pylint cleanup
[super-star-trek.git] / sst.py
1 #!/usr/bin/env python2
2 """
3 sst.py -- Super Star Trek 2K
4
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.
10
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.
13 """
14 from __future__ import print_function, division
15
16 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
17 import getopt, socket, locale
18
19 # This import only works on Unixes.  The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
21 try:
22     import readline
23 except ImportError:
24     pass
25
26 # Prevent lossage under Python 3
27 try:
28     my_input = raw_input
29 except NameError:
30     my_input = input
31
32 version = "2.3"
33
34 docpath         = (".", "doc/", "/usr/share/doc/sst/")
35
36 def _(st):
37     return gettext.gettext(st)
38
39 GALSIZE         = 8             # Galaxy size in quadrants
40 NINHAB          = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
41 MAXUNINHAB      = 10            # Maximum uninhabited worlds
42 QUADSIZE        = 10            # Quadrant size in sectors
43 BASEMIN         = 2                             # Minimum starbases
44 BASEMAX         = (GALSIZE * GALSIZE // 12)     # Maximum starbases
45 MAXKLGAME       = 127           # Maximum Klingons per game
46 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
47 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong
48 FOREVER         = 1e30          # Time for the indefinite future
49 MAXBURST        = 3             # Max # of torps you can launch in one turn
50 MINCMDR         = 10            # Minimum number of Klingon commanders
51 DOCKFAC         = 0.25          # Repair faster when docked
52 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
53
54 ALGERON         = 2311          # Date of the Treaty of Algeron
55
56
57 DEFAULT      = -1
58 BLACK        = 0
59 BLUE         = 1
60 GREEN        = 2
61 CYAN         = 3
62 RED          = 4
63 MAGENTA      = 5
64 BROWN        = 6
65 LIGHTGRAY    = 7
66 DARKGRAY     = 8
67 LIGHTBLUE    = 9
68 LIGHTGREEN   = 10
69 LIGHTCYAN    = 11
70 LIGHTRED     = 12
71 LIGHTMAGENTA = 13
72 YELLOW       = 14
73 WHITE        = 15
74
75 class TrekError(Exception):
76     pass
77
78 class JumpOut(Exception):
79     pass
80
81 class Coord:
82     def __init__(self, x=None, y=None):
83         self.i = x
84         self.j = y
85     def valid_quadrant(self):
86         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
87     def valid_sector(self):
88         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
89     def invalidate(self):
90         self.i = self.j = None
91     def __eq__(self, other):
92         return other is not None and self.i == other.i and self.j == other.j
93     def __ne__(self, other):
94         return other is None or self.i != other.i or self.j != other.j
95     def __add__(self, other):
96         return Coord(self.i+other.i, self.j+other.j)
97     def __sub__(self, other):
98         return Coord(self.i-other.i, self.j-other.j)
99     def __mul__(self, other):
100         return Coord(self.i*other, self.j*other)
101     def __rmul__(self, other):
102         return Coord(self.i*other, self.j*other)
103     def __div__(self, other):
104         return Coord(self.i/other, self.j/other)
105     def __truediv__(self, other):
106         return Coord(self.i/other, self.j/other)
107     def __floordiv__(self, other):
108         return Coord(self.i//other, self.j//other)
109     def __mod__(self, other):
110         return Coord(self.i % other, self.j % other)
111     def __rtruediv__(self, other):
112         return Coord(self.i/other, self.j/other)
113     def __rfloordiv__(self, other):
114         return Coord(self.i//other, self.j//other)
115     def roundtogrid(self):
116         return Coord(int(round(self.i)), int(round(self.j)))
117     def distance(self, other=None):
118         if not other:
119             other = Coord(0, 0)
120         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
121     def bearing(self):
122         return 1.90985*math.atan2(self.j, self.i)
123     def sgn(self):
124         s = Coord()
125         if self.i == 0:
126             s.i = 0
127         elif s.i < 0:
128             s.i =-1
129         else:
130             s.i = 1
131         if self.j == 0:
132             s.j = 0
133         elif s.j < 0:
134             s.j = -1
135         else:
136             s.j = 1
137         return s
138     def quadrant(self):
139         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
140         return self.roundtogrid() // QUADSIZE
141     def sector(self):
142         return self.roundtogrid() % QUADSIZE
143     def scatter(self):
144         s = Coord()
145         s.i = self.i + randrange(-1, 2)
146         s.j = self.j + randrange(-1, 2)
147         return s
148     def __str__(self):
149         if self.i is None or self.j is None:
150             return "Nowhere"
151         return "%s - %s" % (self.i+1, self.j+1)
152     __repr__ = __str__
153
154 class Thingy(Coord):
155     "Do not anger the Space Thingy!"
156     def __init__(self):
157         Coord.__init__(self)
158         self.angered = False
159     def angry(self):
160         self.angered = True
161     def at(self, q):
162         return (q.i, q.j) == (self.i, self.j)
163
164 class Planet:
165     def __init__(self):
166         self.name = None        # string-valued if inhabited
167         self.quadrant = Coord()        # quadrant located
168         self.pclass = None        # could be ""M", "N", "O", or "destroyed"
169         self.crystals = "absent"# could be "mined", "present", "absent"
170         self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
171         self.inhabited = False        # is it inhabited?
172     def __str__(self):
173         return self.name
174
175 class Quadrant:
176     def __init__(self):
177         self.stars = 0
178         self.planet = None
179         self.starbase = False
180         self.klingons = 0
181         self.romulans = 0
182         self.supernova = False
183         self.charted = False
184         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
185     def __str__(self):
186         return "<Quadrant: %(klingons)d>" % self.__dict__
187     __repr__ = __str__
188
189 class Page:
190     def __init__(self):
191         self.stars = None
192         self.starbase = False
193         self.klingons = None
194     def __repr__(self):
195         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
196
197 def fill2d(size, fillfun):
198     "Fill an empty list in 2D."
199     lst = []
200     for i in range(size):
201         lst.append([])
202         for j in range(size):
203             lst[i].append(fillfun(i, j))
204     return lst
205
206 class Snapshot:
207     def __init__(self):
208         self.snap = False       # snapshot taken
209         self.crew = 0           # crew complement
210         self.nscrem = 0         # remaining super commanders
211         self.starkl = 0         # destroyed stars
212         self.basekl = 0         # destroyed bases
213         self.nromrem = 0        # Romulans remaining
214         self.nplankl = 0        # destroyed uninhabited planets
215         self.nworldkl = 0        # destroyed inhabited planets
216         self.planets = []        # Planet information
217         self.date = 0.0           # stardate
218         self.remres = 0         # remaining resources
219         self.remtime = 0        # remaining time
220         self.baseq = []         # Base quadrant coordinates
221         self.kcmdr = []         # Commander quadrant coordinates
222         self.kscmdr = Coord()        # Supercommander quadrant coordinates
223         # the galaxy
224         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
225         # the starchart
226         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
227     def traverse(self):
228         for i in range(GALSIZE):
229             for j in range(GALSIZE):
230                 yield (i, j, self.galaxy[i][j])
231
232 class Event:
233     def __init__(self):
234         self.date = None        # A real number
235         self.quadrant = None        # A coord structure
236
237 # game options
238 OPTION_ALL        = 0xffffffff
239 OPTION_TTY        = 0x00000001        # old interface
240 OPTION_CURSES     = 0x00000002        # new interface
241 OPTION_IOMODES    = 0x00000003        # cover both interfaces
242 OPTION_PLANETS    = 0x00000004        # planets and mining
243 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
244 OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
245 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
246 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
247 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
248 OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
249 OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
250 OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
251 OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
252 OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
253 OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
254 OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
255 OPTION_PLAIN      = 0x01000000        # user chose plain game
256 OPTION_ALMY       = 0x02000000        # user chose Almy variant
257 OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
258
259 # Define devices
260 DSRSENS         = 0
261 DLRSENS         = 1
262 DPHASER         = 2
263 DPHOTON         = 3
264 DLIFSUP         = 4
265 DWARPEN         = 5
266 DIMPULS         = 6
267 DSHIELD         = 7
268 DRADIO          = 8
269 DSHUTTL         = 9
270 DCOMPTR         = 10
271 DNAVSYS         = 11
272 DTRANSP         = 12
273 DSHCTRL         = 13
274 DDRAY           = 14
275 DDSP            = 15
276 DCLOAK          = 16
277 NDEVICES        = 17        # Number of devices
278
279 SKILL_NONE      = 0
280 SKILL_NOVICE    = 1
281 SKILL_FAIR      = 2
282 SKILL_GOOD      = 3
283 SKILL_EXPERT    = 4
284 SKILL_EMERITUS  = 5
285
286 def damaged(dev):
287     return (game.damage[dev] != 0.0)
288 def communicating():
289     return not damaged(DRADIO) or game.condition=="docked"
290
291 # Define future events
292 FSPY    = 0        # Spy event happens always (no future[] entry)
293                    # can cause SC to tractor beam Enterprise
294 FSNOVA  = 1        # Supernova
295 FTBEAM  = 2        # Commander tractor beams Enterprise
296 FSNAP   = 3        # Snapshot for time warp
297 FBATTAK = 4        # Commander attacks base
298 FCDBAS  = 5        # Commander destroys base
299 FSCMOVE = 6        # Supercommander moves (might attack base)
300 FSCDBAS = 7        # Supercommander destroys base
301 FDSPROB = 8        # Move deep space probe
302 FDISTR  = 9        # Emit distress call from an inhabited world
303 FENSLV  = 10       # Inhabited word is enslaved */
304 FREPRO  = 11       # Klingons build a ship in an enslaved system
305 NEVENTS = 12
306
307 # Abstract out the event handling -- underlying data structures will change
308 # when we implement stateful events
309 def findevent(evtype):
310     return game.future[evtype]
311
312 class Enemy:
313     def __init__(self, etype=None, loc=None, power=None):
314         self.type = etype
315         self.location = Coord()
316         self.kdist = None
317         self.kavgd = None
318         if loc:
319             self.move(loc)
320         self.power = power        # enemy energy level
321         game.enemies.append(self)
322     def move(self, loc):
323         motion = (loc != self.location)
324         if self.location.i is not None and self.location.j is not None:
325             if motion:
326                 if self.type == 'T':
327                     game.quad[self.location.i][self.location.j] = '#'
328                 else:
329                     game.quad[self.location.i][self.location.j] = '.'
330         if loc:
331             self.location = copy.copy(loc)
332             game.quad[self.location.i][self.location.j] = self.type
333             self.kdist = self.kavgd = (game.sector - loc).distance()
334         else:
335             self.location = Coord()
336             self.kdist = self.kavgd = None
337             # Guard prevents failure on Tholian or thingy
338             if self in game.enemies:
339                 game.enemies.remove(self)
340         return motion
341     def __repr__(self):
342         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
343
344 class Gamestate:
345     def __init__(self):
346         self.options = None        # Game options
347         self.state = Snapshot()        # A snapshot structure
348         self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
349         self.quad = None        # contents of our quadrant
350         self.damage = [0.0] * NDEVICES        # damage encountered
351         self.future = []        # future events
352         i = NEVENTS
353         while i > 0:
354             i -= 1
355             self.future.append(Event())
356         self.passwd  = None        # Self Destruct password
357         self.enemies = []
358         self.quadrant = None        # where we are in the large
359         self.sector = None        # where we are in the small
360         self.tholian = None        # Tholian enemy object
361         self.base = None        # position of base in current quadrant
362         self.battle = None        # base coordinates being attacked
363         self.plnet = None        # location of planet in quadrant
364         self.gamewon = False        # Finished!
365         self.ididit = False        # action taken -- allows enemy to attack
366         self.alive = False        # we are alive (not killed)
367         self.justin = False        # just entered quadrant
368         self.shldup = False        # shields are up
369         self.shldchg = False        # shield is changing (affects efficiency)
370         self.iscate = False        # super commander is here
371         self.ientesc = False        # attempted escape from supercommander
372         self.resting = False        # rest time
373         self.icraft = False        # Kirk in Galileo
374         self.landed = False        # party on planet (true), on ship (false)
375         self.alldone = False        # game is now finished
376         self.neutz = False        # Romulan Neutral Zone
377         self.isarmed = False        # probe is armed
378         self.inorbit = False        # orbiting a planet
379         self.imine = False        # mining
380         self.icrystl = False        # dilithium crystals aboard
381         self.iseenit = False        # seen base attack report
382         self.thawed = False        # thawed game
383         self.condition = None        # "green", "yellow", "red", "docked", "dead"
384         self.iscraft = None        # "onship", "offship", "removed"
385         self.skill = SKILL_NONE        # Player skill level
386         self.inkling = 0        # initial number of klingons
387         self.inbase = 0                # initial number of bases
388         self.incom = 0                # initial number of commanders
389         self.inscom = 0                # initial number of commanders
390         self.inrom = 0                # initial number of commanders
391         self.instar = 0                # initial stars
392         self.intorps = 0        # initial/max torpedoes
393         self.torps = 0                # number of torpedoes
394         self.ship = 0                # ship type -- 'E' is Enterprise
395         self.abandoned = 0        # count of crew abandoned in space
396         self.length = 0                # length of game
397         self.klhere = 0                # klingons here
398         self.casual = 0                # causalties
399         self.nhelp = 0                # calls for help
400         self.nkinks = 0                # count of energy-barrier crossings
401         self.iplnet = None        # planet # in quadrant
402         self.inplan = 0                # initial planets
403         self.irhere = 0                # Romulans in quadrant
404         self.isatb = 0                # =2 if super commander is attacking base
405         self.tourn = None        # tournament number
406         self.nprobes = 0        # number of probes available
407         self.inresor = 0.0        # initial resources
408         self.intime = 0.0        # initial time
409         self.inenrg = 0.0        # initial/max energy
410         self.inshld = 0.0        # initial/max shield
411         self.inlsr = 0.0        # initial life support resources
412         self.indate = 0.0        # initial date
413         self.energy = 0.0        # energy level
414         self.shield = 0.0        # shield level
415         self.warpfac = 0.0        # warp speed
416         self.lsupres = 0.0        # life support reserves
417         self.optime = 0.0        # time taken by current operation
418         self.damfac = 0.0        # damage factor
419         self.lastchart = 0.0        # time star chart was last updated
420         self.cryprob = 0.0        # probability that crystal will work
421         self.probe = None        # object holding probe course info
422         self.height = 0.0        # height of orbit around planet
423         self.score = 0.0        # overall score
424         self.perdate = 0.0        # rate of kills
425         self.idebug = False        # Debugging instrumentation enabled?
426         self.cdebug = False        # Debugging instrumentation for curses enabled?
427         self.statekscmdr = None # No SuperCommander coordinates yet.
428         self.brigcapacity = 400     # Enterprise brig capacity
429         self.brigfree = 400       # How many klingons can we put in the brig?
430         self.kcaptured = 0      # Total Klingons captured, for scoring.
431         self.iscloaked = False  # Cloaking device on?
432         self.ncviol = 0         # Algreon treaty violations
433         self.isviolreported = False # We have been warned
434     def remkl(self):
435         return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
436     def recompute(self):
437         # Stas thinks this should be (C expression):
438         # game.remkl() + len(game.state.kcmdr) > 0 ?
439         #        game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
440         # He says the existing expression is prone to divide-by-zero errors
441         # after killing the last klingon when score is shown -- perhaps also
442         # if the only remaining klingon is SCOM.
443         self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
444     def unwon(self):
445         "Are there Klingons remaining?"
446         return self.remkl()
447
448 FWON = 0
449 FDEPLETE = 1
450 FLIFESUP = 2
451 FNRG = 3
452 FBATTLE = 4
453 FNEG3 = 5
454 FNOVA = 6
455 FSNOVAED = 7
456 FABANDN = 8
457 FDILITHIUM = 9
458 FMATERIALIZE = 10
459 FPHASER = 11
460 FLOST = 12
461 FMINING = 13
462 FDPLANET = 14
463 FPNOVA = 15
464 FSSC = 16
465 FSTRACTOR = 17
466 FDRAY = 18
467 FTRIBBLE = 19
468 FHOLE = 20
469 FCREW = 21
470 FCLOAK = 22
471
472 def withprob(p):
473     return random.random() < p
474
475 def randrange(*args):
476     return random.randrange(*args)
477
478 def randreal(*args):
479     v = random.random()
480     if len(args) == 1:
481         v *= args[0]                 # from [0, args[0])
482     elif len(args) == 2:
483         v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
484     return v
485
486 # Code from ai.c begins here
487
488 def welcoming(iq):
489     "Would this quadrant welcome another Klingon?"
490     return iq.valid_quadrant() and \
491         not game.state.galaxy[iq.i][iq.j].supernova and \
492         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
493
494 def tryexit(enemy, look, irun):
495     "A bad guy attempts to bug out."
496     iq = Coord()
497     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
498     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
499     if not welcoming(iq):
500         return False
501     if enemy.type == 'R':
502         return False # Romulans cannot escape!
503     if not irun:
504         # avoid intruding on another commander's territory
505         if enemy.type == 'C':
506             if iq in game.state.kcmdr:
507                 return []
508             # refuse to leave if currently attacking starbase
509             if game.battle == game.quadrant:
510                 return []
511         # don't leave if over 1000 units of energy
512         if enemy.power > 1000.0:
513             return []
514     oldloc = copy.copy(enemy.location)
515     # handle local matters related to escape
516     enemy.move(None)
517     game.klhere -= 1
518     if game.condition != "docked":
519         newcnd()
520     # Handle global matters related to escape
521     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
522     game.state.galaxy[iq.i][iq.j].klingons += 1
523     if enemy.type == 'S':
524         game.iscate = False
525         game.ientesc = False
526         game.isatb = 0
527         schedule(FSCMOVE, 0.2777)
528         unschedule(FSCDBAS)
529         game.state.kscmdr = iq
530     else:
531         for cmdr in game.state.kcmdr:
532             if cmdr == game.quadrant:
533                 game.state.kcmdr.append(iq)
534                 break
535     # report move out of quadrant.
536     return [(True, enemy, oldloc, iq)]
537
538 # The bad-guy movement algorithm:
539 #
540 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
541 # If both are operating full strength, force is 1000. If both are damaged,
542 # force is -1000. Having shields down subtracts an additional 1000.
543 #
544 # 2. Enemy has forces equal to the energy of the attacker plus
545 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
546 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
547 #
548 # Attacker Initial energy levels (nominal):
549 # Klingon   Romulan   Commander   Super-Commander
550 # Novice    400        700        1200
551 # Fair      425        750        1250
552 # Good      450        800        1300        1750
553 # Expert    475        850        1350        1875
554 # Emeritus  500        900        1400        2000
555 # VARIANCE   75        200         200         200
556 #
557 # Enemy vessels only move prior to their attack. In Novice - Good games
558 # only commanders move. In Expert games, all enemy vessels move if there
559 # is a commander present. In Emeritus games all enemy vessels move.
560 #
561 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
562 # forces are 1000 greater than Enterprise.
563 #
564 # Agressive action on average cuts the distance between the ship and
565 # the enemy to 1/4 the original.
566 #
567 # 4.  At lower energy advantage, movement units are proportional to the
568 # advantage with a 650 advantage being to hold ground, 800 to move forward
569 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
570 #
571 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
572 # retreat, especially at high skill levels.
573 #
574 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
575
576 def movebaddy(enemy):
577     "Tactical movement for the bad guys."
578     goto = Coord()
579     look = Coord()
580     irun = False
581     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
582     if game.skill >= SKILL_EXPERT:
583         nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
584     else:
585         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
586     old_dist = enemy.kdist
587     mdist = int(old_dist + 0.5) # Nearest integer distance
588     # If SC, check with spy to see if should hi-tail it
589     if enemy.type == 'S' and \
590         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
591         irun = True
592         motion = -QUADSIZE
593     else:
594         # decide whether to advance, retreat, or hold position
595         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
596         if not game.shldup:
597             forces += 1000 # Good for enemy if shield is down!
598         if not damaged(DPHASER) or not damaged(DPHOTON):
599             if damaged(DPHASER): # phasers damaged
600                 forces += 300.0
601             else:
602                 forces -= 0.2*(game.energy - 2500.0)
603             if damaged(DPHOTON): # photon torpedoes damaged
604                 forces += 300.0
605             else:
606                 forces -= 50.0*game.torps
607         else:
608             # phasers and photon tubes both out!
609             forces += 1000.0
610         motion = 0
611         if forces <= 1000.0 and game.condition != "docked": # Typical situation
612             motion = ((forces + randreal(200))/150.0) - 5.0
613         else:
614             if forces > 1000.0: # Very strong -- move in for kill
615                 motion = (1.0 - randreal())**2 * old_dist + 1.0
616             if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
617                 motion -= game.skill*(2.0-randreal()**2)
618         if game.idebug:
619             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
620         # don't move if no motion
621         if motion == 0:
622             return []
623         # Limit motion according to skill
624         if abs(motion) > game.skill:
625             if motion < 0:
626                 motion = -game.skill
627             else:
628                 motion = game.skill
629     # calculate preferred number of steps
630     nsteps = abs(int(motion))
631     if motion > 0 and nsteps > mdist:
632         nsteps = mdist # don't overshoot
633     if nsteps > QUADSIZE:
634         nsteps = QUADSIZE # This shouldn't be necessary
635     if nsteps < 1:
636         nsteps = 1 # This shouldn't be necessary
637     if game.idebug:
638         proutn("NSTEPS = %d:" % nsteps)
639     # Compute preferred values of delta X and Y
640     m = game.sector - enemy.location
641     if 2.0 * abs(m.i) < abs(m.j):
642         m.i = 0
643     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
644         m.j = 0
645     m = (motion * m).sgn()
646     goto = enemy.location
647     # main move loop
648     for ll in range(nsteps):
649         if game.idebug:
650             proutn(" %d" % (ll+1))
651         # Check if preferred position available
652         look = goto + m
653         if m.i < 0:
654             krawli = 1
655         else:
656             krawli = -1
657         if m.j < 0:
658             krawlj = 1
659         else:
660             krawlj = -1
661         success = False
662         attempts = 0 # Settle mysterious hang problem
663         while attempts < 20 and not success:
664             attempts += 1
665             if look.i < 0 or look.i >= QUADSIZE:
666                 if motion < 0:
667                     return tryexit(enemy, look, irun)
668                 if krawli == m.i or m.j == 0:
669                     break
670                 look.i = goto.i + krawli
671                 krawli = -krawli
672             elif look.j < 0 or look.j >= QUADSIZE:
673                 if motion < 0:
674                     return tryexit(enemy, look, irun)
675                 if krawlj == m.j or m.i == 0:
676                     break
677                 look.j = goto.j + krawlj
678                 krawlj = -krawlj
679             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
680                 # See if enemy should ram ship
681                 if game.quad[look.i][look.j] == game.ship and \
682                     (enemy.type == 'C' or enemy.type == 'S'):
683                     collision(rammed=True, enemy=enemy)
684                     return []
685                 if krawli != m.i and m.j != 0:
686                     look.i = goto.i + krawli
687                     krawli = -krawli
688                 elif krawlj != m.j and m.i != 0:
689                     look.j = goto.j + krawlj
690                     krawlj = -krawlj
691                 else:
692                     break # we have failed
693             else:
694                 success = True
695         if success:
696             goto = look
697             if game.idebug:
698                 proutn(repr(goto))
699         else:
700             break # done early
701     if game.idebug:
702         skip(1)
703     # Enemy moved, but is still in sector
704     return [(False, enemy, old_dist, goto)]
705
706 def moveklings():
707     "Sequence Klingon tactical movement."
708     if game.idebug:
709         prout("== MOVCOM")
710     # Figure out which Klingon is the commander (or Supercommander)
711     # and do move
712     tacmoves = []
713     if game.quadrant in game.state.kcmdr:
714         for enemy in game.enemies:
715             if enemy.type == 'C':
716                 tacmoves += movebaddy(enemy)
717     if game.state.kscmdr == game.quadrant:
718         for enemy in game.enemies:
719             if enemy.type == 'S':
720                 tacmoves += movebaddy(enemy)
721                 break
722     # If skill level is high, move other Klingons and Romulans too!
723     # Move these last so they can base their actions on what the
724     # commander(s) do.
725     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
726         for enemy in game.enemies:
727             if enemy.type in ('K', 'R'):
728                 tacmoves += movebaddy(enemy)
729     return tacmoves
730
731 def movescom(iq, avoid):
732     "Supercommander movement helper."
733     # Avoid quadrants with bases if we want to avoid Enterprise
734     if not welcoming(iq) or (avoid and iq in game.state.baseq):
735         return False
736     if game.justin and not game.iscate:
737         return False
738     # do the move
739     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
740     game.state.kscmdr = iq
741     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
742     if game.state.kscmdr == game.quadrant:
743         # SC has scooted, remove him from current quadrant
744         game.iscate = False
745         game.isatb = 0
746         game.ientesc = False
747         unschedule(FSCDBAS)
748         for enemy in game.enemies:
749             if enemy.type == 'S':
750                 enemy.move(None)
751         game.klhere -= 1
752         if game.condition != "docked":
753             newcnd()
754         sortenemies()
755     # check for a helpful planet
756     for i in range(game.inplan):
757         if game.state.planets[i].quadrant == game.state.kscmdr and \
758             game.state.planets[i].crystals == "present":
759             # destroy the planet
760             game.state.planets[i].pclass = "destroyed"
761             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
762             if communicating():
763                 announce()
764                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
765                 proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
766                 prout(_("   by the Super-commander.\""))
767             break
768     return True # looks good!
769
770 def supercommander():
771     "Move the Super Commander."
772     iq = Coord()
773     sc = Coord()
774     ibq = Coord()
775     idelta = Coord()
776     basetbl = []
777     if game.idebug:
778         prout("== SUPERCOMMANDER")
779     # Decide on being active or passive
780     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
781             (game.state.date-game.indate) < 3.0)
782     if not game.iscate and avoid:
783         # compute move away from Enterprise
784         idelta = game.state.kscmdr-game.quadrant
785         if idelta.distance() > 2.0:
786             # circulate in space
787             idelta.i = game.state.kscmdr.j-game.quadrant.j
788             idelta.j = game.quadrant.i-game.state.kscmdr.i
789     else:
790         # compute distances to starbases
791         if not game.state.baseq:
792             # nothing left to do
793             unschedule(FSCMOVE)
794             return
795         sc = game.state.kscmdr
796         for (i, base) in enumerate(game.state.baseq):
797             basetbl.append((i, (base - sc).distance()))
798         if game.state.baseq > 1:
799             basetbl.sort(key=lambda x: x[1])
800         # look for nearest base without a commander, no Enterprise, and
801         # without too many Klingons, and not already under attack.
802         ifindit = iwhichb = 0
803         for (i2, base) in enumerate(game.state.baseq):
804             i = basetbl[i2][0]        # bug in original had it not finding nearest
805             if base == game.quadrant or base == game.battle or not welcoming(base):
806                 continue
807             # if there is a commander, and no other base is appropriate,
808             # we will take the one with the commander
809             for cmdr in game.state.kcmdr:
810                 if base == cmdr and ifindit != 2:
811                     ifindit = 2
812                     iwhichb = i
813                     break
814             else:        # no commander -- use this one
815                 ifindit = 1
816                 iwhichb = i
817                 break
818         if ifindit == 0:
819             return # Nothing suitable -- wait until next time
820         ibq = game.state.baseq[iwhichb]
821         # decide how to move toward base
822         idelta = ibq - game.state.kscmdr
823     # Maximum movement is 1 quadrant in either or both axes
824     idelta = idelta.sgn()
825     # try moving in both x and y directions
826     # there was what looked like a bug in the Almy C code here,
827     # but it might be this translation is just wrong.
828     iq = game.state.kscmdr + idelta
829     if not movescom(iq, avoid):
830         # failed -- try some other maneuvers
831         if idelta.i == 0 or idelta.j == 0:
832             # attempt angle move
833             if idelta.i != 0:
834                 iq.j = game.state.kscmdr.j + 1
835                 if not movescom(iq, avoid):
836                     iq.j = game.state.kscmdr.j - 1
837                     movescom(iq, avoid)
838             elif idelta.j != 0:
839                 iq.i = game.state.kscmdr.i + 1
840                 if not movescom(iq, avoid):
841                     iq.i = game.state.kscmdr.i - 1
842                     movescom(iq, avoid)
843         else:
844             # try moving just in x or y
845             iq.j = game.state.kscmdr.j
846             if not movescom(iq, avoid):
847                 iq.j = game.state.kscmdr.j + idelta.j
848                 iq.i = game.state.kscmdr.i
849                 movescom(iq, avoid)
850     # check for a base
851     if len(game.state.baseq) == 0:
852         unschedule(FSCMOVE)
853     else:
854         for ibq in game.state.baseq:
855             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
856                 # attack the base
857                 if avoid:
858                     return # no, don't attack base!
859                 game.iseenit = False
860                 game.isatb = 1
861                 schedule(FSCDBAS, randreal(1.0, 3.0))
862                 if is_scheduled(FCDBAS):
863                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
864                 if not communicating():
865                     return # no warning
866                 game.iseenit = True
867                 announce()
868                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
869                       % game.state.kscmdr)
870                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
871                 proutn(_("   It can survive until stardate %d.\"") \
872                        % int(scheduled(FSCDBAS)))
873                 if not game.resting:
874                     return
875                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
876                 if not ja():
877                     return
878                 game.resting = False
879                 game.optime = 0.0 # actually finished
880                 return
881     # Check for intelligence report
882     if not game.idebug and \
883         (withprob(0.8) or \
884          (not communicating()) or \
885          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
886         return
887     announce()
888     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
889     proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
890     return
891
892 def movetholian():
893     "Move the Tholian."
894     if not game.tholian or game.justin:
895         return
896     tid = Coord()
897     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
898         tid.i = 0
899         tid.j = QUADSIZE-1
900     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
901         tid.i = QUADSIZE-1
902         tid.j = QUADSIZE-1
903     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
904         tid.i = QUADSIZE-1
905         tid.j = 0
906     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
907         tid.i = 0
908         tid.j = 0
909     else:
910         # something is wrong!
911         game.tholian.move(None)
912         prout("***Internal error: Tholian in a bad spot.")
913         return
914     # do nothing if we are blocked
915     if game.quad[tid.i][tid.j] not in ('.', '#'):
916         return
917     here = copy.copy(game.tholian.location)
918     delta = (tid - game.tholian.location).sgn()
919     # move in x axis
920     while here.i != tid.i:
921         here.i += delta.i
922         if game.quad[here.i][here.j] == '.':
923             game.tholian.move(here)
924     # move in y axis
925     while here.j != tid.j:
926         here.j += delta.j
927         if game.quad[here.i][here.j] == '.':
928             game.tholian.move(here)
929     # check to see if all holes plugged
930     for i in range(QUADSIZE):
931         if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
932             return
933         if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
934             return
935         if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
936             return
937         if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
938             return
939     # All plugged up -- Tholian splits
940     game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
941     dropin(' ')
942     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
943     game.tholian.move(None)
944     return
945
946 # Code from battle.c begins here
947
948 def cloak():
949     "Change cloaking-device status."
950     if game.ship == 'F':
951         prout(_("Ye Faerie Queene hath no cloaking device."))
952         return
953
954     key = scanner.nexttok()
955
956     if key == "IHREAL":
957         huh()
958         return
959
960     action = None
961     if key == "IHALPHA":
962         if scanner.sees("on"):
963             if game.iscloaked:
964                 prout(_("The cloaking device has already been switched on."))
965                 return
966             action = "CLON"
967         elif scanner.sees("off"):
968             if not game.iscloaked:
969                 prout(_("The cloaking device has already been switched off."))
970                 return
971             action = "CLOFF"
972         else:
973             huh()
974             return
975     else:
976         if not game.iscloaked:
977             proutn(_("Switch cloaking device on? "))
978             if not ja():
979                 return
980             action = "CLON"
981         else:
982             proutn(_("Switch cloaking device off? "))
983             if not ja():
984                 return
985             action = "CLOFF"
986     if action is None:
987         return
988
989     if action == "CLOFF":
990         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
991             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
992             if not ja():
993                 return
994         prout("Engineer Scott- \"Aye, Sir.\"")
995         game.iscloaked = False
996         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
997             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
998             game.ncviol += 1
999             game.isviolreported = True
1000
1001             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1002             return
1003
1004     if action == "CLON":
1005         if damaged(DCLOAK):
1006             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1007             return
1008
1009         if game.condition == "docked":
1010             prout(_("You cannot cloak while docked."))
1011
1012         if game.state.date >= ALGERON and not game.isviolreported:
1013             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1014             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
1015             proutn(_("  are you sure this is wise? "))
1016             if not ja():
1017                 return
1018         prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1019         attack(True)
1020         prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1021         game.iscloaked = True
1022
1023         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1024             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1025             game.ncviol += 1
1026             game.isviolreported = True
1027
1028 def doshield(shraise):
1029     "Change shield status."
1030     action = "NONE"
1031     game.ididit = False
1032     if shraise:
1033         action = "SHUP"
1034     else:
1035         key = scanner.nexttok()
1036         if key == "IHALPHA":
1037             if scanner.sees("transfer"):
1038                 action = "NRG"
1039             else:
1040                 if damaged(DSHIELD):
1041                     prout(_("Shields damaged and down."))
1042                     return
1043                 if scanner.sees("up"):
1044                     action = "SHUP"
1045                 elif scanner.sees("down"):
1046                     action = "SHDN"
1047         if action == "NONE":
1048             proutn(_("Do you wish to change shield energy? "))
1049             if ja():
1050                 action = "NRG"
1051             elif damaged(DSHIELD):
1052                 prout(_("Shields damaged and down."))
1053                 return
1054             elif game.shldup:
1055                 proutn(_("Shields are up. Do you want them down? "))
1056                 if ja():
1057                     action = "SHDN"
1058                 else:
1059                     scanner.chew()
1060                     return
1061             else:
1062                 proutn(_("Shields are down. Do you want them up? "))
1063                 if ja():
1064                     action = "SHUP"
1065                 else:
1066                     scanner.chew()
1067                     return
1068     if action == "SHUP": # raise shields
1069         if game.shldup:
1070             prout(_("Shields already up."))
1071             return
1072         game.shldup = True
1073         game.shldchg = True
1074         if game.condition != "docked":
1075             game.energy -= 50.0
1076         prout(_("Shields raised."))
1077         if game.energy <= 0:
1078             skip(1)
1079             prout(_("Shields raising uses up last of energy."))
1080             finish(FNRG)
1081             return
1082         game.ididit = True
1083         return
1084     elif action == "SHDN":
1085         if not game.shldup:
1086             prout(_("Shields already down."))
1087             return
1088         game.shldup = False
1089         game.shldchg = True
1090         prout(_("Shields lowered."))
1091         game.ididit = True
1092         return
1093     elif action == "NRG":
1094         while scanner.nexttok() != "IHREAL":
1095             scanner.chew()
1096             proutn(_("Energy to transfer to shields- "))
1097         nrg = scanner.real
1098         scanner.chew()
1099         if nrg == 0:
1100             return
1101         if nrg > game.energy:
1102             prout(_("Insufficient ship energy."))
1103             return
1104         game.ididit = True
1105         if game.shield+nrg >= game.inshld:
1106             prout(_("Shield energy maximized."))
1107             if game.shield+nrg > game.inshld:
1108                 prout(_("Excess energy requested returned to ship energy"))
1109             game.energy -= game.inshld-game.shield
1110             game.shield = game.inshld
1111             return
1112         if nrg < 0.0 and game.energy-nrg > game.inenrg:
1113             # Prevent shield drain loophole
1114             skip(1)
1115             prout(_("Engineering to bridge--"))
1116             prout(_("  Scott here. Power circuit problem, Captain."))
1117             prout(_("  I can't drain the shields."))
1118             game.ididit = False
1119             return
1120         if game.shield+nrg < 0:
1121             prout(_("All shield energy transferred to ship."))
1122             game.energy += game.shield
1123             game.shield = 0.0
1124             return
1125         proutn(_("Scotty- \""))
1126         if nrg > 0:
1127             prout(_("Transferring energy to shields.\""))
1128         else:
1129             prout(_("Draining energy from shields.\""))
1130         game.shield += nrg
1131         game.energy -= nrg
1132         return
1133
1134 def randdevice():
1135     "Choose a device to damage, at random."
1136     weights = (
1137         105,       # DSRSENS: short range scanners         10.5%
1138         105,       # DLRSENS: long range scanners          10.5%
1139         120,       # DPHASER: phasers                      12.0%
1140         120,       # DPHOTON: photon torpedoes             12.0%
1141         25,        # DLIFSUP: life support                  2.5%
1142         65,        # DWARPEN: warp drive                    6.5%
1143         70,        # DIMPULS: impulse engines               6.5%
1144         135,       # DSHIELD: deflector shields            13.5%
1145         30,        # DRADIO:  subspace radio                3.0%
1146         45,        # DSHUTTL: shuttle                       4.5%
1147         15,        # DCOMPTR: computer                      1.5%
1148         20,        # NAVCOMP: navigation system             2.0%
1149         75,        # DTRANSP: transporter                   7.5%
1150         20,        # DSHCTRL: high-speed shield controller  2.0%
1151         10,        # DDRAY: death ray                       1.0%
1152         30,        # DDSP: deep-space probes                3.0%
1153         10,        # DCLOAK: the cloaking device            1.0
1154     )
1155     assert(sum(weights) == 1000)
1156     idx = randrange(1000)
1157     wsum = 0
1158     for (i, w) in enumerate(weights):
1159         wsum += w
1160         if idx < wsum:
1161             return i
1162     return None        # we should never get here
1163
1164 def collision(rammed, enemy):
1165     "Collision handling for rammong events."
1166     prouts(_("***RED ALERT!  RED ALERT!"))
1167     skip(1)
1168     prout(_("***COLLISION IMMINENT."))
1169     skip(2)
1170     proutn("***")
1171     proutn(crmshp())
1172     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1173     if rammed:
1174         proutn(_(" rammed by "))
1175     else:
1176         proutn(_(" rams "))
1177     proutn(crmena(False, enemy.type, "sector", enemy.location))
1178     if rammed:
1179         proutn(_(" (original position)"))
1180     skip(1)
1181     deadkl(enemy.location, enemy.type, game.sector)
1182     proutn("***" + crmshp() + " heavily damaged.")
1183     icas = randrange(10, 30)
1184     prout(_("***Sickbay reports %d casualties") % icas)
1185     game.casual += icas
1186     game.state.crew -= icas
1187     # In the pre-SST2K version, all devices got equiprobably damaged,
1188     # which was silly.  Instead, pick up to half the devices at
1189     # random according to our weighting table,
1190     ncrits = randrange(NDEVICES/2)
1191     while ncrits > 0:
1192         ncrits -= 1
1193         dev = randdevice()
1194         if game.damage[dev] < 0:
1195             continue
1196         extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1197         # Damage for at least time of travel!
1198         game.damage[dev] += game.optime + extradm
1199     game.shldup = False
1200     prout(_("***Shields are down."))
1201     if game.unwon():
1202         announce()
1203         damagereport()
1204     else:
1205         finish(FWON)
1206     return
1207
1208 def torpedo(origin, bearing, dispersion, number, nburst):
1209     "Let a photon torpedo fly"
1210     if not damaged(DSRSENS) or game.condition == "docked":
1211         setwnd(srscan_window)
1212     else:
1213         setwnd(message_window)
1214     ac = bearing + 0.25*dispersion        # dispersion is a random variable
1215     bullseye = (15.0 - bearing)*0.5235988
1216     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1217     bumpto = Coord(0, 0)
1218     # Loop to move a single torpedo
1219     setwnd(message_window)
1220     for step in range(1, QUADSIZE*2):
1221         if not track.nexttok():
1222             break
1223         w = track.sector()
1224         if not w.valid_sector():
1225             break
1226         iquad = game.quad[w.i][w.j]
1227         tracktorpedo(w, step, number, nburst, iquad)
1228         if iquad == '.':
1229             continue
1230         # hit something
1231         setwnd(message_window)
1232         if not damaged(DSRSENS) or game.condition == "docked":
1233             skip(1)        # start new line after text track
1234         if iquad in ('E', 'F'): # Hit our ship
1235             skip(1)
1236             prout(_("Torpedo hits %s.") % crmshp())
1237             hit = 700.0 + randreal(100) - \
1238                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1239             newcnd() # we're blown out of dock
1240             if game.landed or game.condition == "docked":
1241                 return hit # Cheat if on a planet
1242             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1243             # is 143 degrees, which is almost exactly 4.8 clockface units
1244             displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1245             displacement.nexttok()
1246             bumpto = displacement.sector()
1247             if not bumpto.valid_sector():
1248                 return hit
1249             if game.quad[bumpto.i][bumpto.j] == ' ':
1250                 finish(FHOLE)
1251                 return hit
1252             if game.quad[bumpto.i][bumpto.j] != '.':
1253                 # can't move into object
1254                 return hit
1255             game.sector = bumpto
1256             proutn(crmshp())
1257             game.quad[w.i][w.j] = '.'
1258             game.quad[bumpto.i][bumpto.j] = iquad
1259             prout(_(" displaced by blast to Sector %s ") % bumpto)
1260             for enemy in game.enemies:
1261                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1262             sortenemies()
1263             return None
1264         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1265             # find the enemy
1266             if iquad in ('C', 'S') and withprob(0.05):
1267                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1268                 prout(_("   torpedo neutralized."))
1269                 return None
1270             for enemy in game.enemies:
1271                 if w == enemy.location:
1272                     kp = math.fabs(enemy.power)
1273                     h1 = 700.0 + randrange(100) - \
1274                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1275                     h1 = math.fabs(h1)
1276                     if kp < h1:
1277                         h1 = kp
1278                     if enemy.power < 0:
1279                         enemy.power -= -h1
1280                     else:
1281                         enemy.power -= h1
1282                     if enemy.power == 0:
1283                         deadkl(w, iquad, w)
1284                         return None
1285                     proutn(crmena(True, iquad, "sector", w))
1286                     displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1287                     displacement.nexttok()
1288                     bumpto = displacement.sector()
1289                     if not bumpto.valid_sector():
1290                         prout(_(" damaged but not destroyed."))
1291                         return
1292                     if game.quad[bumpto.i][bumpto.j] == ' ':
1293                         prout(_(" buffeted into black hole."))
1294                         deadkl(w, iquad, bumpto)
1295                     if game.quad[bumpto.i][bumpto.j] != '.':
1296                         prout(_(" damaged but not destroyed."))
1297                     else:
1298                         prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1299                         enemy.location = bumpto
1300                         game.quad[w.i][w.j] = '.'
1301                         game.quad[bumpto.i][bumpto.j] = iquad
1302                         for tenemy in game.enemies:
1303                             tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1304                         sortenemies()
1305                     break
1306             else:
1307                 prout("Internal error, no enemy where expected!")
1308                 raise SystemExit(1)
1309             return None
1310         elif iquad == 'B': # Hit a base
1311             skip(1)
1312             prout(_("***STARBASE DESTROYED.."))
1313             game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1314             game.quad[w.i][w.j] = '.'
1315             game.base.invalidate()
1316             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1317             game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1318             game.state.basekl += 1
1319             newcnd()
1320             return None
1321         elif iquad == 'P': # Hit a planet
1322             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1323             game.state.nplankl += 1
1324             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1325             game.iplnet.pclass = "destroyed"
1326             game.iplnet = None
1327             game.plnet.invalidate()
1328             game.quad[w.i][w.j] = '.'
1329             if game.landed:
1330                 # captain perishes on planet
1331                 finish(FDPLANET)
1332             return None
1333         elif iquad == '@': # Hit an inhabited world -- very bad!
1334             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1335             game.state.nworldkl += 1
1336             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1337             game.iplnet.pclass = "destroyed"
1338             game.iplnet = None
1339             game.plnet.invalidate()
1340             game.quad[w.i][w.j] = '.'
1341             if game.landed:
1342                 # captain perishes on planet
1343                 finish(FDPLANET)
1344             prout(_("The torpedo destroyed an inhabited planet."))
1345             return None
1346         elif iquad == '*': # Hit a star
1347             if withprob(0.9):
1348                 nova(w)
1349             else:
1350                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1351             return None
1352         elif iquad == '?': # Hit a thingy
1353             if not (game.options & OPTION_THINGY) or withprob(0.3):
1354                 skip(1)
1355                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1356                 skip(1)
1357                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1358                 skip(1)
1359                 proutn(_("Mr. Spock-"))
1360                 prouts(_("  \"Fascinating!\""))
1361                 skip(1)
1362                 deadkl(w, iquad, w)
1363             else:
1364                 # Stas Sergeev added the possibility that
1365                 # you can shove the Thingy and piss it off.
1366                 # It then becomes an enemy and may fire at you.
1367                 thing.angry()
1368             return None
1369         elif iquad == ' ': # Black hole
1370             skip(1)
1371             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1372             return None
1373         elif iquad == '#': # hit the web
1374             skip(1)
1375             prout(_("***Torpedo absorbed by Tholian web."))
1376             return None
1377         elif iquad == 'T':  # Hit a Tholian
1378             h1 = 700.0 + randrange(100) - \
1379                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1380             h1 = math.fabs(h1)
1381             if h1 >= 600:
1382                 game.quad[w.i][w.j] = '.'
1383                 deadkl(w, iquad, w)
1384                 game.tholian = None
1385                 return None
1386             skip(1)
1387             proutn(crmena(True, 'T', "sector", w))
1388             if withprob(0.05):
1389                 prout(_(" survives photon blast."))
1390                 return None
1391             prout(_(" disappears."))
1392             game.tholian.move(None)
1393             game.quad[w.i][w.j] = '#'
1394             dropin(' ')
1395             return None
1396         else: # Problem!
1397             skip(1)
1398             proutn("Don't know how to handle torpedo collision with ")
1399             proutn(crmena(True, iquad, "sector", w))
1400             skip(1)
1401             return None
1402         break
1403     skip(1)
1404     setwnd(message_window)
1405     prout(_("Torpedo missed."))
1406     return None
1407
1408 def fry(hit):
1409     "Critical-hit resolution."
1410     if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1411         return
1412     ncrit = int(1.0 + hit/(500.0+randreal(100)))
1413     proutn(_("***CRITICAL HIT--"))
1414     # Select devices and cause damage
1415     cdam = []
1416     while ncrit > 0:
1417         while True:
1418             j = randdevice()
1419             # Cheat to prevent shuttle damage unless on ship
1420             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1421                 break
1422         cdam.append(j)
1423         extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1424         game.damage[j] += extradm
1425         ncrit -= 1
1426     skipcount = 0
1427     for (i, j) in enumerate(cdam):
1428         proutn(device[j])
1429         if skipcount % 3 == 2 and i < len(cdam)-1:
1430             skip(1)
1431         skipcount += 1
1432         if i < len(cdam)-1:
1433             proutn(_(" and "))
1434     prout(_(" damaged."))
1435     if damaged(DSHIELD) and game.shldup:
1436         prout(_("***Shields knocked down."))
1437         game.shldup = False
1438     if damaged(DCLOAK) and game.iscloaked:
1439         prout(_("***Cloaking device rendered inoperative."))
1440         game.iscloaked = False
1441
1442 def attack(torps_ok):
1443     # bad guy attacks us
1444     # torps_ok == False forces use of phasers in an attack
1445     if game.iscloaked:
1446         return
1447     # game could be over at this point, check
1448     if game.alldone:
1449         return
1450     attempt = False
1451     ihurt = False
1452     hitmax = 0.0
1453     hittot = 0.0
1454     chgfac = 1.0
1455     where = "neither"
1456     if game.idebug:
1457         prout("=== ATTACK!")
1458     # Tholian gets to move before attacking
1459     if game.tholian:
1460         movetholian()
1461     # if you have just entered the RNZ, you'll get a warning
1462     if game.neutz: # The one chance not to be attacked
1463         game.neutz = False
1464         return
1465     # commanders get a chance to tac-move towards you
1466     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:
1467         for (bugout, enemy, old, goto) in  moveklings():
1468             if bugout:
1469                 # we know about this if either short or long range
1470                 # sensors are working
1471                 if damaged(DSRSENS) and damaged(DLRSENS) \
1472                        and game.condition != "docked":
1473                     prout(crmena(True, enemy.type, "sector", old) + \
1474                           (_(" escapes to Quadrant %s (and regains strength).") % goto))
1475             else: # Enemy still in-sector
1476                 if enemy.move(goto):
1477                     if not damaged(DSRSENS) or game.condition == "docked":
1478                         proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1479                         if enemy.kdist < old:
1480                             proutn(_(" advances to "))
1481                         else:
1482                             proutn(_(" retreats to "))
1483                         prout("Sector %s." % goto)
1484         sortenemies()
1485     # if no enemies remain after movement, we're done
1486     if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1487         return
1488     # set up partial hits if attack happens during shield status change
1489     pfac = 1.0/game.inshld
1490     if game.shldchg:
1491         chgfac = 0.25 + randreal(0.5)
1492     skip(1)
1493     # message verbosity control
1494     if game.skill <= SKILL_FAIR:
1495         where = "sector"
1496     for enemy in game.enemies:
1497         if enemy.power < 0:
1498             continue        # too weak to attack
1499         # compute hit strength and diminish shield power
1500         r = randreal()
1501         # Increase chance of photon torpedos if docked or enemy energy is low
1502         if game.condition == "docked":
1503             r *= 0.25
1504         if enemy.power < 500:
1505             r *= 0.25
1506         if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1507             continue
1508         # different enemies have different probabilities of throwing a torp
1509         usephasers = not torps_ok or \
1510             (enemy.type == 'K' and r > 0.0005) or \
1511             (enemy.type == 'C' and r > 0.015) or \
1512             (enemy.type == 'R' and r > 0.3) or \
1513             (enemy.type == 'S' and r > 0.07) or \
1514             (enemy.type == '?' and r > 0.05)
1515         if usephasers:            # Enemy uses phasers
1516             if game.condition == "docked":
1517                 continue # Don't waste the effort!
1518             attempt = True # Attempt to attack
1519             dustfac = randreal(0.8, 0.85)
1520             hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1521             enemy.power *= 0.75
1522         else: # Enemy uses photon torpedo
1523             # We should be able to make the bearing() method work here
1524             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1525             hit = 0
1526             proutn(_("***TORPEDO INCOMING"))
1527             if not damaged(DSRSENS):
1528                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1529             attempt = True
1530             prout("  ")
1531             dispersion = (randreal()+randreal())*0.5 - 0.5
1532             dispersion += 0.002*enemy.power*dispersion
1533             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1534             if game.unwon() == 0:
1535                 finish(FWON) # Klingons did themselves in!
1536             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1537                 return # Supernova or finished
1538             if hit is None:
1539                 continue
1540         # incoming phaser or torpedo, shields may dissipate it
1541         if game.shldup or game.shldchg or game.condition == "docked":
1542             # shields will take hits
1543             propor = pfac * game.shield
1544             if game.condition == "docked":
1545                 propor *= 2.1
1546             if propor < 0.1:
1547                 propor = 0.1
1548             hitsh = propor*chgfac*hit+1.0
1549             absorb = 0.8*hitsh
1550             if absorb > game.shield:
1551                 absorb = game.shield
1552             game.shield -= absorb
1553             hit -= hitsh
1554             # taking a hit blasts us out of a starbase dock
1555             if game.condition == "docked":
1556                 dock(False)
1557             # but the shields may take care of it
1558             if propor > 0.1 and hit < 0.005*game.energy:
1559                 continue
1560         # hit from this opponent got through shields, so take damage
1561         ihurt = True
1562         proutn(_("%d unit hit") % int(hit))
1563         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1564             proutn(_(" on the ") + crmshp())
1565         if not damaged(DSRSENS) and usephasers:
1566             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1567         skip(1)
1568         # Decide if hit is critical
1569         if hit > hitmax:
1570             hitmax = hit
1571         hittot += hit
1572         fry(hit)
1573         game.energy -= hit
1574     if game.energy <= 0:
1575         # Returning home upon your shield, not with it...
1576         finish(FBATTLE)
1577         return
1578     if not attempt and game.condition == "docked":
1579         prout(_("***Enemies decide against attacking your ship."))
1580     percent = 100.0*pfac*game.shield+0.5
1581     if not ihurt:
1582         # Shields fully protect ship
1583         proutn(_("Enemy attack reduces shield strength to "))
1584     else:
1585         # Emit message if starship suffered hit(s)
1586         skip(1)
1587         proutn(_("Energy left %2d    shields ") % int(game.energy))
1588         if game.shldup:
1589             proutn(_("up "))
1590         elif not damaged(DSHIELD):
1591             proutn(_("down "))
1592         else:
1593             proutn(_("damaged, "))
1594     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1595     # Check if anyone was hurt
1596     if hitmax >= 200 or hittot >= 500:
1597         icas = randrange(int(hittot * 0.015))
1598         if icas >= 2:
1599             skip(1)
1600             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1601             prout(_("   in that last attack.\""))
1602             game.casual += icas
1603             game.state.crew -= icas
1604     # After attack, reset average distance to enemies
1605     for enemy in game.enemies:
1606         enemy.kavgd = enemy.kdist
1607     sortenemies()
1608     return
1609
1610 def deadkl(w, etype, mv):
1611     "Kill a Klingon, Tholian, Romulan, or Thingy."
1612     # Added mv to allow enemy to "move" before dying
1613     proutn(crmena(True, etype, "sector", mv))
1614     # Decide what kind of enemy it is and update appropriately
1615     if etype == 'R':
1616         # Chalk up a Romulan
1617         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1618         game.irhere -= 1
1619         game.state.nromrem -= 1
1620     elif etype == 'T':
1621         # Killed a Tholian
1622         game.tholian = None
1623     elif etype == '?':
1624         # Killed a Thingy
1625         global thing
1626         thing = None
1627     else:
1628         # Killed some type of Klingon
1629         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1630         game.klhere -= 1
1631         if etype == 'C':
1632             game.state.kcmdr.remove(game.quadrant)
1633             unschedule(FTBEAM)
1634             if game.state.kcmdr:
1635                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1636             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1637                 unschedule(FCDBAS)
1638         elif etype ==  'K':
1639             pass
1640         elif etype ==  'S':
1641             game.state.nscrem -= 1
1642             game.state.kscmdr.invalidate()
1643             game.isatb = 0
1644             game.iscate = False
1645             unschedule(FSCMOVE)
1646             unschedule(FSCDBAS)
1647     # For each kind of enemy, finish message to player
1648     prout(_(" destroyed."))
1649     if game.unwon() == 0:
1650         return
1651     game.recompute()
1652     # Remove enemy ship from arrays describing local conditions
1653     for e in game.enemies:
1654         if e.location == w:
1655             e.move(None)
1656             break
1657     return
1658
1659 def targetcheck(w):
1660     "Return None if target is invalid, otherwise return a course angle."
1661     if not w.valid_sector():
1662         huh()
1663         return None
1664     delta = Coord()
1665     # C code this was translated from is wacky -- why the sign reversal?
1666     delta.j = (w.j - game.sector.j)
1667     delta.i = (game.sector.i - w.i)
1668     if delta == Coord(0, 0):
1669         skip(1)
1670         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1671         prout(_("  I recommend an immediate review of"))
1672         prout(_("  the Captain's psychological profile.\""))
1673         scanner.chew()
1674         return None
1675     return delta.bearing()
1676
1677 def torps():
1678     "Launch photon torpedo salvo."
1679     tcourse = []
1680     game.ididit = False
1681     if damaged(DPHOTON):
1682         prout(_("Photon tubes damaged."))
1683         scanner.chew()
1684         return
1685     if game.torps == 0:
1686         prout(_("No torpedoes left."))
1687         scanner.chew()
1688         return
1689     # First, get torpedo count
1690     while True:
1691         scanner.nexttok()
1692         if scanner.token == "IHALPHA":
1693             huh()
1694             return
1695         elif scanner.token == "IHEOL" or not scanner.waiting():
1696             prout(_("%d torpedoes left.") % game.torps)
1697             scanner.chew()
1698             proutn(_("Number of torpedoes to fire- "))
1699             continue        # Go back around to get a number
1700         else: # key == "IHREAL"
1701             n = scanner.int()
1702             if n <= 0: # abort command
1703                 scanner.chew()
1704                 return
1705             if n > MAXBURST:
1706                 scanner.chew()
1707                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1708                 return
1709             if n > game.torps:
1710                 scanner.chew()        # User requested more torps than available
1711                 continue        # Go back around
1712             break        # All is good, go to next stage
1713     # Next, get targets
1714     target = []
1715     for i in range(n):
1716         key = scanner.nexttok()
1717         if i == 0 and key == "IHEOL":
1718             break        # no coordinate waiting, we will try prompting
1719         if i == 1 and key == "IHEOL":
1720             # direct all torpedoes at one target
1721             while i < n:
1722                 target.append(target[0])
1723                 tcourse.append(tcourse[0])
1724                 i += 1
1725             break
1726         scanner.push(scanner.token)
1727         target.append(scanner.getcoord())
1728         if target[-1] is None:
1729             return
1730         tcourse.append(targetcheck(target[-1]))
1731         if tcourse[-1] is None:
1732             return
1733     scanner.chew()
1734     if len(target) == 0:
1735         # prompt for each one
1736         for i in range(n):
1737             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1738             scanner.chew()
1739             target.append(scanner.getcoord())
1740             if target[-1] is None:
1741                 return
1742             tcourse.append(targetcheck(target[-1]))
1743             if tcourse[-1] is None:
1744                 return
1745     game.ididit = True
1746     # Loop for moving <n> torpedoes
1747     for i in range(n):
1748         if game.condition != "docked":
1749             game.torps -= 1
1750         dispersion = (randreal()+randreal())*0.5 -0.5
1751         if math.fabs(dispersion) >= 0.47:
1752             # misfire!
1753             dispersion *= randreal(1.2, 2.2)
1754             if n > 0:
1755                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1756             else:
1757                 prouts(_("***TORPEDO MISFIRES."))
1758             skip(1)
1759             if i < n:
1760                 prout(_("  Remainder of burst aborted."))
1761             if withprob(0.2):
1762                 prout(_("***Photon tubes damaged by misfire."))
1763                 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1764             break
1765         if game.iscloaked:
1766             dispersion *= 1.2
1767         elif game.shldup or game.condition == "docked":
1768             dispersion *= 1.0 + 0.0001*game.shield
1769         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1770         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1771             return
1772     if game.unwon()<=0:
1773         finish(FWON)
1774
1775 def overheat(rpow):
1776     "Check for phasers overheating."
1777     if rpow > 1500:
1778         checkburn = (rpow-1500.0)*0.00038
1779         if withprob(checkburn):
1780             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1781             game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1782
1783 def checkshctrl(rpow):
1784     "Check shield control."
1785     skip(1)
1786     if withprob(0.998):
1787         prout(_("Shields lowered."))
1788         return False
1789     # Something bad has happened
1790     prouts(_("***RED ALERT!  RED ALERT!"))
1791     skip(2)
1792     hit = rpow*game.shield/game.inshld
1793     game.energy -= rpow+hit*0.8
1794     game.shield -= hit*0.2
1795     if game.energy <= 0.0:
1796         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1797         skip(1)
1798         stars()
1799         finish(FPHASER)
1800         return True
1801     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1802     skip(2)
1803     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1804     icas = randrange(int(hit*0.012))
1805     skip(1)
1806     fry(0.8*hit)
1807     if icas:
1808         skip(1)
1809         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1810         prout(_("  %d casualties so far.\"") % icas)
1811         game.casual += icas
1812         game.state.crew -= icas
1813     skip(1)
1814     prout(_("Phaser energy dispersed by shields."))
1815     prout(_("Enemy unaffected."))
1816     overheat(rpow)
1817     return True
1818
1819 def hittem(hits):
1820     "Register a phaser hit on Klingons and Romulans."
1821     w = Coord()
1822     skip(1)
1823     kk = 0
1824     for wham in hits:
1825         if wham == 0:
1826             continue
1827         dustfac = randreal(0.9, 1.0)
1828         hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1829         kpini = game.enemies[kk].power
1830         kp = math.fabs(kpini)
1831         if PHASEFAC*hit < kp:
1832             kp = PHASEFAC*hit
1833         if game.enemies[kk].power < 0:
1834             game.enemies[kk].power -= -kp
1835         else:
1836             game.enemies[kk].power -= kp
1837         kpow = game.enemies[kk].power
1838         w = game.enemies[kk].location
1839         if hit > 0.005:
1840             if not damaged(DSRSENS):
1841                 boom(w)
1842             proutn(_("%d unit hit on ") % int(hit))
1843         else:
1844             proutn(_("Very small hit on "))
1845         ienm = game.quad[w.i][w.j]
1846         if ienm == '?':
1847             thing.angry()
1848         proutn(crmena(False, ienm, "sector", w))
1849         skip(1)
1850         if kpow == 0:
1851             deadkl(w, ienm, w)
1852             if game.unwon()==0:
1853                 finish(FWON)
1854             if game.alldone:
1855                 return
1856             continue
1857         else: # decide whether or not to emasculate klingon
1858             if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1859                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1860                 prout(_("   has just lost its firepower.\""))
1861                 game.enemies[kk].power = -kpow
1862         kk += 1
1863     return
1864
1865 def phasers():
1866     "Fire phasers at bad guys."
1867     hits = []
1868     kz = 0
1869     k = 1
1870     irec = 0 # Cheating inhibitor
1871     ifast = False
1872     no = False
1873     itarg = True
1874     msgflag = True
1875     rpow = 0.0
1876     automode = "NOTSET"
1877     key = ""
1878     skip(1)
1879     # SR sensors and Computer are needed for automode
1880     if damaged(DSRSENS) or damaged(DCOMPTR):
1881         itarg = False
1882     if game.condition == "docked":
1883         prout(_("Phasers can't be fired through base shields."))
1884         scanner.chew()
1885         return
1886     if damaged(DPHASER):
1887         prout(_("Phaser control damaged."))
1888         scanner.chew()
1889         return
1890     if game.shldup:
1891         if damaged(DSHCTRL):
1892             prout(_("High speed shield control damaged."))
1893             scanner.chew()
1894             return
1895         if game.energy <= 200.0:
1896             prout(_("Insufficient energy to activate high-speed shield control."))
1897             scanner.chew()
1898             return
1899         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1900         ifast = True
1901     # Original code so convoluted, I re-did it all
1902     # (That was Tom Almy talking about the C code, I think -- ESR)
1903     while automode == "NOTSET":
1904         key = scanner.nexttok()
1905         if key == "IHALPHA":
1906             if scanner.sees("manual"):
1907                 if len(game.enemies)==0:
1908                     prout(_("There is no enemy present to select."))
1909                     scanner.chew()
1910                     key = "IHEOL"
1911                     automode = "AUTOMATIC"
1912                 else:
1913                     automode = "MANUAL"
1914                     key = scanner.nexttok()
1915             elif scanner.sees("automatic"):
1916                 if (not itarg) and len(game.enemies) != 0:
1917                     automode = "FORCEMAN"
1918                 else:
1919                     if len(game.enemies)==0:
1920                         prout(_("Energy will be expended into space."))
1921                     automode = "AUTOMATIC"
1922                     key = scanner.nexttok()
1923             elif scanner.sees("no"):
1924                 no = True
1925             else:
1926                 huh()
1927                 return
1928         elif key == "IHREAL":
1929             if len(game.enemies)==0:
1930                 prout(_("Energy will be expended into space."))
1931                 automode = "AUTOMATIC"
1932             elif not itarg:
1933                 automode = "FORCEMAN"
1934             else:
1935                 automode = "AUTOMATIC"
1936         else:
1937             # "IHEOL"
1938             if len(game.enemies)==0:
1939                 prout(_("Energy will be expended into space."))
1940                 automode = "AUTOMATIC"
1941             elif not itarg:
1942                 automode = "FORCEMAN"
1943             else:
1944                 proutn(_("Manual or automatic? "))
1945                 scanner.chew()
1946     avail = game.energy
1947     if ifast:
1948         avail -= 200.0
1949     if automode == "AUTOMATIC":
1950         if key == "IHALPHA" and scanner.sees("no"):
1951             no = True
1952             key = scanner.nexttok()
1953         if key != "IHREAL" and len(game.enemies) != 0:
1954             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1955         irec = 0
1956         while True:
1957             scanner.chew()
1958             if not kz:
1959                 for i in range(len(game.enemies)):
1960                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1961             kz = 1
1962             proutn(_("%d units required. ") % irec)
1963             scanner.chew()
1964             proutn(_("Units to fire= "))
1965             key = scanner.nexttok()
1966             if key != "IHREAL":
1967                 return
1968             rpow = scanner.real
1969             if rpow > avail:
1970                 proutn(_("Energy available= %.2f") % avail)
1971                 skip(1)
1972                 key = "IHEOL"
1973             if not rpow > avail:
1974                 break
1975         if rpow <= 0:
1976             # chicken out
1977             scanner.chew()
1978             return
1979         key = scanner.nexttok()
1980         if key == "IHALPHA" and scanner.sees("no"):
1981             no = True
1982         if ifast:
1983             game.energy -= 200 # Go and do it!
1984             if checkshctrl(rpow):
1985                 return
1986         scanner.chew()
1987         game.energy -= rpow
1988         extra = rpow
1989         if len(game.enemies):
1990             extra = 0.0
1991             powrem = rpow
1992             for i in range(len(game.enemies)):
1993                 hits.append(0.0)
1994                 if powrem <= 0:
1995                     continue
1996                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1997                 over = randreal(1.01, 1.06) * hits[i]
1998                 temp = powrem
1999                 powrem -= hits[i] + over
2000                 if powrem <= 0 and temp < hits[i]:
2001                     hits[i] = temp
2002                 if powrem <= 0:
2003                     over = 0.0
2004                 extra += over
2005             if powrem > 0.0:
2006                 extra += powrem
2007             hittem(hits)
2008             game.ididit = True
2009         if extra > 0 and not game.alldone:
2010             if game.tholian:
2011                 proutn(_("*** Tholian web absorbs "))
2012                 if len(game.enemies)>0:
2013                     proutn(_("excess "))
2014                 prout(_("phaser energy."))
2015             else:
2016                 prout(_("%d expended on empty space.") % int(extra))
2017     elif automode == "FORCEMAN":
2018         scanner.chew()
2019         key = "IHEOL"
2020         if damaged(DCOMPTR):
2021             prout(_("Battle computer damaged, manual fire only."))
2022         else:
2023             skip(1)
2024             prouts(_("---WORKING---"))
2025             skip(1)
2026             prout(_("Short-range-sensors-damaged"))
2027             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2028             prout(_("Manual-fire-must-be-used"))
2029             skip(1)
2030     elif automode == "MANUAL":
2031         rpow = 0.0
2032         for k in range(len(game.enemies)):
2033             aim = game.enemies[k].location
2034             ienm = game.quad[aim.i][aim.j]
2035             if msgflag:
2036                 proutn(_("Energy available= %.2f") % (avail-0.006))
2037                 skip(1)
2038                 msgflag = False
2039                 rpow = 0.0
2040             if damaged(DSRSENS) and \
2041                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2042                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2043                 scanner.chew()
2044                 key = "IHEOL"
2045                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2046                 k += 1
2047                 continue
2048             if key == "IHEOL":
2049                 scanner.chew()
2050                 if itarg and k > kz:
2051                     irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        randreal(1.01, 1.06) + 1.0
2052                 kz = k
2053                 proutn("(")
2054                 if not damaged(DCOMPTR):
2055                     proutn("%d" % irec)
2056                 else:
2057                     proutn("??")
2058                 proutn(")  ")
2059                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
2060                 key = scanner.nexttok()
2061             if key == "IHALPHA" and scanner.sees("no"):
2062                 no = True
2063                 key = scanner.nexttok()
2064                 continue
2065             if key == "IHALPHA":
2066                 huh()
2067                 return
2068             if key == "IHEOL":
2069                 if k == 1: # Let me say I'm baffled by this
2070                     msgflag = True
2071                 continue
2072             if scanner.real < 0:
2073                 # abort out
2074                 scanner.chew()
2075                 return
2076             hits[k] = scanner.real
2077             rpow += scanner.real
2078             # If total requested is too much, inform and start over
2079             if rpow > avail:
2080                 prout(_("Available energy exceeded -- try again."))
2081                 scanner.chew()
2082                 return
2083             key = scanner.nexttok() # scan for next value
2084             k += 1
2085         if rpow == 0.0:
2086             # zero energy -- abort
2087             scanner.chew()
2088             return
2089         if key == "IHALPHA" and scanner.sees("no"):
2090             no = True
2091         game.energy -= rpow
2092         scanner.chew()
2093         if ifast:
2094             game.energy -= 200.0
2095             if checkshctrl(rpow):
2096                 return
2097         hittem(hits)
2098         game.ididit = True
2099      # Say shield raised or malfunction, if necessary
2100     if game.alldone:
2101         return
2102     if ifast:
2103         skip(1)
2104         if no == 0:
2105             if withprob(0.01):
2106                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2107                 prouts(_("         CLICK   CLICK   POP  . . ."))
2108                 prout(_(" No response, sir!"))
2109                 game.shldup = False
2110             else:
2111                 prout(_("Shields raised."))
2112         else:
2113             game.shldup = False
2114     overheat(rpow)
2115
2116
2117 def capture():
2118     game.ididit = False # Nothing if we fail
2119     game.optime = 0.0
2120
2121     # Make sure there is room in the brig */
2122     if game.brigfree == 0:
2123         prout(_("Security reports the brig is already full."))
2124         return
2125
2126     if damaged(DRADIO):
2127         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2128         return
2129
2130     if damaged(DTRANSP):
2131         prout(_("Scotty- \"Transporter damaged, sir.\""))
2132         return
2133
2134     # find out if there are any at all
2135     if game.klhere < 1:
2136         prout(_("Uhura- \"Getting no response, sir.\""))
2137         return
2138
2139     # if there is more than one Klingon, find out which one */
2140     #   Cruddy, just takes one at random.  Should ask the captain.
2141     #   Nah, just select the weakest one since it is most likely to
2142     #   surrender (Tom Almy mod)
2143     klingons = [e for e in game.enemies if e.type == 'K']
2144     weakest = sorted(klingons, key=lambda e: e.power)[0]
2145     game.optime = 0.05          # This action will take some time
2146     game.ididit = True #  So any others can strike back
2147
2148     # check out that Klingon
2149     # The algorithm isn't that great and could use some more
2150     # intelligent design
2151     # x = 300 + 25*skill;
2152     x = game.energy / (weakest.power * len(klingons))
2153     #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2154     #      % (game.energy, weakest.power, len(klingons)))
2155     x *= 2.5  # would originally have been equivalent of 1.4,
2156                # but we want command to work more often, more humanely */
2157     #prout(_("Prob = %.4f" % x))
2158     #   x = 100; // For testing, of course!
2159     if x < randreal(100):
2160         # guess what, he surrendered!!! */
2161         prout(_("Klingon captain at %s surrenders.") % weakest.location)
2162         i = randreal(200)
2163         if i > 0:
2164             prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2165         if i > game.brigfree:
2166             prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2167             i = game.brigfree
2168         game.brigfree -= i
2169         prout(_("%d captives taken") % i)
2170         deadkl(weakest.location, weakest.type, game.sector)
2171         if game.unwon()<=0:
2172             finish(FWON)
2173         return
2174
2175         # big surprise, he refuses to surrender */
2176     prout(_("Fat chance, captain!"))
2177
2178 # Code from events.c begins here.
2179
2180 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2181 # event of each type active at any given time.  Mostly these means we can
2182 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2183 # BSD Trek, from which we swiped the idea, can have up to 5.
2184
2185 def unschedule(evtype):
2186     "Remove an event from the schedule."
2187     game.future[evtype].date = FOREVER
2188     return game.future[evtype]
2189
2190 def is_scheduled(evtype):
2191     "Is an event of specified type scheduled."
2192     return game.future[evtype].date != FOREVER
2193
2194 def scheduled(evtype):
2195     "When will this event happen?"
2196     return game.future[evtype].date
2197
2198 def schedule(evtype, offset):
2199     "Schedule an event of specified type."
2200     game.future[evtype].date = game.state.date + offset
2201     return game.future[evtype]
2202
2203 def postpone(evtype, offset):
2204     "Postpone a scheduled event."
2205     game.future[evtype].date += offset
2206
2207 def cancelrest():
2208     "Rest period is interrupted by event."
2209     if game.resting:
2210         skip(1)
2211         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2212         if ja():
2213             game.resting = False
2214             game.optime = 0.0
2215             return True
2216     return False
2217
2218 def events():
2219     "Run through the event queue looking for things to do."
2220     i = 0
2221     fintim = game.state.date + game.optime
2222     yank = 0
2223     ictbeam = False
2224     istract = False
2225     w = Coord()
2226     hold = Coord()
2227     ev = Event()
2228     ev2 = Event()
2229
2230     def tractorbeam(yank):
2231         "Tractor-beaming cases merge here."
2232         announce()
2233         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2234         skip(1)
2235         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2236         # If Kirk & Co. screwing around on planet, handle
2237         atover(True) # atover(true) is Grab
2238         if game.alldone:
2239             return
2240         if game.icraft: # Caught in Galileo?
2241             finish(FSTRACTOR)
2242             return
2243         # Check to see if shuttle is aboard
2244         if game.iscraft == "offship":
2245             skip(1)
2246             if withprob(0.5):
2247                 prout(_("Galileo, left on the planet surface, is captured"))
2248                 prout(_("by aliens and made into a flying McDonald's."))
2249                 game.damage[DSHUTTL] = -10
2250                 game.iscraft = "removed"
2251             else:
2252                 prout(_("Galileo, left on the planet surface, is well hidden."))
2253         if evcode == FSPY:
2254             game.quadrant = game.state.kscmdr
2255         else:
2256             game.quadrant = game.state.kcmdr[i]
2257         game.sector = randplace(QUADSIZE)
2258         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2259                % (game.quadrant, game.sector))
2260         if game.resting:
2261             prout(_("(Remainder of rest/repair period cancelled.)"))
2262             game.resting = False
2263         if not game.shldup:
2264             if not damaged(DSHIELD) and game.shield > 0:
2265                 doshield(shraise=True) # raise shields
2266                 game.shldchg = False
2267             else:
2268                 prout(_("(Shields not currently useable.)"))
2269         newqad()
2270         # Adjust finish time to time of tractor beaming?
2271         # fintim = game.state.date+game.optime
2272         attack(torps_ok=False)
2273         if not game.state.kcmdr:
2274             unschedule(FTBEAM)
2275         else:
2276             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2277
2278     def destroybase():
2279         "Code merges here for any commander destroying a starbase."
2280         # Not perfect, but will have to do
2281         # Handle case where base is in same quadrant as starship
2282         if game.battle == game.quadrant:
2283             game.state.chart[game.battle.i][game.battle.j].starbase = False
2284             game.quad[game.base.i][game.base.j] = '.'
2285             game.base.invalidate()
2286             newcnd()
2287             skip(1)
2288             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2289         elif game.state.baseq and communicating():
2290             # Get word via subspace radio
2291             announce()
2292             skip(1)
2293             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2294             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2295             if game.isatb == 2:
2296                 prout(_("the Klingon Super-Commander"))
2297             else:
2298                 prout(_("a Klingon Commander"))
2299             game.state.chart[game.battle.i][game.battle.j].starbase = False
2300         # Remove Starbase from galaxy
2301         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2302         game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2303         if game.isatb == 2:
2304             # reinstate a commander's base attack
2305             game.battle = hold
2306             game.isatb = 0
2307         else:
2308             game.battle.invalidate()
2309     if game.idebug:
2310         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2311         for i in range(1, NEVENTS):
2312             if   i == FSNOVA:  proutn("=== Supernova       ")
2313             elif i == FTBEAM:  proutn("=== T Beam          ")
2314             elif i == FSNAP:   proutn("=== Snapshot        ")
2315             elif i == FBATTAK: proutn("=== Base Attack     ")
2316             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2317             elif i == FSCMOVE: proutn("=== SC Move         ")
2318             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2319             elif i == FDSPROB: proutn("=== Probe Move      ")
2320             elif i == FDISTR:  proutn("=== Distress Call   ")
2321             elif i == FENSLV:  proutn("=== Enslavement     ")
2322             elif i == FREPRO:  proutn("=== Klingon Build   ")
2323             if is_scheduled(i):
2324                 prout("%.2f" % (scheduled(i)))
2325             else:
2326                 prout("never")
2327     radio_was_broken = damaged(DRADIO)
2328     hold.i = hold.j = 0
2329     while True:
2330         # Select earliest extraneous event, evcode==0 if no events
2331         evcode = FSPY
2332         if game.alldone:
2333             return
2334         datemin = fintim
2335         for l in range(1, NEVENTS):
2336             if game.future[l].date < datemin:
2337                 evcode = l
2338                 if game.idebug:
2339                     prout("== Event %d fires" % evcode)
2340                 datemin = game.future[l].date
2341         xtime = datemin-game.state.date
2342         if game.iscloaked:
2343             game.energy -= xtime*500.0
2344             if game.energy <= 0:
2345                 finish(FNRG)
2346                 return
2347         game.state.date = datemin
2348         # Decrement Federation resources and recompute remaining time
2349         game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2350         game.recompute()
2351         if game.state.remtime <= 0:
2352             finish(FDEPLETE)
2353             return
2354         # Any crew left alive?
2355         if game.state.crew <= 0:
2356             finish(FCREW)
2357             return
2358         # Is life support adequate?
2359         if damaged(DLIFSUP) and game.condition != "docked":
2360             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2361                 finish(FLIFESUP)
2362                 return
2363             game.lsupres -= xtime
2364             if game.damage[DLIFSUP] <= xtime:
2365                 game.lsupres = game.inlsr
2366         # Fix devices
2367         repair = xtime
2368         if game.condition == "docked":
2369             repair /= DOCKFAC
2370         # Don't fix Deathray here
2371         for l in range(NDEVICES):
2372             if game.damage[l] > 0.0 and l != DDRAY:
2373                 if game.damage[l]-repair > 0.0:
2374                     game.damage[l] -= repair
2375                 else:
2376                     game.damage[l] = 0.0
2377         # If radio repaired, update star chart and attack reports
2378         if radio_was_broken and not damaged(DRADIO):
2379             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2380             prout(_("   surveillance reports are coming in."))
2381             skip(1)
2382             if not game.iseenit:
2383                 attackreport(False)
2384                 game.iseenit = True
2385             rechart()
2386             prout(_("   The star chart is now up to date.\""))
2387             skip(1)
2388         # Cause extraneous event EVCODE to occur
2389         game.optime -= xtime
2390         if evcode == FSNOVA: # Supernova
2391             announce()
2392             supernova(None)
2393             schedule(FSNOVA, expran(0.5*game.intime))
2394             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2395                 return
2396         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2397             if game.state.nscrem == 0 or game.iscloaked or \
2398                 ictbeam or istract or \
2399                 game.condition == "docked" or game.isatb == 1 or game.iscate:
2400                 return
2401             if game.ientesc or \
2402                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2403                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2404                 (damaged(DSHIELD) and \
2405                  (game.energy < 2500 or damaged(DPHASER)) and \
2406                  (game.torps < 5 or damaged(DPHOTON))):
2407                 # Tractor-beam her!
2408                 istract = ictbeam = True
2409                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2410             else:
2411                 return
2412         elif evcode == FTBEAM: # Tractor beam
2413             if not game.state.kcmdr:
2414                 unschedule(FTBEAM)
2415                 continue
2416             i = randrange(len(game.state.kcmdr))
2417             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2418             if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2419                 # Drats! Have to reschedule
2420                 schedule(FTBEAM,
2421                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2422                 continue
2423             ictbeam = True
2424             tractorbeam(yank)
2425         elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2426             game.snapsht = copy.deepcopy(game.state)
2427             game.state.snap = True
2428             schedule(FSNAP, expran(0.5 * game.intime))
2429         elif evcode == FBATTAK: # Commander attacks starbase
2430             if not game.state.kcmdr or not game.state.baseq:
2431                 # no can do
2432                 unschedule(FBATTAK)
2433                 unschedule(FCDBAS)
2434                 continue
2435             ibq = None  # Force battle location to persist past loop
2436             try:
2437                 for ibq in game.state.baseq:
2438                     for cmdr in game.state.kcmdr:
2439                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2440                             raise JumpOut
2441                 # no match found -- try later
2442                 schedule(FBATTAK, expran(0.3*game.intime))
2443                 unschedule(FCDBAS)
2444                 continue
2445             except JumpOut:
2446                 pass
2447             # commander + starbase combination found -- launch attack
2448             game.battle = ibq
2449             schedule(FCDBAS, randreal(1.0, 4.0))
2450             if game.isatb: # extra time if SC already attacking
2451                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2452             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2453             game.iseenit = False
2454             if not communicating():
2455                 continue # No warning :-(
2456             game.iseenit = True
2457             announce()
2458             skip(1)
2459             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2460             prout(_("   reports that it is under attack and that it can"))
2461             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2462             if cancelrest():
2463                 return
2464         elif evcode == FSCDBAS: # Supercommander destroys base
2465             unschedule(FSCDBAS)
2466             game.isatb = 2
2467             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2468                 continue # WAS RETURN!
2469             hold = game.battle
2470             game.battle = game.state.kscmdr
2471             destroybase()
2472         elif evcode == FCDBAS: # Commander succeeds in destroying base
2473             if evcode == FCDBAS:
2474                 unschedule(FCDBAS)
2475                 if not game.state.baseq() \
2476                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2477                     game.battle.invalidate()
2478                     continue
2479                 # find the lucky pair
2480                 for cmdr in game.state.kcmdr:
2481                     if cmdr == game.battle:
2482                         break
2483                 else:
2484                     # No action to take after all
2485                     continue
2486             destroybase()
2487         elif evcode == FSCMOVE: # Supercommander moves
2488             schedule(FSCMOVE, 0.2777)
2489             if not game.ientesc and not istract and game.isatb != 1 and \
2490                    (not game.iscate or not game.justin):
2491                 supercommander()
2492         elif evcode == FDSPROB: # Move deep space probe
2493             schedule(FDSPROB, 0.01)
2494             if not game.probe.nexttok():
2495                 if not game.probe.quadrant().valid_quadrant() or \
2496                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2497                     # Left galaxy or ran into supernova
2498                     if communicating():
2499                         announce()
2500                         skip(1)
2501                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2502                         if not game.probe.quadrant().valid_quadrant():
2503                             prout(_("has left the galaxy.\""))
2504                         else:
2505                             prout(_("is no longer transmitting.\""))
2506                     unschedule(FDSPROB)
2507                     continue
2508                 if communicating():
2509                     #announce()
2510                     skip(1)
2511                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2512             pquad = game.probe.quadrant()
2513             pdest = game.state.galaxy[pquad.i][pquad.j]
2514             if communicating():
2515                 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2516                 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2517                 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2518                 pdest.charted = True
2519             game.probe.moves -= 1 # One less to travel
2520             if game.probe.arrived() and game.isarmed and pdest.stars:
2521                 supernova(game.probe)                # fire in the hole!
2522                 unschedule(FDSPROB)
2523                 if game.state.galaxy[pquad.i][pquad.j].supernova:
2524                     return
2525         elif evcode == FDISTR: # inhabited system issues distress call
2526             unschedule(FDISTR)
2527             # try a whole bunch of times to find something suitable
2528             for i in range(100):
2529                 # need a quadrant which is not the current one,
2530                 # which has some stars which are inhabited and
2531                 # not already under attack, which is not
2532                 # supernova'ed, and which has some Klingons in it
2533                 w = randplace(GALSIZE)
2534                 q = game.state.galaxy[w.i][w.j]
2535                 if not (game.quadrant == w or q.planet is None or \
2536                       not q.planet.inhabited or \
2537                       q.supernova or q.status!="secure" or q.klingons<=0):
2538                     break
2539             else:
2540                 # can't seem to find one; ignore this call
2541                 if game.idebug:
2542                     prout("=== Couldn't find location for distress event.")
2543                 continue
2544             # got one!!  Schedule its enslavement
2545             ev = schedule(FENSLV, expran(game.intime))
2546             ev.quadrant = w
2547             q.status = "distressed"
2548             # tell the captain about it if we can
2549             if communicating():
2550                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2551                         % (q.planet, repr(w)))
2552                 prout(_("by a Klingon invasion fleet."))
2553                 if cancelrest():
2554                     return
2555         elif evcode == FENSLV:                # starsystem is enslaved
2556             ev = unschedule(FENSLV)
2557             # see if current distress call still active
2558             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2559             if q.klingons <= 0:
2560                 q.status = "secure"
2561                 continue
2562             q.status = "enslaved"
2563
2564             # play stork and schedule the first baby
2565             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2566             ev2.quadrant = ev.quadrant
2567
2568             # report the disaster if we can
2569             if communicating():
2570                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2571                         q.planet)
2572                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2573         elif evcode == FREPRO:                # Klingon reproduces
2574             # If we ever switch to a real event queue, we'll need to
2575             # explicitly retrieve and restore the x and y.
2576             ev = schedule(FREPRO, expran(1.0 * game.intime))
2577             # see if current distress call still active
2578             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2579             if q.klingons <= 0:
2580                 q.status = "secure"
2581                 continue
2582             if game.remkl() >= MAXKLGAME:
2583                 continue                # full right now
2584             # reproduce one Klingon
2585             w = ev.quadrant
2586             m = Coord()
2587             if game.klhere >= MAXKLQUAD:
2588                 try:
2589                     # this quadrant not ok, pick an adjacent one
2590                     for m.i in range(w.i - 1, w.i + 2):
2591                         for m.j in range(w.j - 1, w.j + 2):
2592                             if not m.valid_quadrant():
2593                                 continue
2594                             q = game.state.galaxy[m.i][m.j]
2595                             # check for this quad ok (not full & no snova)
2596                             if q.klingons >= MAXKLQUAD or q.supernova:
2597                                 continue
2598                             raise JumpOut
2599                     # search for eligible quadrant failed
2600                     continue
2601                 except JumpOut:
2602                     w = m
2603             # deliver the child
2604             q.klingons += 1
2605             if game.quadrant == w:
2606                 game.klhere += 1
2607                 newkling() # also adds it to game.enemies
2608             # recompute time left
2609             game.recompute()
2610             if communicating():
2611                 if game.quadrant == w:
2612                     prout(_("Spock- sensors indicate the Klingons have"))
2613                     prout(_("launched a warship from %s.") % q.planet)
2614                 else:
2615                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2616                     if q.planet is not None:
2617                         proutn(_("near %s ") % q.planet)
2618                     prout(_("in Quadrant %s.") % w)
2619
2620 def wait():
2621     "Wait on events."
2622     game.ididit = False
2623     while True:
2624         key = scanner.nexttok()
2625         if key  != "IHEOL":
2626             break
2627         proutn(_("How long? "))
2628         scanner.chew()
2629     if key != "IHREAL":
2630         huh()
2631         return
2632     origTime = delay = scanner.real
2633     if delay <= 0.0:
2634         return
2635     if delay >= game.state.remtime or len(game.enemies) != 0:
2636         proutn(_("Are you sure? "))
2637         if not ja():
2638             return
2639     # Alternate resting periods (events) with attacks
2640     game.resting = True
2641     while True:
2642         if delay <= 0:
2643             game.resting = False
2644         if not game.resting:
2645             prout(_("%d stardates left.") % int(game.state.remtime))
2646             return
2647         temp = game.optime = delay
2648         if len(game.enemies):
2649             rtime = randreal(1.0, 2.0)
2650             if rtime < temp:
2651                 temp = rtime
2652             game.optime = temp
2653         if game.optime < delay:
2654             attack(torps_ok=False)
2655         if game.alldone:
2656             return
2657         events()
2658         game.ididit = True
2659         if game.alldone:
2660             return
2661         delay -= temp
2662         # Repair Deathray if long rest at starbase
2663         if origTime-delay >= 9.99 and game.condition == "docked":
2664             game.damage[DDRAY] = 0.0
2665         # leave if quadrant supernovas
2666         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2667             break
2668     game.resting = False
2669     game.optime = 0.0
2670
2671 def nova(nov):
2672     "Star goes nova."
2673     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2674     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2675     if withprob(0.05):
2676         # Wow! We've supernova'ed
2677         supernova(game.quadrant)
2678         return
2679     # handle initial nova
2680     game.quad[nov.i][nov.j] = '.'
2681     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2682     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2683     game.state.starkl += 1
2684     # Set up queue to recursively trigger adjacent stars
2685     hits = [nov]
2686     kount = 0
2687     while hits:
2688         offset = Coord()
2689         start = hits.pop()
2690         for offset.i in range(-1, 1+1):
2691             for offset.j in range(-1, 1+1):
2692                 if offset.j == 0 and offset.i == 0:
2693                     continue
2694                 neighbor = start + offset
2695                 if not neighbor.valid_sector():
2696                     continue
2697                 iquad = game.quad[neighbor.i][neighbor.j]
2698                 # Empty space ends reaction
2699                 if iquad in ('.', '?', ' ', 'T', '#'):
2700                     pass
2701                 elif iquad == '*': # Affect another star
2702                     if withprob(0.05):
2703                         # This star supernovas
2704                         supernova(game.quadrant)
2705                         return
2706                     else:
2707                         hits.append(neighbor)
2708                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2709                         game.state.starkl += 1
2710                         proutn(crmena(True, '*', "sector", neighbor))
2711                         prout(_(" novas."))
2712                         game.quad[neighbor.i][neighbor.j] = '.'
2713                         kount += 1
2714                 elif iquad in ('P', '@'): # Destroy planet
2715                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2716                     if iquad == 'P':
2717                         game.state.nplankl += 1
2718                     else:
2719                         game.state.nworldkl += 1
2720                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2721                     game.iplnet.pclass = "destroyed"
2722                     game.iplnet = None
2723                     game.plnet.invalidate()
2724                     if game.landed:
2725                         finish(FPNOVA)
2726                         return
2727                     game.quad[neighbor.i][neighbor.j] = '.'
2728                 elif iquad == 'B': # Destroy base
2729                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2730                     game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2731                     game.base.invalidate()
2732                     game.state.basekl += 1
2733                     newcnd()
2734                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2735                     game.quad[neighbor.i][neighbor.j] = '.'
2736                 elif iquad in ('E', 'F'): # Buffet ship
2737                     prout(_("***Starship buffeted by nova."))
2738                     if game.shldup:
2739                         if game.shield >= 2000.0:
2740                             game.shield -= 2000.0
2741                         else:
2742                             diff = 2000.0 - game.shield
2743                             game.energy -= diff
2744                             game.shield = 0.0
2745                             game.shldup = False
2746                             prout(_("***Shields knocked out."))
2747                             game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2748                     else:
2749                         game.energy -= 2000.0
2750                     if game.energy <= 0:
2751                         finish(FNOVA)
2752                         return
2753                     # add in course nova contributes to kicking starship
2754                     bump += (game.sector-hits[-1]).sgn()
2755                 elif iquad == 'K': # kill klingon
2756                     deadkl(neighbor, iquad, neighbor)
2757                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2758                     target = None
2759                     for ll in range(len(game.enemies)):
2760                         if game.enemies[ll].location == neighbor:
2761                             target = game.enemies[ll]
2762                             break
2763                     if target is not None:
2764                         target.power -= 800.0 # If firepower is lost, die
2765                         if target.power <= 0.0:
2766                             deadkl(neighbor, iquad, neighbor)
2767                             continue    # neighbor loop
2768                         # Else enemy gets flung by the blast wave
2769                         newc = neighbor + neighbor - start
2770                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2771                         if not newc.valid_sector():
2772                             # can't leave quadrant
2773                             skip(1)
2774                             continue
2775                         iquad1 = game.quad[newc.i][newc.j]
2776                         if iquad1 == ' ':
2777                             proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2778                             skip(1)
2779                             deadkl(neighbor, iquad, newc)
2780                             continue
2781                         if iquad1 != '.':
2782                             # can't move into something else
2783                             skip(1)
2784                             continue
2785                         proutn(_(", buffeted to Sector %s") % newc)
2786                         game.quad[neighbor.i][neighbor.j] = '.'
2787                         game.quad[newc.i][newc.j] = iquad
2788                         target.move(newc)
2789     # Starship affected by nova -- kick it away.
2790     dist = kount*0.1
2791     direc = ncourse[3*(bump.i+1)+bump.j+2]
2792     if direc == 0.0:
2793         dist = 0.0
2794     if dist == 0.0:
2795         return
2796     scourse = course(bearing=direc, distance=dist)
2797     game.optime = scourse.time(w=4)
2798     skip(1)
2799     prout(_("Force of nova displaces starship."))
2800     imove(scourse, noattack=True)
2801     game.optime = scourse.time(w=4)
2802     return
2803
2804 def supernova(w):
2805     "Star goes supernova."
2806     num = 0; npdead = 0
2807     if w is not None:
2808         nq = copy.copy(w)
2809     else:
2810         # Scheduled supernova -- select star at random.
2811         nstars = 0
2812         nq = Coord()
2813         for nq.i in range(GALSIZE):
2814             for nq.j in range(GALSIZE):
2815                 nstars += game.state.galaxy[nq.i][nq.j].stars
2816         if stars == 0:
2817             return # nothing to supernova exists
2818         num = randrange(nstars) + 1
2819         for nq.i in range(GALSIZE):
2820             for nq.j in range(GALSIZE):
2821                 num -= game.state.galaxy[nq.i][nq.j].stars
2822                 if num <= 0:
2823                     break
2824             if num <=0:
2825                 break
2826         if game.idebug:
2827             proutn("=== Super nova here?")
2828             if ja():
2829                 nq = game.quadrant
2830     if not nq == game.quadrant or game.justin:
2831         # it isn't here, or we just entered (treat as enroute)
2832         if communicating():
2833             skip(1)
2834             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2835             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2836     else:
2837         ns = Coord()
2838         # we are in the quadrant!
2839         num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2840         for ns.i in range(QUADSIZE):
2841             for ns.j in range(QUADSIZE):
2842                 if game.quad[ns.i][ns.j]=='*':
2843                     num -= 1
2844                     if num==0:
2845                         break
2846             if num==0:
2847                 break
2848         skip(1)
2849         prouts(_("***RED ALERT!  RED ALERT!"))
2850         skip(1)
2851         prout(_("***Incipient supernova detected at Sector %s") % ns)
2852         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2853             proutn(_("Emergency override attempts t"))
2854             prouts("***************")
2855             skip(1)
2856             stars()
2857             game.alldone = True
2858     # destroy any Klingons in supernovaed quadrant
2859     game.state.galaxy[nq.i][nq.j].klingons = 0
2860     if nq == game.state.kscmdr:
2861         # did in the Supercommander!
2862         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2863         game.iscate = False
2864         unschedule(FSCMOVE)
2865         unschedule(FSCDBAS)
2866     # Changing this to [w for w in game.state.kcmdr if w != nq]
2867     # causes regression-test failure
2868     survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2869     #comkills = len(game.state.kcmdr) - len(survivors)
2870     game.state.kcmdr = survivors
2871     if not game.state.kcmdr:
2872         unschedule(FTBEAM)
2873     # destroy Romulans and planets in supernovaed quadrant
2874     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2875     game.state.galaxy[nq.i][nq.j].romulans = 0
2876     game.state.nromrem -= nrmdead
2877     # Destroy planets
2878     for loop in range(game.inplan):
2879         if game.state.planets[loop].quadrant == nq:
2880             game.state.planets[loop].pclass = "destroyed"
2881             npdead += 1
2882     # Destroy any base in supernovaed quadrant
2883     game.state.baseq = [x for x in game.state.baseq if x != nq]
2884     # If starship caused supernova, tally up destruction
2885     if w is not None:
2886         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2887         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2888         game.state.nplankl += npdead
2889     # mark supernova in galaxy and in star chart
2890     if game.quadrant == nq or communicating():
2891         game.state.galaxy[nq.i][nq.j].supernova = True
2892     # If supernova destroys last Klingons give special message
2893     if game.unwon()==0 and not nq == game.quadrant:
2894         skip(2)
2895         if w is None:
2896             prout(_("Lucky you!"))
2897         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2898         finish(FWON)
2899         return
2900     # if some Klingons remain, continue or die in supernova
2901     if game.alldone:
2902         finish(FSNOVAED)
2903     return
2904
2905 # Code from finish.c ends here.
2906
2907 def selfdestruct():
2908     "Self-destruct maneuver. Finish with a BANG!"
2909     scanner.chew()
2910     if damaged(DCOMPTR):
2911         prout(_("Computer damaged; cannot execute destruct sequence."))
2912         return
2913     prouts(_("---WORKING---")); skip(1)
2914     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2915     prouts("   10"); skip(1)
2916     prouts("       9"); skip(1)
2917     prouts("          8"); skip(1)
2918     prouts("             7"); skip(1)
2919     prouts("                6"); skip(1)
2920     skip(1)
2921     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2922     skip(1)
2923     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2924     skip(1)
2925     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2926     skip(1)
2927     scanner.nexttok()
2928     if game.passwd != scanner.token:
2929         prouts(_("PASSWORD-REJECTED;"))
2930         skip(1)
2931         prouts(_("CONTINUITY-EFFECTED"))
2932         skip(2)
2933         return
2934     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2935     prouts("                   5"); skip(1)
2936     prouts("                      4"); skip(1)
2937     prouts("                         3"); skip(1)
2938     prouts("                            2"); skip(1)
2939     prouts("                              1"); skip(1)
2940     if withprob(0.15):
2941         prouts(_("GOODBYE-CRUEL-WORLD"))
2942         skip(1)
2943     kaboom()
2944
2945 def kaboom():
2946     stars()
2947     if game.ship=='E':
2948         prouts("***")
2949     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2950     skip(1)
2951     stars()
2952     skip(1)
2953     if len(game.enemies) != 0:
2954         whammo = 25.0 * game.energy
2955         for e in game.enemies[::-1]:
2956             if e.power*e.kdist <= whammo:
2957                 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2958     finish(FDILITHIUM)
2959
2960 def killrate():
2961     "Compute our rate of kils over time."
2962     elapsed = game.state.date - game.indate
2963     if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
2964         return 0
2965     else:
2966         starting = (game.inkling + game.incom + game.inscom)
2967         remaining = game.unwon()
2968         return (starting - remaining)/elapsed
2969
2970 def badpoints():
2971     "Compute demerits."
2972     badpt = 5.0*game.state.starkl + \
2973             game.casual + \
2974             10.0*game.state.nplankl + \
2975             300*game.state.nworldkl + \
2976             45.0*game.nhelp +\
2977             100.0*game.state.basekl +\
2978             3.0*game.abandoned +\
2979             100*game.ncviol
2980     if game.ship == 'F':
2981         badpt += 100.0
2982     elif game.ship is None:
2983         badpt += 200.0
2984     return badpt
2985
2986 def finish(ifin):
2987     # end the game, with appropriate notifications
2988     igotit = False
2989     game.alldone = True
2990     skip(3)
2991     prout(_("It is stardate %.1f.") % game.state.date)
2992     skip(1)
2993     if ifin == FWON: # Game has been won
2994         if game.state.nromrem != 0:
2995             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2996                   game.state.nromrem)
2997
2998         prout(_("You have smashed the Klingon invasion fleet and saved"))
2999         prout(_("the Federation."))
3000         if game.alive and game.brigcapacity-game.brigfree > 0:
3001             game.kcaptured += game.brigcapacity-game.brigfree
3002             prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3003         game.gamewon = True
3004         if game.alive:
3005             badpt = badpoints()
3006             if badpt < 100.0:
3007                 badpt = 0.0        # Close enough!
3008             # killsPerDate >= RateMax
3009             if game.state.date-game.indate < 5.0 or \
3010                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3011                 skip(1)
3012                 prout(_("In fact, you have done so well that Starfleet Command"))
3013                 if game.skill == SKILL_NOVICE:
3014                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3015                 elif game.skill == SKILL_FAIR:
3016                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3017                 elif game.skill == SKILL_GOOD:
3018                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3019                 elif game.skill == SKILL_EXPERT:
3020                     prout(_("promotes you to Commodore Emeritus."))
3021                     skip(1)
3022                     prout(_("Now that you think you're really good, try playing"))
3023                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
3024                 elif game.skill == SKILL_EMERITUS:
3025                     skip(1)
3026                     proutn(_("Computer-  "))
3027                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
3028                     skip(2)
3029                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3030                     skip(1)
3031                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3032                     skip(1)
3033                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3034                     skip(1)
3035                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3036                     skip(1)
3037                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
3038                     skip(2)
3039                     prout(_("Now you can retire and write your own Star Trek game!"))
3040                     skip(1)
3041                 elif game.skill >= SKILL_EXPERT:
3042                     if game.thawed and not game.idebug:
3043                         prout(_("You cannot get a citation, so..."))
3044                     else:
3045                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3046                         scanner.chew()
3047                         if ja():
3048                             igotit = True
3049             # Only grant long life if alive (original didn't!)
3050             skip(1)
3051             prout(_("LIVE LONG AND PROSPER."))
3052         score()
3053         if igotit:
3054             plaque()
3055         return
3056     elif ifin == FDEPLETE: # Federation Resources Depleted
3057         prout(_("Your time has run out and the Federation has been"))
3058         prout(_("conquered.  Your starship is now Klingon property,"))
3059         prout(_("and you are put on trial as a war criminal.  On the"))
3060         proutn(_("basis of your record, you are "))
3061         if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3062             prout(_("acquitted."))
3063             skip(1)
3064             prout(_("LIVE LONG AND PROSPER."))
3065         else:
3066             prout(_("found guilty and"))
3067             prout(_("sentenced to death by slow torture."))
3068             game.alive = False
3069         score()
3070         return
3071     elif ifin == FLIFESUP:
3072         prout(_("Your life support reserves have run out, and"))
3073         prout(_("you die of thirst, starvation, and asphyxiation."))
3074         prout(_("Your starship is a derelict in space."))
3075     elif ifin == FNRG:
3076         prout(_("Your energy supply is exhausted."))
3077         skip(1)
3078         prout(_("Your starship is a derelict in space."))
3079     elif ifin == FBATTLE:
3080         prout(_("The %s has been destroyed in battle.") % crmshp())
3081         skip(1)
3082         prout(_("Dulce et decorum est pro patria mori."))
3083     elif ifin == FNEG3:
3084         prout(_("You have made three attempts to cross the negative energy"))
3085         prout(_("barrier which surrounds the galaxy."))
3086         skip(1)
3087         prout(_("Your navigation is abominable."))
3088         score()
3089     elif ifin == FNOVA:
3090         prout(_("Your starship has been destroyed by a nova."))
3091         prout(_("That was a great shot."))
3092         skip(1)
3093     elif ifin == FSNOVAED:
3094         prout(_("The %s has been fried by a supernova.") % crmshp())
3095         prout(_("...Not even cinders remain..."))
3096     elif ifin == FABANDN:
3097         prout(_("You have been captured by the Klingons. If you still"))
3098         prout(_("had a starbase to be returned to, you would have been"))
3099         prout(_("repatriated and given another chance. Since you have"))
3100         prout(_("no starbases, you will be mercilessly tortured to death."))
3101     elif ifin == FDILITHIUM:
3102         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3103     elif ifin == FMATERIALIZE:
3104         prout(_("Starbase was unable to re-materialize your starship."))
3105         prout(_("Sic transit gloria mundi"))
3106     elif ifin == FPHASER:
3107         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3108     elif ifin == FLOST:
3109         prout(_("You and your landing party have been"))
3110         prout(_("converted to energy, dissipating through space."))
3111     elif ifin == FMINING:
3112         prout(_("You are left with your landing party on"))
3113         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3114         skip(1)
3115         prout(_("They are very fond of \"Captain Kirk\" soup."))
3116         skip(1)
3117         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3118     elif ifin == FDPLANET:
3119         prout(_("You and your mining party perish."))
3120         skip(1)
3121         prout(_("That was a great shot."))
3122         skip(1)
3123     elif ifin == FSSC:
3124         prout(_("The Galileo is instantly annihilated by the supernova."))
3125         prout(_("You and your mining party are atomized."))
3126         skip(1)
3127         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3128         prout(_("joins the Romulans, wreaking terror on the Federation."))
3129     elif ifin == FPNOVA:
3130         prout(_("You and your mining party are atomized."))
3131         skip(1)
3132         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3133         prout(_("joins the Romulans, wreaking terror on the Federation."))
3134     elif ifin == FSTRACTOR:
3135         prout(_("The shuttle craft Galileo is also caught,"))
3136         prout(_("and breaks up under the strain."))
3137         skip(1)
3138         prout(_("Your debris is scattered for millions of miles."))
3139         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3140     elif ifin == FDRAY:
3141         prout(_("The mutants attack and kill Spock."))
3142         prout(_("Your ship is captured by Klingons, and"))
3143         prout(_("your crew is put on display in a Klingon zoo."))
3144     elif ifin == FTRIBBLE:
3145         prout(_("Tribbles consume all remaining water,"))
3146         prout(_("food, and oxygen on your ship."))
3147         skip(1)
3148         prout(_("You die of thirst, starvation, and asphyxiation."))
3149         prout(_("Your starship is a derelict in space."))
3150     elif ifin == FHOLE:
3151         prout(_("Your ship is drawn to the center of the black hole."))
3152         prout(_("You are crushed into extremely dense matter."))
3153     elif ifin == FCLOAK:
3154         game.ncviol += 1
3155         prout(_("You have violated the Treaty of Algeron."))
3156         prout(_("The Romulan Empire can never trust you again."))
3157     elif ifin == FCREW:
3158         prout(_("Your last crew member has died."))
3159     if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3160         prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3161         prout(_("You may have missed some warning messages."))
3162         skip(1)
3163     if game.ship == 'F':
3164         game.ship = None
3165     elif game.ship == 'E':
3166         game.ship = 'F'
3167     game.alive = False
3168     if game.unwon() != 0:
3169         goodies = game.state.remres/game.inresor
3170         baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3171         if goodies/baddies >= randreal(1.0, 1.5):
3172             prout(_("As a result of your actions, a treaty with the Klingon"))
3173             prout(_("Empire has been signed. The terms of the treaty are"))
3174             if goodies/baddies >= randreal(3.0):
3175                 prout(_("favorable to the Federation."))
3176                 skip(1)
3177                 prout(_("Congratulations!"))
3178             else:
3179                 prout(_("highly unfavorable to the Federation."))
3180         else:
3181             prout(_("The Federation will be destroyed."))
3182     else:
3183         prout(_("Since you took the last Klingon with you, you are a"))
3184         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3185         prout(_("statue in your memory. Rest in peace, and try not"))
3186         prout(_("to think about pigeons."))
3187         game.gamewon = True
3188     score()
3189     scanner.chew()      # Clean up leftovers
3190
3191 def score():
3192     "Compute player's score."
3193     timused = game.state.date - game.indate
3194     if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3195         timused = 5.0
3196     game.perdate = killrate()
3197     ithperd = 500*game.perdate + 0.5
3198     iwon = 0
3199     if game.gamewon:
3200         iwon = 100*game.skill
3201     if game.ship == 'E':
3202         klship = 0
3203     elif game.ship == 'F':
3204         klship = 1
3205     else:
3206         klship = 2
3207     dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3208     game.score = 10*(dead_ordinaries)\
3209              + 50*(game.incom - len(game.state.kcmdr)) \
3210              + ithperd + iwon \
3211              + 20*(game.inrom - game.state.nromrem) \
3212              + 200*(game.inscom - game.state.nscrem) \
3213                  - game.state.nromrem \
3214              + 3 * game.kcaptured \
3215              - badpoints()
3216     if not game.alive:
3217         game.score -= 200
3218     skip(2)
3219     prout(_("Your score --"))
3220     if game.inrom - game.state.nromrem:
3221         prout(_("%6d Romulans destroyed                 %5d") %
3222               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3223     if game.state.nromrem and game.gamewon:
3224         prout(_("%6d Romulans captured                  %5d") %
3225               (game.state.nromrem, game.state.nromrem))
3226     if dead_ordinaries:
3227         prout(_("%6d ordinary Klingons destroyed        %5d") %
3228               (dead_ordinaries, 10*dead_ordinaries))
3229     if game.incom - len(game.state.kcmdr):
3230         prout(_("%6d Klingon commanders destroyed       %5d") %
3231               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3232     if game.kcaptured:
3233         prout(_("%d Klingons captured                   %5d") %
3234               (game.kcaptured, 3 * game.kcaptured))
3235     if game.inscom - game.state.nscrem:
3236         prout(_("%6d Super-Commander destroyed          %5d") %
3237               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3238     if ithperd:
3239         prout(_("%6.2f Klingons per stardate              %5d") %
3240               (game.perdate, ithperd))
3241     if game.state.starkl:
3242         prout(_("%6d stars destroyed by your action     %5d") %
3243               (game.state.starkl, -5*game.state.starkl))
3244     if game.state.nplankl:
3245         prout(_("%6d planets destroyed by your action   %5d") %
3246               (game.state.nplankl, -10*game.state.nplankl))
3247     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3248         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3249               (game.state.nworldkl, -300*game.state.nworldkl))
3250     if game.state.basekl:
3251         prout(_("%6d bases destroyed by your action     %5d") %
3252               (game.state.basekl, -100*game.state.basekl))
3253     if game.nhelp:
3254         prout(_("%6d calls for help from starbase       %5d") %
3255               (game.nhelp, -45*game.nhelp))
3256     if game.casual:
3257         prout(_("%6d casualties incurred                %5d") %
3258               (game.casual, -game.casual))
3259     if game.abandoned:
3260         prout(_("%6d crew abandoned in space            %5d") %
3261               (game.abandoned, -3*game.abandoned))
3262     if klship:
3263         prout(_("%6d ship(s) lost or destroyed          %5d") %
3264               (klship, -100*klship))
3265     if game.ncviol > 0:
3266         if game.ncviol == 1:
3267             prout(_("1 Treaty of Algeron violation          -100"))
3268         else:
3269             prout(_("%6d Treaty of Algeron violations       %5d\n") %
3270                   (game.ncviol, -100*game.ncviol))
3271     if not game.alive:
3272         prout(_("Penalty for getting yourself killed        -200"))
3273     if game.gamewon:
3274         proutn(_("Bonus for winning "))
3275         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3276         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3277         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3278         elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
3279         elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
3280         prout("           %5d" % iwon)
3281     skip(1)
3282     prout(_("TOTAL SCORE                               %5d") % game.score)
3283
3284 def plaque():
3285     "Emit winner's commemmorative plaque."
3286     skip(2)
3287     while True:
3288         proutn(_("File or device name for your plaque: "))
3289         winner = cgetline()
3290         try:
3291             fp = open(winner, "w")
3292             break
3293         except IOError:
3294             prout(_("Invalid name."))
3295
3296     proutn(_("Enter name to go on plaque (up to 30 characters): "))
3297     winner = cgetline()
3298     # The 38 below must be 64 for 132-column paper
3299     nskip = 38 - len(winner)/2
3300     # This is where the ASCII art picture was emitted.
3301     # It got garbled somewhere in the chain of transmission to the Almy version.
3302     # We should restore it if we can find old enough FORTRAN sources.
3303     fp.write("\n\n\n")
3304     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
3305     fp.write("\n\n\n\n")
3306     fp.write(_("                                  For demonstrating outstanding ability as a starship captain\n"))
3307     fp.write("\n")
3308     fp.write(_("                                                Starfleet Command bestows to you\n"))
3309     fp.write("\n")
3310     fp.write("%*s%s\n\n" % (nskip, "", winner))
3311     fp.write(_("                                                           the rank of\n\n"))
3312     fp.write(_("                                                       \"Commodore Emeritus\"\n\n"))
3313     fp.write("                                                          ")
3314     if game.skill ==  SKILL_EXPERT:
3315         fp.write(_(" Expert level\n\n"))
3316     elif game.skill == SKILL_EMERITUS:
3317         fp.write(_("Emeritus level\n\n"))
3318     else:
3319         fp.write(_(" Cheat level\n\n"))
3320     timestring = time.ctime()
3321     fp.write(_("                                                 This day of %.6s %.4s, %.8s\n\n") %
3322              (timestring+4, timestring+20, timestring+11))
3323     fp.write(_("                                                        Your score:  %d\n\n") % game.score)
3324     fp.write(_("                                                    Klingons per stardate:  %.2f\n") % game.perdate)
3325     fp.close()
3326
3327 # Code from io.c begins here
3328
3329 rows =&nbs