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 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
18 docpath = (".", "../doc", "/usr/share/doc/sst")
21 return gettext.gettext(st)
23 GALSIZE = 8 # Galaxy size in quadrants
24 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
25 MAXUNINHAB = 10 # Maximum uninhabited worlds
26 QUADSIZE = 10 # Quadrant size in sectors
27 BASEMIN = 2 # Minimum starbases
28 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
29 MAXKLGAME = 127 # Maximum Klingons per game
30 MAXKLQUAD = 9 # Maximum Klingons per quadrant
31 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
32 FOREVER = 1e30 # Time for the indefinite future
33 MAXBURST = 3 # Max # of torps you can launch in one turn
34 MINCMDR = 10 # Minimum number of Klingon commanders
35 DOCKFAC = 0.25 # Repair faster when docked
36 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
56 class TrekError(Exception):
59 class JumpOut(Exception):
63 def __init__(self, x=None, y=None):
66 def valid_quadrant(self):
67 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
68 def valid_sector(self):
69 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
71 self.i = self.j = None
73 return self.i != None and self.j != None
74 def __eq__(self, other):
75 return other != None and self.i == other.i and self.j == other.j
76 def __ne__(self, other):
77 return other == None or self.i != other.i or self.j != other.j
78 def __add__(self, other):
79 return Coord(self.i+other.i, self.j+other.j)
80 def __sub__(self, other):
81 return Coord(self.i-other.i, self.j-other.j)
82 def __mul__(self, other):
83 return Coord(self.i*other, self.j*other)
84 def __rmul__(self, other):
85 return Coord(self.i*other, self.j*other)
86 def __div__(self, other):
87 return Coord(self.i/other, self.j/other)
88 def __mod__(self, other):
89 return Coord(self.i % other, self.j % other)
90 def __rdiv__(self, other):
91 return Coord(self.i/other, self.j/other)
92 def roundtogrid(self):
93 return Coord(int(round(self.i)), int(round(self.j)))
94 def distance(self, other=None):
97 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
99 return 1.90985*math.atan2(self.j, self.i)
105 s.i = self.i / abs(self.i)
109 s.j = self.j / abs(self.j)
112 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
113 return self.roundtogrid() / QUADSIZE
115 return self.roundtogrid() % QUADSIZE
118 s.i = self.i + randrange(-1, 2)
119 s.j = self.j + randrange(-1, 2)
122 if self.i == None or self.j == None:
124 return "%s - %s" % (self.i+1, self.j+1)
128 "Do not anger the Space Thingy!"
137 self.name = None # string-valued if inhabited
138 self.quadrant = Coord() # quadrant located
139 self.pclass = None # could be ""M", "N", "O", or "destroyed"
140 self.crystals = "absent"# could be "mined", "present", "absent"
141 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
142 self.inhabited = False # is it inhabites?
150 self.starbase = False
153 self.supernova = False
155 self.status = "secure" # Could be "secure", "distressed", "enslaved"
163 def fill2d(size, fillfun):
164 "Fill an empty list in 2D."
166 for i in range(size):
168 for j in range(size):
169 lst[i].append(fillfun(i, j))
174 self.snap = False # snapshot taken
175 self.crew = 0 # crew complement
176 self.remkl = 0 # remaining klingons
177 self.nscrem = 0 # remaining super commanders
178 self.starkl = 0 # destroyed stars
179 self.basekl = 0 # destroyed bases
180 self.nromrem = 0 # Romulans remaining
181 self.nplankl = 0 # destroyed uninhabited planets
182 self.nworldkl = 0 # destroyed inhabited planets
183 self.planets = [] # Planet information
184 self.date = 0.0 # stardate
185 self.remres = 0 # remaining resources
186 self.remtime = 0 # remaining time
187 self.baseq = [] # Base quadrant coordinates
188 self.kcmdr = [] # Commander quadrant coordinates
189 self.kscmdr = Coord() # Supercommander quadrant coordinates
191 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
193 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
197 self.date = None # A real number
198 self.quadrant = None # A coord structure
201 OPTION_ALL = 0xffffffff
202 OPTION_TTY = 0x00000001 # old interface
203 OPTION_CURSES = 0x00000002 # new interface
204 OPTION_IOMODES = 0x00000003 # cover both interfaces
205 OPTION_PLANETS = 0x00000004 # planets and mining
206 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
207 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
208 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
209 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
210 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
211 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
212 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
213 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
214 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
215 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
216 OPTION_PLAIN = 0x01000000 # user chose plain game
217 OPTION_ALMY = 0x02000000 # user chose Almy variant
218 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
237 NDEVICES = 16 # Number of devices
247 return (game.damage[dev] != 0.0)
249 return not damaged(DRADIO) or game.condition=="docked"
251 # Define future events
252 FSPY = 0 # Spy event happens always (no future[] entry)
253 # can cause SC to tractor beam Enterprise
254 FSNOVA = 1 # Supernova
255 FTBEAM = 2 # Commander tractor beams Enterprise
256 FSNAP = 3 # Snapshot for time warp
257 FBATTAK = 4 # Commander attacks base
258 FCDBAS = 5 # Commander destroys base
259 FSCMOVE = 6 # Supercommander moves (might attack base)
260 FSCDBAS = 7 # Supercommander destroys base
261 FDSPROB = 8 # Move deep space probe
262 FDISTR = 9 # Emit distress call from an inhabited world
263 FENSLV = 10 # Inhabited word is enslaved */
264 FREPRO = 11 # Klingons build a ship in an enslaved system
267 # Abstract out the event handling -- underlying data structures will change
268 # when we implement stateful events
269 def findevent(evtype):
270 return game.future[evtype]
273 def __init__(self, etype=None, loc=None, power=None):
275 self.location = Coord()
280 self.power = power # enemy energy level
281 game.enemies.append(self)
283 motion = (loc != self.location)
284 if self.location.i is not None and self.location.j is not None:
287 game.quad[self.location.i][self.location.j] = '#'
289 game.quad[self.location.i][self.location.j] = '.'
291 self.location = copy.copy(loc)
292 game.quad[self.location.i][self.location.j] = self.type
293 self.kdist = self.kavgd = (game.sector - loc).distance()
295 self.location = Coord()
296 self.kdist = self.kavgd = None
297 game.enemies.remove(self)
300 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
304 self.options = None # Game options
305 self.state = Snapshot() # A snapshot structure
306 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
307 self.quad = None # contents of our quadrant
308 self.damage = [0.0] * NDEVICES # damage encountered
309 self.future = [] # future events
313 self.future.append(Event())
314 self.passwd = None # Self Destruct password
316 self.quadrant = None # where we are in the large
317 self.sector = None # where we are in the small
318 self.tholian = None # Tholian enemy object
319 self.base = None # position of base in current quadrant
320 self.battle = None # base coordinates being attacked
321 self.plnet = None # location of planet in quadrant
322 self.gamewon = False # Finished!
323 self.ididit = False # action taken -- allows enemy to attack
324 self.alive = False # we are alive (not killed)
325 self.justin = False # just entered quadrant
326 self.shldup = False # shields are up
327 self.shldchg = False # shield is changing (affects efficiency)
328 self.iscate = False # super commander is here
329 self.ientesc = False # attempted escape from supercommander
330 self.resting = False # rest time
331 self.icraft = False # Kirk in Galileo
332 self.landed = False # party on planet (true), on ship (false)
333 self.alldone = False # game is now finished
334 self.neutz = False # Romulan Neutral Zone
335 self.isarmed = False # probe is armed
336 self.inorbit = False # orbiting a planet
337 self.imine = False # mining
338 self.icrystl = False # dilithium crystals aboard
339 self.iseenit = False # seen base attack report
340 self.thawed = False # thawed game
341 self.condition = None # "green", "yellow", "red", "docked", "dead"
342 self.iscraft = None # "onship", "offship", "removed"
343 self.skill = None # Player skill level
344 self.inkling = 0 # initial number of klingons
345 self.inbase = 0 # initial number of bases
346 self.incom = 0 # initial number of commanders
347 self.inscom = 0 # initial number of commanders
348 self.inrom = 0 # initial number of commanders
349 self.instar = 0 # initial stars
350 self.intorps = 0 # initial/max torpedoes
351 self.torps = 0 # number of torpedoes
352 self.ship = 0 # ship type -- 'E' is Enterprise
353 self.abandoned = 0 # count of crew abandoned in space
354 self.length = 0 # length of game
355 self.klhere = 0 # klingons here
356 self.casual = 0 # causalties
357 self.nhelp = 0 # calls for help
358 self.nkinks = 0 # count of energy-barrier crossings
359 self.iplnet = None # planet # in quadrant
360 self.inplan = 0 # initial planets
361 self.irhere = 0 # Romulans in quadrant
362 self.isatb = 0 # =2 if super commander is attacking base
363 self.tourn = None # tournament number
364 self.nprobes = 0 # number of probes available
365 self.inresor = 0.0 # initial resources
366 self.intime = 0.0 # initial time
367 self.inenrg = 0.0 # initial/max energy
368 self.inshld = 0.0 # initial/max shield
369 self.inlsr = 0.0 # initial life support resources
370 self.indate = 0.0 # initial date
371 self.energy = 0.0 # energy level
372 self.shield = 0.0 # shield level
373 self.warpfac = 0.0 # warp speed
374 self.lsupres = 0.0 # life support reserves
375 self.optime = 0.0 # time taken by current operation
376 self.damfac = 0.0 # damage factor
377 self.lastchart = 0.0 # time star chart was last updated
378 self.cryprob = 0.0 # probability that crystal will work
379 self.probe = None # object holding probe course info
380 self.height = 0.0 # height of orbit around planet
381 self.score = 0.0 # overall score
382 self.perdate = 0.0 # rate of kills
383 self.idebug = False # Debugging instrumentation enabled?
384 self.statekscmdr = None # No SuperCommander coordinates yet.
386 # Stas thinks this should be (C expression):
387 # game.state.remkl + len(game.state.kcmdr) > 0 ?
388 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
389 # He says the existing expression is prone to divide-by-zero errors
390 # after killing the last klingon when score is shown -- perhaps also
391 # if the only remaining klingon is SCOM.
392 self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
418 return random.random() < p
420 def randrange(*args):
421 return random.randrange(*args)
426 v *= args[0] # from [0, args[0])
428 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
431 # Code from ai.c begins here
434 "Would this quadrant welcome another Klingon?"
435 return iq.valid_quadrant() and \
436 not game.state.galaxy[iq.i][iq.j].supernova and \
437 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
439 def tryexit(enemy, look, irun):
440 "A bad guy attempts to bug out."
442 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
443 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
444 if not welcoming(iq):
446 if enemy.type == 'R':
447 return False # Romulans cannot escape!
449 # avoid intruding on another commander's territory
450 if enemy.type == 'C':
451 if iq in game.state.kcmdr:
453 # refuse to leave if currently attacking starbase
454 if game.battle == game.quadrant:
456 # don't leave if over 1000 units of energy
457 if enemy.power > 1000.0:
459 # emit escape message and move out of quadrant.
460 # we know this if either short or long range sensors are working
461 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
462 game.condition == "docked":
463 prout(crmena(True, enemy.type, "sector", enemy.location) + \
464 (_(" escapes to Quadrant %s (and regains strength).") % iq))
465 # handle local matters related to escape
468 if game.condition != "docked":
470 # Handle global matters related to escape
471 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
472 game.state.galaxy[iq.i][iq.j].klingons += 1
473 if enemy.type == 'S':
477 schedule(FSCMOVE, 0.2777)
479 game.state.kscmdr = iq
481 for cmdr in game.state.kcmdr:
482 if cmdr == game.quadrant:
483 game.state.kcmdr.append(iq)
485 return True # success
487 # The bad-guy movement algorithm:
489 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
490 # If both are operating full strength, force is 1000. If both are damaged,
491 # force is -1000. Having shields down subtracts an additional 1000.
493 # 2. Enemy has forces equal to the energy of the attacker plus
494 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
495 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
497 # Attacker Initial energy levels (nominal):
498 # Klingon Romulan Commander Super-Commander
499 # Novice 400 700 1200
501 # Good 450 800 1300 1750
502 # Expert 475 850 1350 1875
503 # Emeritus 500 900 1400 2000
504 # VARIANCE 75 200 200 200
506 # Enemy vessels only move prior to their attack. In Novice - Good games
507 # only commanders move. In Expert games, all enemy vessels move if there
508 # is a commander present. In Emeritus games all enemy vessels move.
510 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
511 # forces are 1000 greater than Enterprise.
513 # Agressive action on average cuts the distance between the ship and
514 # the enemy to 1/4 the original.
516 # 4. At lower energy advantage, movement units are proportional to the
517 # advantage with a 650 advantage being to hold ground, 800 to move forward
518 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
520 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
521 # retreat, especially at high skill levels.
523 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
525 def movebaddy(enemy):
526 "Tactical movement for the bad guys."
530 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
531 if game.skill >= SKILL_EXPERT:
532 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
534 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
536 mdist = int(dist1 + 0.5) # Nearest integer distance
537 # If SC, check with spy to see if should hi-tail it
538 if enemy.type == 'S' and \
539 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
543 # decide whether to advance, retreat, or hold position
544 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
546 forces += 1000 # Good for enemy if shield is down!
547 if not damaged(DPHASER) or not damaged(DPHOTON):
548 if damaged(DPHASER): # phasers damaged
551 forces -= 0.2*(game.energy - 2500.0)
552 if damaged(DPHOTON): # photon torpedoes damaged
555 forces -= 50.0*game.torps
557 # phasers and photon tubes both out!
560 if forces <= 1000.0 and game.condition != "docked": # Typical situation
561 motion = ((forces + randreal(200))/150.0) - 5.0
563 if forces > 1000.0: # Very strong -- move in for kill
564 motion = (1.0 - randreal())**2 * dist1 + 1.0
565 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
566 motion -= game.skill*(2.0-randreal()**2)
568 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
569 # don't move if no motion
572 # Limit motion according to skill
573 if abs(motion) > game.skill:
578 # calculate preferred number of steps
579 nsteps = abs(int(motion))
580 if motion > 0 and nsteps > mdist:
581 nsteps = mdist # don't overshoot
582 if nsteps > QUADSIZE:
583 nsteps = QUADSIZE # This shouldn't be necessary
585 nsteps = 1 # This shouldn't be necessary
587 proutn("NSTEPS = %d:" % nsteps)
588 # Compute preferred values of delta X and Y
589 m = game.sector - enemy.location
590 if 2.0 * abs(m.i) < abs(m.j):
592 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
594 m = (motion * m).sgn()
595 goto = enemy.location
597 for ll in range(nsteps):
599 proutn(" %d" % (ll+1))
600 # Check if preferred position available
611 attempts = 0 # Settle mysterious hang problem
612 while attempts < 20 and not success:
614 if look.i < 0 or look.i >= QUADSIZE:
615 if motion < 0 and tryexit(enemy, look, irun):
617 if krawli == m.i or m.j == 0:
619 look.i = goto.i + krawli
621 elif look.j < 0 or look.j >= QUADSIZE:
622 if motion < 0 and tryexit(enemy, look, irun):
624 if krawlj == m.j or m.i == 0:
626 look.j = goto.j + krawlj
628 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
629 # See if enemy should ram ship
630 if game.quad[look.i][look.j] == game.ship and \
631 (enemy.type == 'C' or enemy.type == 'S'):
632 collision(rammed=True, enemy=enemy)
634 if krawli != m.i and m.j != 0:
635 look.i = goto.i + krawli
637 elif krawlj != m.j and m.i != 0:
638 look.j = goto.j + krawlj
641 break # we have failed
653 if not damaged(DSRSENS) or game.condition == "docked":
654 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
655 if enemy.kdist < dist1:
656 proutn(_(" advances to "))
658 proutn(_(" retreats to "))
659 prout("Sector %s." % goto)
662 "Sequence Klingon tactical movement."
665 # Figure out which Klingon is the commander (or Supercommander)
667 if game.quadrant in game.state.kcmdr:
668 for enemy in game.enemies:
669 if enemy.type == 'C':
671 if game.state.kscmdr == game.quadrant:
672 for enemy in game.enemies:
673 if enemy.type == 'S':
676 # If skill level is high, move other Klingons and Romulans too!
677 # Move these last so they can base their actions on what the
679 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
680 for enemy in game.enemies:
681 if enemy.type in ('K', 'R'):
685 def movescom(iq, avoid):
686 "Commander movement helper."
687 # Avoid quadrants with bases if we want to avoid Enterprise
688 if not welcoming(iq) or (avoid and iq in game.state.baseq):
690 if game.justin and not game.iscate:
693 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
694 game.state.kscmdr = iq
695 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
696 if game.state.kscmdr == game.quadrant:
697 # SC has scooted, remove him from current quadrant
702 for enemy in game.enemies:
703 if enemy.type == 'S':
706 if game.condition != "docked":
709 # check for a helpful planet
710 for i in range(game.inplan):
711 if game.state.planets[i].quadrant == game.state.kscmdr and \
712 game.state.planets[i].crystals == "present":
714 game.state.planets[i].pclass = "destroyed"
715 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
718 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
719 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
720 prout(_(" by the Super-commander.\""))
722 return True # looks good!
724 def supercommander():
725 "Move the Super Commander."
732 prout("== SUPERCOMMANDER")
733 # Decide on being active or passive
734 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
735 (game.state.date-game.indate) < 3.0)
736 if not game.iscate and avoid:
737 # compute move away from Enterprise
738 idelta = game.state.kscmdr-game.quadrant
739 if idelta.distance() > 2.0:
741 idelta.i = game.state.kscmdr.j-game.quadrant.j
742 idelta.j = game.quadrant.i-game.state.kscmdr.i
744 # compute distances to starbases
745 if not game.state.baseq:
749 sc = game.state.kscmdr
750 for (i, base) in enumerate(game.state.baseq):
751 basetbl.append((i, (base - sc).distance()))
752 if game.state.baseq > 1:
753 basetbl.sort(lambda x, y: cmp(x[1], y[1]))
754 # look for nearest base without a commander, no Enterprise, and
755 # without too many Klingons, and not already under attack.
756 ifindit = iwhichb = 0
757 for (i2, base) in enumerate(game.state.baseq):
758 i = basetbl[i2][0] # bug in original had it not finding nearest
759 if base == game.quadrant or base == game.battle or not welcoming(base):
761 # if there is a commander, and no other base is appropriate,
762 # we will take the one with the commander
763 for cmdr in game.state.kcmdr:
764 if base == cmdr and ifindit != 2:
768 else: # no commander -- use this one
773 return # Nothing suitable -- wait until next time
774 ibq = game.state.baseq[iwhichb]
775 # decide how to move toward base
776 idelta = ibq - game.state.kscmdr
777 # Maximum movement is 1 quadrant in either or both axes
778 idelta = idelta.sgn()
779 # try moving in both x and y directions
780 # there was what looked like a bug in the Almy C code here,
781 # but it might be this translation is just wrong.
782 iq = game.state.kscmdr + idelta
783 if not movescom(iq, avoid):
784 # failed -- try some other maneuvers
785 if idelta.i == 0 or idelta.j == 0:
788 iq.j = game.state.kscmdr.j + 1
789 if not movescom(iq, avoid):
790 iq.j = game.state.kscmdr.j - 1
793 iq.i = game.state.kscmdr.i + 1
794 if not movescom(iq, avoid):
795 iq.i = game.state.kscmdr.i - 1
798 # try moving just in x or y
799 iq.j = game.state.kscmdr.j
800 if not movescom(iq, avoid):
801 iq.j = game.state.kscmdr.j + idelta.j
802 iq.i = game.state.kscmdr.i
805 if len(game.state.baseq) == 0:
808 for ibq in game.state.baseq:
809 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
812 return # no, don't attack base!
815 schedule(FSCDBAS, randreal(1.0, 3.0))
816 if is_scheduled(FCDBAS):
817 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
818 if not communicating():
822 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
824 prout(_(" reports that it is under attack from the Klingon Super-commander."))
825 proutn(_(" It can survive until stardate %d.\"") \
826 % int(scheduled(FSCDBAS)))
829 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
833 game.optime = 0.0 # actually finished
835 # Check for intelligence report
836 if not game.idebug and \
838 (not communicating()) or \
839 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
842 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
843 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
848 if not game.tholian or game.justin:
851 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
854 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
857 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
860 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
864 # something is wrong!
865 game.tholian.move(None)
866 prout("***Internal error: Tholian in a bad spot.")
868 # do nothing if we are blocked
869 if game.quad[tid.i][tid.j] not in ('.', '#'):
871 here = copy.copy(game.tholian.location)
872 delta = (tid - game.tholian.location).sgn()
874 while here.i != tid.i:
876 if game.quad[here.i][here.j] == '.':
877 game.tholian.move(here)
879 while here.j != tid.j:
881 if game.quad[here.i][here.j] == '.':
882 game.tholian.move(here)
883 # check to see if all holes plugged
884 for i in range(QUADSIZE):
885 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
887 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
889 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
891 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
893 # All plugged up -- Tholian splits
894 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
896 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
897 game.tholian.move(None)
900 # Code from battle.c begins here
902 def doshield(shraise):
903 "Change shield status."
911 if scanner.sees("transfer"):
915 prout(_("Shields damaged and down."))
917 if scanner.sees("up"):
919 elif scanner.sees("down"):
922 proutn(_("Do you wish to change shield energy? "))
925 elif damaged(DSHIELD):
926 prout(_("Shields damaged and down."))
929 proutn(_("Shields are up. Do you want them down? "))
936 proutn(_("Shields are down. Do you want them up? "))
942 if action == "SHUP": # raise shields
944 prout(_("Shields already up."))
948 if game.condition != "docked":
950 prout(_("Shields raised."))
953 prout(_("Shields raising uses up last of energy."))
958 elif action == "SHDN":
960 prout(_("Shields already down."))
964 prout(_("Shields lowered."))
967 elif action == "NRG":
968 while scanner.next() != "IHREAL":
970 proutn(_("Energy to transfer to shields- "))
975 if nrg > game.energy:
976 prout(_("Insufficient ship energy."))
979 if game.shield+nrg >= game.inshld:
980 prout(_("Shield energy maximized."))
981 if game.shield+nrg > game.inshld:
982 prout(_("Excess energy requested returned to ship energy"))
983 game.energy -= game.inshld-game.shield
984 game.shield = game.inshld
986 if nrg < 0.0 and game.energy-nrg > game.inenrg:
987 # Prevent shield drain loophole
989 prout(_("Engineering to bridge--"))
990 prout(_(" Scott here. Power circuit problem, Captain."))
991 prout(_(" I can't drain the shields."))
994 if game.shield+nrg < 0:
995 prout(_("All shield energy transferred to ship."))
996 game.energy += game.shield
999 proutn(_("Scotty- \""))
1001 prout(_("Transferring energy to shields.\""))
1003 prout(_("Draining energy from shields.\""))
1009 "Choose a device to damage, at random."
1011 105, # DSRSENS: short range scanners 10.5%
1012 105, # DLRSENS: long range scanners 10.5%
1013 120, # DPHASER: phasers 12.0%
1014 120, # DPHOTON: photon torpedoes 12.0%
1015 25, # DLIFSUP: life support 2.5%
1016 65, # DWARPEN: warp drive 6.5%
1017 70, # DIMPULS: impulse engines 6.5%
1018 145, # DSHIELD: deflector shields 14.5%
1019 30, # DRADIO: subspace radio 3.0%
1020 45, # DSHUTTL: shuttle 4.5%
1021 15, # DCOMPTR: computer 1.5%
1022 20, # NAVCOMP: navigation system 2.0%
1023 75, # DTRANSP: transporter 7.5%
1024 20, # DSHCTRL: high-speed shield controller 2.0%
1025 10, # DDRAY: death ray 1.0%
1026 30, # DDSP: deep-space probes 3.0%
1028 assert(sum(weights) == 1000)
1029 idx = randrange(1000)
1031 for (i, w) in enumerate(weights):
1035 return None # we should never get here
1037 def collision(rammed, enemy):
1038 "Collision handling fot rammong events."
1039 prouts(_("***RED ALERT! RED ALERT!"))
1041 prout(_("***COLLISION IMMINENT."))
1045 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1047 proutn(_(" rammed by "))
1050 proutn(crmena(False, enemy.type, "sector", enemy.location))
1052 proutn(_(" (original position)"))
1054 deadkl(enemy.location, enemy.type, game.sector)
1055 proutn("***" + crmshp() + " heavily damaged.")
1056 icas = randrange(10, 30)
1057 prout(_("***Sickbay reports %d casualties") % icas)
1059 game.state.crew -= icas
1060 # In the pre-SST2K version, all devices got equiprobably damaged,
1061 # which was silly. Instead, pick up to half the devices at
1062 # random according to our weighting table,
1063 ncrits = randrange(NDEVICES/2)
1067 if game.damage[dev] < 0:
1069 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1070 # Damage for at least time of travel!
1071 game.damage[dev] += game.optime + extradm
1073 prout(_("***Shields are down."))
1074 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1081 def torpedo(origin, bearing, dispersion, number, nburst):
1082 "Let a photon torpedo fly"
1083 if not damaged(DSRSENS) or game.condition == "docked":
1084 setwnd(srscan_window)
1086 setwnd(message_window)
1087 ac = bearing + 0.25*dispersion # dispersion is a random variable
1088 bullseye = (15.0 - bearing)*0.5235988
1089 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1090 bumpto = Coord(0, 0)
1091 # Loop to move a single torpedo
1092 setwnd(message_window)
1093 for step in range(1, QUADSIZE*2):
1094 if not track.next():
1097 if not w.valid_sector():
1099 iquad = game.quad[w.i][w.j]
1100 tracktorpedo(w, step, number, nburst, iquad)
1104 setwnd(message_window)
1105 if not damaged(DSRSENS) or game.condition == "docked":
1106 skip(1) # start new line after text track
1107 if iquad in ('E', 'F'): # Hit our ship
1109 prout(_("Torpedo hits %s.") % crmshp())
1110 hit = 700.0 + randreal(100) - \
1111 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1112 newcnd() # we're blown out of dock
1113 if game.landed or game.condition == "docked":
1114 return hit # Cheat if on a planet
1115 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1116 # is 143 degrees, which is almost exactly 4.8 clockface units
1117 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1119 bumpto = displacement.sector()
1120 if not bumpto.valid_sector():
1122 if game.quad[bumpto.i][bumpto.j] == ' ':
1125 if game.quad[bumpto.i][bumpto.j] != '.':
1126 # can't move into object
1128 game.sector = bumpto
1130 game.quad[w.i][w.j] = '.'
1131 game.quad[bumpto.i][bumpto.j] = iquad
1132 prout(_(" displaced by blast to Sector %s ") % bumpto)
1133 for enemy in game.enemies:
1134 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1137 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1139 if iquad in ('C', 'S') and withprob(0.05):
1140 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1141 prout(_(" torpedo neutralized."))
1143 for enemy in game.enemies:
1144 if w == enemy.location:
1145 kp = math.fabs(enemy.power)
1146 h1 = 700.0 + randrange(100) - \
1147 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1155 if enemy.power == 0:
1158 proutn(crmena(True, iquad, "sector", w))
1159 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1161 bumpto = displacement.sector()
1162 if not bumpto.valid_sector():
1163 prout(_(" damaged but not destroyed."))
1165 if game.quad[bumpto.i][bumpto.j] == ' ':
1166 prout(_(" buffeted into black hole."))
1167 deadkl(w, iquad, bumpto)
1168 if game.quad[bumpto.i][bumpto.j] != '.':
1169 prout(_(" damaged but not destroyed."))
1171 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1172 enemy.location = bumpto
1173 game.quad[w.i][w.j] = '.'
1174 game.quad[bumpto.i][bumpto.j] = iquad
1175 for enemy in game.enemies:
1176 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1180 prout("Internal error, no enemy where expected!")
1183 elif iquad == 'B': # Hit a base
1185 prout(_("***STARBASE DESTROYED.."))
1186 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1187 game.quad[w.i][w.j] = '.'
1188 game.base.invalidate()
1189 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1190 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1191 game.state.basekl += 1
1194 elif iquad == 'P': # Hit a planet
1195 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1196 game.state.nplankl += 1
1197 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1198 game.iplnet.pclass = "destroyed"
1200 game.plnet.invalidate()
1201 game.quad[w.i][w.j] = '.'
1203 # captain perishes on planet
1206 elif iquad == '@': # Hit an inhabited world -- very bad!
1207 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1208 game.state.nworldkl += 1
1209 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1210 game.iplnet.pclass = "destroyed"
1212 game.plnet.invalidate()
1213 game.quad[w.i][w.j] = '.'
1215 # captain perishes on planet
1217 prout(_("The torpedo destroyed an inhabited planet."))
1219 elif iquad == '*': # Hit a star
1223 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1225 elif iquad == '?': # Hit a thingy
1226 if not (game.options & OPTION_THINGY) or withprob(0.3):
1228 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1230 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1232 proutn(_("Mr. Spock-"))
1233 prouts(_(" \"Fascinating!\""))
1237 # Stas Sergeev added the possibility that
1238 # you can shove the Thingy and piss it off.
1239 # It then becomes an enemy and may fire at you.
1242 elif iquad == ' ': # Black hole
1244 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1246 elif iquad == '#': # hit the web
1248 prout(_("***Torpedo absorbed by Tholian web."))
1250 elif iquad == 'T': # Hit a Tholian
1251 h1 = 700.0 + randrange(100) - \
1252 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1255 game.quad[w.i][w.j] = '.'
1260 proutn(crmena(True, 'T', "sector", w))
1262 prout(_(" survives photon blast."))
1264 prout(_(" disappears."))
1265 game.tholian.move(None)
1266 game.quad[w.i][w.j] = '#'
1271 proutn("Don't know how to handle torpedo collision with ")
1272 proutn(crmena(True, iquad, "sector", w))
1277 setwnd(message_window)
1278 prout(_("Torpedo missed."))
1282 "Critical-hit resolution."
1283 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1285 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1286 proutn(_("***CRITICAL HIT--"))
1287 # Select devices and cause damage
1293 # Cheat to prevent shuttle damage unless on ship
1294 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
1297 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1298 game.damage[j] += extradm
1300 for (i, j) in enumerate(cdam):
1302 if skipcount % 3 == 2 and i < len(cdam)-1:
1307 prout(_(" damaged."))
1308 if damaged(DSHIELD) and game.shldup:
1309 prout(_("***Shields knocked down."))
1312 def attack(torps_ok):
1313 # bad guy attacks us
1314 # torps_ok == False forces use of phasers in an attack
1315 # game could be over at this point, check
1325 prout("=== ATTACK!")
1326 # Tholian gets to move before attacking
1329 # if you have just entered the RNZ, you'll get a warning
1330 if game.neutz: # The one chance not to be attacked
1333 # commanders get a chance to tac-move towards you
1334 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:
1336 # if no enemies remain after movement, we're done
1337 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angered):
1339 # set up partial hits if attack happens during shield status change
1340 pfac = 1.0/game.inshld
1342 chgfac = 0.25 + randreal(0.5)
1344 # message verbosity control
1345 if game.skill <= SKILL_FAIR:
1347 for enemy in game.enemies:
1349 continue # too weak to attack
1350 # compute hit strength and diminish shield power
1352 # Increase chance of photon torpedos if docked or enemy energy is low
1353 if game.condition == "docked":
1355 if enemy.power < 500:
1357 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1359 # different enemies have different probabilities of throwing a torp
1360 usephasers = not torps_ok or \
1361 (enemy.type == 'K' and r > 0.0005) or \
1362 (enemy.type == 'C' and r > 0.015) or \
1363 (enemy.type == 'R' and r > 0.3) or \
1364 (enemy.type == 'S' and r > 0.07) or \
1365 (enemy.type == '?' and r > 0.05)
1366 if usephasers: # Enemy uses phasers
1367 if game.condition == "docked":
1368 continue # Don't waste the effort!
1369 attempt = True # Attempt to attack
1370 dustfac = randreal(0.8, 0.85)
1371 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1373 else: # Enemy uses photon torpedo
1374 # We should be able to make the bearing() method work here
1375 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1377 proutn(_("***TORPEDO INCOMING"))
1378 if not damaged(DSRSENS):
1379 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1382 dispersion = (randreal()+randreal())*0.5 - 0.5
1383 dispersion += 0.002*enemy.power*dispersion
1384 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1385 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1386 finish(FWON) # Klingons did themselves in!
1387 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1388 return # Supernova or finished
1391 # incoming phaser or torpedo, shields may dissipate it
1392 if game.shldup or game.shldchg or game.condition == "docked":
1393 # shields will take hits
1394 propor = pfac * game.shield
1395 if game.condition == "docked":
1399 hitsh = propor*chgfac*hit+1.0
1401 if absorb > game.shield:
1402 absorb = game.shield
1403 game.shield -= absorb
1405 # taking a hit blasts us out of a starbase dock
1406 if game.condition == "docked":
1408 # but the shields may take care of it
1409 if propor > 0.1 and hit < 0.005*game.energy:
1411 # hit from this opponent got through shields, so take damage
1413 proutn(_("%d unit hit") % int(hit))
1414 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1415 proutn(_(" on the ") + crmshp())
1416 if not damaged(DSRSENS) and usephasers:
1417 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1419 # Decide if hit is critical
1425 if game.energy <= 0:
1426 # Returning home upon your shield, not with it...
1429 if not attempt and game.condition == "docked":
1430 prout(_("***Enemies decide against attacking your ship."))
1431 percent = 100.0*pfac*game.shield+0.5
1433 # Shields fully protect ship
1434 proutn(_("Enemy attack reduces shield strength to "))
1436 # Emit message if starship suffered hit(s)
1438 proutn(_("Energy left %2d shields ") % int(game.energy))
1441 elif not damaged(DSHIELD):
1444 proutn(_("damaged, "))
1445 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1446 # Check if anyone was hurt
1447 if hitmax >= 200 or hittot >= 500:
1448 icas = randrange(int(hittot * 0.015))
1451 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1452 prout(_(" in that last attack.\""))
1454 game.state.crew -= icas
1455 # After attack, reset average distance to enemies
1456 for enemy in game.enemies:
1457 enemy.kavgd = enemy.kdist
1461 def deadkl(w, etype, mv):
1462 "Kill a Klingon, Tholian, Romulan, or Thingy."
1463 # Added mv to allow enemy to "move" before dying
1464 proutn(crmena(True, etype, "sector", mv))
1465 # Decide what kind of enemy it is and update appropriately
1467 # Chalk up a Romulan
1468 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1470 game.state.nromrem -= 1
1479 # Killed some type of Klingon
1480 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1483 game.state.kcmdr.remove(game.quadrant)
1485 if game.state.kcmdr:
1486 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1487 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1490 game.state.remkl -= 1
1492 game.state.nscrem -= 1
1493 game.state.kscmdr.invalidate()
1498 # For each kind of enemy, finish message to player
1499 prout(_(" destroyed."))
1500 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1503 # Remove enemy ship from arrays describing local conditions
1504 for e in game.enemies:
1511 "Return None if target is invalid, otherwise return a course angle."
1512 if not w.valid_sector():
1516 # C code this was translated from is wacky -- why the sign reversal?
1517 delta.j = (w.j - game.sector.j)
1518 delta.i = (game.sector.i - w.i)
1519 if delta == Coord(0, 0):
1521 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1522 prout(_(" I recommend an immediate review of"))
1523 prout(_(" the Captain's psychological profile.\""))
1526 return delta.bearing()
1529 "Launch photon torpedo salvo."
1532 if damaged(DPHOTON):
1533 prout(_("Photon tubes damaged."))
1537 prout(_("No torpedoes left."))
1540 # First, get torpedo count
1543 if scanner.token == "IHALPHA":
1546 elif scanner.token == "IHEOL" or not scanner.waiting():
1547 prout(_("%d torpedoes left.") % game.torps)
1549 proutn(_("Number of torpedoes to fire- "))
1550 continue # Go back around to get a number
1551 else: # key == "IHREAL"
1553 if n <= 0: # abort command
1558 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1561 scanner.chew() # User requested more torps than available
1562 continue # Go back around
1563 break # All is good, go to next stage
1567 key = scanner.next()
1568 if i == 0 and key == "IHEOL":
1569 break # no coordinate waiting, we will try prompting
1570 if i == 1 and key == "IHEOL":
1571 # direct all torpedoes at one target
1573 target.append(target[0])
1574 tcourse.append(tcourse[0])
1577 scanner.push(scanner.token)
1578 target.append(scanner.getcoord())
1579 if target[-1] == None:
1581 tcourse.append(targetcheck(target[-1]))
1582 if tcourse[-1] == None:
1585 if len(target) == 0:
1586 # prompt for each one
1588 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1590 target.append(scanner.getcoord())
1591 if target[-1] == None:
1593 tcourse.append(targetcheck(target[-1]))
1594 if tcourse[-1] == None:
1597 # Loop for moving <n> torpedoes
1599 if game.condition != "docked":
1601 dispersion = (randreal()+randreal())*0.5 -0.5
1602 if math.fabs(dispersion) >= 0.47:
1604 dispersion *= randreal(1.2, 2.2)
1606 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1608 prouts(_("***TORPEDO MISFIRES."))
1611 prout(_(" Remainder of burst aborted."))
1613 prout(_("***Photon tubes damaged by misfire."))
1614 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1616 if game.shldup or game.condition == "docked":
1617 dispersion *= 1.0 + 0.0001*game.shield
1618 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1619 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1621 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1625 "Check for phasers overheating."
1627 checkburn = (rpow-1500.0)*0.00038
1628 if withprob(checkburn):
1629 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1630 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1632 def checkshctrl(rpow):
1633 "Check shield control."
1636 prout(_("Shields lowered."))
1638 # Something bad has happened
1639 prouts(_("***RED ALERT! RED ALERT!"))
1641 hit = rpow*game.shield/game.inshld
1642 game.energy -= rpow+hit*0.8
1643 game.shield -= hit*0.2
1644 if game.energy <= 0.0:
1645 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1650 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1652 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1653 icas = randrange(int(hit*0.012))
1658 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1659 prout(_(" %d casualties so far.\"") % icas)
1661 game.state.crew -= icas
1663 prout(_("Phaser energy dispersed by shields."))
1664 prout(_("Enemy unaffected."))
1669 "Register a phaser hit on Klingons and Romulans."
1676 dustfac = randreal(0.9, 1.0)
1677 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1678 kpini = game.enemies[kk].power
1679 kp = math.fabs(kpini)
1680 if PHASEFAC*hit < kp:
1682 if game.enemies[kk].power < 0:
1683 game.enemies[kk].power -= -kp
1685 game.enemies[kk].power -= kp
1686 kpow = game.enemies[kk].power
1687 w = game.enemies[kk].location
1689 if not damaged(DSRSENS):
1691 proutn(_("%d unit hit on ") % int(hit))
1693 proutn(_("Very small hit on "))
1694 ienm = game.quad[w.i][w.j]
1697 proutn(crmena(False, ienm, "sector", w))
1701 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1705 kk -= 1 # don't do the increment
1707 else: # decide whether or not to emasculate klingon
1708 if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1709 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1710 prout(_(" has just lost its firepower.\""))
1711 game.enemies[kk].power = -kpow
1716 "Fire phasers at bad guys."
1720 irec = 0 # Cheating inhibitor
1729 # SR sensors and Computer are needed for automode
1730 if damaged(DSRSENS) or damaged(DCOMPTR):
1732 if game.condition == "docked":
1733 prout(_("Phasers can't be fired through base shields."))
1736 if damaged(DPHASER):
1737 prout(_("Phaser control damaged."))
1741 if damaged(DSHCTRL):
1742 prout(_("High speed shield control damaged."))
1745 if game.energy <= 200.0:
1746 prout(_("Insufficient energy to activate high-speed shield control."))
1749 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1751 # Original code so convoluted, I re-did it all
1752 # (That was Tom Almy talking about the C code, I think -- ESR)
1753 while automode == "NOTSET":
1754 key = scanner.next()
1755 if key == "IHALPHA":
1756 if scanner.sees("manual"):
1757 if len(game.enemies)==0:
1758 prout(_("There is no enemy present to select."))
1761 automode = "AUTOMATIC"
1764 key = scanner.next()
1765 elif scanner.sees("automatic"):
1766 if (not itarg) and len(game.enemies) != 0:
1767 automode = "FORCEMAN"
1769 if len(game.enemies)==0:
1770 prout(_("Energy will be expended into space."))
1771 automode = "AUTOMATIC"
1772 key = scanner.next()
1773 elif scanner.sees("no"):
1778 elif key == "IHREAL":
1779 if len(game.enemies)==0:
1780 prout(_("Energy will be expended into space."))
1781 automode = "AUTOMATIC"
1783 automode = "FORCEMAN"
1785 automode = "AUTOMATIC"
1788 if len(game.enemies)==0:
1789 prout(_("Energy will be expended into space."))
1790 automode = "AUTOMATIC"
1792 automode = "FORCEMAN"
1794 proutn(_("Manual or automatic? "))
1799 if automode == "AUTOMATIC":
1800 if key == "IHALPHA" and scanner.sees("no"):
1802 key = scanner.next()
1803 if key != "IHREAL" and len(game.enemies) != 0:
1804 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1809 for i in range(len(game.enemies)):
1810 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1812 proutn(_("%d units required. ") % irec)
1814 proutn(_("Units to fire= "))
1815 key = scanner.next()
1820 proutn(_("Energy available= %.2f") % avail)
1823 if not rpow > avail:
1829 key = scanner.next()
1830 if key == "IHALPHA" and scanner.sees("no"):
1833 game.energy -= 200 # Go and do it!
1834 if checkshctrl(rpow):
1839 if len(game.enemies):
1842 for i in range(len(game.enemies)):
1846 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1847 over = randreal(1.01, 1.06) * hits[i]
1849 powrem -= hits[i] + over
1850 if powrem <= 0 and temp < hits[i]:
1859 if extra > 0 and not game.alldone:
1861 proutn(_("*** Tholian web absorbs "))
1862 if len(game.enemies)>0:
1863 proutn(_("excess "))
1864 prout(_("phaser energy."))
1866 prout(_("%d expended on empty space.") % int(extra))
1867 elif automode == "FORCEMAN":
1870 if damaged(DCOMPTR):
1871 prout(_("Battle computer damaged, manual fire only."))
1874 prouts(_("---WORKING---"))
1876 prout(_("Short-range-sensors-damaged"))
1877 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1878 prout(_("Manual-fire-must-be-used"))
1880 elif automode == "MANUAL":
1882 for k in range(len(game.enemies)):
1883 aim = game.enemies[k].location
1884 ienm = game.quad[aim.i][aim.j]
1886 proutn(_("Energy available= %.2f") % (avail-0.006))
1890 if damaged(DSRSENS) and \
1891 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1892 prout(cramen(ienm) + _(" can't be located without short range scan."))
1895 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
1900 if itarg and k > kz:
1901 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1904 if not damaged(DCOMPTR):
1909 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1910 key = scanner.next()
1911 if key == "IHALPHA" and scanner.sees("no"):
1913 key = scanner.next()
1915 if key == "IHALPHA":
1919 if k == 1: # Let me say I'm baffled by this
1922 if scanner.real < 0:
1926 hits[k] = scanner.real
1927 rpow += scanner.real
1928 # If total requested is too much, inform and start over
1930 prout(_("Available energy exceeded -- try again."))
1933 key = scanner.next() # scan for next value
1936 # zero energy -- abort
1939 if key == "IHALPHA" and scanner.sees("no"):
1944 game.energy -= 200.0
1945 if checkshctrl(rpow):
1949 # Say shield raised or malfunction, if necessary
1956 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1957 prouts(_(" CLICK CLICK POP . . ."))
1958 prout(_(" No response, sir!"))
1961 prout(_("Shields raised."))
1966 # Code from events,c begins here.
1968 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1969 # event of each type active at any given time. Mostly these means we can
1970 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1971 # BSD Trek, from which we swiped the idea, can have up to 5.
1973 def unschedule(evtype):
1974 "Remove an event from the schedule."
1975 game.future[evtype].date = FOREVER
1976 return game.future[evtype]
1978 def is_scheduled(evtype):
1979 "Is an event of specified type scheduled."
1980 return game.future[evtype].date != FOREVER
1982 def scheduled(evtype):
1983 "When will this event happen?"
1984 return game.future[evtype].date
1986 def schedule(evtype, offset):
1987 "Schedule an event of specified type."
1988 game.future[evtype].date = game.state.date + offset
1989 return game.future[evtype]
1991 def postpone(evtype, offset):
1992 "Postpone a scheduled event."
1993 game.future[evtype].date += offset
1996 "Rest period is interrupted by event."
1999 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2001 game.resting = False
2007 "Run through the event queue looking for things to do."
2009 fintim = game.state.date + game.optime
2018 def tractorbeam(yank):
2019 "Tractor-beaming cases merge here."
2021 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2023 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2024 # If Kirk & Co. screwing around on planet, handle
2025 atover(True) # atover(true) is Grab
2028 if game.icraft: # Caught in Galileo?
2031 # Check to see if shuttle is aboard
2032 if game.iscraft == "offship":
2035 prout(_("Galileo, left on the planet surface, is captured"))
2036 prout(_("by aliens and made into a flying McDonald's."))
2037 game.damage[DSHUTTL] = -10
2038 game.iscraft = "removed"
2040 prout(_("Galileo, left on the planet surface, is well hidden."))
2042 game.quadrant = game.state.kscmdr
2044 game.quadrant = game.state.kcmdr[i]
2045 game.sector = randplace(QUADSIZE)
2046 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2047 % (game.quadrant, game.sector))
2049 prout(_("(Remainder of rest/repair period cancelled.)"))
2050 game.resting = False
2052 if not damaged(DSHIELD) and game.shield > 0:
2053 doshield(shraise=True) # raise shields
2054 game.shldchg = False
2056 prout(_("(Shields not currently useable.)"))
2058 # Adjust finish time to time of tractor beaming?
2059 # fintim = game.state.date+game.optime
2060 attack(torps_ok=False)
2061 if not game.state.kcmdr:
2064 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2067 "Code merges here for any commander destroying a starbase."
2068 # Not perfect, but will have to do
2069 # Handle case where base is in same quadrant as starship
2070 if game.battle == game.quadrant:
2071 game.state.chart[game.battle.i][game.battle.j].starbase = False
2072 game.quad[game.base.i][game.base.j] = '.'
2073 game.base.invalidate()
2076 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2077 elif game.state.baseq and communicating():
2078 # Get word via subspace radio
2081 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2082 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2084 prout(_("the Klingon Super-Commander"))
2086 prout(_("a Klingon Commander"))
2087 game.state.chart[game.battle.i][game.battle.j].starbase = False
2088 # Remove Starbase from galaxy
2089 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2090 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2092 # reinstate a commander's base attack
2096 game.battle.invalidate()
2098 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2099 for i in range(1, NEVENTS):
2100 if i == FSNOVA: proutn("=== Supernova ")
2101 elif i == FTBEAM: proutn("=== T Beam ")
2102 elif i == FSNAP: proutn("=== Snapshot ")
2103 elif i == FBATTAK: proutn("=== Base Attack ")
2104 elif i == FCDBAS: proutn("=== Base Destroy ")
2105 elif i == FSCMOVE: proutn("=== SC Move ")
2106 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2107 elif i == FDSPROB: proutn("=== Probe Move ")
2108 elif i == FDISTR: proutn("=== Distress Call ")
2109 elif i == FENSLV: proutn("=== Enslavement ")
2110 elif i == FREPRO: proutn("=== Klingon Build ")
2112 prout("%.2f" % (scheduled(i)))
2115 radio_was_broken = damaged(DRADIO)
2118 # Select earliest extraneous event, evcode==0 if no events
2123 for l in range(1, NEVENTS):
2124 if game.future[l].date < datemin:
2127 prout("== Event %d fires" % evcode)
2128 datemin = game.future[l].date
2129 xtime = datemin-game.state.date
2130 game.state.date = datemin
2131 # Decrement Federation resources and recompute remaining time
2132 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2134 if game.state.remtime <= 0:
2137 # Any crew left alive?
2138 if game.state.crew <= 0:
2141 # Is life support adequate?
2142 if damaged(DLIFSUP) and game.condition != "docked":
2143 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2146 game.lsupres -= xtime
2147 if game.damage[DLIFSUP] <= xtime:
2148 game.lsupres = game.inlsr
2151 if game.condition == "docked":
2153 # Don't fix Deathray here
2154 for l in range(NDEVICES):
2155 if game.damage[l] > 0.0 and l != DDRAY:
2156 if game.damage[l]-repair > 0.0:
2157 game.damage[l] -= repair
2159 game.damage[l] = 0.0
2160 # If radio repaired, update star chart and attack reports
2161 if radio_was_broken and not damaged(DRADIO):
2162 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2163 prout(_(" surveillance reports are coming in."))
2165 if not game.iseenit:
2169 prout(_(" The star chart is now up to date.\""))
2171 # Cause extraneous event EVCODE to occur
2172 game.optime -= xtime
2173 if evcode == FSNOVA: # Supernova
2176 schedule(FSNOVA, expran(0.5*game.intime))
2177 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2179 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2180 if game.state.nscrem == 0 or \
2181 ictbeam or istract or \
2182 game.condition == "docked" or game.isatb == 1 or game.iscate:
2184 if game.ientesc or \
2185 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2186 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2187 (damaged(DSHIELD) and \
2188 (game.energy < 2500 or damaged(DPHASER)) and \
2189 (game.torps < 5 or damaged(DPHOTON))):
2191 istract = ictbeam = True
2192 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2195 elif evcode == FTBEAM: # Tractor beam
2196 if not game.state.kcmdr:
2199 i = randrange(len(game.state.kcmdr))
2200 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2201 if istract or game.condition == "docked" or yank == 0:
2202 # Drats! Have to reschedule
2204 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2208 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2209 game.snapsht = copy.deepcopy(game.state)
2210 game.state.snap = True
2211 schedule(FSNAP, expran(0.5 * game.intime))
2212 elif evcode == FBATTAK: # Commander attacks starbase
2213 if not game.state.kcmdr or not game.state.baseq:
2219 for ibq in game.state.baseq:
2220 for cmdr in game.state.kcmdr:
2221 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2224 # no match found -- try later
2225 schedule(FBATTAK, expran(0.3*game.intime))
2230 # commander + starbase combination found -- launch attack
2232 schedule(FCDBAS, randreal(1.0, 4.0))
2233 if game.isatb: # extra time if SC already attacking
2234 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2235 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2236 game.iseenit = False
2237 if not communicating():
2238 continue # No warning :-(
2242 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2243 prout(_(" reports that it is under attack and that it can"))
2244 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2247 elif evcode == FSCDBAS: # Supercommander destroys base
2250 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2251 continue # WAS RETURN!
2253 game.battle = game.state.kscmdr
2255 elif evcode == FCDBAS: # Commander succeeds in destroying base
2256 if evcode == FCDBAS:
2258 if not game.state.baseq() \
2259 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2260 game.battle.invalidate()
2262 # find the lucky pair
2263 for cmdr in game.state.kcmdr:
2264 if cmdr == game.battle:
2267 # No action to take after all
2270 elif evcode == FSCMOVE: # Supercommander moves
2271 schedule(FSCMOVE, 0.2777)
2272 if not game.ientesc and not istract and game.isatb != 1 and \
2273 (not game.iscate or not game.justin):
2275 elif evcode == FDSPROB: # Move deep space probe
2276 schedule(FDSPROB, 0.01)
2277 if not game.probe.next():
2278 if not game.probe.quadrant().valid_quadrant() or \
2279 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2280 # Left galaxy or ran into supernova
2284 proutn(_("Lt. Uhura- \"The deep space probe "))
2285 if not game.probe.quadrant().valid_quadrant():
2286 prout(_("has left the galaxy.\""))
2288 prout(_("is no longer transmitting.\""))
2294 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2295 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2297 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2298 chp.klingons = pdest.klingons
2299 chp.starbase = pdest.starbase
2300 chp.stars = pdest.stars
2301 pdest.charted = True
2302 game.probe.moves -= 1 # One less to travel
2303 if game.probe.arrived() and game.isarmed and pdest.stars:
2304 supernova(game.probe) # fire in the hole!
2306 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2308 elif evcode == FDISTR: # inhabited system issues distress call
2310 # try a whole bunch of times to find something suitable
2311 for i in range(100):
2312 # need a quadrant which is not the current one,
2313 # which has some stars which are inhabited and
2314 # not already under attack, which is not
2315 # supernova'ed, and which has some Klingons in it
2316 w = randplace(GALSIZE)
2317 q = game.state.galaxy[w.i][w.j]
2318 if not (game.quadrant == w or q.planet == None or \
2319 not q.planet.inhabited or \
2320 q.supernova or q.status!="secure" or q.klingons<=0):
2323 # can't seem to find one; ignore this call
2325 prout("=== Couldn't find location for distress event.")
2327 # got one!! Schedule its enslavement
2328 ev = schedule(FENSLV, expran(game.intime))
2330 q.status = "distressed"
2331 # tell the captain about it if we can
2333 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2334 % (q.planet, repr(w)))
2335 prout(_("by a Klingon invasion fleet."))
2338 elif evcode == FENSLV: # starsystem is enslaved
2339 ev = unschedule(FENSLV)
2340 # see if current distress call still active
2341 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2345 q.status = "enslaved"
2347 # play stork and schedule the first baby
2348 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2349 ev2.quadrant = ev.quadrant
2351 # report the disaster if we can
2353 prout(_("Uhura- We've lost contact with starsystem %s") % \
2355 prout(_("in Quadrant %s.\n") % ev.quadrant)
2356 elif evcode == FREPRO: # Klingon reproduces
2357 # If we ever switch to a real event queue, we'll need to
2358 # explicitly retrieve and restore the x and y.
2359 ev = schedule(FREPRO, expran(1.0 * game.intime))
2360 # see if current distress call still active
2361 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2365 if game.state.remkl >= MAXKLGAME:
2366 continue # full right now
2367 # reproduce one Klingon
2370 if game.klhere >= MAXKLQUAD:
2372 # this quadrant not ok, pick an adjacent one
2373 for m.i in range(w.i - 1, w.i + 2):
2374 for m.j in range(w.j - 1, w.j + 2):
2375 if not m.valid_quadrant():
2377 q = game.state.galaxy[m.i][m.j]
2378 # check for this quad ok (not full & no snova)
2379 if q.klingons >= MAXKLQUAD or q.supernova:
2383 continue # search for eligible quadrant failed
2387 game.state.remkl += 1
2389 if game.quadrant == w:
2391 game.enemies.append(newkling())
2392 # recompute time left
2395 if game.quadrant == w:
2396 prout(_("Spock- sensors indicate the Klingons have"))
2397 prout(_("launched a warship from %s.") % q.planet)
2399 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2400 if q.planet != None:
2401 proutn(_("near %s ") % q.planet)
2402 prout(_("in Quadrant %s.") % w)
2408 key = scanner.next()
2411 proutn(_("How long? "))
2416 origTime = delay = scanner.real
2419 if delay >= game.state.remtime or len(game.enemies) != 0:
2420 proutn(_("Are you sure? "))
2423 # Alternate resting periods (events) with attacks
2427 game.resting = False
2428 if not game.resting:
2429 prout(_("%d stardates left.") % int(game.state.remtime))
2431 temp = game.optime = delay
2432 if len(game.enemies):
2433 rtime = randreal(1.0, 2.0)
2437 if game.optime < delay:
2438 attack(torps_ok=False)
2446 # Repair Deathray if long rest at starbase
2447 if origTime-delay >= 9.99 and game.condition == "docked":
2448 game.damage[DDRAY] = 0.0
2449 # leave if quadrant supernovas
2450 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2452 game.resting = False
2457 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2458 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2460 # Wow! We've supernova'ed
2461 supernova(game.quadrant)
2463 # handle initial nova
2464 game.quad[nov.i][nov.j] = '.'
2465 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2466 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2467 game.state.starkl += 1
2468 # Set up queue to recursively trigger adjacent stars
2474 for offset.i in range(-1, 1+1):
2475 for offset.j in range(-1, 1+1):
2476 if offset.j == 0 and offset.i == 0:
2478 neighbor = start + offset
2479 if not neighbor.valid_sector():
2481 iquad = game.quad[neighbor.i][neighbor.j]
2482 # Empty space ends reaction
2483 if iquad in ('.', '?', ' ', 'T', '#'):
2485 elif iquad == '*': # Affect another star
2487 # This star supernovas
2488 supernova(game.quadrant)
2491 hits.append(neighbor)
2492 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2493 game.state.starkl += 1
2494 proutn(crmena(True, '*', "sector", neighbor))
2496 game.quad[neighbor.i][neighbor.j] = '.'
2498 elif iquad in ('P', '@'): # Destroy planet
2499 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2501 game.state.nplankl += 1
2503 game.state.nworldkl += 1
2504 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2505 game.iplnet.pclass = "destroyed"
2507 game.plnet.invalidate()
2511 game.quad[neighbor.i][neighbor.j] = '.'
2512 elif iquad == 'B': # Destroy base
2513 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2514 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2515 game.base.invalidate()
2516 game.state.basekl += 1
2518 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2519 game.quad[neighbor.i][neighbor.j] = '.'
2520 elif iquad in ('E', 'F'): # Buffet ship
2521 prout(_("***Starship buffeted by nova."))
2523 if game.shield >= 2000.0:
2524 game.shield -= 2000.0
2526 diff = 2000.0 - game.shield
2530 prout(_("***Shields knocked out."))
2531 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2533 game.energy -= 2000.0
2534 if game.energy <= 0:
2537 # add in course nova contributes to kicking starship
2538 bump += (game.sector-hits[-1]).sgn()
2539 elif iquad == 'K': # kill klingon
2540 deadkl(neighbor, iquad, neighbor)
2541 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2542 for ll in range(len(game.enemies)):
2543 if game.enemies[ll].location == neighbor:
2545 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2546 if game.enemies[ll].power <= 0.0:
2547 deadkl(neighbor, iquad, neighbor)
2549 newc = neighbor + neighbor - hits[-1]
2550 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2551 if not newc.valid_sector():
2552 # can't leave quadrant
2555 iquad1 = game.quad[newc.i][newc.j]
2557 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2559 deadkl(neighbor, iquad, newc)
2562 # can't move into something else
2565 proutn(_(", buffeted to Sector %s") % newc)
2566 game.quad[neighbor.i][neighbor.j] = '.'
2567 game.quad[newc.i][newc.j] = iquad
2568 game.enemies[ll].move(newc)
2569 # Starship affected by nova -- kick it away.
2571 direc = ncourse[3*(bump.i+1)+bump.j+2]
2576 scourse = course(bearing=direc, distance=dist)
2577 game.optime = scourse.time(warp=4)
2579 prout(_("Force of nova displaces starship."))
2580 imove(scourse, noattack=True)
2581 game.optime = scourse.time(warp=4)
2585 "Star goes supernova."
2590 # Scheduled supernova -- select star at random.
2593 for nq.i in range(GALSIZE):
2594 for nq.j in range(GALSIZE):
2595 stars += game.state.galaxy[nq.i][nq.j].stars
2597 return # nothing to supernova exists
2598 num = randrange(stars) + 1
2599 for nq.i in range(GALSIZE):
2600 for nq.j in range(GALSIZE):
2601 num -= game.state.galaxy[nq.i][nq.j].stars
2607 proutn("=== Super nova here?")
2610 if not nq == game.quadrant or game.justin:
2611 # it isn't here, or we just entered (treat as enroute)
2614 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2615 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2618 # we are in the quadrant!
2619 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2620 for ns.i in range(QUADSIZE):
2621 for ns.j in range(QUADSIZE):
2622 if game.quad[ns.i][ns.j]=='*':
2629 prouts(_("***RED ALERT! RED ALERT!"))
2631 prout(_("***Incipient supernova detected at Sector %s") % ns)
2632 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2633 proutn(_("Emergency override attempts t"))
2634 prouts("***************")
2638 # destroy any Klingons in supernovaed quadrant
2639 kldead = game.state.galaxy[nq.i][nq.j].klingons
2640 game.state.galaxy[nq.i][nq.j].klingons = 0
2641 if nq == game.state.kscmdr:
2642 # did in the Supercommander!
2643 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2647 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2648 comkills = len(game.state.kcmdr) - len(survivors)
2649 game.state.kcmdr = survivors
2651 if not game.state.kcmdr:
2653 game.state.remkl -= kldead
2654 # destroy Romulans and planets in supernovaed quadrant
2655 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2656 game.state.galaxy[nq.i][nq.j].romulans = 0
2657 game.state.nromrem -= nrmdead
2659 for loop in range(game.inplan):
2660 if game.state.planets[loop].quadrant == nq:
2661 game.state.planets[loop].pclass = "destroyed"
2663 # Destroy any base in supernovaed quadrant
2664 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2665 # If starship caused supernova, tally up destruction
2667 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2668 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2669 game.state.nplankl += npdead
2670 # mark supernova in galaxy and in star chart
2671 if game.quadrant == nq or communicating():
2672 game.state.galaxy[nq.i][nq.j].supernova = True
2673 # If supernova destroys last Klingons give special message
2674 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2677 prout(_("Lucky you!"))
2678 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2681 # if some Klingons remain, continue or die in supernova
2686 # Code from finish.c ends here.
2689 "Self-destruct maneuver. Finish with a BANG!"
2691 if damaged(DCOMPTR):
2692 prout(_("Computer damaged; cannot execute destruct sequence."))
2694 prouts(_("---WORKING---")); skip(1)
2695 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2696 prouts(" 10"); skip(1)
2697 prouts(" 9"); skip(1)
2698 prouts(" 8"); skip(1)
2699 prouts(" 7"); skip(1)
2700 prouts(" 6"); skip(1)
2702 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2704 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2706 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2709 if game.passwd != scanner.token:
2710 prouts(_("PASSWORD-REJECTED;"))
2712 prouts(_("CONTINUITY-EFFECTED"))
2715 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2716 prouts(" 5"); skip(1)
2717 prouts(" 4"); skip(1)
2718 prouts(" 3"); skip(1)
2719 prouts(" 2"); skip(1)
2720 prouts(" 1"); skip(1)
2722 prouts(_("GOODBYE-CRUEL-WORLD"))
2730 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2734 if len(game.enemies) != 0:
2735 whammo = 25.0 * game.energy
2736 for l in range(len(game.enemies)):
2737 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2738 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2742 "Compute our rate of kils over time."
2743 elapsed = game.state.date - game.indate
2744 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2747 starting = (game.inkling + game.incom + game.inscom)
2748 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2749 return (starting - remaining)/elapsed
2753 badpt = 5.0*game.state.starkl + \
2755 10.0*game.state.nplankl + \
2756 300*game.state.nworldkl + \
2758 100.0*game.state.basekl +\
2760 if game.ship == 'F':
2762 elif game.ship == None:
2767 # end the game, with appropriate notfications
2771 prout(_("It is stardate %.1f.") % game.state.date)
2773 if ifin == FWON: # Game has been won
2774 if game.state.nromrem != 0:
2775 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2778 prout(_("You have smashed the Klingon invasion fleet and saved"))
2779 prout(_("the Federation."))
2784 badpt = 0.0 # Close enough!
2785 # killsPerDate >= RateMax
2786 if game.state.date-game.indate < 5.0 or \
2787 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2789 prout(_("In fact, you have done so well that Starfleet Command"))
2790 if game.skill == SKILL_NOVICE:
2791 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2792 elif game.skill == SKILL_FAIR:
2793 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2794 elif game.skill == SKILL_GOOD:
2795 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2796 elif game.skill == SKILL_EXPERT:
2797 prout(_("promotes you to Commodore Emeritus."))
2799 prout(_("Now that you think you're really good, try playing"))
2800 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2801 elif game.skill == SKILL_EMERITUS:
2803 proutn(_("Computer- "))
2804 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2806 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2808 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2810 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2812 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2814 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2816 prout(_("Now you can retire and write your own Star Trek game!"))
2818 elif game.skill >= SKILL_EXPERT:
2819 if game.thawed and not game.idebug:
2820 prout(_("You cannot get a citation, so..."))
2822 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2826 # Only grant long life if alive (original didn't!)
2828 prout(_("LIVE LONG AND PROSPER."))
2833 elif ifin == FDEPLETE: # Federation Resources Depleted
2834 prout(_("Your time has run out and the Federation has been"))
2835 prout(_("conquered. Your starship is now Klingon property,"))
2836 prout(_("and you are put on trial as a war criminal. On the"))
2837 proutn(_("basis of your record, you are "))
2838 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2839 prout(_("acquitted."))
2841 prout(_("LIVE LONG AND PROSPER."))
2843 prout(_("found guilty and"))
2844 prout(_("sentenced to death by slow torture."))
2848 elif ifin == FLIFESUP:
2849 prout(_("Your life support reserves have run out, and"))
2850 prout(_("you die of thirst, starvation, and asphyxiation."))
2851 prout(_("Your starship is a derelict in space."))
2853 prout(_("Your energy supply is exhausted."))
2855 prout(_("Your starship is a derelict in space."))
2856 elif ifin == FBATTLE:
2857 prout(_("The %s has been destroyed in battle.") % crmshp())
2859 prout(_("Dulce et decorum est pro patria mori."))
2861 prout(_("You have made three attempts to cross the negative energy"))
2862 prout(_("barrier which surrounds the galaxy."))
2864 prout(_("Your navigation is abominable."))
2867 prout(_("Your starship has been destroyed by a nova."))
2868 prout(_("That was a great shot."))
2870 elif ifin == FSNOVAED:
2871 prout(_("The %s has been fried by a supernova.") % crmshp())
2872 prout(_("...Not even cinders remain..."))
2873 elif ifin == FABANDN:
2874 prout(_("You have been captured by the Klingons. If you still"))
2875 prout(_("had a starbase to be returned to, you would have been"))
2876 prout(_("repatriated and given another chance. Since you have"))
2877 prout(_("no starbases, you will be mercilessly tortured to death."))
2878 elif ifin == FDILITHIUM:
2879 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2880 elif ifin == FMATERIALIZE:
2881 prout(_("Starbase was unable to re-materialize your starship."))
2882 prout(_("Sic transit gloria mundi"))
2883 elif ifin == FPHASER:
2884 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2886 prout(_("You and your landing party have been"))
2887 prout(_("converted to energy, disipating through space."))
2888 elif ifin == FMINING:
2889 prout(_("You are left with your landing party on"))
2890 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2892 prout(_("They are very fond of \"Captain Kirk\" soup."))
2894 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2895 elif ifin == FDPLANET:
2896 prout(_("You and your mining party perish."))
2898 prout(_("That was a great shot."))
2901 prout(_("The Galileo is instantly annihilated by the supernova."))
2902 prout(_("You and your mining party are atomized."))
2904 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2905 prout(_("joins the Romulans, wreaking terror on the Federation."))
2906 elif ifin == FPNOVA:
2907 prout(_("You and your mining party are atomized."))
2909 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2910 prout(_("joins the Romulans, wreaking terror on the Federation."))
2911 elif ifin == FSTRACTOR:
2912 prout(_("The shuttle craft Galileo is also caught,"))
2913 prout(_("and breaks up under the strain."))
2915 prout(_("Your debris is scattered for millions of miles."))
2916 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2918 prout(_("The mutants attack and kill Spock."))
2919 prout(_("Your ship is captured by Klingons, and"))
2920 prout(_("your crew is put on display in a Klingon zoo."))
2921 elif ifin == FTRIBBLE:
2922 prout(_("Tribbles consume all remaining water,"))
2923 prout(_("food, and oxygen on your ship."))
2925 prout(_("You die of thirst, starvation, and asphyxiation."))
2926 prout(_("Your starship is a derelict in space."))
2928 prout(_("Your ship is drawn to the center of the black hole."))
2929 prout(_("You are crushed into extremely dense matter."))
2931 prout(_("Your last crew member has died."))
2932 if game.ship == 'F':
2934 elif game.ship == 'E':
2937 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2938 goodies = game.state.remres/game.inresor
2939 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2940 if goodies/baddies >= randreal(1.0, 1.5):
2941 prout(_("As a result of your actions, a treaty with the Klingon"))
2942 prout(_("Empire has been signed. The terms of the treaty are"))
2943 if goodies/baddies >= randreal(3.0):
2944 prout(_("favorable to the Federation."))
2946 prout(_("Congratulations!"))
2948 prout(_("highly unfavorable to the Federation."))
2950 prout(_("The Federation will be destroyed."))
2952 prout(_("Since you took the last Klingon with you, you are a"))
2953 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2954 prout(_("statue in your memory. Rest in peace, and try not"))
2955 prout(_("to think about pigeons."))
2960 "Compute player's score."
2961 timused = game.state.date - game.indate
2962 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2964 game.perdate = killrate()
2965 ithperd = 500*game.perdate + 0.5
2968 iwon = 100*game.skill
2969 if game.ship == 'E':
2971 elif game.ship == 'F':
2975 game.score = 10*(game.inkling - game.state.remkl) \
2976 + 50*(game.incom - len(game.state.kcmdr)) \
2978 + 20*(game.inrom - game.state.nromrem) \
2979 + 200*(game.inscom - game.state.nscrem) \
2980 - game.state.nromrem \
2985 prout(_("Your score --"))
2986 if game.inrom - game.state.nromrem:
2987 prout(_("%6d Romulans destroyed %5d") %
2988 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2989 if game.state.nromrem and game.gamewon:
2990 prout(_("%6d Romulans captured %5d") %
2991 (game.state.nromrem, game.state.nromrem))
2992 if game.inkling - game.state.remkl:
2993 prout(_("%6d ordinary Klingons destroyed %5d") %
2994 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2995 if game.incom - len(game.state.kcmdr):
2996 prout(_("%6d Klingon commanders destroyed %5d") %
2997 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2998 if game.inscom - game.state.nscrem:
2999 prout(_("%6d Super-Commander destroyed %5d") %
3000 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3002 prout(_("%6.2f Klingons per stardate %5d") %
3003 (game.perdate, ithperd))
3004 if game.state.starkl:
3005 prout(_("%6d stars destroyed by your action %5d") %
3006 (game.state.starkl, -5*game.state.starkl))
3007 if game.state.nplankl:
3008 prout(_("%6d planets destroyed by your action %5d") %
3009 (game.state.nplankl, -10*game.state.nplankl))
3010 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3011 prout(_("%6d inhabited planets destroyed by your action %5d") %
3012 (game.state.nworldkl, -300*game.state.nworldkl))
3013 if game.state.basekl:
3014 prout(_("%6d bases destroyed by your action %5d") %
3015 (game.state.basekl, -100*game.state.basekl))
3017 prout(_("%6d calls for help from starbase %5d") %
3018 (game.nhelp, -45*game.nhelp))
3020 prout(_("%6d casualties incurred %5d") %
3021 (game.casual, -game.casual))
3023 prout(_("%6d crew abandoned in space %5d") %
3024 (game.abandoned, -3*game.abandoned))
3026 prout(_("%6d ship(s) lost or destroyed %5d") %
3027 (klship, -100*klship))
3029 prout(_("Penalty for getting yourself killed -200"))
3031 proutn(_("Bonus for winning "))
3032 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3033 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3034 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3035 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3036 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3037 prout(" %5d" % iwon)
3039 prout(_("TOTAL SCORE %5d") % game.score)
3042 "Emit winner's commemmorative plaque."
3045 proutn(_("File or device name for your plaque: "))
3048 fp = open(winner, "w")
3051 prout(_("Invalid name."))
3053 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3055 # The 38 below must be 64 for 132-column paper
3056 nskip = 38 - len(winner)/2
3057 fp.write("\n\n\n\n")
3058 # --------DRAW ENTERPRISE PICTURE.
3059 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3060 fp.write(" EEE E : : : E\n" )
3061 fp.write(" EE EEE E : : NCC-1701 : E\n")
3062 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3063 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3064 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3065 fp.write(" EEEEEEE EEEEE E E E E\n")
3066 fp.write(" EEE E E E E\n")
3067 fp.write(" E E E E\n")
3068 fp.write(" EEEEEEEEEEEEE E E\n")
3069 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3070 fp.write(" :E : EEEE E\n")
3071 fp.write(" .-E -:----- E\n")
3072 fp.write(" :E : E\n")
3073 fp.write(" EE : EEEEEEEE\n")
3074 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3076 fp.write(_(" U. S. S. ENTERPRISE\n"))
3077 fp.write("\n\n\n\n")
3078 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3080 fp.write(_(" Starfleet Command bestows to you\n"))
3082 fp.write("%*s%s\n\n" % (nskip, "", winner))
3083 fp.write(_(" the rank of\n\n"))
3084 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3086 if game.skill == SKILL_EXPERT:
3087 fp.write(_(" Expert level\n\n"))
3088 elif game.skill == SKILL_EMERITUS:
3089 fp.write(_("Emeritus level\n\n"))
3091 fp.write(_(" Cheat level\n\n"))
3092 timestring = time.ctime()
3093 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3094 (timestring+4, timestring+20, timestring+11))
3095 fp.write(_(" Your score: %d\n\n") % game.score)
3096 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3099 # Code from io.c begins here
3101 rows = linecount = 0 # for paging
3104 fullscreen_window = None
3105 srscan_window = None
3106 report_window = None
3107 status_window = None
3108 lrscan_window = None
3109 message_window = None
3110 prompt_window = None
3115 "for some recent versions of python2, the following enables UTF8"
3116 "for the older ones we probably need to set C locale, and the python3"
3117 "has no problems at all"
3118 if sys.version_info[0] < 3:
3120 locale.setlocale(locale.LC_ALL, "")
3121 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3122 gettext.textdomain("sst")
3123 if not (game.options & OPTION_CURSES):
3124 ln_env = os.getenv("LINES")
3130 stdscr = curses.initscr()
3134 if game.options & OPTION_COLOR:
3135 curses.start_color()
3136 curses.use_default_colors()
3137 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3138 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3139 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3140 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3141 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3142 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3143 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3144 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3145 global fullscreen_window, srscan_window, report_window, status_window
3146 global lrscan_window, message_window, prompt_window
3147 (rows, columns) = stdscr.getmaxyx()
3148 fullscreen_window = stdscr
3149 srscan_window = curses.newwin(12, 25, 0, 0)
3150 report_window = curses.newwin(11, 0, 1, 25)
3151 status_window = curses.newwin(10, 0, 1, 39)
3152 lrscan_window = curses.newwin(5, 0, 0, 64)
3153 message_window = curses.newwin(0, 0, 12, 0)
3154 prompt_window = curses.newwin(1, 0, rows-2, 0)
3155 message_window.scrollok(True)
3156 setwnd(fullscreen_window)
3160 if game.options & OPTION_CURSES:
3161 stdscr.keypad(False)
3167 "Wait for user action -- OK to do nothing if on a TTY"
3168 if game.options & OPTION_CURSES:
3173 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3177 if game.skill > SKILL_FAIR:
3178 prompt = _("[CONTINUE?]")
3180 prompt = _("[PRESS ENTER TO CONTINUE]")
3182 if game.options & OPTION_CURSES:
3184 setwnd(prompt_window)
3185 prompt_window.clear()
3186 prompt_window.addstr(prompt)
3187 prompt_window.getstr()
3188 prompt_window.clear()
3189 prompt_window.refresh()
3190 setwnd(message_window)
3193 sys.stdout.write('\n')
3197 sys.stdout.write('\n' * rows)
3201 "Skip i lines. Pause game if this would cause a scrolling event."
3202 for dummy in range(i):
3203 if game.options & OPTION_CURSES:
3204 (y, x) = curwnd.getyx()
3207 except curses.error:
3212 if rows and linecount >= rows:
3215 sys.stdout.write('\n')
3218 "Utter a line with no following line feed."
3219 if game.options & OPTION_CURSES:
3220 (y, x) = curwnd.getyx()
3221 (my, mx) = curwnd.getmaxyx()
3222 if curwnd == message_window and y >= my - 2:
3225 # Uncomment this to debug curses problems
3227 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
3231 sys.stdout.write(line)
3241 if not replayfp or replayfp.closed: # Don't slow down replays
3244 if game.options & OPTION_CURSES:
3248 if not replayfp or replayfp.closed:
3252 "Get a line of input."
3253 if game.options & OPTION_CURSES:
3254 line = curwnd.getstr() + "\n"
3257 if replayfp and not replayfp.closed:
3259 line = replayfp.readline()
3262 prout("*** Replay finished")
3265 elif line[0] != "#":
3268 line = raw_input() + "\n"
3274 "Change windows -- OK for this to be a no-op in tty mode."
3276 if game.options & OPTION_CURSES:
3277 # Uncomment this to debug curses problems
3279 if wnd == fullscreen_window:
3280 legend = "fullscreen"
3281 elif wnd == srscan_window:
3283 elif wnd == report_window:
3285 elif wnd == status_window:
3287 elif wnd == lrscan_window:
3289 elif wnd == message_window:
3291 elif wnd == prompt_window:
3295 logfp.write("#curses: setwnd(%s)\n" % legend)
3297 # Some curses implementations get confused when you try this.
3299 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3300 except curses.error:
3304 "Clear to end of line -- can be a no-op in tty mode"
3305 if game.options & OPTION_CURSES:
3310 "Clear screen -- can be a no-op in tty mode."
3312 if game.options & OPTION_CURSES:
3318 def textcolor(color=DEFAULT):
3319 if game.options & OPTION_COLOR:
3320 if color == DEFAULT:
3322 elif color == BLACK:
3323 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3325 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3326 elif color == GREEN:
3327 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3329 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3331 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3332 elif color == MAGENTA:
3333 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3334 elif color == BROWN:
3335 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3336 elif color == LIGHTGRAY:
3337 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3338 elif color == DARKGRAY:
3339 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3340 elif color == LIGHTBLUE:
3341 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3342 elif color == LIGHTGREEN:
3343 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3344 elif color == LIGHTCYAN:
3345 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3346 elif color == LIGHTRED:
3347 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3348 elif color == LIGHTMAGENTA:
3349 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3350 elif color == YELLOW:
3351 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3352 elif color == WHITE:
3353 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3356 if game.options & OPTION_COLOR:
3357 curwnd.attron(curses.A_REVERSE)
3360 # Things past this point have policy implications.
3364 "Hook to be called after moving to redraw maps."
3365 if game.options & OPTION_CURSES:
3368 setwnd(srscan_window)
3372 setwnd(status_window)
3373 status_window.clear()
3374 status_window.move(0, 0)
3375 setwnd(report_window)
3376 report_window.clear()
3377 report_window.move(0, 0)
3379 setwnd(lrscan_window)
3380 lrscan_window.clear()
3381 lrscan_window.move(0, 0)
3382 lrscan(silent=False)
3384 def put_srscan_sym(w, sym):
3385 "Emit symbol for short-range scan."
3386 srscan_window.move(w.i+1, w.j*2+2)
3387 srscan_window.addch(sym)
3388 srscan_window.refresh()
3391 "Enemy fall down, go boom."
3392 if game.options & OPTION_CURSES:
3394 setwnd(srscan_window)
3395 srscan_window.attron(curses.A_REVERSE)
3396 put_srscan_sym(w, game.quad[w.i][w.j])
3400 srscan_window.attroff(curses.A_REVERSE)
3401 put_srscan_sym(w, game.quad[w.i][w.j])
3402 curses.delay_output(500)
3403 setwnd(message_window)
3406 "Sound and visual effects for teleportation."
3407 if game.options & OPTION_CURSES:
3409 setwnd(message_window)
3411 prouts(" . . . . . ")
3412 if game.options & OPTION_CURSES:
3413 #curses.delay_output(1000)
3417 def tracktorpedo(w, step, i, n, iquad):
3418 "Torpedo-track animation."
3419 if not game.options & OPTION_CURSES:
3423 proutn(_("Track for torpedo number %d- ") % (i+1))
3426 proutn(_("Torpedo track- "))
3427 elif step==4 or step==9:
3431 if not damaged(DSRSENS) or game.condition=="docked":
3432 if i != 0 and step == 1:
3435 if (iquad=='.') or (iquad==' '):
3436 put_srscan_sym(w, '+')
3440 put_srscan_sym(w, iquad)
3442 curwnd.attron(curses.A_REVERSE)
3443 put_srscan_sym(w, iquad)
3447 curwnd.attroff(curses.A_REVERSE)
3448 put_srscan_sym(w, iquad)
3453 "Display the current galaxy chart."
3454 if game.options & OPTION_CURSES:
3455 setwnd(message_window)
3456 message_window.clear()
3458 if game.options & OPTION_TTY:
3463 def prstat(txt, data):
3465 if game.options & OPTION_CURSES:
3467 setwnd(status_window)
3469 proutn(" " * (NSYM - len(txt)))
3472 if game.options & OPTION_CURSES:
3473 setwnd(report_window)
3475 # Code from moving.c begins here
3477 def imove(icourse=None, noattack=False):
3478 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3481 def newquadrant(noattack):
3482 # Leaving quadrant -- allow final enemy attack
3483 # Don't do it if being pushed by Nova
3484 if len(game.enemies) != 0 and not noattack:
3486 for enemy in game.enemies:
3487 finald = (w - enemy.location).distance()
3488 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3489 # Stas Sergeev added the condition
3490 # that attacks only happen if Klingons
3491 # are present and your skill is good.
3492 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3493 attack(torps_ok=False)
3496 # check for edge of galaxy
3500 if icourse.final.i < 0:
3501 icourse.final.i = -icourse.final.i
3503 if icourse.final.j < 0:
3504 icourse.final.j = -icourse.final.j
3506 if icourse.final.i >= GALSIZE*QUADSIZE:
3507 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3509 if icourse.final.j >= GALSIZE*QUADSIZE:
3510 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3518 if game.nkinks == 3:
3519 # Three strikes -- you're out!
3523 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3524 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3525 prout(_("YOU WILL BE DESTROYED."))
3526 # Compute final position in new quadrant
3527 if trbeam: # Don't bother if we are to be beamed
3529 game.quadrant = icourse.final.quadrant()
3530 game.sector = icourse.final.sector()
3532 prout(_("Entering Quadrant %s.") % game.quadrant)
3533 game.quad[game.sector.i][game.sector.j] = game.ship
3535 if game.skill>SKILL_NOVICE:
3536 attack(torps_ok=False)
3538 def check_collision(h):
3539 iquad = game.quad[h.i][h.j]
3541 # object encountered in flight path
3542 stopegy = 50.0*icourse.distance/game.optime
3543 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3544 for enemy in game.enemies:
3545 if enemy.location == game.sector:
3547 collision(rammed=False, enemy=enemy)
3551 prouts(_("***RED ALERT! RED ALERT!"))
3553 proutn("***" + crmshp())
3554 proutn(_(" pulled into black hole at Sector %s") % h)
3555 # Getting pulled into a black hole was certain
3556 # death in Almy's original. Stas Sergeev added a
3557 # possibility that you'll get timewarped instead.
3559 for m in range(NDEVICES):
3560 if game.damage[m]>0:
3562 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3563 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3573 prout(_(" encounters Tholian web at %s;") % h)
3575 prout(_(" blocked by object at %s;") % h)
3576 proutn(_("Emergency stop required "))
3577 prout(_("%2d units of energy.") % int(stopegy))
3578 game.energy -= stopegy
3579 if game.energy <= 0:
3586 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3587 game.inorbit = False
3588 # If tractor beam is to occur, don't move full distance
3589 if game.state.date+game.optime >= scheduled(FTBEAM):
3591 game.condition = "red"
3592 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3593 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3595 game.quad[game.sector.i][game.sector.j] = '.'
3596 for m in range(icourse.moves):
3598 w = icourse.sector()
3599 if icourse.origin.quadrant() != icourse.location.quadrant():
3600 newquadrant(noattack)
3602 elif check_collision(w):
3603 print "Collision detected"
3607 # We're in destination quadrant -- compute new average enemy distances
3608 game.quad[game.sector.i][game.sector.j] = game.ship
3610 for enemy in game.enemies:
3611 finald = (w-enemy.location).distance()
3612 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3613 enemy.kdist = finald
3615 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3616 attack(torps_ok=False)
3617 for enemy in game.enemies:
3618 enemy.kavgd = enemy.kdist
3621 setwnd(message_window)
3625 "Dock our ship at a starbase."
3627 if game.condition == "docked" and verbose:
3628 prout(_("Already docked."))
3631 prout(_("You must first leave standard orbit."))
3633 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3634 prout(crmshp() + _(" not adjacent to base."))
3636 game.condition = "docked"
3640 if game.energy < game.inenrg:
3641 game.energy = game.inenrg
3642 game.shield = game.inshld
3643 game.torps = game.intorps
3644 game.lsupres = game.inlsr
3645 game.state.crew = FULLCREW
3646 if not damaged(DRADIO) and \
3647 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3648 # get attack report from base
3649 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3653 def cartesian(loc1=None, loc2=None):
3655 return game.quadrant * QUADSIZE + game.sector
3657 return game.quadrant * QUADSIZE + loc1
3659 return loc1 * QUADSIZE + loc2
3661 def getcourse(isprobe):
3662 "Get a course and distance from the user."
3664 dquad = copy.copy(game.quadrant)
3665 navmode = "unspecified"
3669 if game.landed and not isprobe:
3670 prout(_("Dummy! You can't leave standard orbit until you"))
3671 proutn(_("are back aboard the ship."))
3674 while navmode == "unspecified":
3675 if damaged(DNAVSYS):
3677 prout(_("Computer damaged; manual navigation only"))
3679 prout(_("Computer damaged; manual movement only"))
3684 key = scanner.next()
3686 proutn(_("Manual or automatic- "))
3689 elif key == "IHALPHA":
3690 if scanner.sees("manual"):
3692 key = scanner.next()
3694 elif scanner.sees("automatic"):
3695 navmode = "automatic"
3696 key = scanner.next()
3704 prout(_("(Manual navigation assumed.)"))
3706 prout(_("(Manual movement assumed.)"))
3710 if navmode == "automatic":
3711 while key == "IHEOL":
3713 proutn(_("Target quadrant or quadrant§or- "))
3715 proutn(_("Destination sector or quadrant§or- "))
3718 key = scanner.next()
3722 xi = int(round(scanner.real))-1
3723 key = scanner.next()
3727 xj = int(round(scanner.real))-1
3728 key = scanner.next()
3730 # both quadrant and sector specified
3731 xk = int(round(scanner.real))-1
3732 key = scanner.next()
3736 xl = int(round(scanner.real))-1
3742 # only one pair of numbers was specified
3744 # only quadrant specified -- go to center of dest quad
3747 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3749 # only sector specified
3753 if not dquad.valid_quadrant() or not dsect.valid_sector():
3760 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3762 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3763 # the actual deltas get computed here
3764 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3765 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3767 while key == "IHEOL":
3768 proutn(_("X and Y displacements- "))
3771 key = scanner.next()
3776 delta.j = scanner.real
3777 key = scanner.next()
3781 delta.i = scanner.real
3782 # Check for zero movement
3783 if delta.i == 0 and delta.j == 0:
3786 if itemp == "verbose" and not isprobe:
3788 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3790 return course(bearing=delta.bearing(), distance=delta.distance())
3793 def __init__(self, bearing, distance, origin=None):
3794 self.distance = distance
3795 self.bearing = bearing
3797 self.origin = cartesian(game.quadrant, game.sector)
3799 self.origin = origin
3800 # The bearing() code we inherited from FORTRAN is actually computing
3801 # clockface directions!
3802 if self.bearing < 0.0:
3803 self.bearing += 12.0
3804 self.angle = ((15.0 - self.bearing) * 0.5235988)
3806 self.origin = cartesian(game.quadrant, game.sector)
3808 self.origin = cartesian(game.quadrant, origin)
3809 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
3810 bigger = max(abs(self.increment.i), abs(self.increment.j))
3811 self.increment /= bigger
3812 self.moves = int(round(10*self.distance*bigger))
3814 self.final = (self.location + self.moves*self.increment).roundtogrid()
3816 self.location = self.origin
3819 return self.location.roundtogrid() == self.final
3821 "Next step on course."
3823 self.nextlocation = self.location + self.increment
3824 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3825 self.location = self.nextlocation
3828 return self.location.quadrant()
3830 return self.location.sector()
3831 def power(self, warp):
3832 return self.distance*(warp**3)*(game.shldup+1)
3833 def time(self, warp):
3834 return 10.0*self.distance/warp**2
3837 "Move under impulse power."
3839 if damaged(DIMPULS):
3842 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3844 if game.energy > 30.0:
3846 course = getcourse(isprobe=False)
3849 power = 20.0 + 100.0*course.distance
3852 if power >= game.energy:
3853 # Insufficient power for trip
3855 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3856 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3857 if game.energy > 30:
3858 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3859 int(0.01 * (game.energy-20.0)-0.05))
3860 prout(_(" quadrants.\""))
3862 prout(_("quadrant. They are, therefore, useless.\""))
3865 # Make sure enough time is left for the trip
3866 game.optime = course.distance/0.095
3867 if game.optime >= game.state.remtime:
3868 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3869 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3870 proutn(_("we dare spend the time?\" "))
3873 # Activate impulse engines and pay the cost
3874 imove(course, noattack=False)
3878 power = 20.0 + 100.0*course.distance
3879 game.energy -= power
3880 game.optime = course.distance/0.095
3881 if game.energy <= 0:
3885 def warp(wcourse, involuntary):
3886 "ove under warp drive."
3887 blooey = False; twarp = False
3888 if not involuntary: # Not WARPX entry
3890 if game.damage[DWARPEN] > 10.0:
3893 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3895 if damaged(DWARPEN) and game.warpfac > 4.0:
3898 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3899 prout(_(" is repaired, I can only give you warp 4.\""))
3901 # Read in course and distance
3904 wcourse = getcourse(isprobe=False)
3907 # Make sure starship has enough energy for the trip
3908 # Note: this formula is slightly different from the C version,
3909 # and lets you skate a bit closer to the edge.
3910 if wcourse.power(game.warpfac) >= game.energy:
3911 # Insufficient power for trip
3914 prout(_("Engineering to bridge--"))
3915 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
3916 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
3918 prout(_("We can't do it, Captain. We don't have enough energy."))
3920 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3923 prout(_("if you'll lower the shields."))
3927 prout(_("We haven't the energy to go that far with the shields up."))
3929 # Make sure enough time is left for the trip
3930 game.optime = wcourse.time(game.warpfac)
3931 if game.optime >= 0.8*game.state.remtime:
3933 prout(_("First Officer Spock- \"Captain, I compute that such"))
3934 proutn(_(" a trip would require approximately %2.0f") %
3935 (100.0*game.optime/game.state.remtime))
3936 prout(_(" percent of our"))
3937 proutn(_(" remaining time. Are you sure this is wise?\" "))
3943 if game.warpfac > 6.0:
3944 # Decide if engine damage will occur
3945 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3946 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
3947 if prob > randreal():
3949 wcourse.distance = randreal(wcourse.distance)
3950 # Decide if time warp will occur
3951 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3953 if game.idebug and game.warpfac==10 and not twarp:
3955 proutn("=== Force time warp? ")
3959 # If time warp or engine damage, check path
3960 # If it is obstructed, don't do warp or damage
3961 look = wcourse.moves
3965 w = wcourse.sector()
3966 if not w.valid_sector():
3968 if game.quad[w.i][w.j] != '.':
3972 # Activate Warp Engines and pay the cost
3973 imove(wcourse, noattack=False)
3976 game.energy -= wcourse.power(game.warpfac)
3977 if game.energy <= 0:
3979 game.optime = wcourse.time(game.warpfac)
3983 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3985 prout(_("Engineering to bridge--"))
3986 prout(_(" Scott here. The warp engines are damaged."))
3987 prout(_(" We'll have to reduce speed to warp 4."))
3992 "Change the warp factor."
3998 proutn(_("Warp factor- "))
4002 if game.damage[DWARPEN] > 10.0:
4003 prout(_("Warp engines inoperative."))
4005 if damaged(DWARPEN) and scanner.real > 4.0:
4006 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4007 prout(_(" but right now we can only go warp 4.\""))
4009 if scanner.real > 10.0:
4010 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4012 if scanner.real < 1.0:
4013 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4015 oldfac = game.warpfac
4016 game.warpfac = scanner.real
4017 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4018 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4021 if game.warpfac < 8.00:
4022 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4024 if game.warpfac == 10.0:
4025 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4027 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4031 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4033 # is captain on planet?
4035 if damaged(DTRANSP):
4038 prout(_("Scotty rushes to the transporter controls."))
4040 prout(_("But with the shields up it's hopeless."))
4042 prouts(_("His desperate attempt to rescue you . . ."))
4047 prout(_("SUCCEEDS!"))
4050 proutn(_("The crystals mined were "))
4058 # Check to see if captain in shuttle craft
4063 # Inform captain of attempt to reach safety
4067 prouts(_("***RED ALERT! RED ALERT!"))
4069 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4070 prouts(_(" a supernova."))
4072 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4073 prout(_("safely out of quadrant."))
4074 if not damaged(DRADIO):
4075 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4076 # Try to use warp engines
4077 if damaged(DWARPEN):
4079 prout(_("Warp engines damaged."))
4082 game.warpfac = randreal(6.0, 8.0)
4083 prout(_("Warp factor set to %d") % int(game.warpfac))
4084 power = 0.75*game.energy
4085 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4086 dist = max(dist, randreal(math.sqrt(2)))
4087 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4088 game.optime = bugout.time(game.warpfac)
4090 game.inorbit = False
4091 warp(bugout, involuntary=True)
4093 # This is bad news, we didn't leave quadrant.
4097 prout(_("Insufficient energy to leave quadrant."))
4100 # Repeat if another snova
4101 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4103 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4104 finish(FWON) # Snova killed remaining enemy.
4107 "Let's do the time warp again."
4108 prout(_("***TIME WARP ENTERED."))
4109 if game.state.snap and withprob(0.5):
4111 prout(_("You are traveling backwards in time %d stardates.") %
4112 int(game.state.date-game.snapsht.date))
4113 game.state = game.snapsht
4114 game.state.snap = False
4115 if len(game.state.kcmdr):
4116 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4117 schedule(FBATTAK, expran(0.3*game.intime))
4118 schedule(FSNOVA, expran(0.5*game.intime))
4119 # next snapshot will be sooner
4120 schedule(FSNAP, expran(0.25*game.state.remtime))
4122 if game.state.nscrem:
4123 schedule(FSCMOVE, 0.2777)
4127 game.battle.invalidate()
4128 # Make sure Galileo is consistant -- Snapshot may have been taken
4129 # when on planet, which would give us two Galileos!
4131 for l in range(game.inplan):
4132 if game.state.planets[l].known == "shuttle_down":
4134 if game.iscraft == "onship" and game.ship=='E':
4135 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4136 game.iscraft = "offship"
4137 # Likewise, if in the original time the Galileo was abandoned, but
4138 # was on ship earlier, it would have vanished -- let's restore it.
4139 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4140 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4141 game.iscraft = "onship"
4142 # There used to be code to do the actual reconstrction here,
4143 # but the starchart is now part of the snapshotted galaxy state.
4144 prout(_("Spock has reconstructed a correct star chart from memory"))
4146 # Go forward in time
4147 game.optime = expran(0.5*game.intime)
4148 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4149 # cheat to make sure no tractor beams occur during time warp
4150 postpone(FTBEAM, game.optime)
4151 game.damage[DRADIO] += game.optime
4153 events() # Stas Sergeev added this -- do pending events
4156 "Launch deep-space probe."
4157 # New code to launch a deep space probe
4158 if game.nprobes == 0:
4161 if game.ship == 'E':
4162 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4164 prout(_("Ye Faerie Queene has no deep space probes."))
4169 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4171 if is_scheduled(FDSPROB):
4174 if damaged(DRADIO) and game.condition != "docked":
4175 prout(_("Spock- \"Records show the previous probe has not yet"))
4176 prout(_(" reached its destination.\""))
4178 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4180 key = scanner.next()
4182 if game.nprobes == 1:
4183 prout(_("1 probe left."))
4185 prout(_("%d probes left") % game.nprobes)
4186 proutn(_("Are you sure you want to fire a probe? "))
4189 game.isarmed = False
4190 if key == "IHALPHA" and scanner.token == "armed":
4192 key = scanner.next()
4193 elif key == "IHEOL":
4194 proutn(_("Arm NOVAMAX warhead? "))
4196 elif key == "IHREAL": # first element of course
4197 scanner.push(scanner.token)
4199 game.probe = getcourse(isprobe=True)
4203 schedule(FDSPROB, 0.01) # Time to move one sector
4204 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4209 "Yell for help from nearest starbase."
4210 # There's more than one way to move in this game!
4212 # Test for conditions which prevent calling for help
4213 if game.condition == "docked":
4214 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4217 prout(_("Subspace radio damaged."))
4219 if not game.state.baseq:
4220 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4223 prout(_("You must be aboard the %s.") % crmshp())
4225 # OK -- call for help from nearest starbase
4228 # There's one in this quadrant
4229 ddist = (game.base - game.sector).distance()
4232 for ibq in game.state.baseq:
4233 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4236 # Since starbase not in quadrant, set up new quadrant
4239 # dematerialize starship
4240 game.quad[game.sector.i][game.sector.j]='.'
4241 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4242 % (game.quadrant, crmshp()))
4243 game.sector.invalidate()
4244 for m in range(1, 5+1):
4245 w = game.base.scatter()
4246 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4247 # found one -- finish up
4250 if not game.sector.is_valid():
4251 prout(_("You have been lost in space..."))
4252 finish(FMATERIALIZE)
4254 # Give starbase three chances to rematerialize starship
4255 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4256 for m in range(1, 3+1):
4257 if m == 1: proutn(_("1st"))
4258 elif m == 2: proutn(_("2nd"))
4259 elif m == 3: proutn(_("3rd"))
4260 proutn(_(" attempt to re-materialize ") + crmshp())
4261 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4264 if randreal() > probf:
4268 curses.delay_output(500)
4270 game.quad[game.sector.i][game.sector.j]='?'
4273 setwnd(message_window)
4274 finish(FMATERIALIZE)
4276 game.quad[game.sector.i][game.sector.j]=game.ship
4278 prout(_("succeeds."))
4282 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4287 if game.condition=="docked":
4289 prout(_("You cannot abandon Ye Faerie Queene."))
4292 # Must take shuttle craft to exit
4293 if game.damage[DSHUTTL]==-1:
4294 prout(_("Ye Faerie Queene has no shuttle craft."))
4296 if game.damage[DSHUTTL]<0:
4297 prout(_("Shuttle craft now serving Big Macs."))
4299 if game.damage[DSHUTTL]>0:
4300 prout(_("Shuttle craft damaged."))
4303 prout(_("You must be aboard the ship."))
4305 if game.iscraft != "onship":
4306 prout(_("Shuttle craft not currently available."))
4308 # Emit abandon ship messages
4310 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4312 prouts(_("***ALL HANDS ABANDON SHIP!"))
4314 prout(_("Captain and crew escape in shuttle craft."))
4315 if not game.state.baseq:
4316 # Oops! no place to go...
4319 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4321 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4322 prout(_("Remainder of ship's complement beam down"))
4323 prout(_("to nearest habitable planet."))
4324 elif q.planet != None and not damaged(DTRANSP):
4325 prout(_("Remainder of ship's complement beam down to %s.") %
4328 prout(_("Entire crew of %d left to die in outer space.") %
4330 game.casual += game.state.crew
4331 game.abandoned += game.state.crew
4332 # If at least one base left, give 'em the Faerie Queene
4334 game.icrystl = False # crystals are lost
4335 game.nprobes = 0 # No probes
4336 prout(_("You are captured by Klingons and released to"))
4337 prout(_("the Federation in a prisoner-of-war exchange."))
4338 nb = randrange(len(game.state.baseq))
4339 # Set up quadrant and position FQ adjacient to base
4340 if not game.quadrant == game.state.baseq[nb]:
4341 game.quadrant = game.state.baseq[nb]
4342 game.sector.i = game.sector.j = 5
4345 # position next to base by trial and error
4346 game.quad[game.sector.i][game.sector.j] = '.'
4347 for l in range(QUADSIZE):
4348 game.sector = game.base.scatter()
4349 if game.sector.valid_sector() and \
4350 game.quad[game.sector.i][game.sector.j] == '.':
4353 break # found a spot
4354 game.sector.i=QUADSIZE/2
4355 game.sector.j=QUADSIZE/2
4357 # Get new commission
4358 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4359 game.state.crew = FULLCREW
4360 prout(_("Starfleet puts you in command of another ship,"))
4361 prout(_("the Faerie Queene, which is antiquated but,"))
4362 prout(_("still useable."))
4364 prout(_("The dilithium crystals have been moved."))
4366 game.iscraft = "offship" # Galileo disappears
4368 game.condition="docked"
4369 for l in range(NDEVICES):
4370 game.damage[l] = 0.0
4371 game.damage[DSHUTTL] = -1
4372 game.energy = game.inenrg = 3000.0
4373 game.shield = game.inshld = 1250.0
4374 game.torps = game.intorps = 6
4375 game.lsupres=game.inlsr=3.0
4380 # Code from planets.c begins here.
4383 "Abort a lengthy operation if an event interrupts it."
4386 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4391 "Report on (uninhabited) planets in the galaxy."
4395 prout(_("Spock- \"Planet report follows, Captain.\""))
4397 for i in range(game.inplan):
4398 if game.state.planets[i].pclass == "destroyed":
4400 if (game.state.planets[i].known != "unknown" \
4401 and not game.state.planets[i].inhabited) \
4404 if game.idebug and game.state.planets[i].known=="unknown":
4405 proutn("(Unknown) ")
4406 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4407 proutn(_(" class "))
4408 proutn(game.state.planets[i].pclass)
4410 if game.state.planets[i].crystals != "present":
4412 prout(_("dilithium crystals present."))
4413 if game.state.planets[i].known=="shuttle_down":
4414 prout(_(" Shuttle Craft Galileo on surface."))
4416 prout(_("No information available."))
4419 "Enter standard orbit."
4423 prout(_("Already in standard orbit."))
4425 if damaged(DWARPEN) and damaged(DIMPULS):
4426 prout(_("Both warp and impulse engines damaged."))
4428 if not game.plnet.is_valid():
4429 prout("There is no planet in this sector.")
4431 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4432 prout(crmshp() + _(" not adjacent to planet."))
4435 game.optime = randreal(0.02, 0.05)
4436 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4440 game.height = randreal(1400, 8600)
4441 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4446 "Examine planets in this quadrant."
4447 if damaged(DSRSENS):
4448 if game.options & OPTION_TTY:
4449 prout(_("Short range sensors damaged."))
4451 if game.iplnet == None:
4452 if game.options & OPTION_TTY:
4453 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4455 if game.iplnet.known == "unknown":
4456 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4458 prout(_(" Planet at Sector %s is of class %s.") %
4459 (game.plnet, game.iplnet.pclass))
4460 if game.iplnet.known=="shuttle_down":
4461 prout(_(" Sensors show Galileo still on surface."))
4462 proutn(_(" Readings indicate"))
4463 if game.iplnet.crystals != "present":
4465 prout(_(" dilithium crystals present.\""))
4466 if game.iplnet.known == "unknown":
4467 game.iplnet.known = "known"
4468 elif game.iplnet.inhabited:
4469 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4470 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4473 "Use the transporter."
4477 if damaged(DTRANSP):
4478 prout(_("Transporter damaged."))
4479 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4481 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4485 if not game.inorbit:
4486 prout(crmshp() + _(" not in standard orbit."))
4489 prout(_("Impossible to transport through shields."))
4491 if game.iplnet.known=="unknown":
4492 prout(_("Spock- \"Captain, we have no information on this planet"))
4493 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4494 prout(_(" you may not go down.\""))
4496 if not game.landed and game.iplnet.crystals=="absent":
4497 prout(_("Spock- \"Captain, I fail to see the logic in"))
4498 prout(_(" exploring a planet with no dilithium crystals."))
4499 proutn(_(" Are you sure this is wise?\" "))
4503 if not (game.options & OPTION_PLAIN):
4504 nrgneed = 50 * game.skill + game.height / 100.0
4505 if nrgneed > game.energy:
4506 prout(_("Engineering to bridge--"))
4507 prout(_(" Captain, we don't have enough energy for transportation."))
4509 if not game.landed and nrgneed * 2 > game.energy:
4510 prout(_("Engineering to bridge--"))
4511 prout(_(" Captain, we have enough energy only to transport you down to"))
4512 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4513 if game.iplnet.known == "shuttle_down":
4514 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4515 proutn(_(" Are you sure this is wise?\" "))
4520 # Coming from planet
4521 if game.iplnet.known=="shuttle_down":
4522 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4526 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4527 prout(_("Landing party assembled, ready to beam up."))
4529 prout(_("Kirk whips out communicator..."))
4530 prouts(_("BEEP BEEP BEEP"))
4532 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4535 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4537 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4539 prout(_("Kirk- \"Energize.\""))
4542 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4545 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4547 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4550 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4551 game.landed = not game.landed
4552 game.energy -= nrgneed
4554 prout(_("Transport complete."))
4555 if game.landed and game.iplnet.known=="shuttle_down":
4556 prout(_("The shuttle craft Galileo is here!"))
4557 if not game.landed and game.imine:
4564 "Strip-mine a world for dilithium."
4568 prout(_("Mining party not on planet."))
4570 if game.iplnet.crystals == "mined":
4571 prout(_("This planet has already been strip-mined for dilithium."))
4573 elif game.iplnet.crystals == "absent":
4574 prout(_("No dilithium crystals on this planet."))
4577 prout(_("You've already mined enough crystals for this trip."))
4579 if game.icrystl and game.cryprob == 0.05:
4580 prout(_("With all those fresh crystals aboard the ") + crmshp())
4581 prout(_("there's no reason to mine more at this time."))
4583 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4586 prout(_("Mining operation complete."))
4587 game.iplnet.crystals = "mined"
4588 game.imine = game.ididit = True
4591 "Use dilithium crystals."
4595 if not game.icrystl:
4596 prout(_("No dilithium crystals available."))
4598 if game.energy >= 1000:
4599 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4600 prout(_(" except when Condition Yellow exists."))
4602 prout(_("Spock- \"Captain, I must warn you that loading"))
4603 prout(_(" raw dilithium crystals into the ship's power"))
4604 prout(_(" system may risk a severe explosion."))
4605 proutn(_(" Are you sure this is wise?\" "))
4610 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4611 prout(_(" Mr. Spock and I will try it.\""))
4613 prout(_("Spock- \"Crystals in place, Sir."))
4614 prout(_(" Ready to activate circuit.\""))
4616 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4618 if withprob(game.cryprob):
4619 prouts(_(" \"Activating now! - - No good! It's***"))
4621 prouts(_("***RED ALERT! RED A*L********************************"))
4624 prouts(_("****************** KA-BOOM!!!! *******************"))
4628 game.energy += randreal(5000.0, 5500.0)
4629 prouts(_(" \"Activating now! - - "))
4630 prout(_("The instruments"))
4631 prout(_(" are going crazy, but I think it's"))
4632 prout(_(" going to work!! Congratulations, Sir!\""))
4637 "Use shuttlecraft for planetary jaunt."
4640 if damaged(DSHUTTL):
4641 if game.damage[DSHUTTL] == -1.0:
4642 if game.inorbit and game.iplnet.known == "shuttle_down":
4643 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4645 prout(_("Ye Faerie Queene had no shuttle craft."))
4646 elif game.damage[DSHUTTL] > 0:
4647 prout(_("The Galileo is damaged."))
4648 else: # game.damage[DSHUTTL] < 0
4649 prout(_("Shuttle craft is now serving Big Macs."))
4651 if not game.inorbit:
4652 prout(crmshp() + _(" not in standard orbit."))
4654 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4655 prout(_("Shuttle craft not currently available."))
4657 if not game.landed and game.iplnet.known=="shuttle_down":
4658 prout(_("You will have to beam down to retrieve the shuttle craft."))
4660 if game.shldup or game.condition == "docked":
4661 prout(_("Shuttle craft cannot pass through shields."))
4663 if game.iplnet.known=="unknown":
4664 prout(_("Spock- \"Captain, we have no information on this planet"))
4665 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4666 prout(_(" you may not fly down.\""))
4668 game.optime = 3.0e-5*game.height
4669 if game.optime >= 0.8*game.state.remtime:
4670 prout(_("First Officer Spock- \"Captain, I compute that such"))
4671 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4672 int(100*game.optime/game.state.remtime))
4673 prout(_("remaining time."))
4674 proutn(_("Are you sure this is wise?\" "))
4680 if game.iscraft == "onship":
4682 if not damaged(DTRANSP):
4683 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4687 proutn(_("Shuttle crew"))
4689 proutn(_("Rescue party"))
4690 prout(_(" boards Galileo and swoops toward planet surface."))
4691 game.iscraft = "offship"
4695 game.iplnet.known="shuttle_down"
4696 prout(_("Trip complete."))
4699 # Ready to go back to ship
4700 prout(_("You and your mining party board the"))
4701 prout(_("shuttle craft for the trip back to the Enterprise."))
4703 prouts(_("The short hop begins . . ."))
4705 game.iplnet.known="known"
4711 game.iscraft = "onship"
4717 prout(_("Trip complete."))
4720 # Kirk on ship and so is Galileo
4721 prout(_("Mining party assembles in the hangar deck,"))
4722 prout(_("ready to board the shuttle craft \"Galileo\"."))
4724 prouts(_("The hangar doors open; the trip begins."))
4727 game.iscraft = "offship"
4730 game.iplnet.known = "shuttle_down"
4733 prout(_("Trip complete."))
4737 "Use the big zapper."
4741 if game.ship != 'E':
4742 prout(_("Ye Faerie Queene has no death ray."))
4744 if len(game.enemies)==0:
4745 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4748 prout(_("Death Ray is damaged."))
4750 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4751 prout(_(" is highly unpredictible. Considering the alternatives,"))
4752 proutn(_(" are you sure this is wise?\" "))
4755 prout(_("Spock- \"Acknowledged.\""))
4758 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4760 prout(_("Crew scrambles in emergency preparation."))
4761 prout(_("Spock and Scotty ready the death ray and"))
4762 prout(_("prepare to channel all ship's power to the device."))
4764 prout(_("Spock- \"Preparations complete, sir.\""))
4765 prout(_("Kirk- \"Engage!\""))
4767 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4770 if game.options & OPTION_PLAIN:
4774 prouts(_("Sulu- \"Captain! It's working!\""))
4776 while len(game.enemies) > 0:
4777 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4778 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4779 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4781 if (game.options & OPTION_PLAIN) == 0:
4782 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4784 prout(_(" is still operational.\""))
4786 prout(_(" has been rendered nonfunctional.\""))
4787 game.damage[DDRAY] = 39.95
4789 r = randreal() # Pick failure method
4791 prouts(_("Sulu- \"Captain! It's working!\""))
4793 prouts(_("***RED ALERT! RED ALERT!"))
4795 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4797 prouts(_("***RED ALERT! RED A*L********************************"))
4800 prouts(_("****************** KA-BOOM!!!! *******************"))
4805 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4807 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4809 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4810 prout(_(" have apparently been transformed into strange mutations."))
4811 prout(_(" Vulcans do not seem to be affected."))
4813 prout(_("Kirk- \"Raauch! Raauch!\""))
4817 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4819 proutn(_("Spock- \"I believe the word is"))
4820 prouts(_(" *ASTONISHING*"))
4821 prout(_(" Mr. Sulu."))
4822 for i in range(QUADSIZE):
4823 for j in range(QUADSIZE):
4824 if game.quad[i][j] == '.':
4825 game.quad[i][j] = '?'
4826 prout(_(" Captain, our quadrant is now infested with"))
4827 prouts(_(" - - - - - - *THINGS*."))
4829 prout(_(" I have no logical explanation.\""))
4831 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4833 prout(_("Scotty- \"There are so many tribbles down here"))
4834 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4838 # Code from reports.c begins here
4840 def attackreport(curt):
4841 "eport status of bases under attack."
4843 if is_scheduled(FCDBAS):
4844 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4845 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4846 elif game.isatb == 1:
4847 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4848 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4850 prout(_("No Starbase is currently under attack."))
4852 if is_scheduled(FCDBAS):
4853 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4855 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4859 # report on general game status
4861 s1 = (game.thawed and _("thawed ")) or ""
4862 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4863 s3 = (None, _("novice"), _("fair"),
4864 _("good"), _("expert"), _("emeritus"))[game.skill]
4865 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4866 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4867 prout(_("No plaque is allowed."))
4869 prout(_("This is tournament game %d.") % game.tourn)
4870 prout(_("Your secret password is \"%s\"") % game.passwd)
4871 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4872 (game.inkling + game.incom + game.inscom)))
4873 if game.incom - len(game.state.kcmdr):
4874 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4875 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4876 prout(_(", but no Commanders."))
4879 if game.skill > SKILL_FAIR:
4880 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4881 if len(game.state.baseq) != game.inbase:
4883 if game.inbase-len(game.state.baseq)==1:
4884 proutn(_("has been 1 base"))
4886 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4887 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4889 prout(_("There are %d bases.") % game.inbase)
4890 if communicating() or game.iseenit:
4891 # Don't report this if not seen and
4892 # either the radio is dead or not at base!
4896 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4898 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4899 if game.ship == 'E':
4900 proutn(_("You have "))
4902 proutn("%d" % (game.nprobes))
4905 proutn(_(" deep space probe"))
4909 if communicating() and is_scheduled(FDSPROB):
4911 proutn(_("An armed deep space probe is in "))
4913 proutn(_("A deep space probe is in "))
4914 prout("Quadrant %s." % game.probec)
4916 if game.cryprob <= .05:
4917 prout(_("Dilithium crystals aboard ship... not yet used."))
4921 while game.cryprob > ai:
4924 prout(_("Dilithium crystals have been used %d time%s.") % \
4925 (i, (_("s"), "")[i==1]))
4929 "Long-range sensor scan."
4930 if damaged(DLRSENS):
4931 # Now allow base's sensors if docked
4932 if game.condition != "docked":
4934 prout(_("LONG-RANGE SENSORS DAMAGED."))
4937 prout(_("Starbase's long-range scan"))
4939 prout(_("Long-range scan"))
4940 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4943 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4944 if not Coord(x, y).valid_quadrant():
4948 if not damaged(DRADIO):
4949 game.state.galaxy[x][y].charted = True
4950 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4951 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4952 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4953 if not silent and game.state.galaxy[x][y].supernova:
4956 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4964 for i in range(NDEVICES):
4967 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4968 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4970 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4971 game.damage[i]+0.05,
4972 DOCKFAC*game.damage[i]+0.005))
4974 prout(_("All devices functional."))
4977 "Update the chart in the Enterprise's computer from galaxy data."
4978 game.lastchart = game.state.date
4979 for i in range(GALSIZE):
4980 for j in range(GALSIZE):
4981 if game.state.galaxy[i][j].charted:
4982 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4983 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4984 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4987 "Display the star chart."
4989 if (game.options & OPTION_AUTOSCAN):
4991 if not damaged(DRADIO):
4993 if game.lastchart < game.state.date and game.condition == "docked":
4994 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4996 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4997 if game.state.date > game.lastchart:
4998 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4999 prout(" 1 2 3 4 5 6 7 8")
5000 for i in range(GALSIZE):
5001 proutn("%d |" % (i+1))
5002 for j in range(GALSIZE):
5003 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5007 if game.state.galaxy[i][j].supernova:
5009 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5011 elif game.state.galaxy[i][j].charted:
5012 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5016 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5024 def sectscan(goodScan, i, j):
5025 "Light up an individual dot in a sector."
5026 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5027 textcolor({"green":GREEN,
5031 "dead":BROWN}[game.condition])
5032 if game.quad[i][j] != game.ship:
5034 proutn("%c " % game.quad[i][j])
5040 "Emit status report lines"
5041 if not req or req == 1:
5042 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5043 % (game.state.date, game.state.remtime))
5044 if not req or req == 2:
5045 if game.condition != "docked":
5047 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5048 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
5049 if not req or req == 3:
5050 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5051 if not req or req == 4:
5052 if damaged(DLIFSUP):
5053 if game.condition == "docked":
5054 s = _("DAMAGED, Base provides")
5056 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5059 prstat(_("Life Support"), s)
5060 if not req or req == 5:
5061 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5062 if not req or req == 6:
5064 if game.icrystl and (game.options & OPTION_SHOWME):
5065 extra = _(" (have crystals)")
5066 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5067 if not req or req == 7:
5068 prstat(_("Torpedoes"), "%d" % (game.torps))
5069 if not req or req == 8:
5070 if damaged(DSHIELD):
5076 data = _(" %d%% %.1f units") \
5077 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5078 prstat(_("Shields"), s+data)
5079 if not req or req == 9:
5080 prstat(_("Klingons Left"), "%d" \
5081 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5082 if not req or req == 10:
5083 if game.options & OPTION_WORLDS:
5084 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5085 if plnet and plnet.inhabited:
5086 prstat(_("Major system"), plnet.name)
5088 prout(_("Sector is uninhabited"))
5089 elif not req or req == 11:
5090 attackreport(not req)
5093 "Request specified status data, a historical relic from slow TTYs."
5094 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5095 while scanner.next() == "IHEOL":
5096 proutn(_("Information desired? "))
5098 if scanner.token in requests:
5099 status(requests.index(scanner.token))
5101 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5102 prout((" date, condition, position, lsupport, warpfactor,"))
5103 prout((" energy, torpedoes, shields, klingons, system, time."))
5108 if damaged(DSRSENS):
5109 # Allow base's sensors if docked
5110 if game.condition != "docked":
5111 prout(_(" S.R. SENSORS DAMAGED!"))
5114 prout(_(" [Using Base's sensors]"))
5116 prout(_(" Short-range scan"))
5117 if goodScan and not damaged(DRADIO):
5118 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5119 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5120 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5121 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5122 prout(" 1 2 3 4 5 6 7 8 9 10")
5123 if game.condition != "docked":
5125 for i in range(QUADSIZE):
5126 proutn("%2d " % (i+1))
5127 for j in range(QUADSIZE):
5128 sectscan(goodScan, i, j)
5132 "Use computer to get estimated time of arrival for a warp jump."
5133 w1 = Coord(); w2 = Coord()
5135 if damaged(DCOMPTR):
5136 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5139 if scanner.next() != "IHREAL":
5142 proutn(_("Destination quadrant and/or sector? "))
5143 if scanner.next()!="IHREAL":
5146 w1.j = int(scanner.real-0.5)
5147 if scanner.next() != "IHREAL":
5150 w1.i = int(scanner.real-0.5)
5151 if scanner.next() == "IHREAL":
5152 w2.j = int(scanner.real-0.5)
5153 if scanner.next() != "IHREAL":
5156 w2.i = int(scanner.real-0.5)
5158 if game.quadrant.j>w1.i:
5162 if game.quadrant.i>w1.j:
5166 if not w1.valid_quadrant() or not w2.valid_sector():
5169 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5170 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5173 prout(_("Answer \"no\" if you don't know the value:"))
5176 proutn(_("Time or arrival date? "))
5177 if scanner.next()=="IHREAL":
5178 ttime = scanner.real
5179 if ttime > game.state.date:
5180 ttime -= game.state.date # Actually a star date
5181 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5182 if ttime <= 1e-10 or twarp > 10:
5183 prout(_("We'll never make it, sir."))
5190 proutn(_("Warp factor? "))
5191 if scanner.next()== "IHREAL":
5193 twarp = scanner.real
5194 if twarp<1.0 or twarp > 10.0:
5198 prout(_("Captain, certainly you can give me one of these."))
5201 ttime = (10.0*dist)/twarp**2
5202 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5203 if tpower >= game.energy:
5204 prout(_("Insufficient energy, sir."))
5205 if not game.shldup or tpower > game.energy*2.0:
5208 proutn(_("New warp factor to try? "))
5209 if scanner.next() == "IHREAL":
5211 twarp = scanner.real
5212 if twarp<1.0 or twarp > 10.0:
5220 prout(_("But if you lower your shields,"))
5221 proutn(_("remaining"))
5224 proutn(_("Remaining"))
5225 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5227 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5229 prout(_("Any warp speed is adequate."))
5231 prout(_("Minimum warp needed is %.2f,") % (twarp))
5232 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5233 if game.state.remtime < ttime:
5234 prout(_("Unfortunately, the Federation will be destroyed by then."))
5236 prout(_("You'll be taking risks at that speed, Captain"))
5237 if (game.isatb==1 and game.state.kscmdr == w1 and \
5238 scheduled(FSCDBAS)< ttime+game.state.date) or \
5239 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5240 prout(_("The starbase there will be destroyed by then."))
5241 proutn(_("New warp factor to try? "))
5242 if scanner.next() == "IHREAL":
5244 twarp = scanner.real
5245 if twarp<1.0 or twarp > 10.0:
5253 # Code from setup.c begins here
5256 "Issue a historically correct banner."
5258 prout(_("-SUPER- STAR TREK"))
5260 # From the FORTRAN original
5261 # prout(_("Latest update-21 Sept 78"))
5267 scanner.push("emsave.trk")
5268 key = scanner.next()
5270 proutn(_("File name: "))
5271 key = scanner.next()
5272 if key != "IHALPHA":
5275 if '.' not in scanner.token:
5276 scanner.token += ".trk"
5278 fp = open(scanner.token, "wb")
5280 prout(_("Can't freeze game as file %s") % scanner.token)
5282 cPickle.dump(game, fp)
5287 "Retrieve saved game."
5290 key = scanner.next()
5292 proutn(_("File name: "))
5293 key = scanner.next()
5294 if key != "IHALPHA":
5297 if '.' not in scanner.token:
5298 scanner.token += ".trk"
5300 fp = open(scanner.token, "rb")
5302 prout(_("Can't thaw game in %s") % scanner.token)
5304 game = cPickle.load(fp)
5309 # I used <http://www.memory-alpha.org> to find planets
5310 # with references in ST:TOS. Earth and the Alpha Centauri
5311 # Colony have been omitted.
5313 # Some planets marked Class G and P here will be displayed as class M
5314 # because of the way planets are generated. This is a known bug.
5317 _("Andoria (Fesoan)"), # several episodes
5318 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5319 _("Vulcan (T'Khasi)"), # many episodes
5320 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5321 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5322 _("Ardana"), # TOS: "The Cloud Minders"
5323 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5324 _("Gideon"), # TOS: "The Mark of Gideon"
5325 _("Aldebaran III"), # TOS: "The Deadly Years"
5326 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5327 _("Altair IV"), # TOS: "Amok Time
5328 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5329 _("Benecia"), # TOS: "The Conscience of the King"
5330 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5331 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5332 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5333 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5334 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5335 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5336 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5337 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5338 _("Ingraham B"), # TOS: "Operation: Annihilate"
5339 _("Janus IV"), # TOS: "The Devil in the Dark"
5340 _("Makus III"), # TOS: "The Galileo Seven"
5341 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5342 _("Omega IV"), # TOS: "The Omega Glory"
5343 _("Regulus V"), # TOS: "Amok Time
5344 _("Deneva"), # TOS: "Operation -- Annihilate!"
5345 # Worlds from BSD Trek
5346 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5347 _("Beta III"), # TOS: "The Return of the Archons"
5348 _("Triacus"), # TOS: "And the Children Shall Lead",
5349 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5351 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5352 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5353 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5354 # _("Izar"), # TOS: "Whom Gods Destroy"
5355 # _("Tiburon"), # TOS: "The Way to Eden"
5356 # _("Merak II"), # TOS: "The Cloud Minders"
5357 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5358 # _("Iotia"), # TOS: "A Piece of the Action"
5362 _("S. R. Sensors"), \
5363 _("L. R. Sensors"), \
5365 _("Photon Tubes"), \
5366 _("Life Support"), \
5367 _("Warp Engines"), \
5368 _("Impulse Engines"), \
5370 _("Subspace Radio"), \
5371 _("Shuttle Craft"), \
5373 _("Navigation System"), \
5375 _("Shield Control"), \
5381 "Prepare to play, set up cosmos."
5383 # Decide how many of everything
5385 return # frozen game
5386 # Prepare the Enterprise
5387 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5389 game.state.crew = FULLCREW
5390 game.energy = game.inenrg = 5000.0
5391 game.shield = game.inshld = 2500.0
5394 game.quadrant = randplace(GALSIZE)
5395 game.sector = randplace(QUADSIZE)
5396 game.torps = game.intorps = 10
5397 game.nprobes = randrange(2, 5)
5399 for i in range(NDEVICES):
5400 game.damage[i] = 0.0
5401 # Set up assorted game parameters
5402 game.battle = Coord()
5403 game.state.date = game.indate = 100.0 * randreal(20, 51)
5404 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5405 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5406 game.isatb = game.state.nplankl = 0
5407 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5408 game.iscraft = "onship"
5413 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5415 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5417 game.state.planets = [] # Planet information
5418 game.state.baseq = [] # Base quadrant coordinates
5419 game.state.kcmdr = [] # Commander quadrant coordinates
5420 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5422 # Starchart is functional but we've never seen it
5423 game.lastchart = FOREVER
5424 # Put stars in the galaxy
5426 for i in range(GALSIZE):
5427 for j in range(GALSIZE):
5428 k = randrange(1, QUADSIZE**2/10+1)
5430 game.state.galaxy[i][j].stars = k
5431 # Locate star bases in galaxy
5432 for i in range(game.inbase):
5435 w = randplace(GALSIZE)
5436 if not game.state.galaxy[w.i][w.j].starbase:
5439 # C version: for (j = i-1; j > 0; j--)
5440 # so it did them in the opposite order.
5441 for j in range(1, i):
5442 # Improved placement algorithm to spread out bases
5443 distq = (w - game.state.baseq[j]).distance()
5444 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5447 prout("=== Abandoning base #%d at %s" % (i, w))
5449 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5451 prout("=== Saving base #%d, close to #%d" % (i, j))
5454 game.state.baseq.append(w)
5455 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5456 # Position ordinary Klingon Battle Cruisers
5458 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5459 if klumper > MAXKLQUAD:
5463 klump = (1.0 - r*r)*klumper
5468 w = randplace(GALSIZE)
5469 if not game.state.galaxy[w.i][w.j].supernova and \
5470 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5472 game.state.galaxy[w.i][w.j].klingons += int(klump)
5475 # Position Klingon Commander Ships
5476 for i in range(game.incom):
5478 w = randplace(GALSIZE)
5479 if not welcoming(w) or w in game.state.kcmdr:
5481 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5483 game.state.galaxy[w.i][w.j].klingons += 1
5484 game.state.kcmdr.append(w)
5485 # Locate planets in galaxy
5486 for i in range(game.inplan):
5488 w = randplace(GALSIZE)
5489 if game.state.galaxy[w.i][w.j].planet == None:
5493 new.crystals = "absent"
5494 if (game.options & OPTION_WORLDS) and i < NINHAB:
5495 new.pclass = "M" # All inhabited planets are class M
5496 new.crystals = "absent"
5498 new.name = systnames[i]
5499 new.inhabited = True
5501 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5503 new.crystals = "present"
5504 new.known = "unknown"
5505 new.inhabited = False
5506 game.state.galaxy[w.i][w.j].planet = new
5507 game.state.planets.append(new)
5509 for i in range(game.state.nromrem):
5510 w = randplace(GALSIZE)
5511 game.state.galaxy[w.i][w.j].romulans += 1
5512 # Place the Super-Commander if needed
5513 if game.state.nscrem > 0:
5515 w = randplace(GALSIZE)
5518 game.state.kscmdr = w
5519 game.state.galaxy[w.i][w.j].klingons += 1
5520 # Initialize times for extraneous events
5521 schedule(FSNOVA, expran(0.5 * game.intime))
5522 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5523 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5524 schedule(FBATTAK, expran(0.3*game.intime))
5526 if game.state.nscrem:
5527 schedule(FSCMOVE, 0.2777)
5532 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5533 schedule(FDISTR, expran(1.0 + game.intime))
5538 # Place thing (in tournament game, we don't want one!)
5539 # New in SST2K: never place the Thing near a starbase.
5540 # This makes sense and avoids a special case in the old code.
5542 if game.tourn is None:
5544 thing = randplace(GALSIZE)
5545 if thing not in game.state.baseq:
5548 game.state.snap = False
5549 if game.skill == SKILL_NOVICE:
5550 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5551 prout(_("a deadly Klingon invasion force. As captain of the United"))
5552 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5553 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5554 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5555 prout(_("your mission. As you proceed you may be given more time."))
5557 prout(_("You will have %d supporting starbases.") % (game.inbase))
5558 proutn(_("Starbase locations- "))
5560 prout(_("Stardate %d.") % int(game.state.date))
5562 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5563 prout(_("An unknown number of Romulans."))
5564 if game.state.nscrem:
5565 prout(_("And one (GULP) Super-Commander."))
5566 prout(_("%d stardates.") % int(game.intime))
5567 proutn(_("%d starbases in ") % game.inbase)
5568 for i in range(game.inbase):
5569 proutn(`game.state.baseq[i]`)
5572 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5573 proutn(_(" Sector %s") % game.sector)
5575 prout(_("Good Luck!"))
5576 if game.state.nscrem:
5577 prout(_(" YOU'LL NEED IT."))
5580 setwnd(message_window)
5582 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5584 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5585 attack(torps_ok=False)
5588 "Choose your game type."
5590 game.tourn = game.length = 0
5592 game.skill = SKILL_NONE
5594 # if not scanner.inqueue: # Can start with command line options
5595 proutn(_("Would you like a regular, tournament, or saved game? "))
5597 if scanner.sees("tournament"):
5598 while scanner.next() == "IHEOL":
5599 proutn(_("Type in tournament number-"))
5600 if scanner.real == 0:
5602 continue # We don't want a blank entry
5603 game.tourn = int(round(scanner.real))
5604 random.seed(scanner.real)
5606 logfp.write("# random.seed(%d)\n" % scanner.real)
5608 if scanner.sees("saved") or scanner.sees("frozen"):
5612 if game.passwd == None:
5614 if not game.alldone:
5615 game.thawed = True # No plaque if not finished
5619 if scanner.sees("regular"):
5621 proutn(_("What is \"%s\"? ") % scanner.token)
5623 while game.length==0 or game.skill==SKILL_NONE:
5624 if scanner.next() == "IHALPHA":
5625 if scanner.sees("short"):
5627 elif scanner.sees("medium"):
5629 elif scanner.sees("long"):
5631 elif scanner.sees("novice"):
5632 game.skill = SKILL_NOVICE
5633 elif scanner.sees("fair"):
5634 game.skill = SKILL_FAIR
5635 elif scanner.sees("good"):
5636 game.skill = SKILL_GOOD
5637 elif scanner.sees("expert"):
5638 game.skill = SKILL_EXPERT
5639 elif scanner.sees("emeritus"):
5640 game.skill = SKILL_EMERITUS
5642 proutn(_("What is \""))
5643 proutn(scanner.token)
5648 proutn(_("Would you like a Short, Medium, or Long game? "))
5649 elif game.skill == SKILL_NONE:
5650 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5651 # Choose game options -- added by ESR for SST2K
5652 if scanner.next() != "IHALPHA":
5654 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5656 if scanner.sees("plain"):
5657 # Approximates the UT FORTRAN version.
5658 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5659 game.options |= OPTION_PLAIN
5660 elif scanner.sees("almy"):
5661 # Approximates Tom Almy's version.
5662 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5663 game.options |= OPTION_ALMY
5664 elif scanner.sees("fancy") or scanner.sees("\n"):
5666 elif len(scanner.token):
5667 proutn(_("What is \"%s\"?") % scanner.token)
5668 game.options &=~ OPTION_COLOR
5670 if game.passwd == "debug":
5672 prout("=== Debug mode enabled.")
5673 # Use parameters to generate initial values of things
5674 game.damfac = 0.5 * game.skill
5675 game.inbase = randrange(BASEMIN, BASEMAX+1)
5677 if game.options & OPTION_PLANETS:
5678 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5679 if game.options & OPTION_WORLDS:
5680 game.inplan += int(NINHAB)
5681 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5682 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5683 game.state.remtime = 7.0 * game.length
5684 game.intime = game.state.remtime
5685 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5686 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5687 game.state.remres = (game.inkling+4*game.incom)*game.intime
5688 game.inresor = game.state.remres
5689 if game.inkling > 50:
5690 game.state.inbase += 1
5693 def dropin(iquad=None):
5694 "Drop a feature on a random dot in the current quadrant."
5696 w = randplace(QUADSIZE)
5697 if game.quad[w.i][w.j] == '.':
5699 if iquad is not None:
5700 game.quad[w.i][w.j] = iquad
5704 "Update our alert status."
5705 game.condition = "green"
5706 if game.energy < 1000.0:
5707 game.condition = "yellow"
5708 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5709 game.condition = "red"
5711 game.condition="dead"
5714 "Drop new Klingon into current quadrant."
5715 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5718 "Sort enemies by distance so 'nearest' is meaningful."
5719 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5722 "Set up a new state of quadrant, for when we enter or re-enter it."
5725 game.neutz = game.inorbit = game.landed = False
5726 game.ientesc = game.iseenit = False
5727 # Create a blank quadrant
5728 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5730 # Attempt to escape Super-commander, so tbeam back!
5733 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5734 # cope with supernova
5737 game.klhere = q.klingons
5738 game.irhere = q.romulans
5740 game.quad[game.sector.i][game.sector.j] = game.ship
5743 # Position ordinary Klingons
5744 for i in range(game.klhere):
5746 # If we need a commander, promote a Klingon
5747 for cmdr in game.state.kcmdr:
5748 if cmdr == game.quadrant:
5749 e = game.enemies[game.klhere-1]
5750 game.quad[e.location.i][e.location.j] = 'C'
5751 e.power = randreal(950,1350) + 50.0*game.skill
5753 # If we need a super-commander, promote a Klingon
5754 if game.quadrant == game.state.kscmdr:
5756 game.quad[e.location.i][e.location.j] = 'S'
5757 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5758 game.iscate = (game.state.remkl > 1)
5759 # Put in Romulans if needed
5760 for i in range(q.romulans):
5761 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5762 # If quadrant needs a starbase, put it in
5764 game.base = dropin('B')
5765 # If quadrant needs a planet, put it in
5767 game.iplnet = q.planet
5768 if not q.planet.inhabited:
5769 game.plnet = dropin('P')
5771 game.plnet = dropin('@')
5772 # Check for condition
5775 if game.irhere > 0 and game.klhere == 0:
5777 if not damaged(DRADIO):
5779 prout(_("LT. Uhura- \"Captain, an urgent message."))
5780 prout(_(" I'll put it on audio.\" CLICK"))
5782 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5783 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5784 # Put in THING if needed
5785 if thing == game.quadrant:
5786 Enemy(type='?', loc=dropin(),
5787 power=randreal(6000,6500.0)+250.0*game.skill)
5788 if not damaged(DSRSENS):
5790 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5791 prout(_(" Please examine your short-range scan.\""))
5792 # Decide if quadrant needs a Tholian; lighten up if skill is low
5793 if game.options & OPTION_THOLIAN:
5794 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5795 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5796 (game.skill > SKILL_GOOD and withprob(0.08)):
5799 w.i = withprob(0.5) * (QUADSIZE-1)
5800 w.j = withprob(0.5) * (QUADSIZE-1)
5801 if game.quad[w.i][w.j] == '.':
5803 game.tholian = Enemy(type='T', loc=w,
5804 power=randrange(100, 500) + 25.0*game.skill)
5805 # Reserve unoccupied corners
5806 if game.quad[0][0]=='.':
5807 game.quad[0][0] = 'X'
5808 if game.quad[0][QUADSIZE-1]=='.':
5809 game.quad[0][QUADSIZE-1] = 'X'
5810 if game.quad[QUADSIZE-1][0]=='.':
5811 game.quad[QUADSIZE-1][0] = 'X'
5812 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5813 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5815 # And finally the stars
5816 for i in range(q.stars):
5818 # Put in a few black holes
5819 for i in range(1, 3+1):
5822 # Take out X's in corners if Tholian present
5824 if game.quad[0][0]=='X':
5825 game.quad[0][0] = '.'
5826 if game.quad[0][QUADSIZE-1]=='X':
5827 game.quad[0][QUADSIZE-1] = '.'
5828 if game.quad[QUADSIZE-1][0]=='X':
5829 game.quad[QUADSIZE-1][0] = '.'
5830 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5831 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5834 "Set the self-destruct password."
5835 if game.options & OPTION_PLAIN:
5838 proutn(_("Please type in a secret password- "))
5840 game.passwd = scanner.token
5841 if game.passwd != None:
5845 game.passwd += chr(ord('a')+randrange(26))
5846 game.passwd += chr(ord('a')+randrange(26))
5847 game.passwd += chr(ord('a')+randrange(26))
5849 # Code from sst.c begins here
5852 ("SRSCAN", OPTION_TTY),
5853 ("STATUS", OPTION_TTY),
5854 ("REQUEST", OPTION_TTY),
5855 ("LRSCAN", OPTION_TTY),
5868 ("SENSORS", OPTION_PLANETS),
5869 ("ORBIT", OPTION_PLANETS),
5870 ("TRANSPORT", OPTION_PLANETS),
5871 ("MINE", OPTION_PLANETS),
5872 ("CRYSTALS", OPTION_PLANETS),
5873 ("SHUTTLE", OPTION_PLANETS),
5874 ("PLANETS", OPTION_PLANETS),
5879 ("PROBE", OPTION_PROBE),
5881 ("FREEZE", 0), # Synonym for SAVE
5887 ("SOS", 0), # Synonym for MAYDAY
5888 ("CALL", 0), # Synonym for MAYDAY
5895 "Generate a list of legal commands."
5896 prout(_("LEGAL COMMANDS ARE:"))
5898 for (key, opt) in commands:
5899 if not opt or (opt & game.options):
5900 proutn("%-12s " % key)
5902 if emitted % 5 == 4:
5907 "Browse on-line help."
5908 key = scanner.next()
5911 setwnd(prompt_window)
5912 proutn(_("Help on what command? "))
5913 key = scanner.next()
5914 setwnd(message_window)
5917 cmds = map(lambda x: x[0], commands)
5918 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
5925 cmd = scanner.token.upper()
5926 for directory in docpath:
5928 fp = open(os.path.join(directory, "sst.doc"), "r")
5933 prout(_("Spock- \"Captain, that information is missing from the"))
5934 prout(_(" computer. You need to find sst.doc and put it somewhere"))
5935 proutn(_(" in these directories: %s") % ":".join(docpath))
5937 # This used to continue: "You need to find SST.DOC and put
5938 # it in the current directory."
5941 linebuf = fp.readline()
5943 prout(_("Spock- \"Captain, there is no information on that command.\""))
5946 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5947 linebuf = linebuf[3:].strip()
5948 if cmd.upper() == linebuf:
5951 prout(_("Spock- \"Captain, I've found the following information:\""))
5954 linebuf = fp.readline()
5955 if "******" in linebuf:
5961 "Command-interpretation loop."
5962 while True: # command loop
5964 while True: # get a command
5966 game.optime = game.justin = False
5968 setwnd(prompt_window)
5971 if scanner.next() == "IHEOL":
5972 if game.options & OPTION_CURSES:
5975 elif scanner.token == "":
5979 setwnd(message_window)
5981 abandon_passed = False
5982 for (cmd, opt) in commands:
5983 # commands after ABANDON cannot be abbreviated
5984 if cmd == "ABANDON":
5985 abandon_passed = True
5986 if cmd == scanner.token.upper() or (not abandon_passed \
5987 and cmd.startswith(scanner.token.upper())):
5994 if cmd == "SRSCAN": # srscan
5996 elif cmd == "STATUS": # status
5998 elif cmd == "REQUEST": # status request
6000 elif cmd == "LRSCAN": # long range scan
6001 lrscan(silent=False)
6002 elif cmd == "PHASERS": # phasers
6006 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6010 elif cmd == "MOVE": # move under warp
6011 warp(wcourse=None, involuntary=False)
6012 elif cmd == "SHIELDS": # shields
6013 doshield(shraise=False)
6016 game.shldchg = False
6017 elif cmd == "DOCK": # dock at starbase
6020 attack(torps_ok=False)
6021 elif cmd == "DAMAGES": # damage reports
6023 elif cmd == "CHART": # chart
6025 elif cmd == "IMPULSE": # impulse
6027 elif cmd == "REST": # rest
6031 elif cmd == "WARP": # warp
6033 elif cmd == "SCORE": # score
6035 elif cmd == "SENSORS": # sensors
6037 elif cmd == "ORBIT": # orbit
6041 elif cmd == "TRANSPORT": # transport "beam"
6043 elif cmd == "MINE": # mine
6047 elif cmd == "CRYSTALS": # crystals
6051 elif cmd == "SHUTTLE": # shuttle
6055 elif cmd == "PLANETS": # Planet list
6057 elif cmd == "REPORT": # Game Report
6059 elif cmd == "COMPUTER": # use COMPUTER!
6061 elif cmd == "COMMANDS":
6063 elif cmd == "EMEXIT": # Emergency exit
6064 clrscr() # Hide screen
6065 freeze(True) # forced save
6066 raise SystemExit,1 # And quick exit
6067 elif cmd == "PROBE":
6068 probe() # Launch probe
6071 elif cmd == "ABANDON": # Abandon Ship
6073 elif cmd == "DESTRUCT": # Self Destruct
6075 elif cmd == "SAVE": # Save Game
6078 if game.skill > SKILL_GOOD:
6079 prout(_("WARNING--Saved games produce no plaques!"))
6080 elif cmd == "DEATHRAY": # Try a desparation measure
6084 elif cmd == "DEBUGCMD": # What do we want for debug???
6086 elif cmd == "MAYDAY": # Call for help
6091 game.alldone = True # quit the game
6096 break # Game has ended
6097 if game.optime != 0.0:
6100 break # Events did us in
6101 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6104 if hitme and not game.justin:
6105 attack(torps_ok=True)
6108 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6119 "Emit the name of an enemy or feature."
6120 if type == 'R': s = _("Romulan")
6121 elif type == 'K': s = _("Klingon")
6122 elif type == 'C': s = _("Commander")
6123 elif type == 'S': s = _("Super-commander")
6124 elif type == '*': s = _("Star")
6125 elif type == 'P': s = _("Planet")
6126 elif type == 'B': s = _("Starbase")
6127 elif type == ' ': s = _("Black hole")
6128 elif type == 'T': s = _("Tholian")
6129 elif type == '#': s = _("Tholian web")
6130 elif type == '?': s = _("Stranger")
6131 elif type == '@': s = _("Inhabited World")
6132 else: s = "Unknown??"
6135 def crmena(stars, enemy, loctype, w):
6136 "Emit the name of an enemy and his location."
6140 buf += cramen(enemy) + _(" at ")
6141 if loctype == "quadrant":
6142 buf += _("Quadrant ")
6143 elif loctype == "sector":
6148 "Emit our ship name."
6149 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6152 "Emit a line of stars"
6153 prouts("******************************************************")
6157 return -avrage*math.log(1e-7 + randreal())
6159 def randplace(size):
6160 "Choose a random location."
6162 w.i = randrange(size)
6163 w.j = randrange(size)
6173 # Get a token from the user
6176 # Fill the token quue if nothing here
6177 while not self.inqueue:
6179 if curwnd==prompt_window:
6181 setwnd(message_window)
6188 self.inqueue = line.lstrip().split() + ["\n"]
6189 # From here on in it's all looking at the queue
6190 self.token = self.inqueue.pop(0)
6191 if self.token == "\n":
6195 self.real = float(self.token)
6196 self.type = "IHREAL"
6201 self.token = self.token.lower()
6202 self.type = "IHALPHA"
6205 def append(self, tok):
6206 self.inqueue.append(tok)
6207 def push(self, tok):
6208 self.inqueue.insert(0, tok)
6212 # Demand input for next scan
6214 self.real = self.token = None
6216 # compares s to item and returns true if it matches to the length of s
6217 return s.startswith(self.token)
6219 # Round token value to nearest integer
6220 return int(round(scanner.real))
6224 if scanner.type != "IHREAL":
6227 s.i = scanner.int()-1
6229 if scanner.type != "IHREAL":
6232 s.j = scanner.int()-1
6235 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6238 "Yes-or-no confirmation."
6242 if scanner.token == 'y':
6244 if scanner.token == 'n':
6247 proutn(_("Please answer with \"y\" or \"n\": "))
6250 "Complain about unparseable input."
6253 prout(_("Beg your pardon, Captain?"))
6256 "Access to the internals for debugging."
6257 proutn("Reset levels? ")
6259 if game.energy < game.inenrg:
6260 game.energy = game.inenrg
6261 game.shield = game.inshld
6262 game.torps = game.intorps
6263 game.lsupres = game.inlsr
6264 proutn("Reset damage? ")
6266 for i in range(NDEVICES):
6267 if game.damage[i] > 0.0:
6268 game.damage[i] = 0.0
6269 proutn("Toggle debug flag? ")
6271 game.idebug = not game.idebug
6273 prout("Debug output ON")
6275 prout("Debug output OFF")
6276 proutn("Cause selective damage? ")
6278 for i in range(NDEVICES):
6279 proutn("Kill %s?" % device[i])
6281 key = scanner.next()
6282 if key == "IHALPHA" and scanner.sees("y"):
6283 game.damage[i] = 10.0
6284 proutn("Examine/change events? ")
6289 FSNOVA: "Supernova ",
6292 FBATTAK: "Base Attack ",
6293 FCDBAS: "Base Destroy ",
6294 FSCMOVE: "SC Move ",
6295 FSCDBAS: "SC Base Destroy ",
6296 FDSPROB: "Probe Move ",
6297 FDISTR: "Distress Call ",
6298 FENSLV: "Enslavement ",
6299 FREPRO: "Klingon Build ",
6301 for i in range(1, NEVENTS):
6304 proutn("%.2f" % (scheduled(i)-game.state.date))
6305 if i == FENSLV or i == FREPRO:
6307 proutn(" in %s" % ev.quadrant)
6312 key = scanner.next()
6316 elif key == "IHREAL":
6317 ev = schedule(i, scanner.real)
6318 if i == FENSLV or i == FREPRO:
6320 proutn("In quadrant- ")
6321 key = scanner.next()
6322 # "IHEOL" says to leave coordinates as they are
6325 prout("Event %d canceled, no x coordinate." % (i))
6328 w.i = int(round(scanner.real))
6329 key = scanner.next()
6331 prout("Event %d canceled, no y coordinate." % (i))
6334 w.j = int(round(scanner.real))
6337 proutn("Induce supernova here? ")
6339 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6342 if __name__ == '__main__':
6343 import getopt, socket
6345 global line, thing, game
6349 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6350 if os.getenv("TERM"):
6351 game.options |= OPTION_CURSES
6353 game.options |= OPTION_TTY
6354 seed = int(time.time())
6355 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6357 for (switch, val) in options:
6360 replayfp = open(val, "r")
6362 sys.stderr.write("sst: can't open replay file %s\n" % val)
6365 line = replayfp.readline().strip()
6366 (leader, __, seed) = line.split()
6368 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6369 line = replayfp.readline().strip()
6370 arguments += line.split()[2:]
6373 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6375 game.options |= OPTION_TTY
6376 game.options &=~ OPTION_CURSES
6377 elif switch == '-s':
6379 elif switch == '-t':
6380 game.options |= OPTION_TTY
6381 game.options &=~ OPTION_CURSES
6382 elif switch == '-x':
6384 elif switch == '-V':
6385 print "SST2K", version
6388 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6390 # where to save the input in case of bugs
6391 if "TMPDIR" in os.environ:
6392 tmpdir = os.environ['TMPDIR']
6396 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6398 sys.stderr.write("sst: warning, can't open logfile\n")
6401 logfp.write("# seed %s\n" % seed)
6402 logfp.write("# options %s\n" % " ".join(arguments))
6403 logfp.write("# SST2K version %s\n" % version)
6404 logfp.write("# recorded by %s@%s on %s\n" % \
6405 (getpass.getuser(),socket.gethostname(),time.ctime()))
6407 scanner = sstscanner()
6408 map(scanner.append, arguments)
6411 while True: # Play a game
6412 setwnd(fullscreen_window)
6418 game.alldone = False
6426 if game.tourn and game.alldone:
6427 proutn(_("Do you want your score recorded?"))
6433 proutn(_("Do you want to play again? "))
6437 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6441 except KeyboardInterrupt: