3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
16 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
17 import getopt, socket, locale
19 # This import only works on Unixes. The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
26 # Prevent lossage under Python 3
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 GALSIZE = 8 # Galaxy size in quadrants
40 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
41 MAXUNINHAB = 10 # Maximum uninhabited worlds
42 QUADSIZE = 10 # Quadrant size in sectors
43 BASEMIN = 2 # Minimum starbases
44 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
45 MAXKLGAME = 127 # Maximum Klingons per game
46 MAXKLQUAD = 9 # Maximum Klingons per quadrant
47 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
48 FOREVER = 1e30 # Time for the indefinite future
49 MAXBURST = 3 # Max # of torps you can launch in one turn
50 MINCMDR = 10 # Minimum number of Klingon commanders
51 DOCKFAC = 0.25 # Repair faster when docked
52 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
54 ALGERON = 2311 # Date of the Treaty of Algeron
75 class TrekError(Exception):
78 class JumpOut(Exception):
82 def __init__(self, x=None, y=None):
85 def valid_quadrant(self):
86 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
87 def valid_sector(self):
88 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
90 self.i = self.j = None
91 def __eq__(self, other):
92 return other != None and self.i == other.i and self.j == other.j
93 def __ne__(self, other):
94 return other is None or self.i != other.i or self.j != other.j
95 def __add__(self, other):
96 return Coord(self.i+other.i, self.j+other.j)
97 def __sub__(self, other):
98 return Coord(self.i-other.i, self.j-other.j)
99 def __mul__(self, other):
100 return Coord(self.i*other, self.j*other)
101 def __rmul__(self, other):
102 return Coord(self.i*other, self.j*other)
103 def __div__(self, other):
104 return Coord(self.i/other, self.j/other)
105 def __truediv__(self, other):
106 return Coord(self.i/other, self.j/other)
107 def __floordiv__(self, other):
108 return Coord(self.i//other, self.j//other)
109 def __mod__(self, other):
110 return Coord(self.i % other, self.j % other)
111 def __rtruediv__(self, other):
112 return Coord(self.i/other, self.j/other)
113 def __rfloordiv__(self, other):
114 return Coord(self.i//other, self.j//other)
115 def roundtogrid(self):
116 return Coord(int(round(self.i)), int(round(self.j)))
117 def distance(self, other=None):
120 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
122 return 1.90985*math.atan2(self.j, self.i)
139 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
140 return self.roundtogrid() // QUADSIZE
142 return self.roundtogrid() % QUADSIZE
145 s.i = self.i + randrange(-1, 2)
146 s.j = self.j + randrange(-1, 2)
149 if self.i is None or self.j is None:
151 return "%s - %s" % (self.i+1, self.j+1)
155 "Do not anger the Space Thingy!"
162 return (q.i, q.j) == (self.i, self.j)
166 self.name = None # string-valued if inhabited
167 self.quadrant = Coord() # quadrant located
168 self.pclass = None # could be ""M", "N", "O", or "destroyed"
169 self.crystals = "absent"# could be "mined", "present", "absent"
170 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
171 self.inhabited = False # is it inhabited?
179 self.starbase = False
182 self.supernova = False
184 self.status = "secure" # Could be "secure", "distressed", "enslaved"
186 return "<Quadrant: %(klingons)d>" % self.__dict__
192 self.starbase = False
195 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
197 def fill2d(size, fillfun):
198 "Fill an empty list in 2D."
200 for i in range(size):
202 for j in range(size):
203 lst[i].append(fillfun(i, j))
208 self.snap = False # snapshot taken
209 self.crew = 0 # crew complement
210 self.nscrem = 0 # remaining super commanders
211 self.starkl = 0 # destroyed stars
212 self.basekl = 0 # destroyed bases
213 self.nromrem = 0 # Romulans remaining
214 self.nplankl = 0 # destroyed uninhabited planets
215 self.nworldkl = 0 # destroyed inhabited planets
216 self.planets = [] # Planet information
217 self.date = 0.0 # stardate
218 self.remres = 0 # remaining resources
219 self.remtime = 0 # remaining time
220 self.baseq = [] # Base quadrant coordinates
221 self.kcmdr = [] # Commander quadrant coordinates
222 self.kscmdr = Coord() # Supercommander quadrant coordinates
224 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
226 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
228 for i in range(GALSIZE):
229 for j in range(GALSIZE):
230 yield (i, j, self.galaxy[i][j])
234 self.date = None # A real number
235 self.quadrant = None # A coord structure
238 OPTION_ALL = 0xffffffff
239 OPTION_TTY = 0x00000001 # old interface
240 OPTION_CURSES = 0x00000002 # new interface
241 OPTION_IOMODES = 0x00000003 # cover both interfaces
242 OPTION_PLANETS = 0x00000004 # planets and mining
243 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
244 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
245 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
246 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
247 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
248 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
249 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
250 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
251 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
252 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
253 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
254 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
255 OPTION_PLAIN = 0x01000000 # user chose plain game
256 OPTION_ALMY = 0x02000000 # user chose Almy variant
257 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
277 NDEVICES = 17 # Number of devices
287 return (game.damage[dev] != 0.0)
289 return not damaged(DRADIO) or game.condition=="docked"
291 # Define future events
292 FSPY = 0 # Spy event happens always (no future[] entry)
293 # can cause SC to tractor beam Enterprise
294 FSNOVA = 1 # Supernova
295 FTBEAM = 2 # Commander tractor beams Enterprise
296 FSNAP = 3 # Snapshot for time warp
297 FBATTAK = 4 # Commander attacks base
298 FCDBAS = 5 # Commander destroys base
299 FSCMOVE = 6 # Supercommander moves (might attack base)
300 FSCDBAS = 7 # Supercommander destroys base
301 FDSPROB = 8 # Move deep space probe
302 FDISTR = 9 # Emit distress call from an inhabited world
303 FENSLV = 10 # Inhabited word is enslaved */
304 FREPRO = 11 # Klingons build a ship in an enslaved system
307 # Abstract out the event handling -- underlying data structures will change
308 # when we implement stateful events
309 def findevent(evtype):
310 return game.future[evtype]
313 def __init__(self, etype=None, loc=None, power=None):
315 self.location = Coord()
320 self.power = power # enemy energy level
321 game.enemies.append(self)
323 motion = (loc != self.location)
324 if self.location.i is not None and self.location.j is not None:
327 game.quad[self.location.i][self.location.j] = '#'
329 game.quad[self.location.i][self.location.j] = '.'
331 self.location = copy.copy(loc)
332 game.quad[self.location.i][self.location.j] = self.type
333 self.kdist = self.kavgd = (game.sector - loc).distance()
335 self.location = Coord()
336 self.kdist = self.kavgd = None
337 # Guard prevents failure on Tholian or thingy
338 if self in game.enemies:
339 game.enemies.remove(self)
342 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
346 self.options = None # Game options
347 self.state = Snapshot() # A snapshot structure
348 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
349 self.quad = None # contents of our quadrant
350 self.damage = [0.0] * NDEVICES # damage encountered
351 self.future = [] # future events
355 self.future.append(Event())
356 self.passwd = None # Self Destruct password
358 self.quadrant = None # where we are in the large
359 self.sector = None # where we are in the small
360 self.tholian = None # Tholian enemy object
361 self.base = None # position of base in current quadrant
362 self.battle = None # base coordinates being attacked
363 self.plnet = None # location of planet in quadrant
364 self.gamewon = False # Finished!
365 self.ididit = False # action taken -- allows enemy to attack
366 self.alive = False # we are alive (not killed)
367 self.justin = False # just entered quadrant
368 self.shldup = False # shields are up
369 self.shldchg = False # shield is changing (affects efficiency)
370 self.iscate = False # super commander is here
371 self.ientesc = False # attempted escape from supercommander
372 self.resting = False # rest time
373 self.icraft = False # Kirk in Galileo
374 self.landed = False # party on planet (true), on ship (false)
375 self.alldone = False # game is now finished
376 self.neutz = False # Romulan Neutral Zone
377 self.isarmed = False # probe is armed
378 self.inorbit = False # orbiting a planet
379 self.imine = False # mining
380 self.icrystl = False # dilithium crystals aboard
381 self.iseenit = False # seen base attack report
382 self.thawed = False # thawed game
383 self.condition = None # "green", "yellow", "red", "docked", "dead"
384 self.iscraft = None # "onship", "offship", "removed"
385 self.skill = None # Player skill level
386 self.inkling = 0 # initial number of klingons
387 self.inbase = 0 # initial number of bases
388 self.incom = 0 # initial number of commanders
389 self.inscom = 0 # initial number of commanders
390 self.inrom = 0 # initial number of commanders
391 self.instar = 0 # initial stars
392 self.intorps = 0 # initial/max torpedoes
393 self.torps = 0 # number of torpedoes
394 self.ship = 0 # ship type -- 'E' is Enterprise
395 self.abandoned = 0 # count of crew abandoned in space
396 self.length = 0 # length of game
397 self.klhere = 0 # klingons here
398 self.casual = 0 # causalties
399 self.nhelp = 0 # calls for help
400 self.nkinks = 0 # count of energy-barrier crossings
401 self.iplnet = None # planet # in quadrant
402 self.inplan = 0 # initial planets
403 self.irhere = 0 # Romulans in quadrant
404 self.isatb = 0 # =2 if super commander is attacking base
405 self.tourn = None # tournament number
406 self.nprobes = 0 # number of probes available
407 self.inresor = 0.0 # initial resources
408 self.intime = 0.0 # initial time
409 self.inenrg = 0.0 # initial/max energy
410 self.inshld = 0.0 # initial/max shield
411 self.inlsr = 0.0 # initial life support resources
412 self.indate = 0.0 # initial date
413 self.energy = 0.0 # energy level
414 self.shield = 0.0 # shield level
415 self.warpfac = 0.0 # warp speed
416 self.lsupres = 0.0 # life support reserves
417 self.optime = 0.0 # time taken by current operation
418 self.damfac = 0.0 # damage factor
419 self.lastchart = 0.0 # time star chart was last updated
420 self.cryprob = 0.0 # probability that crystal will work
421 self.probe = None # object holding probe course info
422 self.height = 0.0 # height of orbit around planet
423 self.score = 0.0 # overall score
424 self.perdate = 0.0 # rate of kills
425 self.idebug = False # Debugging instrumentation enabled?
426 self.statekscmdr = None # No SuperCommander coordinates yet.
427 self.brigcapacity = 400 # Enterprise brig capacity
428 self.brigfree = 400 # How many klingons can we put in the brig?
429 self.kcaptured = 0 # Total Klingons captured, for scoring.
430 self.iscloaked = False # Cloaking device on?
431 self.ncviol = 0 # Algreon treaty violations
432 self.isviolreported = False # We have been warned
434 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
436 # Stas thinks this should be (C expression):
437 # game.remkl() + len(game.state.kcmdr) > 0 ?
438 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
439 # He says the existing expression is prone to divide-by-zero errors
440 # after killing the last klingon when score is shown -- perhaps also
441 # if the only remaining klingon is SCOM.
442 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
444 "Are there Klingons remaining?"
472 return random.random() < p
474 def randrange(*args):
475 return random.randrange(*args)
480 v *= args[0] # from [0, args[0])
482 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
485 # Code from ai.c begins here
488 "Would this quadrant welcome another Klingon?"
489 return iq.valid_quadrant() and \
490 not game.state.galaxy[iq.i][iq.j].supernova and \
491 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
493 def tryexit(enemy, look, irun):
494 "A bad guy attempts to bug out."
496 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
497 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
498 if not welcoming(iq):
500 if enemy.type == 'R':
501 return False # Romulans cannot escape!
503 # avoid intruding on another commander's territory
504 if enemy.type == 'C':
505 if iq in game.state.kcmdr:
507 # refuse to leave if currently attacking starbase
508 if game.battle == game.quadrant:
510 # don't leave if over 1000 units of energy
511 if enemy.power > 1000.0:
513 oldloc = copy.copy(enemy.location)
514 # handle local matters related to escape
517 if game.condition != "docked":
519 # Handle global matters related to escape
520 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
521 game.state.galaxy[iq.i][iq.j].klingons += 1
522 if enemy.type == 'S':
526 schedule(FSCMOVE, 0.2777)
528 game.state.kscmdr = iq
530 for cmdr in game.state.kcmdr:
531 if cmdr == game.quadrant:
532 game.state.kcmdr.append(iq)
534 # report move out of quadrant.
535 return [(True, enemy, oldloc, iq)]
537 # The bad-guy movement algorithm:
539 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
540 # If both are operating full strength, force is 1000. If both are damaged,
541 # force is -1000. Having shields down subtracts an additional 1000.
543 # 2. Enemy has forces equal to the energy of the attacker plus
544 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
545 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
547 # Attacker Initial energy levels (nominal):
548 # Klingon Romulan Commander Super-Commander
549 # Novice 400 700 1200
551 # Good 450 800 1300 1750
552 # Expert 475 850 1350 1875
553 # Emeritus 500 900 1400 2000
554 # VARIANCE 75 200 200 200
556 # Enemy vessels only move prior to their attack. In Novice - Good games
557 # only commanders move. In Expert games, all enemy vessels move if there
558 # is a commander present. In Emeritus games all enemy vessels move.
560 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
561 # forces are 1000 greater than Enterprise.
563 # Agressive action on average cuts the distance between the ship and
564 # the enemy to 1/4 the original.
566 # 4. At lower energy advantage, movement units are proportional to the
567 # advantage with a 650 advantage being to hold ground, 800 to move forward
568 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
570 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
571 # retreat, especially at high skill levels.
573 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
575 def movebaddy(enemy):
576 "Tactical movement for the bad guys."
580 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
581 if game.skill >= SKILL_EXPERT:
582 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
584 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
585 old_dist = enemy.kdist
586 mdist = int(old_dist + 0.5) # Nearest integer distance
587 # If SC, check with spy to see if should hi-tail it
588 if enemy.type == 'S' and \
589 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
593 # decide whether to advance, retreat, or hold position
594 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
596 forces += 1000 # Good for enemy if shield is down!
597 if not damaged(DPHASER) or not damaged(DPHOTON):
598 if damaged(DPHASER): # phasers damaged
601 forces -= 0.2*(game.energy - 2500.0)
602 if damaged(DPHOTON): # photon torpedoes damaged
605 forces -= 50.0*game.torps
607 # phasers and photon tubes both out!
610 if forces <= 1000.0 and game.condition != "docked": # Typical situation
611 motion = ((forces + randreal(200))/150.0) - 5.0
613 if forces > 1000.0: # Very strong -- move in for kill
614 motion = (1.0 - randreal())**2 * old_dist + 1.0
615 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
616 motion -= game.skill*(2.0-randreal()**2)
618 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
619 # don't move if no motion
622 # Limit motion according to skill
623 if abs(motion) > game.skill:
628 # calculate preferred number of steps
629 nsteps = abs(int(motion))
630 if motion > 0 and nsteps > mdist:
631 nsteps = mdist # don't overshoot
632 if nsteps > QUADSIZE:
633 nsteps = QUADSIZE # This shouldn't be necessary
635 nsteps = 1 # This shouldn't be necessary
637 proutn("NSTEPS = %d:" % nsteps)
638 # Compute preferred values of delta X and Y
639 m = game.sector - enemy.location
640 if 2.0 * abs(m.i) < abs(m.j):
642 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
644 m = (motion * m).sgn()
645 goto = enemy.location
647 for ll in range(nsteps):
649 proutn(" %d" % (ll+1))
650 # Check if preferred position available
661 attempts = 0 # Settle mysterious hang problem
662 while attempts < 20 and not success:
664 if look.i < 0 or look.i >= QUADSIZE:
666 return tryexit(enemy, look, irun)
667 if krawli == m.i or m.j == 0:
669 look.i = goto.i + krawli
671 elif look.j < 0 or look.j >= QUADSIZE:
673 return tryexit(enemy, look, irun)
674 if krawlj == m.j or m.i == 0:
676 look.j = goto.j + krawlj
678 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
679 # See if enemy should ram ship
680 if game.quad[look.i][look.j] == game.ship and \
681 (enemy.type == 'C' or enemy.type == 'S'):
682 collision(rammed=True, enemy=enemy)
684 if krawli != m.i and m.j != 0:
685 look.i = goto.i + krawli
687 elif krawlj != m.j and m.i != 0:
688 look.j = goto.j + krawlj
691 break # we have failed
702 # Enemy moved, but is still in sector
703 return [(False, enemy, old_dist, goto)]
706 "Sequence Klingon tactical movement."
709 # Figure out which Klingon is the commander (or Supercommander)
712 if game.quadrant in game.state.kcmdr:
713 for enemy in game.enemies:
714 if enemy.type == 'C':
715 tacmoves += movebaddy(enemy)
716 if game.state.kscmdr == game.quadrant:
717 for enemy in game.enemies:
718 if enemy.type == 'S':
719 tacmoves += movebaddy(enemy)
721 # If skill level is high, move other Klingons and Romulans too!
722 # Move these last so they can base their actions on what the
724 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
725 for enemy in game.enemies:
726 if enemy.type in ('K', 'R'):
727 tacmoves += movebaddy(enemy)
730 def movescom(iq, avoid):
731 "Supercommander movement helper."
732 # Avoid quadrants with bases if we want to avoid Enterprise
733 if not welcoming(iq) or (avoid and iq in game.state.baseq):
735 if game.justin and not game.iscate:
738 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
739 game.state.kscmdr = iq
740 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
741 if game.state.kscmdr == game.quadrant:
742 # SC has scooted, remove him from current quadrant
747 for enemy in game.enemies:
748 if enemy.type == 'S':
751 if game.condition != "docked":
754 # check for a helpful planet
755 for i in range(game.inplan):
756 if game.state.planets[i].quadrant == game.state.kscmdr and \
757 game.state.planets[i].crystals == "present":
759 game.state.planets[i].pclass = "destroyed"
760 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
763 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
764 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
765 prout(_(" by the Super-commander.\""))
767 return True # looks good!
769 def supercommander():
770 "Move the Super Commander."
777 prout("== SUPERCOMMANDER")
778 # Decide on being active or passive
779 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
780 (game.state.date-game.indate) < 3.0)
781 if not game.iscate and avoid:
782 # compute move away from Enterprise
783 idelta = game.state.kscmdr-game.quadrant
784 if idelta.distance() > 2.0:
786 idelta.i = game.state.kscmdr.j-game.quadrant.j
787 idelta.j = game.quadrant.i-game.state.kscmdr.i
789 # compute distances to starbases
790 if not game.state.baseq:
794 sc = game.state.kscmdr
795 for (i, base) in enumerate(game.state.baseq):
796 basetbl.append((i, (base - sc).distance()))
797 if game.state.baseq > 1:
798 basetbl.sort(key=lambda x: x[1])
799 # look for nearest base without a commander, no Enterprise, and
800 # without too many Klingons, and not already under attack.
801 ifindit = iwhichb = 0
802 for (i2, base) in enumerate(game.state.baseq):
803 i = basetbl[i2][0] # bug in original had it not finding nearest
804 if base == game.quadrant or base == game.battle or not welcoming(base):
806 # if there is a commander, and no other base is appropriate,
807 # we will take the one with the commander
808 for cmdr in game.state.kcmdr:
809 if base == cmdr and ifindit != 2:
813 else: # no commander -- use this one
818 return # Nothing suitable -- wait until next time
819 ibq = game.state.baseq[iwhichb]
820 # decide how to move toward base
821 idelta = ibq - game.state.kscmdr
822 # Maximum movement is 1 quadrant in either or both axes
823 idelta = idelta.sgn()
824 # try moving in both x and y directions
825 # there was what looked like a bug in the Almy C code here,
826 # but it might be this translation is just wrong.
827 iq = game.state.kscmdr + idelta
828 if not movescom(iq, avoid):
829 # failed -- try some other maneuvers
830 if idelta.i == 0 or idelta.j == 0:
833 iq.j = game.state.kscmdr.j + 1
834 if not movescom(iq, avoid):
835 iq.j = game.state.kscmdr.j - 1
838 iq.i = game.state.kscmdr.i + 1
839 if not movescom(iq, avoid):
840 iq.i = game.state.kscmdr.i - 1
843 # try moving just in x or y
844 iq.j = game.state.kscmdr.j
845 if not movescom(iq, avoid):
846 iq.j = game.state.kscmdr.j + idelta.j
847 iq.i = game.state.kscmdr.i
850 if len(game.state.baseq) == 0:
853 for ibq in game.state.baseq:
854 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
857 return # no, don't attack base!
860 schedule(FSCDBAS, randreal(1.0, 3.0))
861 if is_scheduled(FCDBAS):
862 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
863 if not communicating():
867 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
869 prout(_(" reports that it is under attack from the Klingon Super-commander."))
870 proutn(_(" It can survive until stardate %d.\"") \
871 % int(scheduled(FSCDBAS)))
874 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
878 game.optime = 0.0 # actually finished
880 # Check for intelligence report
881 if not game.idebug and \
883 (not communicating()) or \
884 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
887 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
888 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
893 if not game.tholian or game.justin:
896 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
899 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
902 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
905 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
909 # something is wrong!
910 game.tholian.move(None)
911 prout("***Internal error: Tholian in a bad spot.")
913 # do nothing if we are blocked
914 if game.quad[tid.i][tid.j] not in ('.', '#'):
916 here = copy.copy(game.tholian.location)
917 delta = (tid - game.tholian.location).sgn()
919 while here.i != tid.i:
921 if game.quad[here.i][here.j] == '.':
922 game.tholian.move(here)
924 while here.j != tid.j:
926 if game.quad[here.i][here.j] == '.':
927 game.tholian.move(here)
928 # check to see if all holes plugged
929 for i in range(QUADSIZE):
930 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
932 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
934 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
936 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
938 # All plugged up -- Tholian splits
939 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
941 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
942 game.tholian.move(None)
945 # Code from battle.c begins here
948 "Change cloaking-device status."
950 prout(_("Ye Faerie Queene hath no cloaking device."));
953 key = scanner.nexttok()
961 if scanner.sees("on"):
963 prout(_("The cloaking device has already been switched on."))
966 elif scanner.sees("off"):
967 if not game.iscloaked:
968 prout(_("The cloaking device has already been switched off."))
975 if not game.iscloaked:
976 proutn(_("Switch cloaking device on? "))
981 proutn(_("Switch cloaking device off? "))
988 if action == "CLOFF":
989 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
990 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
993 prout("Engineer Scott- \"Aye, Sir.\"");
994 game.iscloaked = False;
995 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
996 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
998 game.isviolreported = True
1000 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1003 if action == "CLON":
1005 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1008 if game.condition == "docked":
1009 prout(_("You cannot cloak while docked."))
1011 if game.state.date >= ALGERON and not game.isviolreported:
1012 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1013 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1014 proutn(_(" are you sure this is wise? "))
1017 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1019 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1020 game.iscloaked = True
1022 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1023 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1025 game.isviolreported = True
1027 def doshield(shraise):
1028 "Change shield status."
1034 key = scanner.nexttok()
1035 if key == "IHALPHA":
1036 if scanner.sees("transfer"):
1039 if damaged(DSHIELD):
1040 prout(_("Shields damaged and down."))
1042 if scanner.sees("up"):
1044 elif scanner.sees("down"):
1046 if action == "NONE":
1047 proutn(_("Do you wish to change shield energy? "))
1050 elif damaged(DSHIELD):
1051 prout(_("Shields damaged and down."))
1054 proutn(_("Shields are up. Do you want them down? "))
1061 proutn(_("Shields are down. Do you want them up? "))
1067 if action == "SHUP": # raise shields
1069 prout(_("Shields already up."))
1073 if game.condition != "docked":
1075 prout(_("Shields raised."))
1076 if game.energy <= 0:
1078 prout(_("Shields raising uses up last of energy."))
1083 elif action == "SHDN":
1085 prout(_("Shields already down."))
1089 prout(_("Shields lowered."))
1092 elif action == "NRG":
1093 while scanner.nexttok() != "IHREAL":
1095 proutn(_("Energy to transfer to shields- "))
1100 if nrg > game.energy:
1101 prout(_("Insufficient ship energy."))
1104 if game.shield+nrg >= game.inshld:
1105 prout(_("Shield energy maximized."))
1106 if game.shield+nrg > game.inshld:
1107 prout(_("Excess energy requested returned to ship energy"))
1108 game.energy -= game.inshld-game.shield
1109 game.shield = game.inshld
1111 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1112 # Prevent shield drain loophole
1114 prout(_("Engineering to bridge--"))
1115 prout(_(" Scott here. Power circuit problem, Captain."))
1116 prout(_(" I can't drain the shields."))
1119 if game.shield+nrg < 0:
1120 prout(_("All shield energy transferred to ship."))
1121 game.energy += game.shield
1124 proutn(_("Scotty- \""))
1126 prout(_("Transferring energy to shields.\""))
1128 prout(_("Draining energy from shields.\""))
1134 "Choose a device to damage, at random."
1136 105, # DSRSENS: short range scanners 10.5%
1137 105, # DLRSENS: long range scanners 10.5%
1138 120, # DPHASER: phasers 12.0%
1139 120, # DPHOTON: photon torpedoes 12.0%
1140 25, # DLIFSUP: life support 2.5%
1141 65, # DWARPEN: warp drive 6.5%
1142 70, # DIMPULS: impulse engines 6.5%
1143 135, # DSHIELD: deflector shields 13.5%
1144 30, # DRADIO: subspace radio 3.0%
1145 45, # DSHUTTL: shuttle 4.5%
1146 15, # DCOMPTR: computer 1.5%
1147 20, # NAVCOMP: navigation system 2.0%
1148 75, # DTRANSP: transporter 7.5%
1149 20, # DSHCTRL: high-speed shield controller 2.0%
1150 10, # DDRAY: death ray 1.0%
1151 30, # DDSP: deep-space probes 3.0%
1152 10, # DCLOAK: the cloaking device 1.0
1154 assert(sum(weights) == 1000)
1155 idx = randrange(1000)
1157 for (i, w) in enumerate(weights):
1161 return None # we should never get here
1163 def collision(rammed, enemy):
1164 "Collision handling for rammong events."
1165 prouts(_("***RED ALERT! RED ALERT!"))
1167 prout(_("***COLLISION IMMINENT."))
1171 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1173 proutn(_(" rammed by "))
1176 proutn(crmena(False, enemy.type, "sector", enemy.location))
1178 proutn(_(" (original position)"))
1180 deadkl(enemy.location, enemy.type, game.sector)
1181 proutn("***" + crmshp() + " heavily damaged.")
1182 icas = randrange(10, 30)
1183 prout(_("***Sickbay reports %d casualties") % icas)
1185 game.state.crew -= icas
1186 # In the pre-SST2K version, all devices got equiprobably damaged,
1187 # which was silly. Instead, pick up to half the devices at
1188 # random according to our weighting table,
1189 ncrits = randrange(NDEVICES/2)
1193 if game.damage[dev] < 0:
1195 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1196 # Damage for at least time of travel!
1197 game.damage[dev] += game.optime + extradm
1199 prout(_("***Shields are down."))
1207 def torpedo(origin, bearing, dispersion, number, nburst):
1208 "Let a photon torpedo fly"
1209 if not damaged(DSRSENS) or game.condition == "docked":
1210 setwnd(srscan_window)
1212 setwnd(message_window)
1213 ac = bearing + 0.25*dispersion # dispersion is a random variable
1214 bullseye = (15.0 - bearing)*0.5235988
1215 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1216 bumpto = Coord(0, 0)
1217 # Loop to move a single torpedo
1218 setwnd(message_window)
1219 for step in range(1, QUADSIZE*2):
1220 if not track.nexttok():
1223 if not w.valid_sector():
1225 iquad = game.quad[w.i][w.j]
1226 tracktorpedo(w, step, number, nburst, iquad)
1230 setwnd(message_window)
1231 if not damaged(DSRSENS) or game.condition == "docked":
1232 skip(1) # start new line after text track
1233 if iquad in ('E', 'F'): # Hit our ship
1235 prout(_("Torpedo hits %s.") % crmshp())
1236 hit = 700.0 + randreal(100) - \
1237 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1238 newcnd() # we're blown out of dock
1239 if game.landed or game.condition == "docked":
1240 return hit # Cheat if on a planet
1241 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1242 # is 143 degrees, which is almost exactly 4.8 clockface units
1243 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1244 displacement.nexttok()
1245 bumpto = displacement.sector()
1246 if not bumpto.valid_sector():
1248 if game.quad[bumpto.i][bumpto.j] == ' ':
1251 if game.quad[bumpto.i][bumpto.j] != '.':
1252 # can't move into object
1254 game.sector = bumpto
1256 game.quad[w.i][w.j] = '.'
1257 game.quad[bumpto.i][bumpto.j] = iquad
1258 prout(_(" displaced by blast to Sector %s ") % bumpto)
1259 for enemy in game.enemies:
1260 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1263 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1265 if iquad in ('C', 'S') and withprob(0.05):
1266 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1267 prout(_(" torpedo neutralized."))
1269 for enemy in game.enemies:
1270 if w == enemy.location:
1271 kp = math.fabs(enemy.power)
1272 h1 = 700.0 + randrange(100) - \
1273 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1281 if enemy.power == 0:
1284 proutn(crmena(True, iquad, "sector", w))
1285 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1286 displacement.nexttok()
1287 bumpto = displacement.sector()
1288 if not bumpto.valid_sector():
1289 prout(_(" damaged but not destroyed."))
1291 if game.quad[bumpto.i][bumpto.j] == ' ':
1292 prout(_(" buffeted into black hole."))
1293 deadkl(w, iquad, bumpto)
1294 if game.quad[bumpto.i][bumpto.j] != '.':
1295 prout(_(" damaged but not destroyed."))
1297 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1298 enemy.location = bumpto
1299 game.quad[w.i][w.j] = '.'
1300 game.quad[bumpto.i][bumpto.j] = iquad
1301 for enemy in game.enemies:
1302 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1306 prout("Internal error, no enemy where expected!")
1309 elif iquad == 'B': # Hit a base
1311 prout(_("***STARBASE DESTROYED.."))
1312 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1313 game.quad[w.i][w.j] = '.'
1314 game.base.invalidate()
1315 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1316 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1317 game.state.basekl += 1
1320 elif iquad == 'P': # Hit a planet
1321 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1322 game.state.nplankl += 1
1323 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1324 game.iplnet.pclass = "destroyed"
1326 game.plnet.invalidate()
1327 game.quad[w.i][w.j] = '.'
1329 # captain perishes on planet
1332 elif iquad == '@': # Hit an inhabited world -- very bad!
1333 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1334 game.state.nworldkl += 1
1335 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1336 game.iplnet.pclass = "destroyed"
1338 game.plnet.invalidate()
1339 game.quad[w.i][w.j] = '.'
1341 # captain perishes on planet
1343 prout(_("The torpedo destroyed an inhabited planet."))
1345 elif iquad == '*': # Hit a star
1349 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1351 elif iquad == '?': # Hit a thingy
1352 if not (game.options & OPTION_THINGY) or withprob(0.3):
1354 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1356 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1358 proutn(_("Mr. Spock-"))
1359 prouts(_(" \"Fascinating!\""))
1363 # Stas Sergeev added the possibility that
1364 # you can shove the Thingy and piss it off.
1365 # It then becomes an enemy and may fire at you.
1368 elif iquad == ' ': # Black hole
1370 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1372 elif iquad == '#': # hit the web
1374 prout(_("***Torpedo absorbed by Tholian web."))
1376 elif iquad == 'T': # Hit a Tholian
1377 h1 = 700.0 + randrange(100) - \
1378 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1381 game.quad[w.i][w.j] = '.'
1386 proutn(crmena(True, 'T', "sector", w))
1388 prout(_(" survives photon blast."))
1390 prout(_(" disappears."))
1391 game.tholian.move(None)
1392 game.quad[w.i][w.j] = '#'
1397 proutn("Don't know how to handle torpedo collision with ")
1398 proutn(crmena(True, iquad, "sector", w))
1403 setwnd(message_window)
1404 prout(_("Torpedo missed."))
1408 "Critical-hit resolution."
1409 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1411 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1412 proutn(_("***CRITICAL HIT--"))
1413 # Select devices and cause damage
1418 # Cheat to prevent shuttle damage unless on ship
1419 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1422 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1423 game.damage[j] += extradm
1426 for (i, j) in enumerate(cdam):
1428 if skipcount % 3 == 2 and i < len(cdam)-1:
1433 prout(_(" damaged."))
1434 if damaged(DSHIELD) and game.shldup:
1435 prout(_("***Shields knocked down."))
1437 if damaged(DCLOAK) and game.iscloaked:
1438 prout(_("***Cloaking device rendered inoperative."))
1439 game.iscloaked = False
1441 def attack(torps_ok):
1442 # bad guy attacks us
1443 # torps_ok == False forces use of phasers in an attack
1446 # game could be over at this point, check
1456 prout("=== ATTACK!")
1457 # Tholian gets to move before attacking
1460 # if you have just entered the RNZ, you'll get a warning
1461 if game.neutz: # The one chance not to be attacked
1464 # commanders get a chance to tac-move towards you
1465 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:
1466 for (bugout, enemy, old, goto) in moveklings():
1468 # we know about this if either short or long range
1469 # sensors are working
1470 if damaged(DSRSENS) and damaged(DLRSENS) \
1471 and game.condition != "docked":
1472 prout(crmena(True, enemy.type, "sector", old) + \
1473 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1474 else: # Enemy still in-sector
1475 if enemy.move(goto):
1476 if not damaged(DSRSENS) or game.condition == "docked":
1477 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1478 if enemy.kdist < old:
1479 proutn(_(" advances to "))
1481 proutn(_(" retreats to "))
1482 prout("Sector %s." % goto)
1484 # if no enemies remain after movement, we're done
1485 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1487 # set up partial hits if attack happens during shield status change
1488 pfac = 1.0/game.inshld
1490 chgfac = 0.25 + randreal(0.5)
1492 # message verbosity control
1493 if game.skill <= SKILL_FAIR:
1495 for enemy in game.enemies:
1497 continue # too weak to attack
1498 # compute hit strength and diminish shield power
1500 # Increase chance of photon torpedos if docked or enemy energy is low
1501 if game.condition == "docked":
1503 if enemy.power < 500:
1505 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1507 # different enemies have different probabilities of throwing a torp
1508 usephasers = not torps_ok or \
1509 (enemy.type == 'K' and r > 0.0005) or \
1510 (enemy.type == 'C' and r > 0.015) or \
1511 (enemy.type == 'R' and r > 0.3) or \
1512 (enemy.type == 'S' and r > 0.07) or \
1513 (enemy.type == '?' and r > 0.05)
1514 if usephasers: # Enemy uses phasers
1515 if game.condition == "docked":
1516 continue # Don't waste the effort!
1517 attempt = True # Attempt to attack
1518 dustfac = randreal(0.8, 0.85)
1519 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1521 else: # Enemy uses photon torpedo
1522 # We should be able to make the bearing() method work here
1523 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1525 proutn(_("***TORPEDO INCOMING"))
1526 if not damaged(DSRSENS):
1527 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1530 dispersion = (randreal()+randreal())*0.5 - 0.5
1531 dispersion += 0.002*enemy.power*dispersion
1532 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1533 if game.unwon() == 0:
1534 finish(FWON) # Klingons did themselves in!
1535 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1536 return # Supernova or finished
1539 # incoming phaser or torpedo, shields may dissipate it
1540 if game.shldup or game.shldchg or game.condition == "docked":
1541 # shields will take hits
1542 propor = pfac * game.shield
1543 if game.condition == "docked":
1547 hitsh = propor*chgfac*hit+1.0
1549 if absorb > game.shield:
1550 absorb = game.shield
1551 game.shield -= absorb
1553 # taking a hit blasts us out of a starbase dock
1554 if game.condition == "docked":
1556 # but the shields may take care of it
1557 if propor > 0.1 and hit < 0.005*game.energy:
1559 # hit from this opponent got through shields, so take damage
1561 proutn(_("%d unit hit") % int(hit))
1562 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1563 proutn(_(" on the ") + crmshp())
1564 if not damaged(DSRSENS) and usephasers:
1565 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1567 # Decide if hit is critical
1573 if game.energy <= 0:
1574 # Returning home upon your shield, not with it...
1577 if not attempt and game.condition == "docked":
1578 prout(_("***Enemies decide against attacking your ship."))
1579 percent = 100.0*pfac*game.shield+0.5
1581 # Shields fully protect ship
1582 proutn(_("Enemy attack reduces shield strength to "))
1584 # Emit message if starship suffered hit(s)
1586 proutn(_("Energy left %2d shields ") % int(game.energy))
1589 elif not damaged(DSHIELD):
1592 proutn(_("damaged, "))
1593 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1594 # Check if anyone was hurt
1595 if hitmax >= 200 or hittot >= 500:
1596 icas = randrange(int(hittot * 0.015))
1599 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1600 prout(_(" in that last attack.\""))
1602 game.state.crew -= icas
1603 # After attack, reset average distance to enemies
1604 for enemy in game.enemies:
1605 enemy.kavgd = enemy.kdist
1609 def deadkl(w, etype, mv):
1610 "Kill a Klingon, Tholian, Romulan, or Thingy."
1611 # Added mv to allow enemy to "move" before dying
1612 proutn(crmena(True, etype, "sector", mv))
1613 # Decide what kind of enemy it is and update appropriately
1615 # Chalk up a Romulan
1616 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1618 game.state.nromrem -= 1
1627 # Killed some type of Klingon
1628 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1631 game.state.kcmdr.remove(game.quadrant)
1633 if game.state.kcmdr:
1634 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1635 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1640 game.state.nscrem -= 1
1641 game.state.kscmdr.invalidate()
1646 # For each kind of enemy, finish message to player
1647 prout(_(" destroyed."))
1648 if game.unwon() == 0:
1651 # Remove enemy ship from arrays describing local conditions
1652 for e in game.enemies:
1659 "Return None if target is invalid, otherwise return a course angle."
1660 if not w.valid_sector():
1664 # C code this was translated from is wacky -- why the sign reversal?
1665 delta.j = (w.j - game.sector.j)
1666 delta.i = (game.sector.i - w.i)
1667 if delta == Coord(0, 0):
1669 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1670 prout(_(" I recommend an immediate review of"))
1671 prout(_(" the Captain's psychological profile.\""))
1674 return delta.bearing()
1677 "Launch photon torpedo salvo."
1680 if damaged(DPHOTON):
1681 prout(_("Photon tubes damaged."))
1685 prout(_("No torpedoes left."))
1688 # First, get torpedo count
1691 if scanner.token == "IHALPHA":
1694 elif scanner.token == "IHEOL" or not scanner.waiting():
1695 prout(_("%d torpedoes left.") % game.torps)
1697 proutn(_("Number of torpedoes to fire- "))
1698 continue # Go back around to get a number
1699 else: # key == "IHREAL"
1701 if n <= 0: # abort command
1706 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1709 scanner.chew() # User requested more torps than available
1710 continue # Go back around
1711 break # All is good, go to next stage
1715 key = scanner.nexttok()
1716 if i == 0 and key == "IHEOL":
1717 break # no coordinate waiting, we will try prompting
1718 if i == 1 and key == "IHEOL":
1719 # direct all torpedoes at one target
1721 target.append(target[0])
1722 tcourse.append(tcourse[0])
1725 scanner.push(scanner.token)
1726 target.append(scanner.getcoord())
1727 if target[-1] is None:
1729 tcourse.append(targetcheck(target[-1]))
1730 if tcourse[-1] is None:
1733 if len(target) == 0:
1734 # prompt for each one
1736 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1738 target.append(scanner.getcoord())
1739 if target[-1] is None:
1741 tcourse.append(targetcheck(target[-1]))
1742 if tcourse[-1] is None:
1745 # Loop for moving <n> torpedoes
1747 if game.condition != "docked":
1749 dispersion = (randreal()+randreal())*0.5 -0.5
1750 if math.fabs(dispersion) >= 0.47:
1752 dispersion *= randreal(1.2, 2.2)
1754 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1756 prouts(_("***TORPEDO MISFIRES."))
1759 prout(_(" Remainder of burst aborted."))
1761 prout(_("***Photon tubes damaged by misfire."))
1762 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1766 elif game.shldup or game.condition == "docked":
1767 dispersion *= 1.0 + 0.0001*game.shield
1768 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1769 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1775 "Check for phasers overheating."
1777 checkburn = (rpow-1500.0)*0.00038
1778 if withprob(checkburn):
1779 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1780 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1782 def checkshctrl(rpow):
1783 "Check shield control."
1786 prout(_("Shields lowered."))
1788 # Something bad has happened
1789 prouts(_("***RED ALERT! RED ALERT!"))
1791 hit = rpow*game.shield/game.inshld
1792 game.energy -= rpow+hit*0.8
1793 game.shield -= hit*0.2
1794 if game.energy <= 0.0:
1795 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1800 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1802 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1803 icas = randrange(int(hit*0.012))
1808 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1809 prout(_(" %d casualties so far.\"") % icas)
1811 game.state.crew -= icas
1813 prout(_("Phaser energy dispersed by shields."))
1814 prout(_("Enemy unaffected."))
1819 "Register a phaser hit on Klingons and Romulans."
1826 dustfac = randreal(0.9, 1.0)
1827 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1828 kpini = game.enemies[kk].power
1829 kp = math.fabs(kpini)
1830 if PHASEFAC*hit < kp:
1832 if game.enemies[kk].power < 0:
1833 game.enemies[kk].power -= -kp
1835 game.enemies[kk].power -= kp
1836 kpow = game.enemies[kk].power
1837 w = game.enemies[kk].location
1839 if not damaged(DSRSENS):
1841 proutn(_("%d unit hit on ") % int(hit))
1843 proutn(_("Very small hit on "))
1844 ienm = game.quad[w.i][w.j]
1847 proutn(crmena(False, ienm, "sector", w))
1856 else: # decide whether or not to emasculate klingon
1857 if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1858 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1859 prout(_(" has just lost its firepower.\""))
1860 game.enemies[kk].power = -kpow
1865 "Fire phasers at bad guys."
1869 irec = 0 # Cheating inhibitor
1878 # SR sensors and Computer are needed for automode
1879 if damaged(DSRSENS) or damaged(DCOMPTR):
1881 if game.condition == "docked":
1882 prout(_("Phasers can't be fired through base shields."))
1885 if damaged(DPHASER):
1886 prout(_("Phaser control damaged."))
1890 if damaged(DSHCTRL):
1891 prout(_("High speed shield control damaged."))
1894 if game.energy <= 200.0:
1895 prout(_("Insufficient energy to activate high-speed shield control."))
1898 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1900 # Original code so convoluted, I re-did it all
1901 # (That was Tom Almy talking about the C code, I think -- ESR)
1902 while automode == "NOTSET":
1903 key = scanner.nexttok()
1904 if key == "IHALPHA":
1905 if scanner.sees("manual"):
1906 if len(game.enemies)==0:
1907 prout(_("There is no enemy present to select."))
1910 automode = "AUTOMATIC"
1913 key = scanner.nexttok()
1914 elif scanner.sees("automatic"):
1915 if (not itarg) and len(game.enemies) != 0:
1916 automode = "FORCEMAN"
1918 if len(game.enemies)==0:
1919 prout(_("Energy will be expended into space."))
1920 automode = "AUTOMATIC"
1921 key = scanner.nexttok()
1922 elif scanner.sees("no"):
1927 elif key == "IHREAL":
1928 if len(game.enemies)==0:
1929 prout(_("Energy will be expended into space."))
1930 automode = "AUTOMATIC"
1932 automode = "FORCEMAN"
1934 automode = "AUTOMATIC"
1937 if len(game.enemies)==0:
1938 prout(_("Energy will be expended into space."))
1939 automode = "AUTOMATIC"
1941 automode = "FORCEMAN"
1943 proutn(_("Manual or automatic? "))
1948 if automode == "AUTOMATIC":
1949 if key == "IHALPHA" and scanner.sees("no"):
1951 key = scanner.nexttok()
1952 if key != "IHREAL" and len(game.enemies) != 0:
1953 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1958 for i in range(len(game.enemies)):
1959 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1961 proutn(_("%d units required. ") % irec)
1963 proutn(_("Units to fire= "))
1964 key = scanner.nexttok()
1969 proutn(_("Energy available= %.2f") % avail)
1972 if not rpow > avail:
1978 key = scanner.nexttok()
1979 if key == "IHALPHA" and scanner.sees("no"):
1982 game.energy -= 200 # Go and do it!
1983 if checkshctrl(rpow):
1988 if len(game.enemies):
1991 for i in range(len(game.enemies)):
1995 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1996 over = randreal(1.01, 1.06) * hits[i]
1998 powrem -= hits[i] + over
1999 if powrem <= 0 and temp < hits[i]:
2008 if extra > 0 and not game.alldone:
2010 proutn(_("*** Tholian web absorbs "))
2011 if len(game.enemies)>0:
2012 proutn(_("excess "))
2013 prout(_("phaser energy."))
2015 prout(_("%d expended on empty space.") % int(extra))
2016 elif automode == "FORCEMAN":
2019 if damaged(DCOMPTR):
2020 prout(_("Battle computer damaged, manual fire only."))
2023 prouts(_("---WORKING---"))
2025 prout(_("Short-range-sensors-damaged"))
2026 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2027 prout(_("Manual-fire-must-be-used"))
2029 elif automode == "MANUAL":
2031 for k in range(len(game.enemies)):
2032 aim = game.enemies[k].location
2033 ienm = game.quad[aim.i][aim.j]
2035 proutn(_("Energy available= %.2f") % (avail-0.006))
2039 if damaged(DSRSENS) and \
2040 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2041 prout(cramen(ienm) + _(" can't be located without short range scan."))
2044 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2049 if itarg and k > kz:
2050 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2053 if not damaged(DCOMPTR):
2058 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2059 key = scanner.nexttok()
2060 if key == "IHALPHA" and scanner.sees("no"):
2062 key = scanner.nexttok()
2064 if key == "IHALPHA":
2068 if k == 1: # Let me say I'm baffled by this
2071 if scanner.real < 0:
2075 hits[k] = scanner.real
2076 rpow += scanner.real
2077 # If total requested is too much, inform and start over
2079 prout(_("Available energy exceeded -- try again."))
2082 key = scanner.nexttok() # scan for next value
2085 # zero energy -- abort
2088 if key == "IHALPHA" and scanner.sees("no"):
2093 game.energy -= 200.0
2094 if checkshctrl(rpow):
2098 # Say shield raised or malfunction, if necessary
2105 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2106 prouts(_(" CLICK CLICK POP . . ."))
2107 prout(_(" No response, sir!"))
2110 prout(_("Shields raised."))
2117 game.ididit = False # Nothing if we fail
2120 # Make sure there is room in the brig */
2121 if game.brigfree == 0:
2122 prout(_("Security reports the brig is already full."))
2126 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2129 if damaged(DTRANSP):
2130 prout(_("Scotty- \"Transporter damaged, sir.\""))
2133 # find out if there are any at all
2135 prout(_("Uhura- \"Getting no response, sir.\""))
2138 # if there is more than one Klingon, find out which one */
2139 # Cruddy, just takes one at random. Should ask the captain.
2140 # Nah, just select the weakest one since it is most likely to
2141 # surrender (Tom Almy mod)
2142 klingons = [e for e in game.enemies if e.type == 'K']
2143 weakest = sorted(klingons, key=lambda e: e.power)[0]
2144 game.optime = 0.05 # This action will take some time
2145 game.ididit = True # So any others can strike back
2147 # check out that Klingon
2148 # The algorithm isn't that great and could use some more
2149 # intelligent design
2150 # x = 300 + 25*skill;
2151 x = game.energy / (weakest.power * len(klingons))
2152 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2153 # % (game.energy, weakest.power, len(klingons)))
2154 x *= 2.5 # would originally have been equivalent of 1.4,
2155 # but we want command to work more often, more humanely */
2156 #prout(_("Prob = %.4f" % x))
2157 # x = 100; // For testing, of course!
2158 if x < randreal(100):
2159 # guess what, he surrendered!!! */
2160 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2163 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2164 if i > game.brigfree:
2165 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
2168 prout(_("%d captives taken") % i)
2169 deadkl(weakest.location, weakest.type, game.sector)
2174 # big surprise, he refuses to surrender */
2175 prout(_("Fat chance, captain!"))
2177 # Code from events.c begins here.
2179 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2180 # event of each type active at any given time. Mostly these means we can
2181 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2182 # BSD Trek, from which we swiped the idea, can have up to 5.
2184 def unschedule(evtype):
2185 "Remove an event from the schedule."
2186 game.future[evtype].date = FOREVER
2187 return game.future[evtype]
2189 def is_scheduled(evtype):
2190 "Is an event of specified type scheduled."
2191 return game.future[evtype].date != FOREVER
2193 def scheduled(evtype):
2194 "When will this event happen?"
2195 return game.future[evtype].date
2197 def schedule(evtype, offset):
2198 "Schedule an event of specified type."
2199 game.future[evtype].date = game.state.date + offset
2200 return game.future[evtype]
2202 def postpone(evtype, offset):
2203 "Postpone a scheduled event."
2204 game.future[evtype].date += offset
2207 "Rest period is interrupted by event."
2210 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2212 game.resting = False
2218 "Run through the event queue looking for things to do."
2220 fintim = game.state.date + game.optime
2229 def tractorbeam(yank):
2230 "Tractor-beaming cases merge here."
2232 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2234 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2235 # If Kirk & Co. screwing around on planet, handle
2236 atover(True) # atover(true) is Grab
2239 if game.icraft: # Caught in Galileo?
2242 # Check to see if shuttle is aboard
2243 if game.iscraft == "offship":
2246 prout(_("Galileo, left on the planet surface, is captured"))
2247 prout(_("by aliens and made into a flying McDonald's."))
2248 game.damage[DSHUTTL] = -10
2249 game.iscraft = "removed"
2251 prout(_("Galileo, left on the planet surface, is well hidden."))
2253 game.quadrant = game.state.kscmdr
2255 game.quadrant = game.state.kcmdr[i]
2256 game.sector = randplace(QUADSIZE)
2257 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2258 % (game.quadrant, game.sector))
2260 prout(_("(Remainder of rest/repair period cancelled.)"))
2261 game.resting = False
2263 if not damaged(DSHIELD) and game.shield > 0:
2264 doshield(shraise=True) # raise shields
2265 game.shldchg = False
2267 prout(_("(Shields not currently useable.)"))
2269 # Adjust finish time to time of tractor beaming?
2270 # fintim = game.state.date+game.optime
2271 attack(torps_ok=False)
2272 if not game.state.kcmdr:
2275 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2278 "Code merges here for any commander destroying a starbase."
2279 # Not perfect, but will have to do
2280 # Handle case where base is in same quadrant as starship
2281 if game.battle == game.quadrant:
2282 game.state.chart[game.battle.i][game.battle.j].starbase = False
2283 game.quad[game.base.i][game.base.j] = '.'
2284 game.base.invalidate()
2287 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2288 elif game.state.baseq and communicating():
2289 # Get word via subspace radio
2292 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2293 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2295 prout(_("the Klingon Super-Commander"))
2297 prout(_("a Klingon Commander"))
2298 game.state.chart[game.battle.i][game.battle.j].starbase = False
2299 # Remove Starbase from galaxy
2300 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2301 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2303 # reinstate a commander's base attack
2307 game.battle.invalidate()
2309 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2310 for i in range(1, NEVENTS):
2311 if i == FSNOVA: proutn("=== Supernova ")
2312 elif i == FTBEAM: proutn("=== T Beam ")
2313 elif i == FSNAP: proutn("=== Snapshot ")
2314 elif i == FBATTAK: proutn("=== Base Attack ")
2315 elif i == FCDBAS: proutn("=== Base Destroy ")
2316 elif i == FSCMOVE: proutn("=== SC Move ")
2317 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2318 elif i == FDSPROB: proutn("=== Probe Move ")
2319 elif i == FDISTR: proutn("=== Distress Call ")
2320 elif i == FENSLV: proutn("=== Enslavement ")
2321 elif i == FREPRO: proutn("=== Klingon Build ")
2323 prout("%.2f" % (scheduled(i)))
2326 radio_was_broken = damaged(DRADIO)
2329 # Select earliest extraneous event, evcode==0 if no events
2334 for l in range(1, NEVENTS):
2335 if game.future[l].date < datemin:
2338 prout("== Event %d fires" % evcode)
2339 datemin = game.future[l].date
2340 xtime = datemin-game.state.date
2342 game.energy -= xtime*500.0
2343 if game.energy <= 0:
2346 game.state.date = datemin
2347 # Decrement Federation resources and recompute remaining time
2348 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2350 if game.state.remtime <= 0:
2353 # Any crew left alive?
2354 if game.state.crew <= 0:
2357 # Is life support adequate?
2358 if damaged(DLIFSUP) and game.condition != "docked":
2359 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2362 game.lsupres -= xtime
2363 if game.damage[DLIFSUP] <= xtime:
2364 game.lsupres = game.inlsr
2367 if game.condition == "docked":
2369 # Don't fix Deathray here
2370 for l in range(NDEVICES):
2371 if game.damage[l] > 0.0 and l != DDRAY:
2372 if game.damage[l]-repair > 0.0:
2373 game.damage[l] -= repair
2375 game.damage[l] = 0.0
2376 # If radio repaired, update star chart and attack reports
2377 if radio_was_broken and not damaged(DRADIO):
2378 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2379 prout(_(" surveillance reports are coming in."))
2381 if not game.iseenit:
2385 prout(_(" The star chart is now up to date.\""))
2387 # Cause extraneous event EVCODE to occur
2388 game.optime -= xtime
2389 if evcode == FSNOVA: # Supernova
2392 schedule(FSNOVA, expran(0.5*game.intime))
2393 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2395 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2396 if game.state.nscrem == 0 or game.iscloaked or \
2397 ictbeam or istract or \
2398 game.condition == "docked" or game.isatb == 1 or game.iscate:
2400 if game.ientesc or \
2401 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2402 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2403 (damaged(DSHIELD) and \
2404 (game.energy < 2500 or damaged(DPHASER)) and \
2405 (game.torps < 5 or damaged(DPHOTON))):
2407 istract = ictbeam = True
2408 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2411 elif evcode == FTBEAM: # Tractor beam
2412 if not game.state.kcmdr:
2415 i = randrange(len(game.state.kcmdr))
2416 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2417 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2418 # Drats! Have to reschedule
2420 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2424 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2425 game.snapsht = copy.deepcopy(game.state)
2426 game.state.snap = True
2427 schedule(FSNAP, expran(0.5 * game.intime))
2428 elif evcode == FBATTAK: # Commander attacks starbase
2429 if not game.state.kcmdr or not game.state.baseq:
2434 ibq = None # Force battle location to persist past loop
2436 for ibq in game.state.baseq:
2437 for cmdr in game.state.kcmdr:
2438 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2440 # no match found -- try later
2441 schedule(FBATTAK, expran(0.3*game.intime))
2446 # commander + starbase combination found -- launch attack
2448 schedule(FCDBAS, randreal(1.0, 4.0))
2449 if game.isatb: # extra time if SC already attacking
2450 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2451 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2452 game.iseenit = False
2453 if not communicating():
2454 continue # No warning :-(
2458 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2459 prout(_(" reports that it is under attack and that it can"))
2460 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2463 elif evcode == FSCDBAS: # Supercommander destroys base
2466 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2467 continue # WAS RETURN!
2469 game.battle = game.state.kscmdr
2471 elif evcode == FCDBAS: # Commander succeeds in destroying base
2472 if evcode == FCDBAS:
2474 if not game.state.baseq() \
2475 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2476 game.battle.invalidate()
2478 # find the lucky pair
2479 for cmdr in game.state.kcmdr:
2480 if cmdr == game.battle:
2483 # No action to take after all
2486 elif evcode == FSCMOVE: # Supercommander moves
2487 schedule(FSCMOVE, 0.2777)
2488 if not game.ientesc and not istract and game.isatb != 1 and \
2489 (not game.iscate or not game.justin):
2491 elif evcode == FDSPROB: # Move deep space probe
2492 schedule(FDSPROB, 0.01)
2493 if not game.probe.nexttok():
2494 if not game.probe.quadrant().valid_quadrant() or \
2495 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2496 # Left galaxy or ran into supernova
2500 proutn(_("Lt. Uhura- \"The deep space probe "))
2501 if not game.probe.quadrant().valid_quadrant():
2502 prout(_("has left the galaxy.\""))
2504 prout(_("is no longer transmitting.\""))
2510 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2511 pquad = game.probe.quadrant()
2512 pdest = game.state.galaxy[pquad.i][pquad.j]
2514 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2515 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2516 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2517 pdest.charted = True
2518 game.probe.moves -= 1 # One less to travel
2519 if game.probe.arrived() and game.isarmed and pdest.stars:
2520 supernova(game.probe) # fire in the hole!
2522 if game.state.galaxy[pquad.i][pquad.j].supernova:
2524 elif evcode == FDISTR: # inhabited system issues distress call
2526 # try a whole bunch of times to find something suitable
2527 for i in range(100):
2528 # need a quadrant which is not the current one,
2529 # which has some stars which are inhabited and
2530 # not already under attack, which is not
2531 # supernova'ed, and which has some Klingons in it
2532 w = randplace(GALSIZE)
2533 q = game.state.galaxy[w.i][w.j]
2534 if not (game.quadrant == w or q.planet is None or \
2535 not q.planet.inhabited or \
2536 q.supernova or q.status!="secure" or q.klingons<=0):
2539 # can't seem to find one; ignore this call
2541 prout("=== Couldn't find location for distress event.")
2543 # got one!! Schedule its enslavement
2544 ev = schedule(FENSLV, expran(game.intime))
2546 q.status = "distressed"
2547 # tell the captain about it if we can
2549 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2550 % (q.planet, repr(w)))
2551 prout(_("by a Klingon invasion fleet."))
2554 elif evcode == FENSLV: # starsystem is enslaved
2555 ev = unschedule(FENSLV)
2556 # see if current distress call still active
2557 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2561 q.status = "enslaved"
2563 # play stork and schedule the first baby
2564 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2565 ev2.quadrant = ev.quadrant
2567 # report the disaster if we can
2569 prout(_("Uhura- We've lost contact with starsystem %s") % \
2571 prout(_("in Quadrant %s.\n") % ev.quadrant)
2572 elif evcode == FREPRO: # Klingon reproduces
2573 # If we ever switch to a real event queue, we'll need to
2574 # explicitly retrieve and restore the x and y.
2575 ev = schedule(FREPRO, expran(1.0 * game.intime))
2576 # see if current distress call still active
2577 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2581 if game.remkl() >= MAXKLGAME:
2582 continue # full right now
2583 # reproduce one Klingon
2586 if game.klhere >= MAXKLQUAD:
2588 # this quadrant not ok, pick an adjacent one
2589 for m.i in range(w.i - 1, w.i + 2):
2590 for m.j in range(w.j - 1, w.j + 2):
2591 if not m.valid_quadrant():
2593 q = game.state.galaxy[m.i][m.j]
2594 # check for this quad ok (not full & no snova)
2595 if q.klingons >= MAXKLQUAD or q.supernova:
2598 # search for eligible quadrant failed
2604 if game.quadrant == w:
2606 newkling() # also adds it to game.enemies
2607 # recompute time left
2610 if game.quadrant == w:
2611 prout(_("Spock- sensors indicate the Klingons have"))
2612 prout(_("launched a warship from %s.") % q.planet)
2614 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2615 if q.planet != None:
2616 proutn(_("near %s ") % q.planet)
2617 prout(_("in Quadrant %s.") % w)
2623 key = scanner.nexttok()
2626 proutn(_("How long? "))
2631 origTime = delay = scanner.real
2634 if delay >= game.state.remtime or len(game.enemies) != 0:
2635 proutn(_("Are you sure? "))
2638 # Alternate resting periods (events) with attacks
2642 game.resting = False
2643 if not game.resting:
2644 prout(_("%d stardates left.") % int(game.state.remtime))
2646 temp = game.optime = delay
2647 if len(game.enemies):
2648 rtime = randreal(1.0, 2.0)
2652 if game.optime < delay:
2653 attack(torps_ok=False)
2661 # Repair Deathray if long rest at starbase
2662 if origTime-delay >= 9.99 and game.condition == "docked":
2663 game.damage[DDRAY] = 0.0
2664 # leave if quadrant supernovas
2665 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2667 game.resting = False
2672 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2673 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2675 # Wow! We've supernova'ed
2676 supernova(game.quadrant)
2678 # handle initial nova
2679 game.quad[nov.i][nov.j] = '.'
2680 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2681 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2682 game.state.starkl += 1
2683 # Set up queue to recursively trigger adjacent stars
2689 for offset.i in range(-1, 1+1):
2690 for offset.j in range(-1, 1+1):
2691 if offset.j == 0 and offset.i == 0:
2693 neighbor = start + offset
2694 if not neighbor.valid_sector():
2696 iquad = game.quad[neighbor.i][neighbor.j]
2697 # Empty space ends reaction
2698 if iquad in ('.', '?', ' ', 'T', '#'):
2700 elif iquad == '*': # Affect another star
2702 # This star supernovas
2703 supernova(game.quadrant)
2706 hits.append(neighbor)
2707 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2708 game.state.starkl += 1
2709 proutn(crmena(True, '*', "sector", neighbor))
2711 game.quad[neighbor.i][neighbor.j] = '.'
2713 elif iquad in ('P', '@'): # Destroy planet
2714 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2716 game.state.nplankl += 1
2718 game.state.nworldkl += 1
2719 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2720 game.iplnet.pclass = "destroyed"
2722 game.plnet.invalidate()
2726 game.quad[neighbor.i][neighbor.j] = '.'
2727 elif iquad == 'B': # Destroy base
2728 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2729 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2730 game.base.invalidate()
2731 game.state.basekl += 1
2733 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2734 game.quad[neighbor.i][neighbor.j] = '.'
2735 elif iquad in ('E', 'F'): # Buffet ship
2736 prout(_("***Starship buffeted by nova."))
2738 if game.shield >= 2000.0:
2739 game.shield -= 2000.0
2741 diff = 2000.0 - game.shield
2745 prout(_("***Shields knocked out."))
2746 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2748 game.energy -= 2000.0
2749 if game.energy <= 0:
2752 # add in course nova contributes to kicking starship
2753 bump += (game.sector-hits[-1]).sgn()
2754 elif iquad == 'K': # kill klingon
2755 deadkl(neighbor, iquad, neighbor)
2756 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2758 for ll in range(len(game.enemies)):
2759 if game.enemies[ll].location == neighbor:
2760 target = game.enemies[ll]
2762 if target is not None:
2763 target.power -= 800.0 # If firepower is lost, die
2764 if target.power <= 0.0:
2765 deadkl(neighbor, iquad, neighbor)
2766 continue # neighbor loop
2767 # Else enemy gets flung by the blast wave
2768 newc = neighbor + neighbor - start
2769 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2770 if not newc.valid_sector():
2771 # can't leave quadrant
2774 iquad1 = game.quad[newc.i][newc.j]
2776 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2778 deadkl(neighbor, iquad, newc)
2781 # can't move into something else
2784 proutn(_(", buffeted to Sector %s") % newc)
2785 game.quad[neighbor.i][neighbor.j] = '.'
2786 game.quad[newc.i][newc.j] = iquad
2788 # Starship affected by nova -- kick it away.
2790 direc = ncourse[3*(bump.i+1)+bump.j+2]
2795 scourse = course(bearing=direc, distance=dist)
2796 game.optime = scourse.time(w=4)
2798 prout(_("Force of nova displaces starship."))
2799 imove(scourse, noattack=True)
2800 game.optime = scourse.time(w=4)
2804 "Star goes supernova."
2809 # Scheduled supernova -- select star at random.
2812 for nq.i in range(GALSIZE):
2813 for nq.j in range(GALSIZE):
2814 nstars += game.state.galaxy[nq.i][nq.j].stars
2816 return # nothing to supernova exists
2817 num = randrange(nstars) + 1
2818 for nq.i in range(GALSIZE):
2819 for nq.j in range(GALSIZE):
2820 num -= game.state.galaxy[nq.i][nq.j].stars
2826 proutn("=== Super nova here?")
2829 if not nq == game.quadrant or game.justin:
2830 # it isn't here, or we just entered (treat as enroute)
2833 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2834 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2837 # we are in the quadrant!
2838 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2839 for ns.i in range(QUADSIZE):
2840 for ns.j in range(QUADSIZE):
2841 if game.quad[ns.i][ns.j]=='*':
2848 prouts(_("***RED ALERT! RED ALERT!"))
2850 prout(_("***Incipient supernova detected at Sector %s") % ns)
2851 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2852 proutn(_("Emergency override attempts t"))
2853 prouts("***************")
2857 # destroy any Klingons in supernovaed quadrant
2858 game.state.galaxy[nq.i][nq.j].klingons = 0
2859 if nq == game.state.kscmdr:
2860 # did in the Supercommander!
2861 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2865 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2866 comkills = len(game.state.kcmdr) - len(survivors)
2867 game.state.kcmdr = survivors
2868 if not game.state.kcmdr:
2870 # destroy Romulans and planets in supernovaed quadrant
2871 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2872 game.state.galaxy[nq.i][nq.j].romulans = 0
2873 game.state.nromrem -= nrmdead
2875 for loop in range(game.inplan):
2876 if game.state.planets[loop].quadrant == nq:
2877 game.state.planets[loop].pclass = "destroyed"
2879 # Destroy any base in supernovaed quadrant
2880 game.state.baseq = [x for x in game.state.baseq if x != nq]
2881 # If starship caused supernova, tally up destruction
2883 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2884 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2885 game.state.nplankl += npdead
2886 # mark supernova in galaxy and in star chart
2887 if game.quadrant == nq or communicating():
2888 game.state.galaxy[nq.i][nq.j].supernova = True
2889 # If supernova destroys last Klingons give special message
2890 if game.unwon()==0 and not nq == game.quadrant:
2893 prout(_("Lucky you!"))
2894 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2897 # if some Klingons remain, continue or die in supernova
2902 # Code from finish.c ends here.
2905 "Self-destruct maneuver. Finish with a BANG!"
2907 if damaged(DCOMPTR):
2908 prout(_("Computer damaged; cannot execute destruct sequence."))
2910 prouts(_("---WORKING---")); skip(1)
2911 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2912 prouts(" 10"); skip(1)
2913 prouts(" 9"); skip(1)
2914 prouts(" 8"); skip(1)
2915 prouts(" 7"); skip(1)
2916 prouts(" 6"); skip(1)
2918 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2920 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2922 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2925 if game.passwd != scanner.token:
2926 prouts(_("PASSWORD-REJECTED;"))
2928 prouts(_("CONTINUITY-EFFECTED"))
2931 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2932 prouts(" 5"); skip(1)
2933 prouts(" 4"); skip(1)
2934 prouts(" 3"); skip(1)
2935 prouts(" 2"); skip(1)
2936 prouts(" 1"); skip(1)
2938 prouts(_("GOODBYE-CRUEL-WORLD"))
2946 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2950 if len(game.enemies) != 0:
2951 whammo = 25.0 * game.energy
2952 for e in game.enemies[::-1]:
2953 if e.power*e.kdist <= whammo:
2954 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2958 "Compute our rate of kils over time."
2959 elapsed = game.state.date - game.indate
2960 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2963 starting = (game.inkling + game.incom + game.inscom)
2964 remaining = game.unwon()
2965 return (starting - remaining)/elapsed
2969 badpt = 5.0*game.state.starkl + \
2971 10.0*game.state.nplankl + \
2972 300*game.state.nworldkl + \
2974 100.0*game.state.basekl +\
2975 3.0*game.abandoned +\
2977 if game.ship == 'F':
2979 elif game.ship is None:
2984 # end the game, with appropriate notifications
2988 prout(_("It is stardate %.1f.") % game.state.date)
2990 if ifin == FWON: # Game has been won
2991 if game.state.nromrem != 0:
2992 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2995 prout(_("You have smashed the Klingon invasion fleet and saved"))
2996 prout(_("the Federation."))
2997 if game.alive and game.brigcapacity-game.brigfree > 0:
2998 game.kcaptured += game.brigcapacity-game.brigfree
2999 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3004 badpt = 0.0 # Close enough!
3005 # killsPerDate >= RateMax
3006 if game.state.date-game.indate < 5.0 or \
3007 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3009 prout(_("In fact, you have done so well that Starfleet Command"))
3010 if game.skill == SKILL_NOVICE:
3011 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3012 elif game.skill == SKILL_FAIR:
3013 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3014 elif game.skill == SKILL_GOOD:
3015 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3016 elif game.skill == SKILL_EXPERT:
3017 prout(_("promotes you to Commodore Emeritus."))
3019 prout(_("Now that you think you're really good, try playing"))
3020 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3021 elif game.skill == SKILL_EMERITUS:
3023 proutn(_("Computer- "))
3024 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3026 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3028 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3030 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3032 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3034 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3036 prout(_("Now you can retire and write your own Star Trek game!"))
3038 elif game.skill >= SKILL_EXPERT:
3039 if game.thawed and not game.idebug:
3040 prout(_("You cannot get a citation, so..."))
3042 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3046 # Only grant long life if alive (original didn't!)
3048 prout(_("LIVE LONG AND PROSPER."))
3053 elif ifin == FDEPLETE: # Federation Resources Depleted
3054 prout(_("Your time has run out and the Federation has been"))
3055 prout(_("conquered. Your starship is now Klingon property,"))
3056 prout(_("and you are put on trial as a war criminal. On the"))
3057 proutn(_("basis of your record, you are "))
3058 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3059 prout(_("acquitted."))
3061 prout(_("LIVE LONG AND PROSPER."))
3063 prout(_("found guilty and"))
3064 prout(_("sentenced to death by slow torture."))
3068 elif ifin == FLIFESUP:
3069 prout(_("Your life support reserves have run out, and"))
3070 prout(_("you die of thirst, starvation, and asphyxiation."))
3071 prout(_("Your starship is a derelict in space."))
3073 prout(_("Your energy supply is exhausted."))
3075 prout(_("Your starship is a derelict in space."))
3076 elif ifin == FBATTLE:
3077 prout(_("The %s has been destroyed in battle.") % crmshp())
3079 prout(_("Dulce et decorum est pro patria mori."))
3081 prout(_("You have made three attempts to cross the negative energy"))
3082 prout(_("barrier which surrounds the galaxy."))
3084 prout(_("Your navigation is abominable."))
3087 prout(_("Your starship has been destroyed by a nova."))
3088 prout(_("That was a great shot."))
3090 elif ifin == FSNOVAED:
3091 prout(_("The %s has been fried by a supernova.") % crmshp())
3092 prout(_("...Not even cinders remain..."))
3093 elif ifin == FABANDN:
3094 prout(_("You have been captured by the Klingons. If you still"))
3095 prout(_("had a starbase to be returned to, you would have been"))
3096 prout(_("repatriated and given another chance. Since you have"))
3097 prout(_("no starbases, you will be mercilessly tortured to death."))
3098 elif ifin == FDILITHIUM:
3099 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3100 elif ifin == FMATERIALIZE:
3101 prout(_("Starbase was unable to re-materialize your starship."))
3102 prout(_("Sic transit gloria mundi"))
3103 elif ifin == FPHASER:
3104 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3106 prout(_("You and your landing party have been"))
3107 prout(_("converted to energy, dissipating through space."))
3108 elif ifin == FMINING:
3109 prout(_("You are left with your landing party on"))
3110 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3112 prout(_("They are very fond of \"Captain Kirk\" soup."))
3114 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3115 elif ifin == FDPLANET:
3116 prout(_("You and your mining party perish."))
3118 prout(_("That was a great shot."))
3121 prout(_("The Galileo is instantly annihilated by the supernova."))
3122 prout(_("You and your mining party are atomized."))
3124 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3125 prout(_("joins the Romulans, wreaking terror on the Federation."))
3126 elif ifin == FPNOVA:
3127 prout(_("You and your mining party are atomized."))
3129 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3130 prout(_("joins the Romulans, wreaking terror on the Federation."))
3131 elif ifin == FSTRACTOR:
3132 prout(_("The shuttle craft Galileo is also caught,"))
3133 prout(_("and breaks up under the strain."))
3135 prout(_("Your debris is scattered for millions of miles."))
3136 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3138 prout(_("The mutants attack and kill Spock."))
3139 prout(_("Your ship is captured by Klingons, and"))
3140 prout(_("your crew is put on display in a Klingon zoo."))
3141 elif ifin == FTRIBBLE:
3142 prout(_("Tribbles consume all remaining water,"))
3143 prout(_("food, and oxygen on your ship."))
3145 prout(_("You die of thirst, starvation, and asphyxiation."))
3146 prout(_("Your starship is a derelict in space."))
3148 prout(_("Your ship is drawn to the center of the black hole."))
3149 prout(_("You are crushed into extremely dense matter."))
3150 elif ifin == FCLOAK:
3152 prout(_("You have violated the Treaty of Algeron."))
3153 prout(_("The Romulan Empire can never trust you again."))
3155 prout(_("Your last crew member has died."))
3156 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3157 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3158 prout(_("You may have missed some warning messages."))
3160 if game.ship == 'F':
3162 elif game.ship == 'E':
3165 if game.unwon() != 0:
3166 goodies = game.state.remres/game.inresor
3167 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3168 if goodies/baddies >= randreal(1.0, 1.5):
3169 prout(_("As a result of your actions, a treaty with the Klingon"))
3170 prout(_("Empire has been signed. The terms of the treaty are"))
3171 if goodies/baddies >= randreal(3.0):
3172 prout(_("favorable to the Federation."))
3174 prout(_("Congratulations!"))
3176 prout(_("highly unfavorable to the Federation."))
3178 prout(_("The Federation will be destroyed."))
3180 prout(_("Since you took the last Klingon with you, you are a"))
3181 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3182 prout(_("statue in your memory. Rest in peace, and try not"))
3183 prout(_("to think about pigeons."))
3186 scanner.chew() # Clean up leftovers
3189 "Compute player's score."
3190 timused = game.state.date - game.indate
3191 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3193 game.perdate = killrate()
3194 ithperd = 500*game.perdate + 0.5
3197 iwon = 100*game.skill
3198 if game.ship == 'E':
3200 elif game.ship == 'F':
3204 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3205 game.score = 10*(dead_ordinaries)\
3206 + 50*(game.incom - len(game.state.kcmdr)) \
3208 + 20*(game.inrom - game.state.nromrem) \
3209 + 200*(game.inscom - game.state.nscrem) \
3210 - game.state.nromrem \
3211 + 3 * game.kcaptured \
3216 prout(_("Your score --"))
3217 if game.inrom - game.state.nromrem:
3218 prout(_("%6d Romulans destroyed %5d") %
3219 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3220 if game.state.nromrem and game.gamewon:
3221 prout(_("%6d Romulans captured %5d") %
3222 (game.state.nromrem, game.state.nromrem))
3224 prout(_("%6d ordinary Klingons destroyed %5d") %
3225 (dead_ordinaries, 10*dead_ordinaries))
3226 if game.incom - len(game.state.kcmdr):
3227 prout(_("%6d Klingon commanders destroyed %5d") %
3228 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3230 prout(_("%d Klingons captured %5d") %
3231 (game.kcaptured, 3 * game.kcaptured))
3232 if game.inscom - game.state.nscrem:
3233 prout(_("%6d Super-Commander destroyed %5d") %
3234 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3236 prout(_("%6.2f Klingons per stardate %5d") %
3237 (game.perdate, ithperd))
3238 if game.state.starkl:
3239 prout(_("%6d stars destroyed by your action %5d") %
3240 (game.state.starkl, -5*game.state.starkl))
3241 if game.state.nplankl:
3242 prout(_("%6d planets destroyed by your action %5d") %
3243 (game.state.nplankl, -10*game.state.nplankl))
3244 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3245 prout(_("%6d inhabited planets destroyed by your action %5d") %
3246 (game.state.nworldkl, -300*game.state.nworldkl))
3247 if game.state.basekl:
3248 prout(_("%6d bases destroyed by your action %5d") %
3249 (game.state.basekl, -100*game.state.basekl))
3251 prout(_("%6d calls for help from starbase %5d") %
3252 (game.nhelp, -45*game.nhelp))
3254 prout(_("%6d casualties incurred %5d") %
3255 (game.casual, -game.casual))
3257 prout(_("%6d crew abandoned in space %5d") %
3258 (game.abandoned, -3*game.abandoned))
3260 prout(_("%6d ship(s) lost or destroyed %5d") %
3261 (klship, -100*klship))
3264 prout(_("1 Treaty of Algeron violation -100"))
3266 prout(_("%6d Treaty of Algeron violations %5d\n") %
3267 (ncviol, -100*ncviol))
3269 prout(_("Penalty for getting yourself killed -200"))
3271 proutn(_("Bonus for winning "))
3272 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3273 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3274 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3275 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3276 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3277 prout(" %5d" % iwon)
3279 prout(_("TOTAL SCORE %5d") % game.score)
3282 "Emit winner's commemmorative plaque."
3285 proutn(_("File or device name for your plaque: "))
3288 fp = open(winner, "w")
3291 prout(_("Invalid name."))
3293 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3295 # The 38 below must be 64 for 132-column paper
3296 nskip = 38 - len(winner)/2
3297 # This is where the ASCII art picture was emitted.
3298 # It got garbled somewhere in the chain of transmission to the Almy version.
3299 # We should restore it if we can find old enough FORTRAN sources.
3301 fp.write(_(" U. S. S. ENTERPRISE\n"))
3302 fp.write("\n\n\n\n")
3303 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3305 fp.write(_(" Starfleet Command bestows to you\n"))
3307 fp.write("%*s%s\n\n" % (nskip, "", winner))
3308 fp.write(_(" the rank of\n\n"))
3309 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3311 if game.skill == SKILL_EXPERT:
3312 fp.write(_(" Expert level\n\n"))
3313 elif game.skill == SKILL_EMERITUS:
3314 fp.write(_("Emeritus level\n\n"))
3316 fp.write(_(" Cheat level\n\n"))
3317 timestring = time.ctime()
3318 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3319 (timestring+4, timestring+20, timestring+11))
3320 fp.write(_(" Your score: %d\n\n") % game.score)
3321 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3324 # Code from io.c begins here
3326 rows = linecount = 0 # for paging
3329 fullscreen_window = None
3330 srscan_window = None # Short range scan
3331 report_window = None # Report legends for status window
3332 status_window = None # The status window itself
3333 lrscan_window = None # Long range scan
3334 message_window = None # Main window for scrolling text
3335 prompt_window = None # Prompt window at bottom of display
3340 # for some recent versions of python2, the following enables UTF8
3341 # for the older ones we probably need to set C locale, and python3
3342 # has no problems at all
3343 if sys.version_info[0] < 3:
3344 locale.setlocale(locale.LC_ALL, "")
3345 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3346 gettext.textdomain("sst")
3347 if not (game.options & OPTION_CURSES):
3348 ln_env = os.getenv("LINES")
3354 stdscr = curses.initscr()
3358 if game.options & OPTION_COLOR:
3359 curses.start_color()
3360 curses.use_default_colors()
3361 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3362 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3363 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3364 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3365 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3366 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3367 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3368 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3369 global fullscreen_window, srscan_window, report_window, status_window
3370 global lrscan_window, message_window, prompt_window
3371 (rows, _columns) = stdscr.getmaxyx()
3372 fullscreen_window = stdscr
3373 srscan_window = curses.newwin(12, 25, 0, 0)
3374 report_window = curses.newwin(11, 0, 1, 25)
3375 status_window = curses.newwin(10, 0, 1, 39)
3376 lrscan_window = curses.newwin(5, 0, 0, 64)
3377 message_window = curses.newwin(0, 0, 12, 0)
3378 prompt_window = curses.newwin(1, 0, rows-2, 0)
3379 message_window.scrollok(True)
3380 setwnd(fullscreen_window)
3384 if game.options & OPTION_CURSES:
3385 stdscr.keypad(False)
3391 "Wait for user action -- OK to do nothing if on a TTY"
3392 if game.options & OPTION_CURSES:
3397 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3401 if game.skill > SKILL_FAIR:
3402 prompt = _("[CONTINUE?]")
3404 prompt = _("[PRESS ENTER TO CONTINUE]")
3406 if game.options & OPTION_CURSES:
3408 setwnd(prompt_window)
3409 prompt_window.clear()
3410 prompt_window.addstr(prompt)
3411 prompt_window.getstr()
3412 prompt_window.clear()
3413 prompt_window.refresh()
3414 setwnd(message_window)
3417 sys.stdout.write('\n')
3421 sys.stdout.write('\n' * rows)
3425 "Skip i lines. Pause game if this would cause a scrolling event."
3426 for _dummy in range(i):
3427 if game.options & OPTION_CURSES:
3428 (y, _x) = curwnd.getyx()
3431 except curses.error:
3436 if rows and linecount >= rows:
3439 sys.stdout.write('\n')
3441 def proutn(proutntline):
3442 "Utter a line with no following line feed."
3443 if game.options & OPTION_CURSES:
3444 (y, x) = curwnd.getyx()
3445 (my, _mx) = curwnd.getmaxyx()
3446 if curwnd == message_window and y >= my - 2:
3449 # Uncomment this to debug curses problems
3451 # logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3452 curwnd.addstr(proutntline)
3455 sys.stdout.write(proutntline)
3458 def prout(proutline):
3462 def prouts(proutsline):
3464 for c in proutsline:
3465 if not replayfp or replayfp.closed: # Don't slow down replays
3468 if game.options & OPTION_CURSES:
3472 if not replayfp or replayfp.closed:
3476 "Get a line of input."
3477 if game.options & OPTION_CURSES:
3478 linein = curwnd.getstr() + "\n"
3481 if replayfp and not replayfp.closed:
3483 linein = replayfp.readline()
3486 prout("*** Replay finished")
3489 elif linein[0] != "#":
3493 linein = my_input() + "\n"
3502 "Change windows -- OK for this to be a no-op in tty mode."
3504 if game.options & OPTION_CURSES:
3505 # Uncomment this to debug curses problems
3507 if wnd == fullscreen_window:
3508 legend = "fullscreen"
3509 elif wnd == srscan_window:
3511 elif wnd == report_window:
3513 elif wnd == status_window:
3515 elif wnd == lrscan_window:
3517 elif wnd == message_window:
3519 elif wnd == prompt_window:
3523 #logfp.write("#curses: setwnd(%s)\n" % legend)
3525 # Some curses implementations get confused when you try this.
3527 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3528 except curses.error:
3532 "Clear to end of line -- can be a no-op in tty mode"
3533 if game.options & OPTION_CURSES:
3538 "Clear screen -- can be a no-op in tty mode."
3540 if game.options & OPTION_CURSES:
3546 def textcolor(color=DEFAULT):
3547 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3548 if color == DEFAULT:
3550 elif color == BLACK:
3551 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3553 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3554 elif color == GREEN:
3555 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3557 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3559 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3560 elif color == MAGENTA:
3561 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3562 elif color == BROWN:
3563 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3564 elif color == LIGHTGRAY:
3565 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3566 elif color == DARKGRAY:
3567 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3568 elif color == LIGHTBLUE:
3569 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3570 elif color == LIGHTGREEN:
3571 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3572 elif color == LIGHTCYAN:
3573 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3574 elif color == LIGHTRED:
3575 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3576 elif color == LIGHTMAGENTA:
3577 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3578 elif color == YELLOW:
3579 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3580 elif color == WHITE:
3581 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3584 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3585 curwnd.attron(curses.A_REVERSE)
3588 # Things past this point have policy implications.
3592 "Hook to be called after moving to redraw maps."
3593 if game.options & OPTION_CURSES:
3596 setwnd(srscan_window)
3600 setwnd(status_window)
3601 status_window.clear()
3602 status_window.move(0, 0)
3603 setwnd(report_window)
3604 report_window.clear()
3605 report_window.move(0, 0)
3607 setwnd(lrscan_window)
3608 lrscan_window.clear()
3609 lrscan_window.move(0, 0)
3610 lrscan(silent=False)
3612 def put_srscan_sym(w, sym):
3613 "Emit symbol for short-range scan."
3614 srscan_window.move(w.i+1, w.j*2+2)
3615 srscan_window.addch(sym)
3616 srscan_window.refresh()
3619 "Enemy fall down, go boom."
3620 if game.options & OPTION_CURSES:
3622 setwnd(srscan_window)
3623 srscan_window.attron(curses.A_REVERSE)
3624 put_srscan_sym(w, game.quad[w.i][w.j])
3628 srscan_window.attroff(curses.A_REVERSE)
3629 put_srscan_sym(w, game.quad[w.i][w.j])
3630 curses.delay_output(500)
3631 setwnd(message_window)
3634 "Sound and visual effects for teleportation."
3635 if game.options & OPTION_CURSES:
3637 setwnd(message_window)
3639 prouts(" . . . . . ")
3640 if game.options & OPTION_CURSES:
3641 #curses.delay_output(1000)
3645 def tracktorpedo(w, step, i, n, iquad):
3646 "Torpedo-track animation."
3647 if not game.options & OPTION_CURSES:
3651 proutn(_("Track for torpedo number %d- ") % (i+1))
3654 proutn(_("Torpedo track- "))
3655 elif step==4 or step==9:
3659 if not damaged(DSRSENS) or game.condition=="docked":
3660 if i != 0 and step == 1:
3663 if (iquad=='.') or (iquad==' '):
3664 put_srscan_sym(w, '+')
3668 put_srscan_sym(w, iquad)
3670 curwnd.attron(curses.A_REVERSE)
3671 put_srscan_sym(w, iquad)
3675 curwnd.attroff(curses.A_REVERSE)
3676 put_srscan_sym(w, iquad)
3681 "Display the current galaxy chart."
3682 if game.options & OPTION_CURSES:
3683 setwnd(message_window)
3684 message_window.clear()
3686 if game.options & OPTION_TTY:
3691 def prstat(txt, data):
3693 if game.options & OPTION_CURSES:
3695 setwnd(status_window)
3697 proutn(" " * (NSYM - len(txt)))
3700 if game.options & OPTION_CURSES:
3701 setwnd(report_window)
3703 # Code from moving.c begins here
3705 def imove(icourse=None, noattack=False):
3706 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3709 def newquadrant(noattack):
3710 # Leaving quadrant -- allow final enemy attack
3711 # Don't set up attack if being pushed by nova or cloaked
3712 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3714 for enemy in game.enemies:
3715 finald = (w - enemy.location).distance()
3716 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3717 # Stas Sergeev added the condition
3718 # that attacks only happen if Klingons
3719 # are present and your skill is good.
3720 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3721 attack(torps_ok=False)
3724 # check for edge of galaxy
3728 if icourse.final.i < 0:
3729 icourse.final.i = -icourse.final.i
3731 if icourse.final.j < 0:
3732 icourse.final.j = -icourse.final.j
3734 if icourse.final.i >= GALSIZE*QUADSIZE:
3735 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3737 if icourse.final.j >= GALSIZE*QUADSIZE:
3738 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3746 if game.nkinks == 3:
3747 # Three strikes -- you're out!
3751 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3752 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3753 prout(_("YOU WILL BE DESTROYED."))
3754 # Compute final position in new quadrant
3755 if trbeam: # Don't bother if we are to be beamed
3757 game.quadrant = icourse.final.quadrant()
3758 game.sector = icourse.final.sector()
3760 prout(_("Entering Quadrant %s.") % game.quadrant)
3761 game.quad[game.sector.i][game.sector.j] = game.ship
3763 if game.skill>SKILL_NOVICE:
3764 attack(torps_ok=False)
3766 def check_collision(h):
3767 iquad = game.quad[h.i][h.j]
3769 # object encountered in flight path
3770 stopegy = 50.0*icourse.distance/game.optime
3771 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3772 for enemy in game.enemies:
3773 if enemy.location == game.sector:
3774 collision(rammed=False, enemy=enemy)
3776 # This should not happen
3777 prout(_("Which way did he go?"))
3781 prouts(_("***RED ALERT! RED ALERT!"))
3783 proutn("***" + crmshp())
3784 proutn(_(" pulled into black hole at Sector %s") % h)
3785 # Getting pulled into a black hole was certain
3786 # death in Almy's original. Stas Sergeev added a
3787 # possibility that you'll get timewarped instead.
3789 for m in range(NDEVICES):
3790 if game.damage[m]>0:
3792 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3793 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3803 prout(_(" encounters Tholian web at %s;") % h)
3805 prout(_(" blocked by object at %s;") % h)
3806 proutn(_("Emergency stop required "))
3807 prout(_("%2d units of energy.") % int(stopegy))
3808 game.energy -= stopegy
3809 if game.energy <= 0:
3816 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3817 game.inorbit = False
3818 # If tractor beam is to occur, don't move full distance
3819 if game.state.date+game.optime >= scheduled(FTBEAM):
3821 # We can't be tractor beamed if cloaked,
3822 # so move the event into the future
3823 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3827 game.condition = "red"
3828 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3829 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3831 game.quad[game.sector.i][game.sector.j] = '.'
3832 for _m in range(icourse.moves):
3834 w = icourse.sector()
3835 if icourse.origin.quadrant() != icourse.location.quadrant():
3836 newquadrant(noattack)
3838 elif check_collision(w):
3839 print("Collision detected")
3843 # We're in destination quadrant -- compute new average enemy distances
3844 game.quad[game.sector.i][game.sector.j] = game.ship
3846 for enemy in game.enemies:
3847 finald = (w-enemy.location).distance()
3848 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3849 enemy.kdist = finald
3851 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3852 attack(torps_ok=False)
3853 for enemy in game.enemies:
3854 enemy.kavgd = enemy.kdist
3857 setwnd(message_window)
3861 "Dock our ship at a starbase."
3863 if game.condition == "docked" and verbose:
3864 prout(_("Already docked."))
3867 prout(_("You must first leave standard orbit."))
3869 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3870 prout(crmshp() + _(" not adjacent to base."))
3873 prout(_("You cannot dock while cloaked."))
3875 game.condition = "docked"
3879 if game.energy < game.inenrg:
3880 game.energy = game.inenrg
3881 game.shield = game.inshld
3882 game.torps = game.intorps
3883 game.lsupres = game.inlsr
3884 game.state.crew = FULLCREW
3885 if game.brigcapacity-game.brigfree > 0:
3886 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3887 game.kcaptured += game.brigcapacity-game.brigfree
3888 game.brigfree = game.brigcapacity
3889 if communicating() and \
3890 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3891 # get attack report from base
3892 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3896 def cartesian(loc1=None, loc2=None):
3898 return game.quadrant * QUADSIZE + game.sector
3900 return game.quadrant * QUADSIZE + loc1
3902 return loc1 * QUADSIZE + loc2
3904 def getcourse(isprobe):
3905 "Get a course and distance from the user."
3907 dquad = copy.copy(game.quadrant)
3908 navmode = "unspecified"
3912 if game.landed and not isprobe:
3913 prout(_("Dummy! You can't leave standard orbit until you"))
3914 proutn(_("are back aboard the ship."))
3917 while navmode == "unspecified":
3918 if damaged(DNAVSYS):
3920 prout(_("Computer damaged; manual navigation only"))
3922 prout(_("Computer damaged; manual movement only"))
3927 key = scanner.nexttok()
3929 proutn(_("Manual or automatic- "))
3932 elif key == "IHALPHA":
3933 if scanner.sees("manual"):
3935 key = scanner.nexttok()
3937 elif scanner.sees("automatic"):
3938 navmode = "automatic"
3939 key = scanner.nexttok()
3947 prout(_("(Manual navigation assumed.)"))
3949 prout(_("(Manual movement assumed.)"))
3953 if navmode == "automatic":
3954 while key == "IHEOL":
3956 proutn(_("Target quadrant or quadrant§or- "))
3958 proutn(_("Destination sector or quadrant§or- "))
3961 key = scanner.nexttok()
3965 xi = int(round(scanner.real))-1
3966 key = scanner.nexttok()
3970 xj = int(round(scanner.real))-1
3971 key = scanner.nexttok()
3973 # both quadrant and sector specified
3974 xk = int(round(scanner.real))-1
3975 key = scanner.nexttok()
3979 xl = int(round(scanner.real))-1
3985 # only one pair of numbers was specified
3987 # only quadrant specified -- go to center of dest quad
3990 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3992 # only sector specified
3996 if not dquad.valid_quadrant() or not dsect.valid_sector():
4003 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4005 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4006 # the actual deltas get computed here
4007 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4008 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4010 while key == "IHEOL":
4011 proutn(_("X and Y displacements- "))
4014 key = scanner.nexttok()
4017 delta.j = scanner.real
4021 key = scanner.nexttok()
4023 delta.i = scanner.real
4024 elif key == "IHEOL":
4030 # Check for zero movement
4031 if delta.i == 0 and delta.j == 0:
4034 if itemp == "verbose" and not isprobe:
4036 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4038 return course(bearing=delta.bearing(), distance=delta.distance())
4041 def __init__(self, bearing, distance, origin=None):
4042 self.distance = distance
4043 self.bearing = bearing
4045 self.origin = cartesian(game.quadrant, game.sector)
4047 self.origin = origin
4048 # The bearing() code we inherited from FORTRAN is actually computing
4049 # clockface directions!
4050 if self.bearing < 0.0:
4051 self.bearing += 12.0
4052 self.angle = ((15.0 - self.bearing) * 0.5235988)
4053 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4054 bigger = max(abs(self.increment.i), abs(self.increment.j))
4055 self.increment /= bigger
4056 self.moves = int(round(10*self.distance*bigger))
4058 self.final = (self.location + self.moves*self.increment).roundtogrid()
4059 self.location = self.origin
4060 self.nextlocation = None
4062 self.location = self.origin
4065 return self.location.roundtogrid() == self.final
4067 "Next step on course."
4069 self.nextlocation = self.location + self.increment
4070 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4071 self.location = self.nextlocation
4074 return self.location.quadrant()
4076 return self.location.sector()
4078 return self.distance*(w**3)*(game.shldup+1)
4080 return 10.0*self.distance/w**2
4083 "Move under impulse power."
4085 if damaged(DIMPULS):
4088 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4090 if game.energy > 30.0:
4092 icourse = getcourse(isprobe=False)
4095 power = 20.0 + 100.0*icourse.distance
4098 if power >= game.energy:
4099 # Insufficient power for trip
4101 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4102 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4103 if game.energy > 30:
4104 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4105 int(0.01 * (game.energy-20.0)-0.05))
4106 prout(_(" quadrants.\""))
4108 prout(_("quadrant. They are, therefore, useless.\""))
4111 # Make sure enough time is left for the trip
4112 game.optime = icourse.distance/0.095
4113 if game.optime >= game.state.remtime:
4114 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4115 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4116 proutn(_("we dare spend the time?\" "))
4119 # Activate impulse engines and pay the cost
4120 imove(icourse, noattack=False)
4124 power = 20.0 + 100.0*icourse.distance
4125 game.energy -= power
4126 game.optime = icourse.distance/0.095
4127 if game.energy <= 0:
4131 def warp(wcourse, involuntary):
4132 "ove under warp drive."
4133 blooey = False; twarp = False
4134 if not involuntary: # Not WARPX entry
4139 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4141 if game.damage[DWARPEN] > 10.0:
4144 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4146 if damaged(DWARPEN) and game.warpfac > 4.0:
4149 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4150 prout(_(" is repaired, I can only give you warp 4.\""))
4152 # Read in course and distance
4155 wcourse = getcourse(isprobe=False)
4158 # Make sure starship has enough energy for the trip
4159 # Note: this formula is slightly different from the C version,
4160 # and lets you skate a bit closer to the edge.
4161 if wcourse.power(game.warpfac) >= game.energy:
4162 # Insufficient power for trip
4165 prout(_("Engineering to bridge--"))
4166 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4167 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4169 prout(_("We can't do it, Captain. We don't have enough energy."))
4171 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4174 prout(_("if you'll lower the shields."))
4178 prout(_("We haven't the energy to go that far with the shields up."))
4180 # Make sure enough time is left for the trip
4181 game.optime = wcourse.time(game.warpfac)
4182 if game.optime >= 0.8*game.state.remtime:
4184 prout(_("First Officer Spock- \"Captain, I compute that such"))
4185 proutn(_(" a trip would require approximately %2.0f") %
4186 (100.0*game.optime/game.state.remtime))
4187 prout(_(" percent of our"))
4188 proutn(_(" remaining time. Are you sure this is wise?\" "))
4194 if game.warpfac > 6.0:
4195 # Decide if engine damage will occur
4196 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4197 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4198 if prob > randreal():
4200 wcourse.distance = randreal(wcourse.distance)
4201 # Decide if time warp will occur
4202 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4204 if game.idebug and game.warpfac==10 and not twarp:
4206 proutn("=== Force time warp? ")
4210 # If time warp or engine damage, check path
4211 # If it is obstructed, don't do warp or damage
4212 look = wcourse.moves
4216 w = wcourse.sector()
4217 if not w.valid_sector():
4219 if game.quad[w.i][w.j] != '.':
4223 # Activate Warp Engines and pay the cost
4224 imove(wcourse, noattack=False)
4227 game.energy -= wcourse.power(game.warpfac)
4228 if game.energy <= 0:
4230 game.optime = wcourse.time(game.warpfac)
4234 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4236 prout(_("Engineering to bridge--"))
4237 prout(_(" Scott here. The warp engines are damaged."))
4238 prout(_(" We'll have to reduce speed to warp 4."))
4243 "Change the warp factor."
4245 key=scanner.nexttok()
4249 proutn(_("Warp factor- "))
4253 if game.damage[DWARPEN] > 10.0:
4254 prout(_("Warp engines inoperative."))
4256 if damaged(DWARPEN) and scanner.real > 4.0:
4257 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4258 prout(_(" but right now we can only go warp 4.\""))
4260 if scanner.real > 10.0:
4261 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4263 if scanner.real < 1.0:
4264 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4266 oldfac = game.warpfac
4267 game.warpfac = scanner.real
4268 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4269 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4272 if game.warpfac < 8.00:
4273 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4275 if game.warpfac == 10.0:
4276 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4278 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4282 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4284 # is captain on planet?
4286 if damaged(DTRANSP):
4289 prout(_("Scotty rushes to the transporter controls."))
4291 prout(_("But with the shields up it's hopeless."))
4293 prouts(_("His desperate attempt to rescue you . . ."))
4298 prout(_("SUCCEEDS!"))
4301 proutn(_("The crystals mined were "))
4309 # Check to see if captain in shuttle craft
4314 # Inform captain of attempt to reach safety
4318 prouts(_("***RED ALERT! RED ALERT!"))
4320 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4321 prouts(_(" a supernova."))
4323 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4324 prout(_("safely out of quadrant."))
4325 if not damaged(DRADIO):
4326 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4327 # Try to use warp engines
4328 if damaged(DWARPEN):
4330 prout(_("Warp engines damaged."))
4333 game.warpfac = randreal(6.0, 8.0)
4334 prout(_("Warp factor set to %d") % int(game.warpfac))
4335 power = 0.75*game.energy
4336 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4337 dist = max(dist, randreal(math.sqrt(2)))
4338 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4339 game.optime = bugout.time(game.warpfac)
4341 game.inorbit = False
4342 warp(bugout, involuntary=True)
4344 # This is bad news, we didn't leave quadrant.
4348 prout(_("Insufficient energy to leave quadrant."))
4351 # Repeat if another snova
4352 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4355 finish(FWON) # Snova killed remaining enemy.
4358 "Let's do the time warp again."
4359 prout(_("***TIME WARP ENTERED."))
4360 if game.state.snap and withprob(0.5):
4362 prout(_("You are traveling backwards in time %d stardates.") %
4363 int(game.state.date-game.snapsht.date))
4364 game.state = game.snapsht
4365 game.state.snap = False
4366 if len(game.state.kcmdr):
4367 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4368 schedule(FBATTAK, expran(0.3*game.intime))
4369 schedule(FSNOVA, expran(0.5*game.intime))
4370 # next snapshot will be sooner
4371 schedule(FSNAP, expran(0.25*game.state.remtime))
4373 if game.state.nscrem:
4374 schedule(FSCMOVE, 0.2777)
4378 game.battle.invalidate()
4379 # Make sure Galileo is consistant -- Snapshot may have been taken
4380 # when on planet, which would give us two Galileos!
4382 for l in range(game.inplan):
4383 if game.state.planets[l].known == "shuttle_down":
4385 if game.iscraft == "onship" and game.ship=='E':
4386 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4387 game.iscraft = "offship"
4388 # Likewise, if in the original time the Galileo was abandoned, but
4389 # was on ship earlier, it would have vanished -- let's restore it.
4390 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4391 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4392 game.iscraft = "onship"
4393 # There used to be code to do the actual reconstrction here,
4394 # but the starchart is now part of the snapshotted galaxy state.
4395 prout(_("Spock has reconstructed a correct star chart from memory"))
4397 # Go forward in time
4398 game.optime = expran(0.5*game.intime)
4399 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4400 # cheat to make sure no tractor beams occur during time warp
4401 postpone(FTBEAM, game.optime)
4402 game.damage[DRADIO] += game.optime
4404 events() # Stas Sergeev added this -- do pending events
4407 "Launch deep-space probe."
4408 # New code to launch a deep space probe
4409 if game.nprobes == 0:
4412 if game.ship == 'E':
4413 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4415 prout(_("Ye Faerie Queene has no deep space probes."))
4420 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4422 if is_scheduled(FDSPROB):
4425 if damaged(DRADIO) and game.condition != "docked":
4426 prout(_("Spock- \"Records show the previous probe has not yet"))
4427 prout(_(" reached its destination.\""))
4429 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4431 key = scanner.nexttok()
4433 if game.nprobes == 1:
4434 prout(_("1 probe left."))
4436 prout(_("%d probes left") % game.nprobes)
4437 proutn(_("Are you sure you want to fire a probe? "))
4440 game.isarmed = False
4441 if key == "IHALPHA" and scanner.token == "armed":
4443 key = scanner.nexttok()
4444 elif key == "IHEOL":
4445 proutn(_("Arm NOVAMAX warhead? "))
4447 elif key == "IHREAL": # first element of course
4448 scanner.push(scanner.token)
4450 game.probe = getcourse(isprobe=True)
4454 schedule(FDSPROB, 0.01) # Time to move one sector
4455 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4460 "Yell for help from nearest starbase."
4461 # There's more than one way to move in this game!
4463 # Test for conditions which prevent calling for help
4464 if game.condition == "docked":
4465 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4468 prout(_("Subspace radio damaged."))
4470 if not game.state.baseq:
4471 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4474 prout(_("You must be aboard the %s.") % crmshp())
4476 # OK -- call for help from nearest starbase
4479 # There's one in this quadrant
4480 ddist = (game.base - game.sector).distance()
4482 ibq = None # Force base-quadrant game to persist past loop
4484 for ibq in game.state.baseq:
4485 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4489 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4491 # Since starbase not in quadrant, set up new quadrant
4494 # dematerialize starship
4495 game.quad[game.sector.i][game.sector.j]='.'
4496 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4497 % (game.quadrant, crmshp()))
4498 game.sector.invalidate()
4499 for m in range(1, 5+1):
4500 w = game.base.scatter()
4501 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4502 # found one -- finish up
4505 if game.sector is None:
4506 prout(_("You have been lost in space..."))
4507 finish(FMATERIALIZE)
4509 # Give starbase three chances to rematerialize starship
4510 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4511 for m in range(1, 3+1):
4512 if m == 1: proutn(_("1st"))
4513 elif m == 2: proutn(_("2nd"))
4514 elif m == 3: proutn(_("3rd"))
4515 proutn(_(" attempt to re-materialize ") + crmshp())
4516 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4519 if randreal() > probf:
4523 curses.delay_output(500)
4525 game.quad[game.sector.i][game.sector.j]='?'
4528 setwnd(message_window)
4529 finish(FMATERIALIZE)
4531 game.quad[game.sector.i][game.sector.j]=game.ship
4533 prout(_("succeeds."))
4537 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4542 if game.condition=="docked":
4544 prout(_("You cannot abandon Ye Faerie Queene."))
4547 # Must take shuttle craft to exit
4548 if game.damage[DSHUTTL]==-1:
4549 prout(_("Ye Faerie Queene has no shuttle craft."))
4551 if game.damage[DSHUTTL]<0:
4552 prout(_("Shuttle craft now serving Big Macs."))
4554 if game.damage[DSHUTTL]>0:
4555 prout(_("Shuttle craft damaged."))
4558 prout(_("You must be aboard the ship."))
4560 if game.iscraft != "onship":
4561 prout(_("Shuttle craft not currently available."))
4563 # Emit abandon ship messages
4565 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4567 prouts(_("***ALL HANDS ABANDON SHIP!"))
4569 prout(_("Captain and crew escape in shuttle craft."))
4570 if not game.state.baseq:
4571 # Oops! no place to go...
4574 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4576 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4577 prout(_("Remainder of ship's complement beam down"))
4578 prout(_("to nearest habitable planet."))
4579 elif q.planet != None and not damaged(DTRANSP):
4580 prout(_("Remainder of ship's complement beam down to %s.") %
4583 prout(_("Entire crew of %d left to die in outer space.") %
4585 game.casual += game.state.crew
4586 game.abandoned += game.state.crew
4587 # If at least one base left, give 'em the Faerie Queene
4589 game.icrystl = False # crystals are lost
4590 game.nprobes = 0 # No probes
4591 prout(_("You are captured by Klingons and released to"))
4592 prout(_("the Federation in a prisoner-of-war exchange."))
4593 nb = randrange(len(game.state.baseq))
4594 # Set up quadrant and position FQ adjacient to base
4595 if not game.quadrant == game.state.baseq[nb]:
4596 game.quadrant = game.state.baseq[nb]
4597 game.sector.i = game.sector.j = 5
4600 # position next to base by trial and error
4601 game.quad[game.sector.i][game.sector.j] = '.'
4603 for l in range(QUADSIZE):
4604 game.sector = game.base.scatter()
4605 if game.sector.valid_sector() and \
4606 game.quad[game.sector.i][game.sector.j] == '.':
4609 break # found a spot
4610 game.sector.i=QUADSIZE/2
4611 game.sector.j=QUADSIZE/2
4613 # Get new commission
4614 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4615 game.state.crew = FULLCREW
4616 prout(_("Starfleet puts you in command of another ship,"))
4617 prout(_("the Faerie Queene, which is antiquated but,"))
4618 prout(_("still useable."))
4620 prout(_("The dilithium crystals have been moved."))
4622 game.iscraft = "offship" # Galileo disappears
4624 game.condition="docked"
4625 for l in range(NDEVICES):
4626 game.damage[l] = 0.0
4627 game.damage[DSHUTTL] = -1
4628 game.energy = game.inenrg = 3000.0
4629 game.shield = game.inshld = 1250.0
4630 game.torps = game.intorps = 6
4631 game.lsupres=game.inlsr=3.0
4634 game.brigfree = game.brigcapacity = 300
4637 # Code from planets.c begins here.
4640 "Abort a lengthy operation if an event interrupts it."
4643 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4648 "Report on (uninhabited) planets in the galaxy."
4652 prout(_("Spock- \"Planet report follows, Captain.\""))
4654 for i in range(game.inplan):
4655 if game.state.planets[i].pclass == "destroyed":
4657 if (game.state.planets[i].known != "unknown" \
4658 and not game.state.planets[i].inhabited) \
4661 if game.idebug and game.state.planets[i].known=="unknown":
4662 proutn("(Unknown) ")
4663 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4664 proutn(_(" class "))
4665 proutn(game.state.planets[i].pclass)
4667 if game.state.planets[i].crystals != "present":
4669 prout(_("dilithium crystals present."))
4670 if game.state.planets[i].known=="shuttle_down":
4671 prout(_(" Shuttle Craft Galileo on surface."))
4673 prout(_("No information available."))
4676 "Enter standard orbit."
4680 prout(_("Already in standard orbit."))
4682 if damaged(DWARPEN) and damaged(DIMPULS):
4683 prout(_("Both warp and impulse engines damaged."))
4685 if game.plnet is None:
4686 prout("There is no planet in this sector.")
4688 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4689 prout(crmshp() + _(" not adjacent to planet."))
4692 game.optime = randreal(0.02, 0.05)
4693 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4697 game.height = randreal(1400, 8600)
4698 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4703 "Examine planets in this quadrant."
4704 if damaged(DSRSENS):
4705 if game.options & OPTION_TTY:
4706 prout(_("Short range sensors damaged."))
4708 if game.iplnet is None:
4709 if game.options & OPTION_TTY:
4710 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4712 if game.iplnet.known == "unknown":
4713 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4715 prout(_(" Planet at Sector %s is of class %s.") %
4716 (game.plnet, game.iplnet.pclass))
4717 if game.iplnet.known=="shuttle_down":
4718 prout(_(" Sensors show Galileo still on surface."))
4719 proutn(_(" Readings indicate"))
4720 if game.iplnet.crystals != "present":
4722 prout(_(" dilithium crystals present.\""))
4723 if game.iplnet.known == "unknown":
4724 game.iplnet.known = "known"
4725 elif game.iplnet.inhabited:
4726 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4727 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4730 "Use the transporter."
4734 if damaged(DTRANSP):
4735 prout(_("Transporter damaged."))
4736 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4738 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4742 if not game.inorbit:
4743 prout(crmshp() + _(" not in standard orbit."))
4746 prout(_("Impossible to transport through shields."))
4748 if game.iplnet.known=="unknown":
4749 prout(_("Spock- \"Captain, we have no information on this planet"))
4750 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4751 prout(_(" you may not go down.\""))
4753 if not game.landed and game.iplnet.crystals=="absent":
4754 prout(_("Spock- \"Captain, I fail to see the logic in"))
4755 prout(_(" exploring a planet with no dilithium crystals."))
4756 proutn(_(" Are you sure this is wise?\" "))
4760 if not (game.options & OPTION_PLAIN):
4761 nrgneed = 50 * game.skill + game.height / 100.0
4762 if nrgneed > game.energy:
4763 prout(_("Engineering to bridge--"))
4764 prout(_(" Captain, we don't have enough energy for transportation."))
4766 if not game.landed and nrgneed * 2 > game.energy:
4767 prout(_("Engineering to bridge--"))
4768 prout(_(" Captain, we have enough energy only to transport you down to"))
4769 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4770 if game.iplnet.known == "shuttle_down":
4771 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4772 proutn(_(" Are you sure this is wise?\" "))
4777 # Coming from planet
4778 if game.iplnet.known=="shuttle_down":
4779 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4783 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4784 prout(_("Landing party assembled, ready to beam up."))
4786 prout(_("Kirk whips out communicator..."))
4787 prouts(_("BEEP BEEP BEEP"))
4789 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4792 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4794 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4796 prout(_("Kirk- \"Energize.\""))
4799 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4801 if not withprob(0.98):
4802 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4804 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4807 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4808 game.landed = not game.landed
4809 game.energy -= nrgneed
4811 prout(_("Transport complete."))
4812 if game.landed and game.iplnet.known=="shuttle_down":
4813 prout(_("The shuttle craft Galileo is here!"))
4814 if not game.landed and game.imine:
4821 "Strip-mine a world for dilithium."
4825 prout(_("Mining party not on planet."))
4827 if game.iplnet.crystals == "mined":
4828 prout(_("This planet has already been strip-mined for dilithium."))
4830 elif game.iplnet.crystals == "absent":
4831 prout(_("No dilithium crystals on this planet."))
4834 prout(_("You've already mined enough crystals for this trip."))
4836 if game.icrystl and game.cryprob == 0.05:
4837 prout(_("With all those fresh crystals aboard the ") + crmshp())
4838 prout(_("there's no reason to mine more at this time."))
4840 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4843 prout(_("Mining operation complete."))
4844 game.iplnet.crystals = "mined"
4845 game.imine = game.ididit = True
4848 "Use dilithium crystals."
4852 if not game.icrystl:
4853 prout(_("No dilithium crystals available."))
4855 if game.energy >= 1000:
4856 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4857 prout(_(" except when Condition Yellow exists."))
4859 prout(_("Spock- \"Captain, I must warn you that loading"))
4860 prout(_(" raw dilithium crystals into the ship's power"))
4861 prout(_(" system may risk a severe explosion."))
4862 proutn(_(" Are you sure this is wise?\" "))
4867 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4868 prout(_(" Mr. Spock and I will try it.\""))
4870 prout(_("Spock- \"Crystals in place, Sir."))
4871 prout(_(" Ready to activate circuit.\""))
4873 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4875 if withprob(game.cryprob):
4876 prouts(_(" \"Activating now! - - No good! It's***"))
4878 prouts(_("***RED ALERT! RED A*L********************************"))
4881 prouts(_("****************** KA-BOOM!!!! *******************"))
4885 game.energy += randreal(5000.0, 5500.0)
4886 prouts(_(" \"Activating now! - - "))
4887 prout(_("The instruments"))
4888 prout(_(" are going crazy, but I think it's"))
4889 prout(_(" going to work!! Congratulations, Sir!\""))
4894 "Use shuttlecraft for planetary jaunt."
4897 if damaged(DSHUTTL):
4898 if game.damage[DSHUTTL] == -1.0:
4899 if game.inorbit and game.iplnet.known == "shuttle_down":
4900 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4902 prout(_("Ye Faerie Queene had no shuttle craft."))
4903 elif game.damage[DSHUTTL] > 0:
4904 prout(_("The Galileo is damaged."))
4905 else: # game.damage[DSHUTTL] < 0
4906 prout(_("Shuttle craft is now serving Big Macs."))
4908 if not game.inorbit:
4909 prout(crmshp() + _(" not in standard orbit."))
4911 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4912 prout(_("Shuttle craft not currently available."))
4914 if not game.landed and game.iplnet.known=="shuttle_down":
4915 prout(_("You will have to beam down to retrieve the shuttle craft."))
4917 if game.shldup or game.condition == "docked":
4918 prout(_("Shuttle craft cannot pass through shields."))
4920 if game.iplnet.known=="unknown":
4921 prout(_("Spock- \"Captain, we have no information on this planet"))
4922 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4923 prout(_(" you may not fly down.\""))
4925 game.optime = 3.0e-5*game.height
4926 if game.optime >= 0.8*game.state.remtime:
4927 prout(_("First Officer Spock- \"Captain, I compute that such"))
4928 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4929 int(100*game.optime/game.state.remtime))
4930 prout(_("remaining time."))
4931 proutn(_("Are you sure this is wise?\" "))
4937 if game.iscraft == "onship":
4939 if not damaged(DTRANSP):
4940 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4944 proutn(_("Shuttle crew"))
4946 proutn(_("Rescue party"))
4947 prout(_(" boards Galileo and swoops toward planet surface."))
4948 game.iscraft = "offship"
4952 game.iplnet.known="shuttle_down"
4953 prout(_("Trip complete."))
4956 # Ready to go back to ship
4957 prout(_("You and your mining party board the"))
4958 prout(_("shuttle craft for the trip back to the Enterprise."))
4960 prouts(_("The short hop begins . . ."))
4962 game.iplnet.known="known"
4968 game.iscraft = "onship"
4974 prout(_("Trip complete."))
4977 # Kirk on ship and so is Galileo
4978 prout(_("Mining party assembles in the hangar deck,"))
4979 prout(_("ready to board the shuttle craft \"Galileo\"."))
4981 prouts(_("The hangar doors open; the trip begins."))
4984 game.iscraft = "offship"
4987 game.iplnet.known = "shuttle_down"
4990 prout(_("Trip complete."))
4994 "Use the big zapper."
4998 if game.ship != 'E':
4999 prout(_("Ye Faerie Queene has no death ray."))
5001 if len(game.enemies)==0:
5002 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5005 prout(_("Death Ray is damaged."))
5007 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5008 prout(_(" is highly unpredictible. Considering the alternatives,"))
5009 proutn(_(" are you sure this is wise?\" "))
5012 prout(_("Spock- \"Acknowledged.\""))
5015 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5017 prout(_("Crew scrambles in emergency preparation."))
5018 prout(_("Spock and Scotty ready the death ray and"))
5019 prout(_("prepare to channel all ship's power to the device."))
5021 prout(_("Spock- \"Preparations complete, sir.\""))
5022 prout(_("Kirk- \"Engage!\""))
5024 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5027 if game.options & OPTION_PLAIN:
5031 prouts(_("Sulu- \"Captain! It's working!\""))
5033 while len(game.enemies) > 0:
5034 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5035 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5036 if game.unwon() == 0:
5038 if (game.options & OPTION_PLAIN) == 0:
5039 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5041 prout(_(" is still operational.\""))
5043 prout(_(" has been rendered nonfunctional.\""))
5044 game.damage[DDRAY] = 39.95
5046 r = randreal() # Pick failure method
5048 prouts(_("Sulu- \"Captain! It's working!\""))
5050 prouts(_("***RED ALERT! RED ALERT!"))
5052 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5054 prouts(_("***RED ALERT! RED A*L********************************"))
5057 prouts(_("****************** KA-BOOM!!!! *******************"))
5062 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5064 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5066 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5067 prout(_(" have apparently been transformed into strange mutations."))
5068 prout(_(" Vulcans do not seem to be affected."))
5070 prout(_("Kirk- \"Raauch! Raauch!\""))
5074 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5076 proutn(_("Spock- \"I believe the word is"))
5077 prouts(_(" *ASTONISHING*"))
5078 prout(_(" Mr. Sulu."))
5079 for i in range(QUADSIZE):
5080 for j in range(QUADSIZE):
5081 if game.quad[i][j] == '.':
5082 game.quad[i][j] = '?'
5083 prout(_(" Captain, our quadrant is now infested with"))
5084 prouts(_(" - - - - - - *THINGS*."))
5086 prout(_(" I have no logical explanation.\""))
5088 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5090 prout(_("Scotty- \"There are so many tribbles down here"))
5091 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5095 # Code from reports.c begins here
5097 def attackreport(curt):
5098 "eport status of bases under attack."
5100 if is_scheduled(FCDBAS):
5101 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5102 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5103 elif game.isatb == 1:
5104 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5105 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5107 prout(_("No Starbase is currently under attack."))
5109 if is_scheduled(FCDBAS):
5110 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5112 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5116 # report on general game status
5118 s1 = (game.thawed and _("thawed ")) or ""
5119 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5120 s3 = (None, _("novice"), _("fair"),
5121 _("good"), _("expert"), _("emeritus"))[game.skill]
5122 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5123 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5124 prout(_("No plaque is allowed."))
5126 prout(_("This is tournament game %d.") % game.tourn)
5127 prout(_("Your secret password is \"%s\"") % game.passwd)
5128 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5129 (game.inkling + game.incom + game.inscom)))
5130 if game.incom - len(game.state.kcmdr):
5131 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5132 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5133 prout(_(", but no Commanders."))
5136 if game.skill > SKILL_FAIR:
5137 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5138 if len(game.state.baseq) != game.inbase:
5140 if game.inbase-len(game.state.baseq)==1:
5141 proutn(_("has been 1 base"))
5143 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5144 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5146 prout(_("There are %d bases.") % game.inbase)
5147 if communicating() or game.iseenit:
5148 # Don't report this if not seen and
5149 # either the radio is dead or not at base!
5153 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5154 if game.brigcapacity != game.brigfree:
5155 embriggened = brigcapacity-brigfree
5156 if embriggened == 1:
5157 prout(_("1 Klingon in brig"))
5159 prout(_("%d Klingons in brig.") % embriggened)
5160 if game.kcaptured == 0:
5162 elif game.kcaptured == 1:
5163 prout(_("1 captured Klingon turned in to Starfleet."))
5165 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5167 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5168 if game.ship == 'E':
5169 proutn(_("You have "))
5171 proutn("%d" % (game.nprobes))
5174 proutn(_(" deep space probe"))
5178 if communicating() and is_scheduled(FDSPROB):
5180 proutn(_("An armed deep space probe is in "))
5182 proutn(_("A deep space probe is in "))
5183 prout("Quadrant %s." % game.probe.quadrant())
5185 if game.cryprob <= .05:
5186 prout(_("Dilithium crystals aboard ship... not yet used."))
5190 while game.cryprob > ai:
5193 prout(_("Dilithium crystals have been used %d time%s.") % \
5194 (i, (_("s"), "")[i==1]))
5198 "Long-range sensor scan."
5199 if damaged(DLRSENS):
5200 # Now allow base's sensors if docked
5201 if game.condition != "docked":
5203 prout(_("LONG-RANGE SENSORS DAMAGED."))
5206 prout(_("Starbase's long-range scan"))
5208 prout(_("Long-range scan"))
5209 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5212 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5213 if not Coord(x, y).valid_quadrant():
5217 if not damaged(DRADIO):
5218 game.state.galaxy[x][y].charted = True
5219 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5220 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5221 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5222 if not silent and game.state.galaxy[x][y].supernova:
5225 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5226 proutn(((3 - len(cn)) * '.') + cn)
5234 for i in range(NDEVICES):
5237 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5238 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5240 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5241 game.damage[i]+0.05,
5242 DOCKFAC*game.damage[i]+0.005))
5244 prout(_("All devices functional."))
5247 "Update the chart in the Enterprise's computer from galaxy data."
5248 game.lastchart = game.state.date
5249 for i in range(GALSIZE):
5250 for j in range(GALSIZE):
5251 if game.state.galaxy[i][j].charted:
5252 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5253 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5254 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5257 "Display the star chart."
5259 if (game.options & OPTION_AUTOSCAN):
5263 if game.lastchart < game.state.date and game.condition == "docked":
5264 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5266 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5267 if game.state.date > game.lastchart:
5268 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5269 prout(" 1 2 3 4 5 6 7 8")
5270 for i in range(GALSIZE):
5271 proutn("%d |" % (i+1))
5272 for j in range(GALSIZE):
5273 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5277 if game.state.galaxy[i][j].supernova:
5279 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5281 elif game.state.galaxy[i][j].charted:
5282 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5286 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5294 def sectscan(goodScan, i, j):
5295 "Light up an individual dot in a sector."
5296 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5297 if game.quad[i][j] in ('E', 'F'):
5300 textcolor({"green":GREEN,
5304 "dead":BROWN}[game.condition])
5306 textcolor({'?':LIGHTMAGENTA,
5312 }.get(game.quad[i][j], DEFAULT))
5313 proutn("%c " % game.quad[i][j])
5319 "Emit status report lines"
5320 if not req or req == 1:
5321 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5322 % (game.state.date, game.state.remtime))
5323 if not req or req == 2:
5324 if game.condition != "docked":
5326 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5327 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5329 prout(_(", CLOAKED"))
5330 if not req or req == 3:
5331 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5332 if not req or req == 4:
5333 if damaged(DLIFSUP):
5334 if game.condition == "docked":
5335 s = _("DAMAGED, Base provides")
5337 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5340 prstat(_("Life Support"), s)
5341 if not req or req == 5:
5342 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5343 if not req or req == 6:
5345 if game.icrystl and (game.options & OPTION_SHOWME):
5346 extra = _(" (have crystals)")
5347 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5348 if not req or req == 7:
5349 prstat(_("Torpedoes"), "%d" % (game.torps))
5350 if not req or req == 8:
5351 if damaged(DSHIELD):
5357 data = _(" %d%% %.1f units") \
5358 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5359 prstat(_("Shields"), s+data)
5360 if not req or req == 9:
5361 prstat(_("Klingons Left"), "%d" % game.unwon())
5362 if not req or req == 10:
5363 if game.options & OPTION_WORLDS:
5364 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5365 if plnet and plnet.inhabited:
5366 prstat(_("Major system"), plnet.name)
5368 prout(_("Sector is uninhabited"))
5369 elif not req or req == 11:
5370 attackreport(not req)
5373 "Request specified status data, a historical relic from slow TTYs."
5374 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5375 while scanner.nexttok() == "IHEOL":
5376 proutn(_("Information desired? "))
5378 if scanner.token in requests:
5379 status(requests.index(scanner.token))
5381 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5382 prout((" date, condition, position, lsupport, warpfactor,"))
5383 prout((" energy, torpedoes, shields, klingons, system, time."))
5388 if damaged(DSRSENS):
5389 # Allow base's sensors if docked
5390 if game.condition != "docked":
5391 prout(_(" S.R. SENSORS DAMAGED!"))
5394 prout(_(" [Using Base's sensors]"))
5396 prout(_(" Short-range scan"))
5397 if goodScan and communicating():
5398 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5399 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5400 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5401 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5402 prout(" 1 2 3 4 5 6 7 8 9 10")
5403 if game.condition != "docked":
5405 for i in range(QUADSIZE):
5406 proutn("%2d " % (i+1))
5407 for j in range(QUADSIZE):
5408 sectscan(goodScan, i, j)
5412 "Use computer to get estimated time of arrival for a warp jump."
5413 w1 = Coord(); w2 = Coord()
5415 if damaged(DCOMPTR):
5416 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5419 if scanner.nexttok() != "IHREAL":
5422 proutn(_("Destination quadrant and/or sector? "))
5423 if scanner.nexttok()!="IHREAL":
5426 w1.j = int(scanner.real-0.5)
5427 if scanner.nexttok() != "IHREAL":
5430 w1.i = int(scanner.real-0.5)
5431 if scanner.nexttok() == "IHREAL":
5432 w2.j = int(scanner.real-0.5)
5433 if scanner.nexttok() != "IHREAL":
5436 w2.i = int(scanner.real-0.5)
5438 if game.quadrant.j>w1.i:
5442 if game.quadrant.i>w1.j:
5446 if not w1.valid_quadrant() or not w2.valid_sector():
5449 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5450 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5453 prout(_("Answer \"no\" if you don't know the value:"))
5456 proutn(_("Time or arrival date? "))
5457 if scanner.nexttok()=="IHREAL":
5458 ttime = scanner.real
5459 if ttime > game.state.date:
5460 ttime -= game.state.date # Actually a star date
5461 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5462 if ttime <= 1e-10 or twarp > 10:
5463 prout(_("We'll never make it, sir."))
5470 proutn(_("Warp factor? "))
5471 if scanner.nexttok()== "IHREAL":
5473 twarp = scanner.real
5474 if twarp<1.0 or twarp > 10.0:
5478 prout(_("Captain, certainly you can give me one of these."))
5481 ttime = (10.0*dist)/twarp**2
5482 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5483 if tpower >= game.energy:
5484 prout(_("Insufficient energy, sir."))
5485 if not game.shldup or tpower > game.energy*2.0:
5488 proutn(_("New warp factor to try? "))
5489 if scanner.nexttok() == "IHREAL":
5491 twarp = scanner.real
5492 if twarp<1.0 or twarp > 10.0:
5500 prout(_("But if you lower your shields,"))
5501 proutn(_("remaining"))
5504 proutn(_("Remaining"))
5505 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5507 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5509 prout(_("Any warp speed is adequate."))
5511 prout(_("Minimum warp needed is %.2f,") % (twarp))
5512 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5513 if game.state.remtime < ttime:
5514 prout(_("Unfortunately, the Federation will be destroyed by then."))
5516 prout(_("You'll be taking risks at that speed, Captain"))
5517 if (game.isatb==1 and game.state.kscmdr == w1 and \
5518 scheduled(FSCDBAS)< ttime+game.state.date) or \
5519 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5520 prout(_("The starbase there will be destroyed by then."))
5521 proutn(_("New warp factor to try? "))
5522 if scanner.nexttok() == "IHREAL":
5524 twarp = scanner.real
5525 if twarp<1.0 or twarp > 10.0:
5533 # Code from setup.c begins here
5536 "Issue a historically correct banner."
5538 prout(_("-SUPER- STAR TREK"))
5540 # From the FORTRAN original
5541 # prout(_("Latest update-21 Sept 78"))
5547 scanner.push("emsave.trk")
5548 key = scanner.nexttok()
5550 proutn(_("File name: "))
5551 key = scanner.nexttok()
5552 if key != "IHALPHA":
5555 if '.' not in scanner.token:
5556 scanner.token += ".trk"
5558 fp = open(scanner.token, "wb")
5560 prout(_("Can't freeze game as file %s") % scanner.token)
5562 pickle.dump(game, fp)
5567 "Retrieve saved game."
5570 key = scanner.nexttok()
5572 proutn(_("File name: "))
5573 key = scanner.nexttok()
5574 if key != "IHALPHA":
5577 if '.' not in scanner.token:
5578 scanner.token += ".trk"
5580 fp = open(scanner.token, "rb")
5582 prout(_("Can't thaw game in %s") % scanner.token)
5584 game = pickle.load(fp)
5589 # I used <http://www.memory-alpha.org> to find planets
5590 # with references in ST:TOS. Earth and the Alpha Centauri
5591 # Colony have been omitted.
5593 # Some planets marked Class G and P here will be displayed as class M
5594 # because of the way planets are generated. This is a known bug.
5597 _("Andoria (Fesoan)"), # several episodes
5598 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5599 _("Vulcan (T'Khasi)"), # many episodes
5600 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5601 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5602 _("Ardana"), # TOS: "The Cloud Minders"
5603 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5604 _("Gideon"), # TOS: "The Mark of Gideon"
5605 _("Aldebaran III"), # TOS: "The Deadly Years"
5606 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5607 _("Altair IV"), # TOS: "Amok Time
5608 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5609 _("Benecia"), # TOS: "The Conscience of the King"
5610 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5611 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5612 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5613 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5614 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5615 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5616 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5617 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5618 _("Ingraham B"), # TOS: "Operation: Annihilate"
5619 _("Janus IV"), # TOS: "The Devil in the Dark"
5620 _("Makus III"), # TOS: "The Galileo Seven"
5621 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5622 _("Omega IV"), # TOS: "The Omega Glory"
5623 _("Regulus V"), # TOS: "Amok Time
5624 _("Deneva"), # TOS: "Operation -- Annihilate!"
5625 # Worlds from BSD Trek
5626 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5627 _("Beta III"), # TOS: "The Return of the Archons"
5628 _("Triacus"), # TOS: "And the Children Shall Lead",
5629 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5631 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5632 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5633 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5634 # _("Izar"), # TOS: "Whom Gods Destroy"
5635 # _("Tiburon"), # TOS: "The Way to Eden"
5636 # _("Merak II"), # TOS: "The Cloud Minders"
5637 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5638 # _("Iotia"), # TOS: "A Piece of the Action"
5642 _("S. R. Sensors"), \
5643 _("L. R. Sensors"), \
5645 _("Photon Tubes"), \
5646 _("Life Support"), \
5647 _("Warp Engines"), \
5648 _("Impulse Engines"), \
5650 _("Subspace Radio"), \
5651 _("Shuttle Craft"), \
5653 _("Navigation System"), \
5655 _("Shield Control"), \
5658 _("Cloaking Device"), \
5662 "Prepare to play, set up cosmos."
5664 # Decide how many of everything
5666 return # frozen game
5667 # Prepare the Enterprise
5668 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5670 game.state.crew = FULLCREW
5671 game.energy = game.inenrg = 5000.0
5672 game.shield = game.inshld = 2500.0
5675 game.quadrant = randplace(GALSIZE)
5676 game.sector = randplace(QUADSIZE)
5677 game.torps = game.intorps = 10
5678 game.nprobes = randrange(2, 5)
5680 for i in range(NDEVICES):
5681 game.damage[i] = 0.0
5682 # Set up assorted game parameters
5683 game.battle = Coord()
5684 game.state.date = game.indate = 100.0 * randreal(20, 51)
5685 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5686 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5687 game.isatb = game.state.nplankl = 0
5688 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5689 game.iscraft = "onship"
5694 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5696 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5698 game.state.planets = [] # Planet information
5699 game.state.baseq = [] # Base quadrant coordinates
5700 game.state.kcmdr = [] # Commander quadrant coordinates
5701 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5703 # Starchart is functional but we've never seen it
5704 game.lastchart = FOREVER
5705 # Put stars in the galaxy
5707 for i in range(GALSIZE):
5708 for j in range(GALSIZE):
5709 # Can't have more stars per quadrant than fit in one decimal digit,
5710 # if we do the chart representation will break.
5711 k = randrange(1, min(10, QUADSIZE**2/10))
5713 game.state.galaxy[i][j].stars = k
5714 # Locate star bases in galaxy
5716 prout("=== Allocating %d bases" % game.inbase)
5717 for i in range(game.inbase):
5720 w = randplace(GALSIZE)
5721 if not game.state.galaxy[w.i][w.j].starbase:
5724 # C version: for (j = i-1; j > 0; j--)
5725 # so it did them in the opposite order.
5726 for j in range(1, i):
5727 # Improved placement algorithm to spread out bases
5728 distq = (w - game.state.baseq[j]).distance()
5729 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5732 prout("=== Abandoning base #%d at %s" % (i, w))
5734 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5736 prout("=== Saving base #%d, close to #%d" % (i, j))
5740 prout("=== Placing base #%d in quadrant %s" % (i, w))
5741 game.state.baseq.append(w)
5742 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5743 # Position ordinary Klingon Battle Cruisers
5745 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5746 if klumper > MAXKLQUAD:
5750 klump = int((1.0 - r*r)*klumper)
5755 w = randplace(GALSIZE)
5756 if not game.state.galaxy[w.i][w.j].supernova and \
5757 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5759 game.state.galaxy[w.i][w.j].klingons += klump
5762 # Position Klingon Commander Ships
5763 for i in range(game.incom):
5765 w = randplace(GALSIZE)
5766 if not welcoming(w) or w in game.state.kcmdr:
5768 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5770 game.state.galaxy[w.i][w.j].klingons += 1
5771 game.state.kcmdr.append(w)
5772 # Locate planets in galaxy
5773 for i in range(game.inplan):
5775 w = randplace(GALSIZE)
5776 if game.state.galaxy[w.i][w.j].planet is None:
5780 new.crystals = "absent"
5781 if (game.options & OPTION_WORLDS) and i < NINHAB:
5782 new.pclass = "M" # All inhabited planets are class M
5783 new.crystals = "absent"
5785 new.name = systnames[i]
5786 new.inhabited = True
5788 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5790 new.crystals = "present"
5791 new.known = "unknown"
5792 new.inhabited = False
5793 game.state.galaxy[w.i][w.j].planet = new
5794 game.state.planets.append(new)
5796 for i in range(game.state.nromrem):
5797 w = randplace(GALSIZE)
5798 game.state.galaxy[w.i][w.j].romulans += 1
5799 # Place the Super-Commander if needed
5800 if game.state.nscrem > 0:
5802 w = randplace(GALSIZE)
5805 game.state.kscmdr = w
5806 game.state.galaxy[w.i][w.j].klingons += 1
5807 # Initialize times for extraneous events
5808 schedule(FSNOVA, expran(0.5 * game.intime))
5809 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5810 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5811 schedule(FBATTAK, expran(0.3*game.intime))
5813 if game.state.nscrem:
5814 schedule(FSCMOVE, 0.2777)
5819 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5820 schedule(FDISTR, expran(1.0 + game.intime))
5825 # Place thing (in tournament game, we don't want one!)
5826 # New in SST2K: never place the Thing near a starbase.
5827 # This makes sense and avoids a special case in the old code.
5829 if game.tourn is None:
5831 thing = randplace(GALSIZE)
5832 if thing not in game.state.baseq:
5835 game.state.snap = False
5836 if game.skill == SKILL_NOVICE:
5837 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5838 prout(_("a deadly Klingon invasion force. As captain of the United"))
5839 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5840 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5841 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5842 prout(_("your mission. As you proceed you may be given more time."))
5844 prout(_("You will have %d supporting starbases.") % (game.inbase))
5845 proutn(_("Starbase locations- "))
5847 prout(_("Stardate %d.") % int(game.state.date))
5849 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5850 prout(_("An unknown number of Romulans."))
5851 if game.state.nscrem:
5852 prout(_("And one (GULP) Super-Commander."))
5853 prout(_("%d stardates.") % int(game.intime))
5854 proutn(_("%d starbases in ") % game.inbase)
5855 for i in range(game.inbase):
5856 proutn(repr(game.state.baseq[i]))
5859 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5860 proutn(_(" Sector %s") % game.sector)
5862 prout(_("Good Luck!"))
5863 if game.state.nscrem:
5864 prout(_(" YOU'LL NEED IT."))
5867 setwnd(message_window)
5869 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5871 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5872 attack(torps_ok=False)
5875 "Choose your game type."
5877 game.tourn = game.length = 0
5879 game.skill = SKILL_NONE
5880 # Do not chew here, we want to use command-line tokens
5881 if not scanner.inqueue: # Can start with command line options
5882 proutn(_("Would you like a regular, tournament, or saved game? "))
5884 if scanner.sees("tournament"):
5885 while scanner.nexttok() == "IHEOL":
5886 proutn(_("Type in tournament number-"))
5887 if scanner.real == 0:
5889 continue # We don't want a blank entry
5890 game.tourn = int(round(scanner.real))
5891 random.seed(scanner.real)
5893 logfp.write("# random.seed(%d)\n" % scanner.real)
5895 if scanner.sees("saved") or scanner.sees("frozen"):
5899 if game.passwd is None:
5901 if not game.alldone:
5902 game.thawed = True # No plaque if not finished
5906 if scanner.sees("regular"):
5908 proutn(_("What is \"%s\"? ") % scanner.token)
5910 while game.length==0 or game.skill==SKILL_NONE:
5911 if scanner.nexttok() == "IHALPHA":
5912 if scanner.sees("short"):
5914 elif scanner.sees("medium"):
5916 elif scanner.sees("long"):
5918 elif scanner.sees("novice"):
5919 game.skill = SKILL_NOVICE
5920 elif scanner.sees("fair"):
5921 game.skill = SKILL_FAIR
5922 elif scanner.sees("good"):
5923 game.skill = SKILL_GOOD
5924 elif scanner.sees("expert"):
5925 game.skill = SKILL_EXPERT
5926 elif scanner.sees("emeritus"):
5927 game.skill = SKILL_EMERITUS
5929 proutn(_("What is \""))
5930 proutn(scanner.token)
5935 proutn(_("Would you like a Short, Medium, or Long game? "))
5936 elif game.skill == SKILL_NONE:
5937 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5938 # Choose game options -- added by ESR for SST2K
5939 if scanner.nexttok() != "IHALPHA":
5941 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5943 if scanner.sees("plain"):
5944 # Approximates the UT FORTRAN version.
5945 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5946 game.options |= OPTION_PLAIN
5947 elif scanner.sees("almy"):
5948 # Approximates Tom Almy's version.
5949 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5950 game.options |= OPTION_ALMY
5951 elif scanner.sees("fancy") or scanner.sees("\n"):
5953 elif len(scanner.token):
5954 proutn(_("What is \"%s\"?") % scanner.token)
5956 if game.passwd == "debug":
5958 prout("=== Debug mode enabled.")
5959 # Use parameters to generate initial values of things
5960 game.damfac = 0.5 * game.skill
5961 game.inbase = randrange(BASEMIN, BASEMAX+1)
5963 if game.options & OPTION_PLANETS:
5964 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5965 if game.options & OPTION_WORLDS:
5966 game.inplan += int(NINHAB)
5967 game.state.nromrem = game.inrom = randrange(2 * game.skill)
5968 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5969 game.state.remtime = 7.0 * game.length
5970 game.intime = game.state.remtime
5971 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
5972 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5973 game.state.remres = (game.inkling+4*game.incom)*game.intime
5974 game.inresor = game.state.remres
5975 if game.inkling > 50:
5979 def dropin(iquad=None):
5980 "Drop a feature on a random dot in the current quadrant."
5982 w = randplace(QUADSIZE)
5983 if game.quad[w.i][w.j] == '.':
5985 if iquad is not None:
5986 game.quad[w.i][w.j] = iquad
5990 "Update our alert status."
5991 game.condition = "green"
5992 if game.energy < 1000.0:
5993 game.condition = "yellow"
5994 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5995 game.condition = "red"
5997 game.condition="dead"
6000 "Drop new Klingon into current quadrant."
6001 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6004 "Sort enemies by distance so 'nearest' is meaningful."
6005 game.enemies.sort(key=lambda x: x.kdist)
6008 "Set up a new state of quadrant, for when we enter or re-enter it."
6011 game.neutz = game.inorbit = game.landed = False
6012 game.ientesc = game.iseenit = game.isviolreported = False
6013 # Create a blank quadrant
6014 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6016 # Attempt to escape Super-commander, so tbeam back!
6019 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6020 # cope with supernova
6023 game.klhere = q.klingons
6024 game.irhere = q.romulans
6026 game.quad[game.sector.i][game.sector.j] = game.ship
6029 # Position ordinary Klingons
6030 for _i in range(game.klhere):
6032 # If we need a commander, promote a Klingon
6033 for cmdr in game.state.kcmdr:
6034 if cmdr == game.quadrant:
6035 e = game.enemies[game.klhere-1]
6036 game.quad[e.location.i][e.location.j] = 'C'
6037 e.power = randreal(950,1350) + 50.0*game.skill
6039 # If we need a super-commander, promote a Klingon
6040 if game.quadrant == game.state.kscmdr:
6042 game.quad[e.location.i][e.location.j] = 'S'
6043 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
6044 game.iscate = (game.remkl() > 1)
6045 # Put in Romulans if needed
6046 for _i in range(q.romulans):
6047 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6048 # If quadrant needs a starbase, put it in
6050 game.base = dropin('B')
6051 # If quadrant needs a planet, put it in
6053 game.iplnet = q.planet
6054 if not q.planet.inhabited:
6055 game.plnet = dropin('P')
6057 game.plnet = dropin('@')
6058 # Check for condition
6061 if game.irhere > 0 and game.klhere == 0:
6063 if not damaged(DRADIO):
6065 prout(_("LT. Uhura- \"Captain, an urgent message."))
6066 prout(_(" I'll put it on audio.\" CLICK"))
6068 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6069 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6070 # Put in THING if needed
6071 if thing == game.quadrant:
6072 Enemy(etype='?', loc=dropin(),
6073 power=randreal(6000,6500.0)+250.0*game.skill)
6074 if not damaged(DSRSENS):
6076 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6077 prout(_(" Please examine your short-range scan.\""))
6078 # Decide if quadrant needs a Tholian; lighten up if skill is low
6079 if game.options & OPTION_THOLIAN:
6080 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6081 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6082 (game.skill > SKILL_GOOD and withprob(0.08)):
6085 w.i = withprob(0.5) * (QUADSIZE-1)
6086 w.j = withprob(0.5) * (QUADSIZE-1)
6087 if game.quad[w.i][w.j] == '.':
6089 game.tholian = Enemy(etype='T', loc=w,
6090 power=randrange(100, 500) + 25.0*game.skill)
6091 # Reserve unoccupied corners
6092 if game.quad[0][0]=='.':
6093 game.quad[0][0] = 'X'
6094 if game.quad[0][QUADSIZE-1]=='.':
6095 game.quad[0][QUADSIZE-1] = 'X'
6096 if game.quad[QUADSIZE-1][0]=='.':
6097 game.quad[QUADSIZE-1][0] = 'X'
6098 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6099 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6101 # And finally the stars
6102 for _i in range(q.stars):
6104 # Put in a few black holes
6105 for _i in range(1, 3+1):
6108 # Take out X's in corners if Tholian present
6110 if game.quad[0][0]=='X':
6111 game.quad[0][0] = '.'
6112 if game.quad[0][QUADSIZE-1]=='X':
6113 game.quad[0][QUADSIZE-1] = '.'
6114 if game.quad[QUADSIZE-1][0]=='X':
6115 game.quad[QUADSIZE-1][0] = '.'
6116 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6117 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6118 # This should guarantee that replay games don't lose info about the chart
6119 if (game.options & OPTION_AUTOSCAN) or replayfp:
6123 "Set the self-destruct password."
6124 if game.options & OPTION_PLAIN:
6127 proutn(_("Please type in a secret password- "))
6129 game.passwd = scanner.token
6130 if game.passwd != None:
6134 game.passwd += chr(ord('a')+randrange(26))
6135 game.passwd += chr(ord('a')+randrange(26))
6136 game.passwd += chr(ord('a')+randrange(26))
6138 # Code from sst.c begins here
6141 ("SRSCAN", OPTION_TTY),
6142 ("STATUS", OPTION_TTY),
6143 ("REQUEST", OPTION_TTY),
6144 ("LRSCAN", OPTION_TTY),
6156 ("SENSORS", OPTION_PLANETS),
6157 ("ORBIT", OPTION_PLANETS),
6158 ("TRANSPORT", OPTION_PLANETS),
6159 ("MINE", OPTION_PLANETS),
6160 ("CRYSTALS", OPTION_PLANETS),
6161 ("SHUTTLE", OPTION_PLANETS),
6162 ("PLANETS", OPTION_PLANETS),
6167 ("PROBE", OPTION_PROBE),
6169 ("FREEZE", 0), # Synonym for SAVE
6173 ("CAPTURE", OPTION_CAPTURE),
6174 ("CLOAK", OPTION_CLOAK),
6177 ("SOS", 0), # Synonym for MAYDAY
6178 ("CALL", 0), # Synonym for MAYDAY
6187 "Generate a list of legal commands."
6188 prout(_("LEGAL COMMANDS ARE:"))
6190 for (key, opt) in commands:
6191 if not opt or (opt & game.options):
6192 proutn("%-12s " % key)
6194 if emitted % 5 == 4:
6199 "Browse on-line help."
6200 key = scanner.nexttok()
6203 setwnd(prompt_window)
6204 proutn(_("Help on what command? "))
6205 key = scanner.nexttok()
6206 setwnd(message_window)
6209 cmds = [x[0] for x in commands]
6210 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6217 cmd = scanner.token.upper()
6218 for directory in docpath:
6220 fp = open(os.path.join(directory, "sst.doc"), "r")
6225 prout(_("Spock- \"Captain, that information is missing from the"))
6226 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6227 proutn(_(" in these directories: %s") % ":".join(docpath))
6229 # This used to continue: "You need to find SST.DOC and put
6230 # it in the current directory."
6233 linebuf = fp.readline()
6235 prout(_("Spock- \"Captain, there is no information on that command.\""))
6238 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6239 linebuf = linebuf[3:].strip()
6240 if cmd.upper() == linebuf:
6243 prout(_("Spock- \"Captain, I've found the following information:\""))
6246 linebuf = fp.readline()
6247 if "******" in linebuf:
6253 "Command-interpretation loop."
6255 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6256 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6258 game.isviolreported = True
6259 while True: # command loop
6261 while True: # get a command
6263 game.optime = game.justin = False
6265 setwnd(prompt_window)
6268 if scanner.nexttok() == "IHEOL":
6269 if game.options & OPTION_CURSES:
6272 elif scanner.token == "":
6276 setwnd(message_window)
6278 abandon_passed = False
6279 cmd = "" # Force cmd to persist after loop
6280 opt = 0 # Force opt to persist after loop
6281 for (cmd, opt) in commands:
6282 # commands after ABANDON cannot be abbreviated
6283 if cmd == "ABANDON":
6284 abandon_passed = True
6285 if cmd == scanner.token.upper() or (not abandon_passed \
6286 and cmd.startswith(scanner.token.upper())):
6291 elif opt and not (opt & game.options):
6295 if game.options & OPTION_CURSES:
6296 prout("COMMAND> %s" % cmd)
6297 if cmd == "SRSCAN": # srscan
6299 elif cmd == "STATUS": # status
6301 elif cmd == "REQUEST": # status request
6303 elif cmd == "LRSCAN": # long range scan
6304 lrscan(silent=False)
6305 elif cmd == "PHASERS": # phasers
6310 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6315 elif cmd == "MOVE": # move under warp
6316 warp(wcourse=None, involuntary=False)
6317 elif cmd == "SHIELDS": # shields
6318 doshield(shraise=False)
6321 game.shldchg = False
6322 elif cmd == "DOCK": # dock at starbase
6325 attack(torps_ok=False)
6326 elif cmd == "DAMAGES": # damage reports
6328 elif cmd == "CHART": # chart
6330 elif cmd == "IMPULSE": # impulse
6332 elif cmd == "REST": # rest
6336 elif cmd == "WARP": # warp
6338 elif cmd == "SENSORS": # sensors
6340 elif cmd == "ORBIT": # orbit
6344 elif cmd == "TRANSPORT": # transport "beam"
6346 elif cmd == "MINE": # mine
6350 elif cmd == "CRYSTALS": # crystals
6354 elif cmd == "SHUTTLE": # shuttle
6358 elif cmd == "PLANETS": # Planet list
6360 elif cmd == "REPORT": # Game Report
6362 elif cmd == "COMPUTER": # use COMPUTER!
6364 elif cmd == "COMMANDS":
6366 elif cmd == "EMEXIT": # Emergency exit
6367 clrscr() # Hide screen
6368 freeze(True) # forced save
6369 raise SystemExit(1) # And quick exit
6370 elif cmd == "PROBE":
6371 probe() # Launch probe
6374 elif cmd == "ABANDON": # Abandon Ship
6376 elif cmd == "DESTRUCT": # Self Destruct
6378 elif cmd == "SAVE": # Save Game
6381 if game.skill > SKILL_GOOD:
6382 prout(_("WARNING--Saved games produce no plaques!"))
6383 elif cmd == "DEATHRAY": # Try a desparation measure
6387 elif cmd == "CAPTURE":
6389 elif cmd == "CLOAK":
6391 elif cmd == "DEBUGCMD": # What do we want for debug???
6393 elif cmd == "MAYDAY": # Call for help
6398 game.alldone = True # quit the game
6401 elif cmd == "SCORE":
6402 score() # see current score
6403 elif cmd == "CURSES":
6404 game.options |= (OPTION_CURSES | OPTION_COLOR)
6408 break # Game has ended
6409 if game.optime != 0.0:
6412 break # Events did us in
6413 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6416 if hitme and not game.justin:
6417 attack(torps_ok=True)
6420 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6431 "Emit the name of an enemy or feature."
6432 if ch == 'R': s = _("Romulan")
6433 elif ch == 'K': s = _("Klingon")
6434 elif ch == 'C': s = _("Commander")
6435 elif ch == 'S': s = _("Super-commander")
6436 elif ch == '*': s = _("Star")
6437 elif ch == 'P': s = _("Planet")
6438 elif ch == 'B': s = _("Starbase")
6439 elif ch == ' ': s = _("Black hole")
6440 elif ch == 'T': s = _("Tholian")
6441 elif ch == '#': s = _("Tholian web")
6442 elif ch == '?': s = _("Stranger")
6443 elif ch == '@': s = _("Inhabited World")
6444 else: s = "Unknown??"
6447 def crmena(loud, enemy, loctype, w):
6448 "Emit the name of an enemy and his location."
6452 buf += cramen(enemy) + _(" at ")
6453 if loctype == "quadrant":
6454 buf += _("Quadrant ")
6455 elif loctype == "sector":
6457 return buf + repr(w)
6460 "Emit our ship name."
6461 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6464 "Emit a line of stars"
6465 prouts("******************************************************")
6469 return -avrage*math.log(1e-7 + randreal())
6471 def randplace(size):
6472 "Choose a random location."
6474 w.i = randrange(size)
6475 w.j = randrange(size)
6485 # Get a token from the user
6488 # Fill the token quue if nothing here
6489 while not self.inqueue:
6491 if curwnd==prompt_window:
6493 setwnd(message_window)
6500 self.inqueue = sline.lstrip().split() + ["\n"]
6501 # From here on in it's all looking at the queue
6502 self.token = self.inqueue.pop(0)
6503 if self.token == "\n":
6507 self.real = float(self.token)
6508 self.type = "IHREAL"
6513 self.token = self.token.lower()
6514 self.type = "IHALPHA"
6517 def append(self, tok):
6518 self.inqueue.append(tok)
6519 def push(self, tok):
6520 self.inqueue.insert(0, tok)
6524 # Demand input for next scan
6526 self.real = self.token = None
6528 # compares s to item and returns true if it matches to the length of s
6529 return s.startswith(self.token)
6531 # Round token value to nearest integer
6532 return int(round(self.real))
6536 if self.type != "IHREAL":
6541 if self.type != "IHREAL":
6547 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6550 "Yes-or-no confirmation."
6554 if scanner.token == 'y':
6556 if scanner.token == 'n':
6559 proutn(_("Please answer with \"y\" or \"n\": "))
6562 "Complain about unparseable input."
6565 prout(_("Beg your pardon, Captain?"))
6568 "Access to the internals for debugging."
6569 proutn("Reset levels? ")
6571 if game.energy < game.inenrg:
6572 game.energy = game.inenrg
6573 game.shield = game.inshld
6574 game.torps = game.intorps
6575 game.lsupres = game.inlsr
6576 proutn("Reset damage? ")
6578 for i in range(NDEVICES):
6579 if game.damage[i] > 0.0:
6580 game.damage[i] = 0.0
6581 proutn("Toggle debug flag? ")
6583 game.idebug = not game.idebug
6585 prout("Debug output ON")
6587 prout("Debug output OFF")
6588 proutn("Cause selective damage? ")
6590 for i in range(NDEVICES):
6591 proutn("Kill %s?" % device[i])
6593 key = scanner.nexttok()
6594 if key == "IHALPHA" and scanner.sees("y"):
6595 game.damage[i] = 10.0
6596 proutn("Examine/change events? ")
6601 FSNOVA: "Supernova ",
6604 FBATTAK: "Base Attack ",
6605 FCDBAS: "Base Destroy ",
6606 FSCMOVE: "SC Move ",
6607 FSCDBAS: "SC Base Destroy ",
6608 FDSPROB: "Probe Move ",
6609 FDISTR: "Distress Call ",
6610 FENSLV: "Enslavement ",
6611 FREPRO: "Klingon Build ",
6613 for i in range(1, NEVENTS):
6616 proutn("%.2f" % (scheduled(i)-game.state.date))
6617 if i == FENSLV or i == FREPRO:
6619 proutn(" in %s" % ev.quadrant)
6624 key = scanner.nexttok()
6628 elif key == "IHREAL":
6629 ev = schedule(i, scanner.real)
6630 if i == FENSLV or i == FREPRO:
6632 proutn("In quadrant- ")
6633 key = scanner.nexttok()
6634 # "IHEOL" says to leave coordinates as they are
6637 prout("Event %d canceled, no x coordinate." % (i))
6640 w.i = int(round(scanner.real))
6641 key = scanner.nexttok()
6643 prout("Event %d canceled, no y coordinate." % (i))
6646 w.j = int(round(scanner.real))
6649 proutn("Induce supernova here? ")
6651 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6654 if __name__ == '__main__':
6656 #global line, thing, game
6660 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6661 if os.getenv("TERM"):
6662 game.options |= OPTION_CURSES
6664 game.options |= OPTION_TTY
6665 seed = int(time.time())
6666 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6668 for (switch, val) in options:
6671 replayfp = open(val, "r")
6673 sys.stderr.write("sst: can't open replay file %s\n" % val)
6676 line = replayfp.readline().strip()
6677 (leader, __, seed) = line.split()
6679 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6680 line = replayfp.readline().strip()
6681 arguments += line.split()[2:]
6684 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6686 game.options |= OPTION_TTY
6687 game.options &=~ OPTION_CURSES
6688 elif switch == '-s':
6690 elif switch == '-t':
6691 game.options |= OPTION_TTY
6692 game.options &=~ OPTION_CURSES
6693 elif switch == '-x':
6695 elif switch == '-V':
6696 print("SST2K", version)
6699 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6701 # where to save the input in case of bugs
6702 if "TMPDIR" in os.environ:
6703 tmpdir = os.environ['TMPDIR']
6707 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6709 sys.stderr.write("sst: warning, can't open logfile\n")
6712 logfp.write("# seed %s\n" % seed)
6713 logfp.write("# options %s\n" % " ".join(arguments))
6714 logfp.write("# SST2K version %s\n" % version)
6715 logfp.write("# recorded by %s@%s on %s\n" % \
6716 (getpass.getuser(),socket.gethostname(),time.ctime()))
6718 scanner = sstscanner()
6719 for arg in arguments:
6723 while True: # Play a game
6724 setwnd(fullscreen_window)
6730 game.alldone = False
6738 if game.tourn and game.alldone:
6739 proutn(_("Do you want your score recorded?"))
6745 proutn(_("Do you want to play again? "))
6749 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6753 except KeyboardInterrupt: