remaining time."))
4901 proutn(_("Are you sure this is wise?\" "))
4907 if game.iscraft == "onship":
4909 if not damaged(DTRANSP):
4910 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4914 proutn(_("Shuttle crew"))
4916 proutn(_("Rescue party"))
4917 prout(_(" boards Galileo and swoops toward planet surface."))
4918 game.iscraft = "offship"
4922 game.iplnet.known="shuttle_down"
4923 prout(_("Trip complete."))
4926 # Ready to go back to ship
4927 prout(_("You and your mining party board the"))
4928 prout(_("shuttle craft for the trip back to the Enterprise."))
4930 prouts(_("The short hop begins . . ."))
4932 game.iplnet.known="known"
4938 game.iscraft = "onship"
4944 prout(_("Trip complete."))
4947 # Kirk on ship and so is Galileo
4948 prout(_("Mining party assembles in the hangar deck,"))
4949 prout(_("ready to board the shuttle craft \"Galileo\"."))
4951 prouts(_("The hangar doors open; the trip begins."))
4954 game.iscraft = "offship"
4957 game.iplnet.known = "shuttle_down"
4960 prout(_("Trip complete."))
4964 "Use the big zapper."
4968 if game.ship != IHE:
4969 prout(_("Ye Faerie Queene has no death ray."))
4971 if len(game.enemies)==0:
4972 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4975 prout(_("Death Ray is damaged."))
4977 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4978 prout(_(" is highly unpredictible. Considering the alternatives,"))
4979 proutn(_(" are you sure this is wise?\" "))
4982 prout(_("Spock- \"Acknowledged.\""))
4985 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4987 prout(_("Crew scrambles in emergency preparation."))
4988 prout(_("Spock and Scotty ready the death ray and"))
4989 prout(_("prepare to channel all ship's power to the device."))
4991 prout(_("Spock- \"Preparations complete, sir.\""))
4992 prout(_("Kirk- \"Engage!\""))
4994 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4997 if game.options & OPTION_PLAIN:
5001 prouts(_("Sulu- \"Captain! It's working!\""))
5003 while len(game.enemies) > 0:
5004 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
5005 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5006 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5008 if (game.options & OPTION_PLAIN) == 0:
5009 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5011 prout(_(" is still operational.\""))
5013 prout(_(" has been rendered nonfunctional.\""))
5014 game.damage[DDRAY] = 39.95
5016 r = randreal() # Pick failure method
5018 prouts(_("Sulu- \"Captain! It's working!\""))
5020 prouts(_("***RED ALERT! RED ALERT!"))
5022 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5024 prouts(_("***RED ALERT! RED A*L********************************"))
5027 prouts(_("****************** KA-BOOM!!!! *******************"))
5032 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5034 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5036 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5037 prout(_(" have apparently been transformed into strange mutations."))
5038 prout(_(" Vulcans do not seem to be affected."))
5040 prout(_("Kirk- \"Raauch! Raauch!\""))
5045 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5047 proutn(_("Spock- \"I believe the word is"))
5048 prouts(_(" *ASTONISHING*"))
5049 prout(_(" Mr. Sulu."))
5050 for i in range(QUADSIZE):
5051 for j in range(QUADSIZE):
5052 if game.quad[i][j] == IHDOT:
5053 game.quad[i][j] = IHQUEST
5054 prout(_(" Captain, our quadrant is now infested with"))
5055 prouts(_(" - - - - - - *THINGS*."))
5057 prout(_(" I have no logical explanation.\""))
5059 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5061 prout(_("Scotty- \"There are so many tribbles down here"))
5062 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5066 # Code from reports.c begins here
5068 def attackreport(curt):
5069 "eport status of bases under attack."
5071 if is_scheduled(FCDBAS):
5072 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5073 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5074 elif game.isatb == 1:
5075 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5076 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5078 prout(_("No Starbase is currently under attack."))
5080 if is_scheduled(FCDBAS):
5081 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5083 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5087 # report on general game status
5089 s1 = "" and game.thawed and _("thawed ")
5090 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5091 s3 = (None, _("novice"). _("fair"),
5092 _("good"), _("expert"), _("emeritus"))[game.skill]
5093 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5094 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5095 prout(_("No plaque is allowed."))
5097 prout(_("This is tournament game %d.") % game.tourn)
5098 prout(_("Your secret password is \"%s\"") % game.passwd)
5099 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5100 (game.inkling + game.incom + game.inscom)))
5101 if game.incom - len(game.state.kcmdr):
5102 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5103 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5104 prout(_(", but no Commanders."))
5107 if game.skill > SKILL_FAIR:
5108 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5109 if len(game.state.baseq) != game.inbase:
5111 if game.inbase-len(game.state.baseq)==1:
5112 proutn(_("has been 1 base"))
5114 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5115 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5117 prout(_("There are %d bases.") % game.inbase)
5118 if communicating() or game.iseenit:
5119 # Don't report this if not seen and
5120 # either the radio is dead or not at base!
5124 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5126 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5127 if game.ship == IHE:
5128 proutn(_("You have "))
5130 proutn("%d" % (game.nprobes))
5133 proutn(_(" deep space probe"))
5137 if communicating() and is_scheduled(FDSPROB):
5139 proutn(_("An armed deep space probe is in "))
5141 proutn(_("A deep space probe is in "))
5142 prout("Quadrant %s." % game.probec)
5144 if game.cryprob <= .05:
5145 prout(_("Dilithium crystals aboard ship... not yet used."))
5149 while game.cryprob > ai:
5152 prout(_("Dilithium crystals have been used %d time%s.") % \
5153 (i, (_("s"), "")[i==1]))
5157 "Long-range sensor scan."
5158 if damaged(DLRSENS):
5159 # Now allow base's sensors if docked
5160 if game.condition != "docked":
5162 prout(_("LONG-RANGE SENSORS DAMAGED."))
5165 prout(_("Starbase's long-range scan"))
5167 prout(_("Long-range scan"))
5168 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5171 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5172 if not VALID_QUADRANT(x, y):
5176 if not damaged(DRADIO):
5177 game.state.galaxy[x][y].charted = True
5178 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5179 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5180 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5181 if not silent and game.state.galaxy[x][y].supernova:
5184 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5192 for i in range(NDEVICES):
5195 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5196 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5198 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5199 game.damage[i]+0.05,
5200 game.docfac*game.damage[i]+0.005))
5202 prout(_("All devices functional."))
5205 "Update the chart in the Enterprise's computer from galaxy data."
5206 game.lastchart = game.state.date
5207 for i in range(GALSIZE):
5208 for j in range(GALSIZE):
5209 if game.state.galaxy[i][j].charted:
5210 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5211 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5212 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5215 "Display the star chart."
5217 if (game.options & OPTION_AUTOSCAN):
5219 if not damaged(DRADIO):
5221 if game.lastchart < game.state.date and game.condition == "docked":
5222 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5224 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5225 if game.state.date > game.lastchart:
5226 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5227 prout(" 1 2 3 4 5 6 7 8")
5228 for i in range(GALSIZE):
5229 proutn("%d |" % (i+1))
5230 for j in range(GALSIZE):
5231 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5235 if game.state.galaxy[i][j].supernova:
5237 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5239 elif game.state.galaxy[i][j].charted:
5240 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5244 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5252 def sectscan(goodScan, i, j):
5253 "Light up an individual dot in a sector."
5254 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5255 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):
5256 if game.condition == "red": textcolor("red")
5257 elif game.condition == "green": textcolor("green")
5258 elif game.condition == "yellow": textcolor("yellow")
5259 elif game.condition == "docked": textcolor("cyan")
5260 elif game.condition == "dead": textcolor("brown")
5261 if game.quad[i][j] != game.ship:
5263 proutn("%c " % game.quad[i][j])
5269 "Emit status report lines"
5270 if not req or req == 1:
5271 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5272 % (game.state.date, game.state.remtime))
5273 if not req or req == 2:
5274 if game.condition != "docked":
5277 for t in range(NDEVICES):
5278 if game.damage[t]>0:
5280 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5281 if not req or req == 3:
5282 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5283 if not req or req == 4:
5284 if damaged(DLIFSUP):
5285 if game.condition == "docked":
5286 s = _("DAMAGED, Base provides")
5288 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5291 prstat(_("Life Support"), s)
5292 if not req or req == 5:
5293 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5294 if not req or req == 6:
5296 if game.icrystl and (game.options & OPTION_SHOWME):
5297 extra = _(" (have crystals)")
5298 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5299 if not req or req == 7:
5300 prstat(_("Torpedoes"), "%d" % (game.torps))
5301 if not req or req == 8:
5302 if damaged(DSHIELD):
5308 data = _(" %d%% %.1f units") \
5309 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5310 prstat(_("Shields"), s+data)
5311 if not req or req == 9:
5312 prstat(_("Klingons Left"), "%d" \
5313 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5314 if not req or req == 10:
5315 if game.options & OPTION_WORLDS:
5316 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5317 if plnet and plnet.inhabited:
5318 prstat(_("Major system"), plnet.name)
5320 prout(_("Sector is uninhabited"))
5321 elif not req or req == 11:
5322 attackreport(not req)
5325 "Request specified status data, a historical relic from slow TTYs."
5326 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5327 while scanner.next() == "IHEOL":
5328 proutn(_("Information desired? "))
5330 if scanner.token in requests:
5331 status(requests.index(scanner.token))
5333 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5334 prout((" date, condition, position, lsupport, warpfactor,"))
5335 prout((" energy, torpedoes, shields, klingons, system, time."))
5340 if damaged(DSRSENS):
5341 # Allow base's sensors if docked
5342 if game.condition != "docked":
5343 prout(_(" S.R. SENSORS DAMAGED!"))
5346 prout(_(" [Using Base's sensors]"))
5348 prout(_(" Short-range scan"))
5349 if goodScan and not damaged(DRADIO):
5350 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5351 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5352 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5353 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5354 prout(" 1 2 3 4 5 6 7 8 9 10")
5355 if game.condition != "docked":
5357 for i in range(QUADSIZE):
5358 proutn("%2d " % (i+1))
5359 for j in range(QUADSIZE):
5360 sectscan(goodScan, i, j)
5364 "Use computer to get estimated time of arrival for a warp jump."
5365 w1 = coord(); w2 = coord()
5367 if damaged(DCOMPTR):
5368 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5371 if scanner.next() != "IHREAL":
5374 proutn(_("Destination quadrant and/or sector? "))
5375 if scanner.next()!="IHREAL":
5378 w1.j = int(scanner.real-0.5)
5379 if scanner.next() != "IHREAL":
5382 w1.i = int(scanner.real-0.5)
5383 if scanner.next() == "IHREAL":
5384 w2.j = int(scanner.real-0.5)
5385 if scanner.next() != "IHREAL":
5388 w2.i = int(scanner.real-0.5)
5390 if game.quadrant.j>w1.i:
5394 if game.quadrant.i>w1.j:
5398 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5401 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5402 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5405 prout(_("Answer \"no\" if you don't know the value:"))
5408 proutn(_("Time or arrival date? "))
5409 if scanner.next()=="IHREAL":
5410 ttime = scanner.real
5411 if ttime > game.state.date:
5412 ttime -= game.state.date # Actually a star date
5413 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5414 if ttime <= 1e-10 or twarp > 10:
5415 prout(_("We'll never make it, sir."))
5422 proutn(_("Warp factor? "))
5423 if scanner.next()== "IHREAL":
5425 twarp = scanner.real
5426 if twarp<1.0 or twarp > 10.0:
5430 prout(_("Captain, certainly you can give me one of these."))
5433 ttime = (10.0*game.dist)/twarp**2
5434 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5435 if tpower >= game.energy:
5436 prout(_("Insufficient energy, sir."))
5437 if not game.shldup or tpower > game.energy*2.0:
5440 proutn(_("New warp factor to try? "))
5441 if scanner.next() == "IHREAL":
5443 twarp = scanner.real
5444 if twarp<1.0 or twarp > 10.0:
5452 prout(_("But if you lower your shields,"))
5453 proutn(_("remaining"))
5456 proutn(_("Remaining"))
5457 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5459 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5461 prout(_("Any warp speed is adequate."))
5463 prout(_("Minimum warp needed is %.2f,") % (twarp))
5464 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5465 if game.state.remtime < ttime:
5466 prout(_("Unfortunately, the Federation will be destroyed by then."))
5468 prout(_("You'll be taking risks at that speed, Captain"))
5469 if (game.isatb==1 and game.state.kscmdr == w1 and \
5470 scheduled(FSCDBAS)< ttime+game.state.date) or \
5471 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5472 prout(_("The starbase there will be destroyed by then."))
5473 proutn(_("New warp factor to try? "))
5474 if scanner.next() == "IHREAL":
5476 twarp = scanner.real
5477 if twarp<1.0 or twarp > 10.0:
5485 # Code from setup.c begins here
5488 "Issue a historically correct banner."
5490 prout(_("-SUPER- STAR TREK"))
5492 # From the FORTRAN original
5493 # prout(_("Latest update-21 Sept 78"))
5499 scanner.token = "emsave.trk"
5501 key = scanner.next()
5503 proutn(_("File name: "))
5504 key = scanner.next()
5505 if key != "IHALPHA":
5509 if '.' not in scanner.token:
5510 scanner.token += ".trk"
5512 fp = open(scanner.token, "wb")
5514 prout(_("Can't freeze game as file %s") % scanner.token)
5516 cPickle.dump(game, fp)
5520 "Retrieve saved game."
5521 game.passwd[0] = '\0'
5522 key = scanner.next()
5524 proutn(_("File name: "))
5525 key = scanner.next()
5526 if key != "IHALPHA":
5530 if '.' not in scanner.token:
5531 scanner.token += ".trk"
5533 fp = open(scanner.token, "rb")
5535 prout(_("Can't thaw game in %s") % scanner.token)
5537 game = cPickle.load(fp)
5541 # I used <http://www.memory-alpha.org> to find planets
5542 # with references in ST:TOS. Eath and the Alpha Centauri
5543 # Colony have been omitted.
5545 # Some planets marked Class G and P here will be displayed as class M
5546 # because of the way planets are generated. This is a known bug.
5549 _("Andoria (Fesoan)"), # several episodes
5550 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5551 _("Vulcan (T'Khasi)"), # many episodes
5552 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5553 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5554 _("Ardana"), # TOS: "The Cloud Minders"
5555 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5556 _("Gideon"), # TOS: "The Mark of Gideon"
5557 _("Aldebaran III"), # TOS: "The Deadly Years"
5558 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5559 _("Altair IV"), # TOS: "Amok Time
5560 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5561 _("Benecia"), # TOS: "The Conscience of the King"
5562 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5563 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5564 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5565 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5566 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5567 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5568 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5569 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5570 _("Ingraham B"), # TOS: "Operation: Annihilate"
5571 _("Janus IV"), # TOS: "The Devil in the Dark"
5572 _("Makus III"), # TOS: "The Galileo Seven"
5573 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5574 _("Omega IV"), # TOS: "The Omega Glory"
5575 _("Regulus V"), # TOS: "Amok Time
5576 _("Deneva"), # TOS: "Operation -- Annihilate!"
5577 # Worlds from BSD Trek
5578 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5579 _("Beta III"), # TOS: "The Return of the Archons"
5580 _("Triacus"), # TOS: "And the Children Shall Lead",
5581 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5583 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5584 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5585 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5586 # _("Izar"), # TOS: "Whom Gods Destroy"
5587 # _("Tiburon"), # TOS: "The Way to Eden"
5588 # _("Merak II"), # TOS: "The Cloud Minders"
5589 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5590 # _("Iotia"), # TOS: "A Piece of the Action"
5594 _("S. R. Sensors"), \
5595 _("L. R. Sensors"), \
5597 _("Photon Tubes"), \
5598 _("Life Support"), \
5599 _("Warp Engines"), \
5600 _("Impulse Engines"), \
5602 _("Subspace Radio"), \
5603 _("Shuttle Craft"), \
5605 _("Navigation System"), \
5607 _("Shield Control"), \
5613 "Prepare to play, set up cosmos."
5615 # Decide how many of everything
5617 return # frozen game
5618 # Prepare the Enterprise
5619 game.alldone = game.gamewon = False
5621 game.state.crew = FULLCREW
5622 game.energy = game.inenrg = 5000.0
5623 game.shield = game.inshld = 2500.0
5624 game.shldchg = False
5628 game.quadrant = randplace(GALSIZE)
5629 game.sector = randplace(QUADSIZE)
5630 game.torps = game.intorps = 10
5631 game.nprobes = randrange(2, 5)
5633 game.wfacsq = game.warpfac * game.warpfac
5634 for i in range(NDEVICES):
5635 game.damage[i] = 0.0
5636 # Set up assorted game parameters
5637 game.battle = coord()
5638 game.state.date = game.indate = 100.0 * randreal(20, 51)
5639 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5640 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5641 game.isatb = game.state.nplankl = 0
5642 game.state.starkl = game.state.basekl = 0
5643 game.iscraft = "onship"
5647 # Starchart is functional but we've never seen it
5648 game.lastchart = FOREVER
5649 # Put stars in the galaxy
5651 for i in range(GALSIZE):
5652 for j in range(GALSIZE):
5653 k = randrange(1, QUADSIZE**2/10+1)
5655 game.state.galaxy[i][j].stars = k
5656 # Locate star bases in galaxy
5657 for i in range(game.inbase):
5660 w = randplace(GALSIZE)
5661 if not game.state.galaxy[w.i][w.j].starbase:
5664 # C version: for (j = i-1; j > 0; j--)
5665 # so it did them in the opposite order.
5666 for j in range(1, i):
5667 # Improved placement algorithm to spread out bases
5668 distq = (w - game.state.baseq[j]).distance()
5669 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5672 prout("=== Abandoning base #%d at %s" % (i, w))
5674 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5676 prout("=== Saving base #%d, close to #%d" % (i, j))
5679 game.state.baseq.append(w)
5680 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5681 # Position ordinary Klingon Battle Cruisers
5683 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5684 if klumper > MAXKLQUAD:
5688 klump = (1.0 - r*r)*klumper
5693 w = randplace(GALSIZE)
5694 if not game.state.galaxy[w.i][w.j].supernova and \
5695 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5697 game.state.galaxy[w.i][w.j].klingons += int(klump)
5700 # Position Klingon Commander Ships
5701 for i in range(game.incom):
5703 w = randplace(GALSIZE)
5704 if not welcoming(w) or w in game.state.kcmdr:
5706 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5708 game.state.galaxy[w.i][w.j].klingons += 1
5709 game.state.kcmdr.append(w)
5710 # Locate planets in galaxy
5711 for i in range(game.inplan):
5713 w = randplace(GALSIZE)
5714 if game.state.galaxy[w.i][w.j].planet == None:
5718 new.crystals = "absent"
5719 if (game.options & OPTION_WORLDS) and i < NINHAB:
5720 new.pclass = "M" # All inhabited planets are class M
5721 new.crystals = "absent"
5723 new.name = systnames[i]
5724 new.inhabited = True
5726 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5728 new.crystals = "present"
5729 new.known = "unknown"
5730 new.inhabited = False
5731 game.state.galaxy[w.i][w.j].planet = new
5732 game.state.planets.append(new)
5734 for i in range(game.state.nromrem):
5735 w = randplace(GALSIZE)
5736 game.state.galaxy[w.i][w.j].romulans += 1
5737 # Place the Super-Commander if needed
5738 if game.state.nscrem > 0:
5740 w = randplace(GALSIZE)
5743 game.state.kscmdr = w
5744 game.state.galaxy[w.i][w.j].klingons += 1
5745 # Initialize times for extraneous events
5746 schedule(FSNOVA, expran(0.5 * game.intime))
5747 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5748 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5749 schedule(FBATTAK, expran(0.3*game.intime))
5751 if game.state.nscrem:
5752 schedule(FSCMOVE, 0.2777)
5757 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5758 schedule(FDISTR, expran(1.0 + game.intime))
5763 # Place thing (in tournament game, we don't want one!)
5764 # New in SST2K: never place the Thing near a starbase.
5765 # This makes sense and avoids a special case in the old code.
5767 if game.tourn is None:
5769 thing = randplace(GALSIZE)
5770 if thing not in game.state.baseq:
5773 game.state.snap = False
5774 if game.skill == SKILL_NOVICE:
5775 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5776 prout(_("a deadly Klingon invasion force. As captain of the United"))
5777 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5778 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5779 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5780 prout(_("your mission. As you proceed you may be given more time."))
5782 prout(_("You will have %d supporting starbases.") % (game.inbase))
5783 proutn(_("Starbase locations- "))
5785 prout(_("Stardate %d.") % int(game.state.date))
5787 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5788 prout(_("An unknown number of Romulans."))
5789 if game.state.nscrem:
5790 prout(_("And one (GULP) Super-Commander."))
5791 prout(_("%d stardates.") % int(game.intime))
5792 proutn(_("%d starbases in ") % game.inbase)
5793 for i in range(game.inbase):
5794 proutn(`game.state.baseq[i]`)
5797 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5798 proutn(_(" Sector %s") % game.sector)
5800 prout(_("Good Luck!"))
5801 if game.state.nscrem:
5802 prout(_(" YOU'LL NEED IT."))
5805 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5807 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5808 attack(torps_ok=False)
5811 "Choose your game type."
5816 game.skill = SKILL_NONE
5818 if not scanner.inqueue: # Can start with command line options
5819 proutn(_("Would you like a regular, tournament, or saved game? "))
5821 if len(scanner.token)==0: # Try again
5823 if scanner.sees("tournament"):
5824 while scanner.next() == "IHEOL":
5825 proutn(_("Type in tournament number-"))
5826 if scanner.real == 0:
5828 continue # We don't want a blank entry
5829 game.tourn = int(round(scanner.real))
5830 random.seed(scanner.real)
5832 logfp.write("# random.seed(%d)\n" % scanner.real)
5834 if scanner.sees("saved") or scanner.sees("frozen"):
5838 if game.passwd == None:
5840 if not game.alldone:
5841 game.thawed = True # No plaque if not finished
5845 if scanner.sees("regular"):
5847 proutn(_("What is \"%s\"?") % scanner.token)
5849 while game.length==0 or game.skill==SKILL_NONE:
5850 if scanner.next() == "IHALPHA":
5851 if scanner.sees("short"):
5853 elif scanner.sees("medium"):
5855 elif scanner.sees("long"):
5857 elif scanner.sees("novice"):
5858 game.skill = SKILL_NOVICE
5859 elif scanner.sees("fair"):
5860 game.skill = SKILL_FAIR
5861 elif scanner.sees("good"):
5862 game.skill = SKILL_GOOD
5863 elif scanner.sees("expert"):
5864 game.skill = SKILL_EXPERT
5865 elif scanner.sees("emeritus"):
5866 game.skill = SKILL_EMERITUS
5868 proutn(_("What is \""))
5869 proutn(scanner.token)
5874 proutn(_("Would you like a Short, Medium, or Long game? "))
5875 elif game.skill == SKILL_NONE:
5876 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5877 # Choose game options -- added by ESR for SST2K
5878 if scanner.next() != "IHALPHA":
5880 proutn(_("Choose your game style (or just press enter): "))
5882 if scanner.sees("plain"):
5883 # Approximates the UT FORTRAN version.
5884 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5885 game.options |= OPTION_PLAIN
5886 elif scanner.sees("almy"):
5887 # Approximates Tom Almy's version.
5888 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5889 game.options |= OPTION_ALMY
5890 elif scanner.sees("fancy"):
5892 elif len(scanner.token):
5893 proutn(_("What is \"%s\"?") % scanner.token)
5895 if game.passwd == "debug":
5897 prout("=== Debug mode enabled.")
5898 # Use parameters to generate initial values of things
5899 game.damfac = 0.5 * game.skill
5900 game.inbase = randrange(BASEMIN, BASEMAX+1)
5902 if game.options & OPTION_PLANETS:
5903 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5904 if game.options & OPTION_WORLDS:
5905 game.inplan += int(NINHAB)
5906 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5907 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5908 game.state.remtime = 7.0 * game.length
5909 game.intime = game.state.remtime
5910 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5911 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5912 game.state.remres = (game.inkling+4*game.incom)*game.intime
5913 game.inresor = game.state.remres
5914 if game.inkling > 50:
5915 game.state.inbase += 1
5918 def dropin(iquad=None):
5919 "Drop a feature on a random dot in the current quadrant."
5921 w = randplace(QUADSIZE)
5922 if game.quad[w.i][w.j] == IHDOT:
5924 if iquad is not None:
5925 game.quad[w.i][w.j] = iquad
5929 "Update our alert status."
5930 game.condition = "green"
5931 if game.energy < 1000.0:
5932 game.condition = "yellow"
5933 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5934 game.condition = "red"
5936 game.condition="dead"
5939 "Drop new Klingon into current quadrant."
5940 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5943 "Set up a new state of quadrant, for when we enter or re-enter it."
5946 game.neutz = game.inorbit = game.landed = False
5947 game.ientesc = game.iseenit = False
5948 # Create a blank quadrant
5949 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5951 # Attempt to escape Super-commander, so tbeam back!
5954 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5955 # cope with supernova
5958 game.klhere = q.klingons
5959 game.irhere = q.romulans
5961 game.quad[game.sector.i][game.sector.j] = game.ship
5964 # Position ordinary Klingons
5965 for i in range(game.klhere):
5967 # If we need a commander, promote a Klingon
5968 for cmdr in game.state.kcmdr:
5969 if cmdr == game.quadrant:
5970 e = game.enemies[game.klhere-1]
5971 game.quad[e.kloc.i][e.kloc.j] = IHC
5972 e.kpower = randreal(950,1350) + 50.0*game.skill
5974 # If we need a super-commander, promote a Klingon
5975 if game.quadrant == game.state.kscmdr:
5977 game.quad[e.kloc.i][e.kloc.j] = IHS
5978 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5979 game.iscate = (game.state.remkl > 1)
5980 # Put in Romulans if needed
5981 for i in range(q.romulans):
5982 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5983 # If quadrant needs a starbase, put it in
5985 game.base = dropin(IHB)
5986 # If quadrant needs a planet, put it in
5988 game.iplnet = q.planet
5989 if not q.planet.inhabited:
5990 game.plnet = dropin(IHP)
5992 game.plnet = dropin(IHW)
5993 # Check for condition
5996 if game.irhere > 0 and game.klhere == 0:
5998 if not damaged(DRADIO):
6000 prout(_("LT. Uhura- \"Captain, an urgent message."))
6001 prout(_(" I'll put it on audio.\" CLICK"))
6003 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6004 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6005 # Put in THING if needed
6006 if thing == game.quadrant:
6007 enemy(type=IHQUEST, loc=dropin(),
6008 power=randreal(6000,6500.0)+250.0*game.skill)
6009 if not damaged(DSRSENS):
6011 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6012 prout(_(" Please examine your short-range scan.\""))
6013 # Decide if quadrant needs a Tholian; lighten up if skill is low
6014 if game.options & OPTION_THOLIAN:
6015 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6016 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6017 (game.skill > SKILL_GOOD and withprob(0.08)):
6020 w.i = withprob(0.5) * (QUADSIZE-1)
6021 w.j = withprob(0.5) * (QUADSIZE-1)
6022 if game.quad[w.i][w.j] == IHDOT:
6024 game.tholian = enemy(type=IHT, loc=w,
6025 power=randrange(100, 500) + 25.0*game.skill)
6026 # Reserve unoccupied corners
6027 if game.quad[0][0]==IHDOT:
6028 game.quad[0][0] = 'X'
6029 if game.quad[0][QUADSIZE-1]==IHDOT:
6030 game.quad[0][QUADSIZE-1] = 'X'
6031 if game.quad[QUADSIZE-1][0]==IHDOT:
6032 game.quad[QUADSIZE-1][0] = 'X'
6033 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6034 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6035 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6036 # And finally the stars
6037 for i in range(q.stars):
6039 # Put in a few black holes
6040 for i in range(1, 3+1):
6043 # Take out X's in corners if Tholian present
6045 if game.quad[0][0]=='X':
6046 game.quad[0][0] = IHDOT
6047 if game.quad[0][QUADSIZE-1]=='X':
6048 game.quad[0][QUADSIZE-1] = IHDOT
6049 if game.quad[QUADSIZE-1][0]=='X':
6050 game.quad[QUADSIZE-1][0] = IHDOT
6051 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6052 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6055 "Set the self-destruct password."
6056 if game.options & OPTION_PLAIN:
6059 proutn(_("Please type in a secret password- "))
6061 game.passwd = scanner.token
6062 if game.passwd != None:
6067 game.passwd += chr(ord('a')+randrange(26))
6069 # Code from sst.c begins here
6072 "SRSCAN": OPTION_TTY,
6073 "STATUS": OPTION_TTY,
6074 "REQUEST": OPTION_TTY,
6075 "LRSCAN": OPTION_TTY,
6088 "SENSORS": OPTION_PLANETS,
6089 "ORBIT": OPTION_PLANETS,
6090 "TRANSPORT": OPTION_PLANETS,
6091 "MINE": OPTION_PLANETS,
6092 "CRYSTALS": OPTION_PLANETS,
6093 "SHUTTLE": OPTION_PLANETS,
6094 "PLANETS": OPTION_PLANETS,
6099 "PROBE": OPTION_PROBE,
6101 "FREEZE": 0, # Synonym for SAVE
6107 "SOS": 0, # Synonym for MAYDAY
6108 "CALL": 0, # Synonym for MAYDAY
6114 "Generate a list of legal commands."
6115 proutn(_("LEGAL COMMANDS ARE:"))
6116 for (k, key) in enumerate(commands):
6117 if not commands[key] or (commands[key] & game.options):
6120 proutn("%-12s " % key)
6124 "Browse on-line help."
6125 key = scanner.next()
6128 setwnd(prompt_window)
6129 proutn(_("Help on what command? "))
6130 key = scanner.next()
6131 setwnd(message_window)
6134 if scanner.token in commands or scanner.token == "ABBREV":
6141 cmd = scanner.token.upper()
6143 fp = open(SSTDOC, "r")
6146 fp = open(DOC_NAME, "r")
6148 prout(_("Spock- \"Captain, that information is missing from the"))
6149 proutn(_(" computer. You need to find "))
6151 prout(_(" and put it in the"))
6152 proutn(_(" current directory or to "))
6156 # This used to continue: "You need to find SST.DOC and put
6157 # it in the current directory."
6161 linebuf = fp.readline()
6163 prout(_("Spock- \"Captain, there is no information on that command.\""))
6166 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6167 linebuf = linebuf[3:].strip()
6171 prout(_("Spock- \"Captain, I've found the following information:\""))
6173 while linebuf in fp:
6174 if "******" in linebuf:
6180 "Command-interpretation loop."
6182 setwnd(message_window)
6183 while True: # command loop
6185 while True: # get a command
6190 setwnd(prompt_window)
6193 if scanner.next() == "IHEOL":
6194 if game.options & OPTION_CURSES:
6197 elif scanner.token == "":
6201 setwnd(message_window)
6203 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6205 if len(candidates) == 1:
6208 elif candidates and not (game.options & OPTION_PLAIN):
6209 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6213 if cmd == "SRSCAN": # srscan
6215 elif cmd == "STATUS": # status
6217 elif cmd == "REQUEST": # status request
6219 elif cmd == "LRSCAN": # long range scan
6220 lrscan(silent=False)
6221 elif cmd == "PHASERS": # phasers
6225 elif cmd == "TORPEDO": # photon torpedos
6229 elif cmd == "MOVE": # move under warp
6231 elif cmd == "SHIELDS": # shields
6232 doshield(shraise=False)
6235 game.shldchg = False
6236 elif cmd == "DOCK": # dock at starbase
6239 attack(torps_ok=False)
6240 elif cmd == "DAMAGES": # damage reports
6242 elif cmd == "CHART": # chart
6244 elif cmd == "IMPULSE": # impulse
6246 elif cmd == "REST": # rest
6250 elif cmd == "WARP": # warp
6252 elif cmd == "SCORE": # score
6254 elif cmd == "SENSORS": # sensors
6256 elif cmd == "ORBIT": # orbit
6260 elif cmd == "TRANSPORT": # transport "beam"
6262 elif cmd == "MINE": # mine
6266 elif cmd == "CRYSTALS": # crystals
6270 elif cmd == "SHUTTLE": # shuttle
6274 elif cmd == "PLANETS": # Planet list
6276 elif cmd == "REPORT": # Game Report
6278 elif cmd == "COMPUTER": # use COMPUTER!
6280 elif cmd == "COMMANDS":
6282 elif cmd == "EMEXIT": # Emergency exit
6283 clrscr() # Hide screen
6284 freeze(True) # forced save
6285 raise SysExit,1 # And quick exit
6286 elif cmd == "PROBE":
6287 probe() # Launch probe
6290 elif cmd == "ABANDON": # Abandon Ship
6292 elif cmd == "DESTRUCT": # Self Destruct
6294 elif cmd == "SAVE": # Save Game
6297 if game.skill > SKILL_GOOD:
6298 prout(_("WARNING--Saved games produce no plaques!"))
6299 elif cmd == "DEATHRAY": # Try a desparation measure
6303 elif cmd == "DEBUGCMD": # What do we want for debug???
6305 elif cmd == "MAYDAY": # Call for help
6310 game.alldone = True # quit the game
6315 break # Game has ended
6316 if game.optime != 0.0:
6319 break # Events did us in
6320 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6323 if hitme and not game.justin:
6324 attack(torps_ok=True)
6327 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6338 "Emit the name of an enemy or feature."
6339 if type == IHR: s = _("Romulan")
6340 elif type == IHK: s = _("Klingon")
6341 elif type == IHC: s = _("Commander")
6342 elif type == IHS: s = _("Super-commander")
6343 elif type == IHSTAR: s = _("Star")
6344 elif type == IHP: s = _("Planet")
6345 elif type == IHB: s = _("Starbase")
6346 elif type == IHBLANK: s = _("Black hole")
6347 elif type == IHT: s = _("Tholian")
6348 elif type == IHWEB: s = _("Tholian web")
6349 elif type == IHQUEST: s = _("Stranger")
6350 elif type == IHW: s = _("Inhabited World")
6351 else: s = "Unknown??"
6354 def crmena(stars, enemy, loctype, w):
6355 "Emit the name of an enemy and his location."
6359 buf += cramen(enemy) + _(" at ")
6360 if loctype == "quadrant":
6361 buf += _("Quadrant ")
6362 elif loctype == "sector":
6367 "Emit our ship name."
6368 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6371 "Emit a line of stars"
6372 prouts("******************************************************")
6376 return -avrage*math.log(1e-7 + randreal())
6378 def randplace(size):
6379 "Choose a random location."
6381 w.i = randrange(size)
6382 w.j = randrange(size)
6392 # Get a token from the user
6395 # Fill the token quue if nothing here
6396 while not self.inqueue:
6398 if curwnd==prompt_window:
6400 setwnd(message_window)
6404 # Skip leading white space
6405 line = line.lstrip()
6409 self.inqueue = line.lstrip().split() + ["IHEOL"]
6410 # From here on in it's all looking at the queue
6411 self.token = self.inqueue.pop(0)
6412 if self.token == "IHEOL":
6416 self.real = float(self.token)
6417 self.type = "IHREAL"
6422 self.token = self.token.lower()
6423 self.type = "IHALPHA"
6426 def push(self, tok):
6427 self.inqueue.append(tok)
6431 # Demand input for next scan
6433 self.real = self.token = None
6435 # return "IHEOL" next time
6436 self.inqueue = ["IHEOL"]
6437 self.real = self.token = None
6439 # compares s to item and returns true if it matches to the length of s
6440 return s.startswith(self.token)
6442 # Round token value to nearest integer
6443 return int(round(scanner.real))
6447 if scanner.type != "IHREAL":
6450 s.i = scanner.int()-1
6452 if scanner.type != "IHREAL":
6455 s.j = scanner.int()-1
6458 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6461 "Yes-or-no confirmation."
6465 if scanner.token == 'y':
6467 if scanner.token == 'n':
6470 proutn(_("Please answer with \"y\" or \"n\": "))
6473 "Complain about unparseable input."
6476 prout(_("Beg your pardon, Captain?"))
6479 "Access to the internals for debugging."
6480 proutn("Reset levels? ")
6482 if game.energy < game.inenrg:
6483 game.energy = game.inenrg
6484 game.shield = game.inshld
6485 game.torps = game.intorps
6486 game.lsupres = game.inlsr
6487 proutn("Reset damage? ")
6489 for i in range(NDEVICES):
6490 if game.damage[i] > 0.0:
6491 game.damage[i] = 0.0
6492 proutn("Toggle debug flag? ")
6496 prout("Debug output ON")
6498 prout("Debug output OFF")
6499 proutn("Cause selective damage? ")
6501 for i in range(NDEVICES):
6502 proutn("Kill %s?" % device[i])
6504 key = scanner.next()
6505 if key == "IHALPHA" and scanner.sees("y"):
6506 game.damage[i] = 10.0
6507 proutn("Examine/change events? ")
6512 FSNOVA: "Supernova ",
6515 FBATTAK: "Base Attack ",
6516 FCDBAS: "Base Destroy ",
6517 FSCMOVE: "SC Move ",
6518 FSCDBAS: "SC Base Destroy ",
6519 FDSPROB: "Probe Move ",
6520 FDISTR: "Distress Call ",
6521 FENSLV: "Enslavement ",
6522 FREPRO: "Klingon Build ",
6524 for i in range(1, NEVENTS):
6527 proutn("%.2f" % (scheduled(i)-game.state.date))
6528 if i == FENSLV or i == FREPRO:
6530 proutn(" in %s" % ev.quadrant)
6535 key = scanner.next()
6539 elif key == "IHREAL":
6540 ev = schedule(i, scanner.real)
6541 if i == FENSLV or i == FREPRO:
6543 proutn("In quadrant- ")
6544 key = scanner.next()
6545 # "IHEOL" says to leave coordinates as they are
6548 prout("Event %d canceled, no x coordinate." % (i))
6551 w.i = int(round(scanner.real))
6552 key = scanner.next()
6554 prout("Event %d canceled, no y coordinate." % (i))
6557 w.j = int(round(scanner.real))
6560 proutn("Induce supernova here? ")
6562 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6565 if __name__ == '__main__':
6567 global line, thing, game, idebug
6573 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6574 # Disable curses mode until the game logic is working.
6575 # if os.getenv("TERM"):
6576 # game.options |= OPTION_CURSES | OPTION_SHOWME
6578 game.options |= OPTION_TTY
6579 seed = int(time.time())
6580 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6581 for (switch, val) in options:
6584 replayfp = open(val, "r")
6586 sys.stderr.write("sst: can't open replay file %s\n" % val)
6589 line = replayfp.readline().strip()
6590 (leader, key, seed) = line.split()
6592 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6593 line = replayfp.readline().strip()
6594 arguments += line.split()[2:]
6596 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6598 game.options |= OPTION_TTY
6599 game.options &=~ OPTION_CURSES
6600 elif switch == '-s':
6602 elif switch == '-t':
6603 game.options |= OPTION_TTY
6604 game.options &=~ OPTION_CURSES
6605 elif switch == '-x':
6608 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6610 # where to save the input in case of bugs
6612 logfp = open("/usr/tmp/sst-input.log", "w")
6614 sys.stderr.write("sst: warning, can't open logfile\n")
6616 logfp.write("# seed %s\n" % seed)
6617 logfp.write("# options %s\n" % " ".join(arguments))
6619 scanner = sstscanner()
6620 map(scanner.push, arguments)
6623 while True: # Play a game
6624 setwnd(fullscreen_window)
6630 game.alldone = False
6636 if game.tourn and game.alldone:
6637 proutn(_("Do you want your score recorded?"))
6642 proutn(_("Do you want to play again? "))
6646 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6650 except KeyboardInterrupt: