3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
18 docpath = (".", "../doc", "/usr/share/doc/sst")
20 def _(str): return gettext.gettext(str)
22 GALSIZE = 8 # Galaxy size in quadrants
23 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
24 MAXUNINHAB = 10 # Maximum uninhabited worlds
25 QUADSIZE = 10 # Quadrant size in sectors
26 BASEMIN = 2 # Minimum starbases
27 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
28 MAXKLGAME = 127 # Maximum Klingons per game
29 MAXKLQUAD = 9 # Maximum Klingons per quadrant
30 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
31 FOREVER = 1e30 # Time for the indefinite future
32 MAXBURST = 3 # Max # of torps you can launch in one turn
33 MINCMDR = 10 # Minimum number of Klingon commanders
34 DOCKFAC = 0.25 # Repair faster when docked
35 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
55 class TrekError(Exception):
58 class JumpOut(Exception):
62 def __init__(self, x=None, y=None):
65 def valid_quadrant(self):
66 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
67 def valid_sector(self):
68 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
70 self.i = self.j = None
72 return self.i != None and self.j != None
73 def __eq__(self, other):
74 return other != None and self.i == other.i and self.j == other.j
75 def __ne__(self, other):
76 return other == None or self.i != other.i or self.j != other.j
77 def __add__(self, other):
78 return Coord(self.i+other.i, self.j+other.j)
79 def __sub__(self, other):
80 return Coord(self.i-other.i, self.j-other.j)
81 def __mul__(self, other):
82 return Coord(self.i*other, self.j*other)
83 def __rmul__(self, other):
84 return Coord(self.i*other, self.j*other)
85 def __div__(self, other):
86 return Coord(self.i/other, self.j/other)
87 def __mod__(self, other):
88 return Coord(self.i % other, self.j % other)
89 def __rdiv__(self, other):
90 return Coord(self.i/other, self.j/other)
91 def roundtogrid(self):
92 return Coord(int(round(self.i)), int(round(self.j)))
93 def distance(self, other=None):
94 if not other: other = Coord(0, 0)
95 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
97 return 1.90985*math.atan2(self.j, self.i)
103 s.i = self.i / abs(self.i)
107 s.j = self.j / abs(self.j)
110 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
111 return self.roundtogrid() / QUADSIZE
113 return self.roundtogrid() % QUADSIZE
116 s.i = self.i + randrange(-1, 2)
117 s.j = self.j + randrange(-1, 2)
120 if self.i == None or self.j == None:
122 return "%s - %s" % (self.i+1, self.j+1)
127 self.name = None # string-valued if inhabited
128 self.quadrant = Coord() # quadrant located
129 self.pclass = None # could be ""M", "N", "O", or "destroyed"
130 self.crystals = "absent"# could be "mined", "present", "absent"
131 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
132 self.inhabited = False # is it inhabites?
140 self.starbase = False
143 self.supernova = False
145 self.status = "secure" # Could be "secure", "distressed", "enslaved"
153 def fill2d(size, fillfun):
154 "Fill an empty list in 2D."
156 for i in range(size):
158 for j in range(size):
159 lst[i].append(fillfun(i, j))
164 self.snap = False # snapshot taken
165 self.crew = 0 # crew complement
166 self.remkl = 0 # remaining klingons
167 self.nscrem = 0 # remaining super commanders
168 self.starkl = 0 # destroyed stars
169 self.basekl = 0 # destroyed bases
170 self.nromrem = 0 # Romulans remaining
171 self.nplankl = 0 # destroyed uninhabited planets
172 self.nworldkl = 0 # destroyed inhabited planets
173 self.planets = [] # Planet information
174 self.date = 0.0 # stardate
175 self.remres = 0 # remaining resources
176 self.remtime = 0 # remaining time
177 self.baseq = [] # Base quadrant coordinates
178 self.kcmdr = [] # Commander quadrant coordinates
179 self.kscmdr = Coord() # Supercommander quadrant coordinates
181 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
183 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
187 self.date = None # A real number
188 self.quadrant = None # A coord structure
191 OPTION_ALL = 0xffffffff
192 OPTION_TTY = 0x00000001 # old interface
193 OPTION_CURSES = 0x00000002 # new interface
194 OPTION_IOMODES = 0x00000003 # cover both interfaces
195 OPTION_PLANETS = 0x00000004 # planets and mining
196 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
197 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
198 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
199 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
200 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
201 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
202 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
203 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
204 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
205 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
206 OPTION_PLAIN = 0x01000000 # user chose plain game
207 OPTION_ALMY = 0x02000000 # user chose Almy variant
208 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
227 NDEVICES= 16 # Number of devices
236 def damaged(dev): return (game.damage[dev] != 0.0)
237 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
239 # Define future events
240 FSPY = 0 # Spy event happens always (no future[] entry)
241 # can cause SC to tractor beam Enterprise
242 FSNOVA = 1 # Supernova
243 FTBEAM = 2 # Commander tractor beams Enterprise
244 FSNAP = 3 # Snapshot for time warp
245 FBATTAK = 4 # Commander attacks base
246 FCDBAS = 5 # Commander destroys base
247 FSCMOVE = 6 # Supercommander moves (might attack base)
248 FSCDBAS = 7 # Supercommander destroys base
249 FDSPROB = 8 # Move deep space probe
250 FDISTR = 9 # Emit distress call from an inhabited world
251 FENSLV = 10 # Inhabited word is enslaved */
252 FREPRO = 11 # Klingons build a ship in an enslaved system
255 # Abstract out the event handling -- underlying data structures will change
256 # when we implement stateful events
257 def findevent(evtype): return game.future[evtype]
260 def __init__(self, type=None, loc=None, power=None):
262 self.location = Coord()
265 self.power = power # enemy energy level
266 game.enemies.append(self)
268 motion = (loc != self.location)
269 if self.location.i is not None and self.location.j is not None:
272 game.quad[self.location.i][self.location.j] = '#'
274 game.quad[self.location.i][self.location.j] = '.'
276 self.location = copy.copy(loc)
277 game.quad[self.location.i][self.location.j] = self.type
278 self.kdist = self.kavgd = (game.sector - loc).distance()
280 self.location = Coord()
281 self.kdist = self.kavgd = None
282 game.enemies.remove(self)
285 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
289 self.options = None # Game options
290 self.state = Snapshot() # A snapshot structure
291 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
292 self.quad = None # contents of our quadrant
293 self.damage = [0.0] * NDEVICES # damage encountered
294 self.future = [] # future events
298 self.future.append(Event())
299 self.passwd = None; # Self Destruct password
301 self.quadrant = None # where we are in the large
302 self.sector = None # where we are in the small
303 self.tholian = None # Tholian enemy object
304 self.base = None # position of base in current quadrant
305 self.battle = None # base coordinates being attacked
306 self.plnet = None # location of planet in quadrant
307 self.gamewon = False # Finished!
308 self.ididit = False # action taken -- allows enemy to attack
309 self.alive = False # we are alive (not killed)
310 self.justin = False # just entered quadrant
311 self.shldup = False # shields are up
312 self.shldchg = False # shield is changing (affects efficiency)
313 self.iscate = False # super commander is here
314 self.ientesc = False # attempted escape from supercommander
315 self.resting = False # rest time
316 self.icraft = False # Kirk in Galileo
317 self.landed = False # party on planet (true), on ship (false)
318 self.alldone = False # game is now finished
319 self.neutz = False # Romulan Neutral Zone
320 self.isarmed = False # probe is armed
321 self.inorbit = False # orbiting a planet
322 self.imine = False # mining
323 self.icrystl = False # dilithium crystals aboard
324 self.iseenit = False # seen base attack report
325 self.thawed = False # thawed game
326 self.condition = None # "green", "yellow", "red", "docked", "dead"
327 self.iscraft = None # "onship", "offship", "removed"
328 self.skill = None # Player skill level
329 self.inkling = 0 # initial number of klingons
330 self.inbase = 0 # initial number of bases
331 self.incom = 0 # initial number of commanders
332 self.inscom = 0 # initial number of commanders
333 self.inrom = 0 # initial number of commanders
334 self.instar = 0 # initial stars
335 self.intorps = 0 # initial/max torpedoes
336 self.torps = 0 # number of torpedoes
337 self.ship = 0 # ship type -- 'E' is Enterprise
338 self.abandoned = 0 # count of crew abandoned in space
339 self.length = 0 # length of game
340 self.klhere = 0 # klingons here
341 self.casual = 0 # causalties
342 self.nhelp = 0 # calls for help
343 self.nkinks = 0 # count of energy-barrier crossings
344 self.iplnet = None # planet # in quadrant
345 self.inplan = 0 # initial planets
346 self.irhere = 0 # Romulans in quadrant
347 self.isatb = 0 # =2 if super commander is attacking base
348 self.tourn = None # tournament number
349 self.nprobes = 0 # number of probes available
350 self.inresor = 0.0 # initial resources
351 self.intime = 0.0 # initial time
352 self.inenrg = 0.0 # initial/max energy
353 self.inshld = 0.0 # initial/max shield
354 self.inlsr = 0.0 # initial life support resources
355 self.indate = 0.0 # initial date
356 self.energy = 0.0 # energy level
357 self.shield = 0.0 # shield level
358 self.warpfac = 0.0 # warp speed
359 self.lsupres = 0.0 # life support reserves
360 self.optime = 0.0 # time taken by current operation
361 self.damfac = 0.0 # damage factor
362 self.lastchart = 0.0 # time star chart was last updated
363 self.cryprob = 0.0 # probability that crystal will work
364 self.probe = None # object holding probe course info
365 self.height = 0.0 # height of orbit around planet
366 self.score = 0.0 # overall score
367 self.perdate = 0.0 # rate of kills
368 self.idebug = False # Debugging instrumentation enabled?
370 # Stas thinks this should be (C expression):
371 # game.state.remkl + len(game.state.kcmdr) > 0 ?
372 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
373 # He says the existing expression is prone to divide-by-zero errors
374 # after killing the last klingon when score is shown -- perhaps also
375 # if the only remaining klingon is SCOM.
376 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
402 return random.random() < p
404 def randrange(*args):
405 return random.randrange(*args)
410 v *= args[0] # from [0, args[0])
412 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
415 # Code from ai.c begins here
418 "Would this quadrant welcome another Klingon?"
419 return iq.valid_quadrant() and \
420 not game.state.galaxy[iq.i][iq.j].supernova and \
421 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
423 def tryexit(enemy, look, irun):
424 "A bad guy attempts to bug out."
426 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
427 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
428 if not welcoming(iq):
430 if enemy.type == 'R':
431 return False; # Romulans cannot escape!
433 # avoid intruding on another commander's territory
434 if enemy.type == 'C':
435 if iq in game.state.kcmdr:
437 # refuse to leave if currently attacking starbase
438 if game.battle == game.quadrant:
440 # don't leave if over 1000 units of energy
441 if enemy.power > 1000.0:
443 # emit escape message and move out of quadrant.
444 # we know this if either short or long range sensors are working
445 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
446 game.condition == "docked":
447 prout(crmena(True, enemy.type, "sector", enemy.location) + \
448 (_(" escapes to Quadrant %s (and regains strength).") % iq))
449 # handle local matters related to escape
452 if game.condition != "docked":
454 # Handle global matters related to escape
455 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
456 game.state.galaxy[iq.i][iq.j].klingons += 1
461 schedule(FSCMOVE, 0.2777)
465 for cmdr in game.state.kcmdr:
466 if cmdr == game.quadrant:
467 game.state.kcmdr.append(iq)
469 return True; # success
471 # The bad-guy movement algorithm:
473 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
474 # If both are operating full strength, force is 1000. If both are damaged,
475 # force is -1000. Having shields down subtracts an additional 1000.
477 # 2. Enemy has forces equal to the energy of the attacker plus
478 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
479 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
481 # Attacker Initial energy levels (nominal):
482 # Klingon Romulan Commander Super-Commander
483 # Novice 400 700 1200
485 # Good 450 800 1300 1750
486 # Expert 475 850 1350 1875
487 # Emeritus 500 900 1400 2000
488 # VARIANCE 75 200 200 200
490 # Enemy vessels only move prior to their attack. In Novice - Good games
491 # only commanders move. In Expert games, all enemy vessels move if there
492 # is a commander present. In Emeritus games all enemy vessels move.
494 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
495 # forces are 1000 greater than Enterprise.
497 # Agressive action on average cuts the distance between the ship and
498 # the enemy to 1/4 the original.
500 # 4. At lower energy advantage, movement units are proportional to the
501 # advantage with a 650 advantage being to hold ground, 800 to move forward
502 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
504 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
505 # retreat, especially at high skill levels.
507 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
509 def movebaddy(enemy):
510 "Tactical movement for the bad guys."
511 goto = Coord(); look = Coord()
513 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
514 if game.skill >= SKILL_EXPERT:
515 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
517 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
519 mdist = int(dist1 + 0.5); # Nearest integer distance
520 # If SC, check with spy to see if should hi-tail it
521 if enemy.type=='S' and \
522 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
526 # decide whether to advance, retreat, or hold position
527 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
529 forces += 1000; # Good for enemy if shield is down!
530 if not damaged(DPHASER) or not damaged(DPHOTON):
531 if damaged(DPHASER): # phasers damaged
534 forces -= 0.2*(game.energy - 2500.0)
535 if damaged(DPHOTON): # photon torpedoes damaged
538 forces -= 50.0*game.torps
540 # phasers and photon tubes both out!
543 if forces <= 1000.0 and game.condition != "docked": # Typical situation
544 motion = ((forces + randreal(200))/150.0) - 5.0
546 if forces > 1000.0: # Very strong -- move in for kill
547 motion = (1.0 - randreal())**2 * dist1 + 1.0
548 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
549 motion -= game.skill*(2.0-randreal()**2)
551 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
552 # don't move if no motion
555 # Limit motion according to skill
556 if abs(motion) > game.skill:
561 # calculate preferred number of steps
562 nsteps = abs(int(motion))
563 if motion > 0 and nsteps > mdist:
564 nsteps = mdist; # don't overshoot
565 if nsteps > QUADSIZE:
566 nsteps = QUADSIZE; # This shouldn't be necessary
568 nsteps = 1; # This shouldn't be necessary
570 proutn("NSTEPS = %d:" % nsteps)
571 # Compute preferred values of delta X and Y
572 m = game.sector - enemy.location
573 if 2.0 * abs(m.i) < abs(m.j):
575 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
577 m = (motion * m).sgn()
578 goto = enemy.location
580 for ll in range(nsteps):
582 proutn(" %d" % (ll+1))
583 # Check if preferred position available
594 attempts = 0; # Settle mysterious hang problem
595 while attempts < 20 and not success:
597 if look.i < 0 or look.i >= QUADSIZE:
598 if motion < 0 and tryexit(enemy, look, irun):
600 if krawli == m.i or m.j == 0:
602 look.i = goto.i + krawli
604 elif look.j < 0 or look.j >= QUADSIZE:
605 if motion < 0 and tryexit(enemy, look, irun):
607 if krawlj == m.j or m.i == 0:
609 look.j = goto.j + krawlj
611 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
612 # See if enemy should ram ship
613 if game.quad[look.i][look.j] == game.ship and \
614 (enemy.type == 'C' or enemy.type == 'S'):
615 collision(rammed=True, enemy=enemy)
617 if krawli != m.i and m.j != 0:
618 look.i = goto.i + krawli
620 elif krawlj != m.j and m.i != 0:
621 look.j = goto.j + krawlj
624 break; # we have failed
636 if not damaged(DSRSENS) or game.condition == "docked":
637 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
638 if enemy.kdist < dist1:
639 proutn(_(" advances to "))
641 proutn(_(" retreats to "))
642 prout("Sector %s." % goto)
645 "Sequence Klingon tactical movement."
648 # Figure out which Klingon is the commander (or Supercommander)
650 if game.quadrant in game.state.kcmdr:
651 for enemy in game.enemies:
652 if enemy.type == 'C':
654 if game.state.kscmdr==game.quadrant:
655 for enemy in game.enemies:
656 if enemy.type == 'S':
659 # If skill level is high, move other Klingons and Romulans too!
660 # Move these last so they can base their actions on what the
662 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
663 for enemy in game.enemies:
664 if enemy.type in ('K', 'R'):
668 def movescom(iq, avoid):
669 "Commander movement helper."
670 # Avoid quadrants with bases if we want to avoid Enterprise
671 if not welcoming(iq) or (avoid and iq in game.state.baseq):
673 if game.justin and not game.iscate:
676 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
677 game.state.kscmdr = iq
678 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
679 if game.state.kscmdr==game.quadrant:
680 # SC has scooted, remove him from current quadrant
685 for enemy in game.enemies:
686 if enemy.type == 'S':
690 if game.condition != "docked":
693 # check for a helpful planet
694 for i in range(game.inplan):
695 if game.state.planets[i].quadrant == game.state.kscmdr and \
696 game.state.planets[i].crystals == "present":
698 game.state.planets[i].pclass = "destroyed"
699 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
702 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
703 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
704 prout(_(" by the Super-commander.\""))
706 return True; # looks good!
708 def supercommander():
709 "Move the Super Commander."
710 iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
713 prout("== SUPERCOMMANDER")
714 # Decide on being active or passive
715 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
716 (game.state.date-game.indate) < 3.0)
717 if not game.iscate and avoid:
718 # compute move away from Enterprise
719 idelta = game.state.kscmdr-game.quadrant
720 if idelta.distance() > 2.0:
722 idelta.i = game.state.kscmdr.j-game.quadrant.j
723 idelta.j = game.quadrant.i-game.state.kscmdr.i
725 # compute distances to starbases
726 if not game.state.baseq:
730 sc = game.state.kscmdr
731 for (i, base) in enumerate(game.state.baseq):
732 basetbl.append((i, (base - sc).distance()))
733 if game.state.baseq > 1:
734 basetbl.sort(lambda x, y: cmp(x[1], y[1]))
735 # look for nearest base without a commander, no Enterprise, and
736 # without too many Klingons, and not already under attack.
737 ifindit = iwhichb = 0
738 for (i2, base) in enumerate(game.state.baseq):
739 i = basetbl[i2][0]; # bug in original had it not finding nearest
740 if base==game.quadrant or base==game.battle or not welcoming(base):
742 # if there is a commander, and no other base is appropriate,
743 # we will take the one with the commander
744 for cmdr in game.state.kcmdr:
745 if base == cmdr and ifindit != 2:
749 else: # no commander -- use this one
754 return # Nothing suitable -- wait until next time
755 ibq = game.state.baseq[iwhichb]
756 # decide how to move toward base
757 idelta = ibq - game.state.kscmdr
758 # Maximum movement is 1 quadrant in either or both axes
759 idelta = idelta.sgn()
760 # try moving in both x and y directions
761 # there was what looked like a bug in the Almy C code here,
762 # but it might be this translation is just wrong.
763 iq = game.state.kscmdr + idelta
764 if not movescom(iq, avoid):
765 # failed -- try some other maneuvers
766 if idelta.i==0 or idelta.j==0:
769 iq.j = game.state.kscmdr.j + 1
770 if not movescom(iq, avoid):
771 iq.j = game.state.kscmdr.j - 1
774 iq.i = game.state.kscmdr.i + 1
775 if not movescom(iq, avoid):
776 iq.i = game.state.kscmdr.i - 1
779 # try moving just in x or y
780 iq.j = game.state.kscmdr.j
781 if not movescom(iq, avoid):
782 iq.j = game.state.kscmdr.j + idelta.j
783 iq.i = game.state.kscmdr.i
786 if len(game.state.baseq) == 0:
789 for ibq in game.state.baseq:
790 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
793 return # no, don't attack base!
796 schedule(FSCDBAS, randreal(1.0, 3.0))
797 if is_scheduled(FCDBAS):
798 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
799 if not communicating():
803 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
805 prout(_(" reports that it is under attack from the Klingon Super-commander."))
806 proutn(_(" It can survive until stardate %d.\"") \
807 % int(scheduled(FSCDBAS)))
810 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
814 game.optime = 0.0; # actually finished
816 # Check for intelligence report
817 if not game.idebug and \
819 (not communicating()) or \
820 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
823 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
824 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
829 if not game.tholian or game.justin:
832 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
833 tid.i = 0; tid.j = QUADSIZE-1
834 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
835 tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
836 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
837 tid.i = QUADSIZE-1; tid.j = 0
838 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
841 # something is wrong!
842 game.tholian.move(None)
843 prout("***Internal error: Tholian in a bad spot.")
845 # do nothing if we are blocked
846 if game.quad[tid.i][tid.j] not in ('.', '#'):
848 here = copy.copy(game.tholian.location)
849 delta = (tid - game.tholian.location).sgn()
851 while here.i != tid.i:
853 if game.quad[here.i][here.j]=='.':
854 game.tholian.move(here)
856 while here.j != tid.j:
858 if game.quad[here.i][here.j]=='.':
859 game.tholian.move(here)
860 # check to see if all holes plugged
861 for i in range(QUADSIZE):
862 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
864 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
866 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
868 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
870 # All plugged up -- Tholian splits
871 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
873 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
874 game.tholian.move(None)
877 # Code from battle.c begins here
879 def doshield(shraise):
880 "Change shield status."
888 if scanner.sees("transfer"):
892 prout(_("Shields damaged and down."))
894 if scanner.sees("up"):
896 elif scanner.sees("down"):
899 proutn(_("Do you wish to change shield energy? "))
902 elif damaged(DSHIELD):
903 prout(_("Shields damaged and down."))
906 proutn(_("Shields are up. Do you want them down? "))
913 proutn(_("Shields are down. Do you want them up? "))
919 if action == "SHUP": # raise shields
921 prout(_("Shields already up."))
925 if game.condition != "docked":
927 prout(_("Shields raised."))
930 prout(_("Shields raising uses up last of energy."))
935 elif action == "SHDN":
937 prout(_("Shields already down."))
941 prout(_("Shields lowered."))
944 elif action == "NRG":
945 while scanner.next() != "IHREAL":
947 proutn(_("Energy to transfer to shields- "))
952 if nrg > game.energy:
953 prout(_("Insufficient ship energy."))
956 if game.shield+nrg >= game.inshld:
957 prout(_("Shield energy maximized."))
958 if game.shield+nrg > game.inshld:
959 prout(_("Excess energy requested returned to ship energy"))
960 game.energy -= game.inshld-game.shield
961 game.shield = game.inshld
963 if nrg < 0.0 and game.energy-nrg > game.inenrg:
964 # Prevent shield drain loophole
966 prout(_("Engineering to bridge--"))
967 prout(_(" Scott here. Power circuit problem, Captain."))
968 prout(_(" I can't drain the shields."))
971 if game.shield+nrg < 0:
972 prout(_("All shield energy transferred to ship."))
973 game.energy += game.shield
976 proutn(_("Scotty- \""))
978 prout(_("Transferring energy to shields.\""))
980 prout(_("Draining energy from shields.\""))
986 "Choose a device to damage, at random."
988 105, # DSRSENS: short range scanners 10.5%
989 105, # DLRSENS: long range scanners 10.5%
990 120, # DPHASER: phasers 12.0%
991 120, # DPHOTON: photon torpedoes 12.0%
992 25, # DLIFSUP: life support 2.5%
993 65, # DWARPEN: warp drive 6.5%
994 70, # DIMPULS: impulse engines 6.5%
995 145, # DSHIELD: deflector shields 14.5%
996 30, # DRADIO: subspace radio 3.0%
997 45, # DSHUTTL: shuttle 4.5%
998 15, # DCOMPTR: computer 1.5%
999 20, # NAVCOMP: navigation system 2.0%
1000 75, # DTRANSP: transporter 7.5%
1001 20, # DSHCTRL: high-speed shield controller 2.0%
1002 10, # DDRAY: death ray 1.0%
1003 30, # DDSP: deep-space probes 3.0%
1005 assert(sum(weights) == 1000)
1006 idx = randrange(1000)
1008 for (i, w) in enumerate(weights):
1012 return None; # we should never get here
1014 def collision(rammed, enemy):
1015 "Collision handling fot rammong events."
1016 prouts(_("***RED ALERT! RED ALERT!"))
1018 prout(_("***COLLISION IMMINENT."))
1022 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1024 proutn(_(" rammed by "))
1027 proutn(crmena(False, enemy.type, "sector", enemy.location))
1029 proutn(_(" (original position)"))
1031 deadkl(enemy.location, enemy.type, game.sector)
1032 proutn("***" + crmshp() + " heavily damaged.")
1033 icas = randrange(10, 30)
1034 prout(_("***Sickbay reports %d casualties") % icas)
1036 game.state.crew -= icas
1037 # In the pre-SST2K version, all devices got equiprobably damaged,
1038 # which was silly. Instead, pick up to half the devices at
1039 # random according to our weighting table,
1040 ncrits = randrange(NDEVICES/2)
1044 if game.damage[dev] < 0:
1046 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1047 # Damage for at least time of travel!
1048 game.damage[dev] += game.optime + extradm
1050 prout(_("***Shields are down."))
1051 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1058 def torpedo(origin, bearing, dispersion, number, nburst):
1059 "Let a photon torpedo fly"
1060 if not damaged(DSRSENS) or game.condition=="docked":
1061 setwnd(srscan_window)
1063 setwnd(message_window)
1064 ac = bearing + 0.25*dispersion # dispersion is a random variable
1065 bullseye = (15.0 - bearing)*0.5235988
1066 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1067 bumpto = Coord(0, 0)
1068 # Loop to move a single torpedo
1069 setwnd(message_window)
1070 for step in range(1, QUADSIZE*2):
1071 if not track.next(): break
1073 if not w.valid_sector():
1075 iquad=game.quad[w.i][w.j]
1076 tracktorpedo(w, step, number, nburst, iquad)
1080 if not damaged(DSRSENS) or game.condition == "docked":
1081 skip(1); # start new line after text track
1082 if iquad in ('E', 'F'): # Hit our ship
1084 prout(_("Torpedo hits %s.") % crmshp())
1085 hit = 700.0 + randreal(100) - \
1086 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1087 newcnd(); # we're blown out of dock
1088 if game.landed or game.condition=="docked":
1089 return hit # Cheat if on a planet
1090 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1091 # is 143 degrees, which is almost exactly 4.8 clockface units
1092 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1094 bumpto = displacement.sector()
1095 if not bumpto.valid_sector():
1097 if game.quad[bumpto.i][bumpto.j]==' ':
1100 if game.quad[bumpto.i][bumpto.j]!='.':
1101 # can't move into object
1103 game.sector = bumpto
1105 game.quad[w.i][w.j]='.'
1106 game.quad[bumpto.i][bumpto.j]=iquad
1107 prout(_(" displaced by blast to Sector %s ") % bumpto)
1108 for enemy in game.enemies:
1109 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1112 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1114 if iquad in ('C', 'S') and withprob(0.05):
1115 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1116 prout(_(" torpedo neutralized."))
1118 for enemy in game.enemies:
1119 if w == enemy.location:
1121 kp = math.fabs(enemy.power)
1122 h1 = 700.0 + randrange(100) - \
1123 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1131 if enemy.power == 0:
1134 proutn(crmena(True, iquad, "sector", w))
1135 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1137 bumpto = displacement.sector()
1138 if not bumpto.valid_sector():
1139 prout(_(" damaged but not destroyed."))
1141 if game.quad[bumpto.i][bumpto.j] == ' ':
1142 prout(_(" buffeted into black hole."))
1143 deadkl(w, iquad, bumpto)
1144 if game.quad[bumpto.i][bumpto.j] != '.':
1145 prout(_(" damaged but not destroyed."))
1147 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1148 enemy.location = bumpto
1149 game.quad[w.i][w.j]='.'
1150 game.quad[bumpto.i][bumpto.j]=iquad
1151 for enemy in game.enemies:
1152 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1155 elif iquad == 'B': # Hit a base
1157 prout(_("***STARBASE DESTROYED.."))
1158 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1159 game.quad[w.i][w.j]='.'
1160 game.base.invalidate()
1161 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1162 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1163 game.state.basekl += 1
1166 elif iquad == 'P': # Hit a planet
1167 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1168 game.state.nplankl += 1
1169 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1170 game.iplnet.pclass = "destroyed"
1172 game.plnet.invalidate()
1173 game.quad[w.i][w.j] = '.'
1175 # captain perishes on planet
1178 elif iquad == '@': # Hit an inhabited world -- very bad!
1179 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1180 game.state.nworldkl += 1
1181 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1182 game.iplnet.pclass = "destroyed"
1184 game.plnet.invalidate()
1185 game.quad[w.i][w.j] = '.'
1187 # captain perishes on planet
1189 prout(_("The torpedo destroyed an inhabited planet."))
1191 elif iquad == '*': # Hit a star
1195 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1197 elif iquad == '?': # Hit a thingy
1198 if not (game.options & OPTION_THINGY) or withprob(0.3):
1200 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1202 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1204 proutn(_("Mr. Spock-"))
1205 prouts(_(" \"Fascinating!\""))
1209 # Stas Sergeev added the possibility that
1210 # you can shove the Thingy and piss it off.
1211 # It then becomes an enemy and may fire at you.
1214 elif iquad == ' ': # Black hole
1216 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1218 elif iquad == '#': # hit the web
1220 prout(_("***Torpedo absorbed by Tholian web."))
1222 elif iquad == 'T': # Hit a Tholian
1223 h1 = 700.0 + randrange(100) - \
1224 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1227 game.quad[w.i][w.j] = '.'
1232 proutn(crmena(True, 'T', "sector", w))
1234 prout(_(" survives photon blast."))
1236 prout(_(" disappears."))
1237 game.tholian.move(None)
1238 game.quad[w.i][w.j] = '#'
1243 proutn("Don't know how to handle torpedo collision with ")
1244 proutn(crmena(True, iquad, "sector", w))
1249 prout(_("Torpedo missed."))
1253 "Critical-hit resolution."
1254 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1256 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1257 proutn(_("***CRITICAL HIT--"))
1258 # Select devices and cause damage
1264 # Cheat to prevent shuttle damage unless on ship
1265 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1268 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1269 game.damage[j] += extradm
1271 for (i, j) in enumerate(cdam):
1273 if skipcount % 3 == 2 and i < len(cdam)-1:
1278 prout(_(" damaged."))
1279 if damaged(DSHIELD) and game.shldup:
1280 prout(_("***Shields knocked down."))
1283 def attack(torps_ok):
1284 # bad guy attacks us
1285 # torps_ok == False forces use of phasers in an attack
1286 # game could be over at this point, check
1289 attempt = False; ihurt = False;
1290 hitmax=0.0; hittot=0.0; chgfac=1.0
1293 prout("=== ATTACK!")
1294 # Tholian gets to move before attacking
1297 # if you have just entered the RNZ, you'll get a warning
1298 if game.neutz: # The one chance not to be attacked
1301 # commanders get a chance to tac-move towards you
1302 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:
1304 # if no enemies remain after movement, we're done
1305 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1307 # set up partial hits if attack happens during shield status change
1308 pfac = 1.0/game.inshld
1310 chgfac = 0.25 + randreal(0.5)
1312 # message verbosity control
1313 if game.skill <= SKILL_FAIR:
1315 for enemy in game.enemies:
1317 continue; # too weak to attack
1318 # compute hit strength and diminish shield power
1320 # Increase chance of photon torpedos if docked or enemy energy is low
1321 if game.condition == "docked":
1323 if enemy.power < 500:
1325 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1327 # different enemies have different probabilities of throwing a torp
1328 usephasers = not torps_ok or \
1329 (enemy.type == 'K' and r > 0.0005) or \
1330 (enemy.type=='C' and r > 0.015) or \
1331 (enemy.type=='R' and r > 0.3) or \
1332 (enemy.type=='S' and r > 0.07) or \
1333 (enemy.type=='?' and r > 0.05)
1334 if usephasers: # Enemy uses phasers
1335 if game.condition == "docked":
1336 continue; # Don't waste the effort!
1337 attempt = True; # Attempt to attack
1338 dustfac = randreal(0.8, 0.85)
1339 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1341 else: # Enemy uses photon torpedo
1342 # We should be able to make the bearing() method work here
1343 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1345 proutn(_("***TORPEDO INCOMING"))
1346 if not damaged(DSRSENS):
1347 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1350 dispersion = (randreal()+randreal())*0.5 - 0.5
1351 dispersion += 0.002*enemy.power*dispersion
1352 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1353 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1354 finish(FWON); # Klingons did themselves in!
1355 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1356 return # Supernova or finished
1359 # incoming phaser or torpedo, shields may dissipate it
1360 if game.shldup or game.shldchg or game.condition=="docked":
1361 # shields will take hits
1362 propor = pfac * game.shield
1363 if game.condition =="docked":
1367 hitsh = propor*chgfac*hit+1.0
1369 if absorb > game.shield:
1370 absorb = game.shield
1371 game.shield -= absorb
1373 # taking a hit blasts us out of a starbase dock
1374 if game.condition == "docked":
1376 # but the shields may take care of it
1377 if propor > 0.1 and hit < 0.005*game.energy:
1379 # hit from this opponent got through shields, so take damage
1381 proutn(_("%d unit hit") % int(hit))
1382 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1383 proutn(_(" on the ") + crmshp())
1384 if not damaged(DSRSENS) and usephasers:
1385 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1387 # Decide if hit is critical
1393 if game.energy <= 0:
1394 # Returning home upon your shield, not with it...
1397 if not attempt and game.condition == "docked":
1398 prout(_("***Enemies decide against attacking your ship."))
1399 percent = 100.0*pfac*game.shield+0.5
1401 # Shields fully protect ship
1402 proutn(_("Enemy attack reduces shield strength to "))
1404 # Emit message if starship suffered hit(s)
1406 proutn(_("Energy left %2d shields ") % int(game.energy))
1409 elif not damaged(DSHIELD):
1412 proutn(_("damaged, "))
1413 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1414 # Check if anyone was hurt
1415 if hitmax >= 200 or hittot >= 500:
1416 icas = randrange(int(hittot * 0.015))
1419 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1420 prout(_(" in that last attack.\""))
1422 game.state.crew -= icas
1423 # After attack, reset average distance to enemies
1424 for enemy in game.enemies:
1425 enemy.kavgd = enemy.kdist
1429 def deadkl(w, type, mv):
1430 "Kill a Klingon, Tholian, Romulan, or Thingy."
1431 # Added mv to allow enemy to "move" before dying
1432 proutn(crmena(True, type, "sector", mv))
1433 # Decide what kind of enemy it is and update appropriately
1435 # Chalk up a Romulan
1436 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1438 game.state.nromrem -= 1
1447 # Killed some type of Klingon
1448 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1451 game.state.kcmdr.remove(game.quadrant)
1453 if game.state.kcmdr:
1454 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1455 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1458 game.state.remkl -= 1
1460 game.state.nscrem -= 1
1461 game.state.kscmdr.invalidate()
1466 # For each kind of enemy, finish message to player
1467 prout(_(" destroyed."))
1468 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1471 # Remove enemy ship from arrays describing local conditions
1472 for e in game.enemies:
1479 "Return None if target is invalid, otherwise return a course angle."
1480 if not w.valid_sector():
1484 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1485 delta.j = (w.j - game.sector.j);
1486 delta.i = (game.sector.i - w.i);
1487 if delta == Coord(0, 0):
1489 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1490 prout(_(" I recommend an immediate review of"))
1491 prout(_(" the Captain's psychological profile.\""))
1494 return delta.bearing()
1497 "Launch photon torpedo salvo."
1500 if damaged(DPHOTON):
1501 prout(_("Photon tubes damaged."))
1505 prout(_("No torpedoes left."))
1508 # First, get torpedo count
1511 if scanner.token == "IHALPHA":
1514 elif scanner.token == "IHEOL" or not scanner.waiting():
1515 prout(_("%d torpedoes left.") % game.torps)
1517 proutn(_("Number of torpedoes to fire- "))
1518 continue # Go back around to get a number
1519 else: # key == "IHREAL"
1521 if n <= 0: # abort command
1526 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1529 scanner.chew() # User requested more torps than available
1530 continue # Go back around
1531 break # All is good, go to next stage
1535 key = scanner.next()
1536 if i==0 and key == "IHEOL":
1537 break; # no coordinate waiting, we will try prompting
1538 if i==1 and key == "IHEOL":
1539 # direct all torpedoes at one target
1541 target.append(target[0])
1542 tcourse.append(tcourse[0])
1545 scanner.push(scanner.token)
1546 target.append(scanner.getcoord())
1547 if target[-1] == None:
1549 tcourse.append(targetcheck(target[-1]))
1550 if tcourse[-1] == None:
1553 if len(target) == 0:
1554 # prompt for each one
1556 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1558 target.append(scanner.getcoord())
1559 if target[-1] == None:
1561 tcourse.append(targetcheck(target[-1]))
1562 if tcourse[-1] == None:
1565 # Loop for moving <n> torpedoes
1567 if game.condition != "docked":
1569 dispersion = (randreal()+randreal())*0.5 -0.5
1570 if math.fabs(dispersion) >= 0.47:
1572 dispersion *= randreal(1.2, 2.2)
1574 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1576 prouts(_("***TORPEDO MISFIRES."))
1579 prout(_(" Remainder of burst aborted."))
1581 prout(_("***Photon tubes damaged by misfire."))
1582 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1584 if game.shldup or game.condition == "docked":
1585 dispersion *= 1.0 + 0.0001*game.shield
1586 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1587 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1589 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1593 "Check for phasers overheating."
1595 checkburn = (rpow-1500.0)*0.00038
1596 if withprob(checkburn):
1597 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1598 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1600 def checkshctrl(rpow):
1601 "Check shield control."
1604 prout(_("Shields lowered."))
1606 # Something bad has happened
1607 prouts(_("***RED ALERT! RED ALERT!"))
1609 hit = rpow*game.shield/game.inshld
1610 game.energy -= rpow+hit*0.8
1611 game.shield -= hit*0.2
1612 if game.energy <= 0.0:
1613 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1618 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1620 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1621 icas = randrange(int(hit*0.012))
1626 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1627 prout(_(" %d casualties so far.\"") % icas)
1629 game.state.crew -= icas
1631 prout(_("Phaser energy dispersed by shields."))
1632 prout(_("Enemy unaffected."))
1637 "Register a phaser hit on Klingons and Romulans."
1641 for (k, wham) in enumerate(hits):
1644 dustfac = randreal(0.9, 1.0)
1645 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1646 kpini = game.enemies[kk].power
1647 kp = math.fabs(kpini)
1648 if PHASEFAC*hit < kp:
1650 if game.enemies[kk].power < 0:
1651 game.enemies[kk].power -= -kp
1653 game.enemies[kk].power -= kp
1654 kpow = game.enemies[kk].power
1655 w = game.enemies[kk].location
1657 if not damaged(DSRSENS):
1659 proutn(_("%d unit hit on ") % int(hit))
1661 proutn(_("Very small hit on "))
1662 ienm = game.quad[w.i][w.j]
1665 proutn(crmena(False, ienm, "sector", w))
1669 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1673 kk -= 1 # don't do the increment
1675 else: # decide whether or not to emasculate klingon
1676 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1677 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1678 prout(_(" has just lost its firepower.\""))
1679 game.enemies[kk].power = -kpow
1684 "Fire phasers at bad guys."
1686 kz = 0; k = 1; irec=0 # Cheating inhibitor
1687 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1691 # SR sensors and Computer are needed for automode
1692 if damaged(DSRSENS) or damaged(DCOMPTR):
1694 if game.condition == "docked":
1695 prout(_("Phasers can't be fired through base shields."))
1698 if damaged(DPHASER):
1699 prout(_("Phaser control damaged."))
1703 if damaged(DSHCTRL):
1704 prout(_("High speed shield control damaged."))
1707 if game.energy <= 200.0:
1708 prout(_("Insufficient energy to activate high-speed shield control."))
1711 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1713 # Original code so convoluted, I re-did it all
1714 # (That was Tom Almy talking about the C code, I think -- ESR)
1715 while automode=="NOTSET":
1717 if key == "IHALPHA":
1718 if scanner.sees("manual"):
1719 if len(game.enemies)==0:
1720 prout(_("There is no enemy present to select."))
1723 automode="AUTOMATIC"
1726 key = scanner.next()
1727 elif scanner.sees("automatic"):
1728 if (not itarg) and len(game.enemies) != 0:
1729 automode = "FORCEMAN"
1731 if len(game.enemies)==0:
1732 prout(_("Energy will be expended into space."))
1733 automode = "AUTOMATIC"
1734 key = scanner.next()
1735 elif scanner.sees("no"):
1740 elif key == "IHREAL":
1741 if len(game.enemies)==0:
1742 prout(_("Energy will be expended into space."))
1743 automode = "AUTOMATIC"
1745 automode = "FORCEMAN"
1747 automode = "AUTOMATIC"
1750 if len(game.enemies)==0:
1751 prout(_("Energy will be expended into space."))
1752 automode = "AUTOMATIC"
1754 automode = "FORCEMAN"
1756 proutn(_("Manual or automatic? "))
1761 if automode == "AUTOMATIC":
1762 if key == "IHALPHA" and scanner.sees("no"):
1764 key = scanner.next()
1765 if key != "IHREAL" and len(game.enemies) != 0:
1766 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1771 for i in range(len(game.enemies)):
1772 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1774 proutn(_("%d units required. ") % irec)
1776 proutn(_("Units to fire= "))
1777 key = scanner.next()
1782 proutn(_("Energy available= %.2f") % avail)
1785 if not rpow > avail:
1792 if key == "IHALPHA" and scanner.sees("no"):
1795 game.energy -= 200; # Go and do it!
1796 if checkshctrl(rpow):
1801 if len(game.enemies):
1804 for i in range(len(game.enemies)):
1808 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1809 over = randreal(1.01, 1.06) * hits[i]
1811 powrem -= hits[i] + over
1812 if powrem <= 0 and temp < hits[i]:
1821 if extra > 0 and not game.alldone:
1823 proutn(_("*** Tholian web absorbs "))
1824 if len(game.enemies)>0:
1825 proutn(_("excess "))
1826 prout(_("phaser energy."))
1828 prout(_("%d expended on empty space.") % int(extra))
1829 elif automode == "FORCEMAN":
1832 if damaged(DCOMPTR):
1833 prout(_("Battle computer damaged, manual fire only."))
1836 prouts(_("---WORKING---"))
1838 prout(_("Short-range-sensors-damaged"))
1839 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1840 prout(_("Manual-fire-must-be-used"))
1842 elif automode == "MANUAL":
1844 for k in range(len(game.enemies)):
1845 aim = game.enemies[k].location
1846 ienm = game.quad[aim.i][aim.j]
1848 proutn(_("Energy available= %.2f") % (avail-0.006))
1852 if damaged(DSRSENS) and \
1853 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1854 prout(cramen(ienm) + _(" can't be located without short range scan."))
1857 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1862 if itarg and k > kz:
1863 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1866 if not damaged(DCOMPTR):
1871 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1872 key = scanner.next()
1873 if key == "IHALPHA" and scanner.sees("no"):
1875 key = scanner.next()
1877 if key == "IHALPHA":
1881 if k==1: # Let me say I'm baffled by this
1884 if scanner.real < 0:
1888 hits[k] = scanner.real
1889 rpow += scanner.real
1890 # If total requested is too much, inform and start over
1892 prout(_("Available energy exceeded -- try again."))
1895 key = scanner.next(); # scan for next value
1898 # zero energy -- abort
1901 if key == "IHALPHA" and scanner.sees("no"):
1906 game.energy -= 200.0
1907 if checkshctrl(rpow):
1911 # Say shield raised or malfunction, if necessary
1918 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1919 prouts(_(" CLICK CLICK POP . . ."))
1920 prout(_(" No response, sir!"))
1923 prout(_("Shields raised."))
1928 # Code from events,c begins here.
1930 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1931 # event of each type active at any given time. Mostly these means we can
1932 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1933 # BSD Trek, from which we swiped the idea, can have up to 5.
1935 def unschedule(evtype):
1936 "Remove an event from the schedule."
1937 game.future[evtype].date = FOREVER
1938 return game.future[evtype]
1940 def is_scheduled(evtype):
1941 "Is an event of specified type scheduled."
1942 return game.future[evtype].date != FOREVER
1944 def scheduled(evtype):
1945 "When will this event happen?"
1946 return game.future[evtype].date
1948 def schedule(evtype, offset):
1949 "Schedule an event of specified type."
1950 game.future[evtype].date = game.state.date + offset
1951 return game.future[evtype]
1953 def postpone(evtype, offset):
1954 "Postpone a scheduled event."
1955 game.future[evtype].date += offset
1958 "Rest period is interrupted by event."
1961 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1963 game.resting = False
1969 "Run through the event queue looking for things to do."
1971 fintim = game.state.date + game.optime; yank=0
1972 ictbeam = False; istract = False
1973 w = Coord(); hold = Coord()
1974 ev = Event(); ev2 = Event()
1976 def tractorbeam(yank):
1977 "Tractor-beaming cases merge here."
1979 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1981 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1982 # If Kirk & Co. screwing around on planet, handle
1983 atover(True) # atover(true) is Grab
1986 if game.icraft: # Caught in Galileo?
1989 # Check to see if shuttle is aboard
1990 if game.iscraft == "offship":
1993 prout(_("Galileo, left on the planet surface, is captured"))
1994 prout(_("by aliens and made into a flying McDonald's."))
1995 game.damage[DSHUTTL] = -10
1996 game.iscraft = "removed"
1998 prout(_("Galileo, left on the planet surface, is well hidden."))
2000 game.quadrant = game.state.kscmdr
2002 game.quadrant = game.state.kcmdr[i]
2003 game.sector = randplace(QUADSIZE)
2004 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2005 % (game.quadrant, game.sector))
2007 prout(_("(Remainder of rest/repair period cancelled.)"))
2008 game.resting = False
2010 if not damaged(DSHIELD) and game.shield > 0:
2011 doshield(shraise=True) # raise shields
2012 game.shldchg = False
2014 prout(_("(Shields not currently useable.)"))
2016 # Adjust finish time to time of tractor beaming
2017 fintim = game.state.date+game.optime
2018 attack(torps_ok=False)
2019 if not game.state.kcmdr:
2022 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2025 "Code merges here for any commander destroying a starbase."
2026 # Not perfect, but will have to do
2027 # Handle case where base is in same quadrant as starship
2028 if game.battle == game.quadrant:
2029 game.state.chart[game.battle.i][game.battle.j].starbase = False
2030 game.quad[game.base.i][game.base.j] = '.'
2031 game.base.invalidate()
2034 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2035 elif game.state.baseq and communicating():
2036 # Get word via subspace radio
2039 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2040 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2042 prout(_("the Klingon Super-Commander"))
2044 prout(_("a Klingon Commander"))
2045 game.state.chart[game.battle.i][game.battle.j].starbase = False
2046 # Remove Starbase from galaxy
2047 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2048 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2050 # reinstate a commander's base attack
2054 game.battle.invalidate()
2056 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2057 for i in range(1, NEVENTS):
2058 if i == FSNOVA: proutn("=== Supernova ")
2059 elif i == FTBEAM: proutn("=== T Beam ")
2060 elif i == FSNAP: proutn("=== Snapshot ")
2061 elif i == FBATTAK: proutn("=== Base Attack ")
2062 elif i == FCDBAS: proutn("=== Base Destroy ")
2063 elif i == FSCMOVE: proutn("=== SC Move ")
2064 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2065 elif i == FDSPROB: proutn("=== Probe Move ")
2066 elif i == FDISTR: proutn("=== Distress Call ")
2067 elif i == FENSLV: proutn("=== Enslavement ")
2068 elif i == FREPRO: proutn("=== Klingon Build ")
2070 prout("%.2f" % (scheduled(i)))
2073 radio_was_broken = damaged(DRADIO)
2076 # Select earliest extraneous event, evcode==0 if no events
2081 for l in range(1, NEVENTS):
2082 if game.future[l].date < datemin:
2085 prout("== Event %d fires" % evcode)
2086 datemin = game.future[l].date
2087 xtime = datemin-game.state.date
2088 game.state.date = datemin
2089 # Decrement Federation resources and recompute remaining time
2090 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2092 if game.state.remtime <=0:
2095 # Any crew left alive?
2096 if game.state.crew <=0:
2099 # Is life support adequate?
2100 if damaged(DLIFSUP) and game.condition != "docked":
2101 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2104 game.lsupres -= xtime
2105 if game.damage[DLIFSUP] <= xtime:
2106 game.lsupres = game.inlsr
2109 if game.condition == "docked":
2111 # Don't fix Deathray here
2112 for l in range(NDEVICES):
2113 if game.damage[l] > 0.0 and l != DDRAY:
2114 if game.damage[l]-repair > 0.0:
2115 game.damage[l] -= repair
2117 game.damage[l] = 0.0
2118 # If radio repaired, update star chart and attack reports
2119 if radio_was_broken and not damaged(DRADIO):
2120 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2121 prout(_(" surveillance reports are coming in."))
2123 if not game.iseenit:
2127 prout(_(" The star chart is now up to date.\""))
2129 # Cause extraneous event EVCODE to occur
2130 game.optime -= xtime
2131 if evcode == FSNOVA: # Supernova
2134 schedule(FSNOVA, expran(0.5*game.intime))
2135 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2137 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2138 if game.state.nscrem == 0 or \
2139 ictbeam or istract or \
2140 game.condition=="docked" or game.isatb==1 or game.iscate:
2142 if game.ientesc or \
2143 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2144 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2145 (damaged(DSHIELD) and \
2146 (game.energy < 2500 or damaged(DPHASER)) and \
2147 (game.torps < 5 or damaged(DPHOTON))):
2149 istract = ictbeam = True
2150 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2153 elif evcode == FTBEAM: # Tractor beam
2154 if not game.state.kcmdr:
2157 i = randrange(len(game.state.kcmdr))
2158 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2159 if istract or game.condition == "docked" or yank == 0:
2160 # Drats! Have to reschedule
2162 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2166 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2167 game.snapsht = copy.deepcopy(game.state)
2168 game.state.snap = True
2169 schedule(FSNAP, expran(0.5 * game.intime))
2170 elif evcode == FBATTAK: # Commander attacks starbase
2171 if not game.state.kcmdr or not game.state.baseq:
2177 for ibq in game.state.baseq:
2178 for cmdr in game.state.kcmdr:
2179 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2182 # no match found -- try later
2183 schedule(FBATTAK, expran(0.3*game.intime))
2188 # commander + starbase combination found -- launch attack
2190 schedule(FCDBAS, randreal(1.0, 4.0))
2191 if game.isatb: # extra time if SC already attacking
2192 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2193 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2194 game.iseenit = False
2195 if not communicating():
2196 continue # No warning :-(
2200 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2201 prout(_(" reports that it is under attack and that it can"))
2202 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2205 elif evcode == FSCDBAS: # Supercommander destroys base
2208 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2209 continue # WAS RETURN!
2211 game.battle = game.state.kscmdr
2213 elif evcode == FCDBAS: # Commander succeeds in destroying base
2216 if not game.state.baseq() \
2217 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2218 game.battle.invalidate()
2220 # find the lucky pair
2221 for cmdr in game.state.kcmdr:
2222 if cmdr == game.battle:
2225 # No action to take after all
2228 elif evcode == FSCMOVE: # Supercommander moves
2229 schedule(FSCMOVE, 0.2777)
2230 if not game.ientesc and not istract and game.isatb != 1 and \
2231 (not game.iscate or not game.justin):
2233 elif evcode == FDSPROB: # Move deep space probe
2234 schedule(FDSPROB, 0.01)
2235 if not game.probe.next():
2236 if not game.probe.quadrant().valid_quadrant() or \
2237 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2238 # Left galaxy or ran into supernova
2242 proutn(_("Lt. Uhura- \"The deep space probe "))
2243 if not game.probe.quadrant().valid_quadrant():
2244 prout(_("has left the galaxy.\""))
2246 prout(_("is no longer transmitting.\""))
2252 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2253 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2255 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2256 chp.klingons = pdest.klingons
2257 chp.starbase = pdest.starbase
2258 chp.stars = pdest.stars
2259 pdest.charted = True
2260 game.probe.moves -= 1 # One less to travel
2261 if game.probe.arrived() and game.isarmed and pdest.stars:
2262 supernova(game.probe) # fire in the hole!
2264 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2266 elif evcode == FDISTR: # inhabited system issues distress call
2268 # try a whole bunch of times to find something suitable
2269 for i in range(100):
2270 # need a quadrant which is not the current one,
2271 # which has some stars which are inhabited and
2272 # not already under attack, which is not
2273 # supernova'ed, and which has some Klingons in it
2274 w = randplace(GALSIZE)
2275 q = game.state.galaxy[w.i][w.j]
2276 if not (game.quadrant == w or q.planet == None or \
2277 not q.planet.inhabited or \
2278 q.supernova or q.status!="secure" or q.klingons<=0):
2281 # can't seem to find one; ignore this call
2283 prout("=== Couldn't find location for distress event.")
2285 # got one!! Schedule its enslavement
2286 ev = schedule(FENSLV, expran(game.intime))
2288 q.status = "distressed"
2289 # tell the captain about it if we can
2291 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2293 prout(_("by a Klingon invasion fleet."))
2296 elif evcode == FENSLV: # starsystem is enslaved
2297 ev = unschedule(FENSLV)
2298 # see if current distress call still active
2299 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2303 q.status = "enslaved"
2305 # play stork and schedule the first baby
2306 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2307 ev2.quadrant = ev.quadrant
2309 # report the disaster if we can
2311 prout(_("Uhura- We've lost contact with starsystem %s") % \
2313 prout(_("in Quadrant %s.\n") % ev.quadrant)
2314 elif evcode == FREPRO: # Klingon reproduces
2315 # If we ever switch to a real event queue, we'll need to
2316 # explicitly retrieve and restore the x and y.
2317 ev = schedule(FREPRO, expran(1.0 * game.intime))
2318 # see if current distress call still active
2319 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2323 if game.state.remkl >=MAXKLGAME:
2324 continue # full right now
2325 # reproduce one Klingon
2328 if game.klhere >= MAXKLQUAD:
2330 # this quadrant not ok, pick an adjacent one
2331 for m.i in range(w.i - 1, w.i + 2):
2332 for m.j in range(w.j - 1, w.j + 2):
2333 if not m.valid_quadrant():
2335 q = game.state.galaxy[m.i][m.j]
2336 # check for this quad ok (not full & no snova)
2337 if q.klingons >= MAXKLQUAD or q.supernova:
2341 continue # search for eligible quadrant failed
2345 game.state.remkl += 1
2347 if game.quadrant == w:
2349 game.enemies.append(newkling())
2350 # recompute time left
2353 if game.quadrant == w:
2354 prout(_("Spock- sensors indicate the Klingons have"))
2355 prout(_("launched a warship from %s.") % q.planet)
2357 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2358 if q.planet != None:
2359 proutn(_("near %s ") % q.planet)
2360 prout(_("in Quadrant %s.") % w)
2366 key = scanner.next()
2369 proutn(_("How long? "))
2374 origTime = delay = scanner.real
2377 if delay >= game.state.remtime or len(game.enemies) != 0:
2378 proutn(_("Are you sure? "))
2381 # Alternate resting periods (events) with attacks
2385 game.resting = False
2386 if not game.resting:
2387 prout(_("%d stardates left.") % int(game.state.remtime))
2389 temp = game.optime = delay
2390 if len(game.enemies):
2391 rtime = randreal(1.0, 2.0)
2395 if game.optime < delay:
2396 attack(torps_ok=False)
2404 # Repair Deathray if long rest at starbase
2405 if origTime-delay >= 9.99 and game.condition == "docked":
2406 game.damage[DDRAY] = 0.0
2407 # leave if quadrant supernovas
2408 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2410 game.resting = False
2415 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2416 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2418 # Wow! We've supernova'ed
2419 supernova(game.quadrant)
2421 # handle initial nova
2422 game.quad[nov.i][nov.j] = '.'
2423 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2424 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2425 game.state.starkl += 1
2426 # Set up queue to recursively trigger adjacent stars
2432 for offset.i in range(-1, 1+1):
2433 for offset.j in range(-1, 1+1):
2434 if offset.j==0 and offset.i==0:
2436 neighbor = start + offset
2437 if not neighbor.valid_sector():
2439 iquad = game.quad[neighbor.i][neighbor.j]
2440 # Empty space ends reaction
2441 if iquad in ('.', '?', ' ', 'T', '#'):
2443 elif iquad == '*': # Affect another star
2445 # This star supernovas
2446 supernova(game.quadrant)
2449 hits.append(neighbor)
2450 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2451 game.state.starkl += 1
2452 proutn(crmena(True, '*', "sector", neighbor))
2454 game.quad[neighbor.i][neighbor.j] = '.'
2456 elif iquad in ('P', '@'): # Destroy planet
2457 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2459 game.state.nplankl += 1
2461 game.state.worldkl += 1
2462 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2463 game.iplnet.pclass = "destroyed"
2465 game.plnet.invalidate()
2469 game.quad[neighbor.i][neighbor.j] = '.'
2470 elif iquad == 'B': # Destroy base
2471 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2472 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2473 game.base.invalidate()
2474 game.state.basekl += 1
2476 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2477 game.quad[neighbor.i][neighbor.j] = '.'
2478 elif iquad in ('E', 'F'): # Buffet ship
2479 prout(_("***Starship buffeted by nova."))
2481 if game.shield >= 2000.0:
2482 game.shield -= 2000.0
2484 diff = 2000.0 - game.shield
2488 prout(_("***Shields knocked out."))
2489 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2491 game.energy -= 2000.0
2492 if game.energy <= 0:
2495 # add in course nova contributes to kicking starship
2496 bump += (game.sector-hits[-1]).sgn()
2497 elif iquad == 'K': # kill klingon
2498 deadkl(neighbor, iquad, neighbor)
2499 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2500 for ll in range(len(game.enemies)):
2501 if game.enemies[ll].location == neighbor:
2503 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2504 if game.enemies[ll].power <= 0.0:
2505 deadkl(neighbor, iquad, neighbor)
2507 newc = neighbor + neighbor - hits[-1]
2508 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2509 if not newc.valid_sector():
2510 # can't leave quadrant
2513 iquad1 = game.quad[newc.i][newc.j]
2515 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2517 deadkl(neighbor, iquad, newc)
2520 # can't move into something else
2523 proutn(_(", buffeted to Sector %s") % newc)
2524 game.quad[neighbor.i][neighbor.j] = '.'
2525 game.quad[newc.i][newc.j] = iquad
2526 game.enemies[ll].move(newc)
2527 # Starship affected by nova -- kick it away.
2529 direc = ncourse[3*(bump.i+1)+bump.j+2]
2534 scourse = course(bearing=direc, distance=dist)
2535 game.optime = scourse.time(warp=4)
2537 prout(_("Force of nova displaces starship."))
2538 imove(scourse, noattack=True)
2539 game.optime = scourse.time(warp=4)
2543 "Star goes supernova."
2548 # Scheduled supernova -- select star at random.
2551 for nq.i in range(GALSIZE):
2552 for nq.j in range(GALSIZE):
2553 stars += game.state.galaxy[nq.i][nq.j].stars
2555 return # nothing to supernova exists
2556 num = randrange(stars) + 1
2557 for nq.i in range(GALSIZE):
2558 for nq.j in range(GALSIZE):
2559 num -= game.state.galaxy[nq.i][nq.j].stars
2565 proutn("=== Super nova here?")
2568 if not nq == game.quadrant or game.justin:
2569 # it isn't here, or we just entered (treat as enroute)
2572 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2573 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2576 # we are in the quadrant!
2577 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2578 for ns.i in range(QUADSIZE):
2579 for ns.j in range(QUADSIZE):
2580 if game.quad[ns.i][ns.j]=='*':
2587 prouts(_("***RED ALERT! RED ALERT!"))
2589 prout(_("***Incipient supernova detected at Sector %s") % ns)
2590 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2591 proutn(_("Emergency override attempts t"))
2592 prouts("***************")
2596 # destroy any Klingons in supernovaed quadrant
2597 kldead = game.state.galaxy[nq.i][nq.j].klingons
2598 game.state.galaxy[nq.i][nq.j].klingons = 0
2599 if nq == game.state.kscmdr:
2600 # did in the Supercommander!
2601 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2605 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2606 comkills = len(game.state.kcmdr) - len(survivors)
2607 game.state.kcmdr = survivors
2609 if not game.state.kcmdr:
2611 game.state.remkl -= kldead
2612 # destroy Romulans and planets in supernovaed quadrant
2613 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2614 game.state.galaxy[nq.i][nq.j].romulans = 0
2615 game.state.nromrem -= nrmdead
2617 for loop in range(game.inplan):
2618 if game.state.planets[loop].quadrant == nq:
2619 game.state.planets[loop].pclass = "destroyed"
2621 # Destroy any base in supernovaed quadrant
2622 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2623 # If starship caused supernova, tally up destruction
2625 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2626 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2627 game.state.nplankl += npdead
2628 # mark supernova in galaxy and in star chart
2629 if game.quadrant == nq or communicating():
2630 game.state.galaxy[nq.i][nq.j].supernova = True
2631 # If supernova destroys last Klingons give special message
2632 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2635 prout(_("Lucky you!"))
2636 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2639 # if some Klingons remain, continue or die in supernova
2644 # Code from finish.c ends here.
2647 "Self-destruct maneuver. Finish with a BANG!"
2649 if damaged(DCOMPTR):
2650 prout(_("Computer damaged; cannot execute destruct sequence."))
2652 prouts(_("---WORKING---")); skip(1)
2653 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2654 prouts(" 10"); skip(1)
2655 prouts(" 9"); skip(1)
2656 prouts(" 8"); skip(1)
2657 prouts(" 7"); skip(1)
2658 prouts(" 6"); skip(1)
2660 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2662 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2664 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2668 if game.passwd != scanner.token:
2669 prouts(_("PASSWORD-REJECTED;"))
2671 prouts(_("CONTINUITY-EFFECTED"))
2674 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2675 prouts(" 5"); skip(1)
2676 prouts(" 4"); skip(1)
2677 prouts(" 3"); skip(1)
2678 prouts(" 2"); skip(1)
2679 prouts(" 1"); skip(1)
2681 prouts(_("GOODBYE-CRUEL-WORLD"))
2689 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2693 if len(game.enemies) != 0:
2694 whammo = 25.0 * game.energy
2695 for l in range(len(game.enemies)):
2696 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2697 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2701 "Compute our rate of kils over time."
2702 elapsed = game.state.date - game.indate
2703 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2706 starting = (game.inkling + game.incom + game.inscom)
2707 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2708 return (starting - remaining)/elapsed
2712 badpt = 5.0*game.state.starkl + \
2714 10.0*game.state.nplankl + \
2715 300*game.state.nworldkl + \
2717 100.0*game.state.basekl +\
2719 if game.ship == 'F':
2721 elif game.ship == None:
2726 # end the game, with appropriate notfications
2730 prout(_("It is stardate %.1f.") % game.state.date)
2732 if ifin == FWON: # Game has been won
2733 if game.state.nromrem != 0:
2734 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2737 prout(_("You have smashed the Klingon invasion fleet and saved"))
2738 prout(_("the Federation."))
2743 badpt = 0.0 # Close enough!
2744 # killsPerDate >= RateMax
2745 if game.state.date-game.indate < 5.0 or \
2746 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2748 prout(_("In fact, you have done so well that Starfleet Command"))
2749 if game.skill == SKILL_NOVICE:
2750 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2751 elif game.skill == SKILL_FAIR:
2752 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2753 elif game.skill == SKILL_GOOD:
2754 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2755 elif game.skill == SKILL_EXPERT:
2756 prout(_("promotes you to Commodore Emeritus."))
2758 prout(_("Now that you think you're really good, try playing"))
2759 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2760 elif game.skill == SKILL_EMERITUS:
2762 proutn(_("Computer- "))
2763 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2765 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2767 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2769 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2771 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2773 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2775 prout(_("Now you can retire and write your own Star Trek game!"))
2777 elif game.skill >= SKILL_EXPERT:
2778 if game.thawed and not game.idebug:
2779 prout(_("You cannot get a citation, so..."))
2781 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2785 # Only grant long life if alive (original didn't!)
2787 prout(_("LIVE LONG AND PROSPER."))
2792 elif ifin == FDEPLETE: # Federation Resources Depleted
2793 prout(_("Your time has run out and the Federation has been"))
2794 prout(_("conquered. Your starship is now Klingon property,"))
2795 prout(_("and you are put on trial as a war criminal. On the"))
2796 proutn(_("basis of your record, you are "))
2797 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2798 prout(_("acquitted."))
2800 prout(_("LIVE LONG AND PROSPER."))
2802 prout(_("found guilty and"))
2803 prout(_("sentenced to death by slow torture."))
2807 elif ifin == FLIFESUP:
2808 prout(_("Your life support reserves have run out, and"))
2809 prout(_("you die of thirst, starvation, and asphyxiation."))
2810 prout(_("Your starship is a derelict in space."))
2812 prout(_("Your energy supply is exhausted."))
2814 prout(_("Your starship is a derelict in space."))
2815 elif ifin == FBATTLE:
2816 prout(_("The %s has been destroyed in battle.") % crmshp())
2818 prout(_("Dulce et decorum est pro patria mori."))
2820 prout(_("You have made three attempts to cross the negative energy"))
2821 prout(_("barrier which surrounds the galaxy."))
2823 prout(_("Your navigation is abominable."))
2826 prout(_("Your starship has been destroyed by a nova."))
2827 prout(_("That was a great shot."))
2829 elif ifin == FSNOVAED:
2830 prout(_("The %s has been fried by a supernova.") % crmshp())
2831 prout(_("...Not even cinders remain..."))
2832 elif ifin == FABANDN:
2833 prout(_("You have been captured by the Klingons. If you still"))
2834 prout(_("had a starbase to be returned to, you would have been"))
2835 prout(_("repatriated and given another chance. Since you have"))
2836 prout(_("no starbases, you will be mercilessly tortured to death."))
2837 elif ifin == FDILITHIUM:
2838 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2839 elif ifin == FMATERIALIZE:
2840 prout(_("Starbase was unable to re-materialize your starship."))
2841 prout(_("Sic transit gloria mundi"))
2842 elif ifin == FPHASER:
2843 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2845 prout(_("You and your landing party have been"))
2846 prout(_("converted to energy, disipating through space."))
2847 elif ifin == FMINING:
2848 prout(_("You are left with your landing party on"))
2849 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2851 prout(_("They are very fond of \"Captain Kirk\" soup."))
2853 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2854 elif ifin == FDPLANET:
2855 prout(_("You and your mining party perish."))
2857 prout(_("That was a great shot."))
2860 prout(_("The Galileo is instantly annihilated by the supernova."))
2861 prout(_("You and your mining party are atomized."))
2863 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2864 prout(_("joins the Romulans, wreaking terror on the Federation."))
2865 elif ifin == FPNOVA:
2866 prout(_("You and your mining party are atomized."))
2868 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2869 prout(_("joins the Romulans, wreaking terror on the Federation."))
2870 elif ifin == FSTRACTOR:
2871 prout(_("The shuttle craft Galileo is also caught,"))
2872 prout(_("and breaks up under the strain."))
2874 prout(_("Your debris is scattered for millions of miles."))
2875 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2877 prout(_("The mutants attack and kill Spock."))
2878 prout(_("Your ship is captured by Klingons, and"))
2879 prout(_("your crew is put on display in a Klingon zoo."))
2880 elif ifin == FTRIBBLE:
2881 prout(_("Tribbles consume all remaining water,"))
2882 prout(_("food, and oxygen on your ship."))
2884 prout(_("You die of thirst, starvation, and asphyxiation."))
2885 prout(_("Your starship is a derelict in space."))
2887 prout(_("Your ship is drawn to the center of the black hole."))
2888 prout(_("You are crushed into extremely dense matter."))
2890 prout(_("Your last crew member has died."))
2891 if game.ship == 'F':
2893 elif game.ship == 'E':
2896 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2897 goodies = game.state.remres/game.inresor
2898 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2899 if goodies/baddies >= randreal(1.0, 1.5):
2900 prout(_("As a result of your actions, a treaty with the Klingon"))
2901 prout(_("Empire has been signed. The terms of the treaty are"))
2902 if goodies/baddies >= randreal(3.0):
2903 prout(_("favorable to the Federation."))
2905 prout(_("Congratulations!"))
2907 prout(_("highly unfavorable to the Federation."))
2909 prout(_("The Federation will be destroyed."))
2911 prout(_("Since you took the last Klingon with you, you are a"))
2912 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2913 prout(_("statue in your memory. Rest in peace, and try not"))
2914 prout(_("to think about pigeons."))
2919 "Compute player's score."
2920 timused = game.state.date - game.indate
2921 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2923 game.perdate = killrate()
2924 ithperd = 500*game.perdate + 0.5
2927 iwon = 100*game.skill
2928 if game.ship == 'E':
2930 elif game.ship == 'F':
2934 game.score = 10*(game.inkling - game.state.remkl) \
2935 + 50*(game.incom - len(game.state.kcmdr)) \
2937 + 20*(game.inrom - game.state.nromrem) \
2938 + 200*(game.inscom - game.state.nscrem) \
2939 - game.state.nromrem \
2944 prout(_("Your score --"))
2945 if game.inrom - game.state.nromrem:
2946 prout(_("%6d Romulans destroyed %5d") %
2947 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2948 if game.state.nromrem and game.gamewon:
2949 prout(_("%6d Romulans captured %5d") %
2950 (game.state.nromrem, game.state.nromrem))
2951 if game.inkling - game.state.remkl:
2952 prout(_("%6d ordinary Klingons destroyed %5d") %
2953 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2954 if game.incom - len(game.state.kcmdr):
2955 prout(_("%6d Klingon commanders destroyed %5d") %
2956 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2957 if game.inscom - game.state.nscrem:
2958 prout(_("%6d Super-Commander destroyed %5d") %
2959 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2961 prout(_("%6.2f Klingons per stardate %5d") %
2962 (game.perdate, ithperd))
2963 if game.state.starkl:
2964 prout(_("%6d stars destroyed by your action %5d") %
2965 (game.state.starkl, -5*game.state.starkl))
2966 if game.state.nplankl:
2967 prout(_("%6d planets destroyed by your action %5d") %
2968 (game.state.nplankl, -10*game.state.nplankl))
2969 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2970 prout(_("%6d inhabited planets destroyed by your action %5d") %
2971 (game.state.nworldkl, -300*game.state.nworldkl))
2972 if game.state.basekl:
2973 prout(_("%6d bases destroyed by your action %5d") %
2974 (game.state.basekl, -100*game.state.basekl))
2976 prout(_("%6d calls for help from starbase %5d") %
2977 (game.nhelp, -45*game.nhelp))
2979 prout(_("%6d casualties incurred %5d") %
2980 (game.casual, -game.casual))
2982 prout(_("%6d crew abandoned in space %5d") %
2983 (game.abandoned, -3*game.abandoned))
2985 prout(_("%6d ship(s) lost or destroyed %5d") %
2986 (klship, -100*klship))
2988 prout(_("Penalty for getting yourself killed -200"))
2990 proutn(_("Bonus for winning "))
2991 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2992 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2993 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2994 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2995 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2996 prout(" %5d" % iwon)
2998 prout(_("TOTAL SCORE %5d") % game.score)
3001 "Emit winner's commemmorative plaque."
3004 proutn(_("File or device name for your plaque: "))
3007 fp = open(winner, "w")
3010 prout(_("Invalid name."))
3012 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3014 # The 38 below must be 64 for 132-column paper
3015 nskip = 38 - len(winner)/2
3016 fp.write("\n\n\n\n")
3017 # --------DRAW ENTERPRISE PICTURE.
3018 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3019 fp.write(" EEE E : : : E\n" )
3020 fp.write(" EE EEE E : : NCC-1701 : E\n")
3021 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3022 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3023 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3024 fp.write(" EEEEEEE EEEEE E E E E\n")
3025 fp.write(" EEE E E E E\n")
3026 fp.write(" E E E E\n")
3027 fp.write(" EEEEEEEEEEEEE E E\n")
3028 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3029 fp.write(" :E : EEEE E\n")
3030 fp.write(" .-E -:----- E\n")
3031 fp.write(" :E : E\n")
3032 fp.write(" EE : EEEEEEEE\n")
3033 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3035 fp.write(_(" U. S. S. ENTERPRISE\n"))
3036 fp.write("\n\n\n\n")
3037 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3039 fp.write(_(" Starfleet Command bestows to you\n"))
3041 fp.write("%*s%s\n\n" % (nskip, "", winner))
3042 fp.write(_(" the rank of\n\n"))
3043 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3045 if game.skill == SKILL_EXPERT:
3046 fp.write(_(" Expert level\n\n"))
3047 elif game.skill == SKILL_EMERITUS:
3048 fp.write(_("Emeritus level\n\n"))
3050 fp.write(_(" Cheat level\n\n"))
3051 timestring = time.ctime()
3052 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3053 (timestring+4, timestring+20, timestring+11))
3054 fp.write(_(" Your score: %d\n\n") % game.score)
3055 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3058 # Code from io.c begins here
3060 rows = linecount = 0 # for paging
3063 fullscreen_window = None
3064 srscan_window = None
3065 report_window = None
3066 status_window = None
3067 lrscan_window = None
3068 message_window = None
3069 prompt_window = None
3074 "for some recent versions of python2, the following enables UTF8"
3075 "for the older ones we probably need to set C locale, and the python3"
3076 "has no problems at all"
3077 if sys.version_info[0] < 3:
3079 locale.setlocale(locale.LC_ALL, "")
3080 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3081 gettext.textdomain("sst")
3082 if not (game.options & OPTION_CURSES):
3083 ln_env = os.getenv("LINES")
3089 stdscr = curses.initscr()
3093 if game.options & OPTION_COLOR:
3094 curses.start_color();
3095 curses.use_default_colors()
3096 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
3097 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
3098 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
3099 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
3100 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
3101 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3102 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
3103 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
3104 global fullscreen_window, srscan_window, report_window, status_window
3105 global lrscan_window, message_window, prompt_window
3106 (rows, columns) = stdscr.getmaxyx()
3107 fullscreen_window = stdscr
3108 srscan_window = curses.newwin(12, 25, 0, 0)
3109 report_window = curses.newwin(11, 0, 1, 25)
3110 status_window = curses.newwin(10, 0, 1, 39)
3111 lrscan_window = curses.newwin(5, 0, 0, 64)
3112 message_window = curses.newwin(0, 0, 12, 0)
3113 prompt_window = curses.newwin(1, 0, rows-2, 0)
3114 message_window.scrollok(True)
3115 setwnd(fullscreen_window)
3119 if game.options & OPTION_CURSES:
3120 stdscr.keypad(False)
3126 "Wait for user action -- OK to do nothing if on a TTY"
3127 if game.options & OPTION_CURSES:
3132 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3136 if game.skill > SKILL_FAIR:
3137 prompt = _("[CONTINUE?]")
3139 prompt = _("[PRESS ENTER TO CONTINUE]")
3141 if game.options & OPTION_CURSES:
3143 setwnd(prompt_window)
3144 prompt_window.clear()
3145 prompt_window.addstr(prompt)
3146 prompt_window.getstr()
3147 prompt_window.clear()
3148 prompt_window.refresh()
3149 setwnd(message_window)
3152 sys.stdout.write('\n')
3155 sys.stdout.write('\n' * rows)
3159 "Skip i lines. Pause game if this would cause a scrolling event."
3160 for dummy in range(i):
3161 if game.options & OPTION_CURSES:
3162 (y, x) = curwnd.getyx()
3165 except curses.error:
3170 if rows and linecount >= rows:
3173 sys.stdout.write('\n')
3176 "Utter a line with no following line feed."
3177 if game.options & OPTION_CURSES:
3178 (y, x) = curwnd.getyx()
3179 (my, mx) = curwnd.getmaxyx()
3180 if curwnd == message_window and y >= my - 2:
3186 sys.stdout.write(line)
3196 if not replayfp or replayfp.closed: # Don't slow down replays
3199 if game.options & OPTION_CURSES:
3203 if not replayfp or replayfp.closed:
3207 "Get a line of input."
3208 if game.options & OPTION_CURSES:
3209 line = curwnd.getstr() + "\n"
3212 if replayfp and not replayfp.closed:
3214 line = replayfp.readline()
3217 prout("*** Replay finished")
3220 elif line[0] != "#":
3223 line = raw_input() + "\n"
3229 "Change windows -- OK for this to be a no-op in tty mode."
3231 if game.options & OPTION_CURSES:
3233 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3236 "Clear to end of line -- can be a no-op in tty mode"
3237 if game.options & OPTION_CURSES:
3242 "Clear screen -- can be a no-op in tty mode."
3244 if game.options & OPTION_CURSES:
3250 def textcolor(color=DEFAULT):
3251 if game.options & OPTION_COLOR:
3252 if color == DEFAULT:
3254 elif color == BLACK:
3255 curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3257 curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3258 elif color == GREEN:
3259 curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3261 curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3263 curwnd.attron(curses.color_pair(curses.COLOR_RED));
3264 elif color == MAGENTA:
3265 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3266 elif color == BROWN:
3267 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3268 elif color == LIGHTGRAY:
3269 curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3270 elif color == DARKGRAY:
3271 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3272 elif color == LIGHTBLUE:
3273 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3274 elif color == LIGHTGREEN:
3275 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3276 elif color == LIGHTCYAN:
3277 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3278 elif color == LIGHTRED:
3279 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3280 elif color == LIGHTMAGENTA:
3281 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3282 elif color == YELLOW:
3283 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3284 elif color == WHITE:
3285 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3288 if game.options & OPTION_COLOR:
3289 curwnd.attron(curses.A_REVERSE)
3292 # Things past this point have policy implications.
3296 "Hook to be called after moving to redraw maps."
3297 if game.options & OPTION_CURSES:
3300 setwnd(srscan_window)
3304 setwnd(status_window)
3305 status_window.clear()
3306 status_window.move(0, 0)
3307 setwnd(report_window)
3308 report_window.clear()
3309 report_window.move(0, 0)
3311 setwnd(lrscan_window)
3312 lrscan_window.clear()
3313 lrscan_window.move(0, 0)
3314 lrscan(silent=False)
3316 def put_srscan_sym(w, sym):
3317 "Emit symbol for short-range scan."
3318 srscan_window.move(w.i+1, w.j*2+2)
3319 srscan_window.addch(sym)
3320 srscan_window.refresh()
3323 "Enemy fall down, go boom."
3324 if game.options & OPTION_CURSES:
3326 setwnd(srscan_window)
3327 srscan_window.attron(curses.A_REVERSE)
3328 put_srscan_sym(w, game.quad[w.i][w.j])
3332 srscan_window.attroff(curses.A_REVERSE)
3333 put_srscan_sym(w, game.quad[w.i][w.j])
3334 curses.delay_output(500)
3335 setwnd(message_window)
3338 "Sound and visual effects for teleportation."
3339 if game.options & OPTION_CURSES:
3341 setwnd(message_window)
3343 prouts(" . . . . . ")
3344 if game.options & OPTION_CURSES:
3345 #curses.delay_output(1000)
3349 def tracktorpedo(w, step, i, n, iquad):
3350 "Torpedo-track animation."
3351 if not game.options & OPTION_CURSES:
3355 proutn(_("Track for torpedo number %d- ") % (i+1))
3358 proutn(_("Torpedo track- "))
3359 elif step==4 or step==9:
3363 if not damaged(DSRSENS) or game.condition=="docked":
3364 if i != 0 and step == 1:
3367 if (iquad=='.') or (iquad==' '):
3368 put_srscan_sym(w, '+')
3372 put_srscan_sym(w, iquad)
3374 curwnd.attron(curses.A_REVERSE)
3375 put_srscan_sym(w, iquad)
3379 curwnd.attroff(curses.A_REVERSE)
3380 put_srscan_sym(w, iquad)
3385 "Display the current galaxy chart."
3386 if game.options & OPTION_CURSES:
3387 setwnd(message_window)
3388 message_window.clear()
3390 if game.options & OPTION_TTY:
3395 def prstat(txt, data):
3397 if game.options & OPTION_CURSES:
3399 setwnd(status_window)
3401 proutn(" " * (NSYM - len(txt)))
3404 if game.options & OPTION_CURSES:
3405 setwnd(report_window)
3407 # Code from moving.c begins here
3409 def imove(icourse=None, noattack=False):
3410 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3413 def newquadrant(noattack):
3414 # Leaving quadrant -- allow final enemy attack
3415 # Don't do it if being pushed by Nova
3416 if len(game.enemies) != 0 and not noattack:
3418 for enemy in game.enemies:
3419 finald = (w - enemy.location).distance()
3420 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3421 # Stas Sergeev added the condition
3422 # that attacks only happen if Klingons
3423 # are present and your skill is good.
3424 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3425 attack(torps_ok=False)
3428 # check for edge of galaxy
3432 if icourse.final.i < 0:
3433 icourse.final.i = -icourse.final.i
3435 if icourse.final.j < 0:
3436 icourse.final.j = -icourse.final.j
3438 if icourse.final.i >= GALSIZE*QUADSIZE:
3439 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3441 if icourse.final.j >= GALSIZE*QUADSIZE:
3442 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3450 if game.nkinks == 3:
3451 # Three strikes -- you're out!
3455 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3456 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3457 prout(_("YOU WILL BE DESTROYED."))
3458 # Compute final position in new quadrant
3459 if trbeam: # Don't bother if we are to be beamed
3461 game.quadrant = icourse.final.quadrant()
3462 game.sector = icourse.final.sector()
3464 prout(_("Entering Quadrant %s.") % game.quadrant)
3465 game.quad[game.sector.i][game.sector.j] = game.ship
3467 if game.skill>SKILL_NOVICE:
3468 attack(torps_ok=False)
3470 def check_collision(h):
3471 iquad = game.quad[h.i][h.j]
3473 # object encountered in flight path
3474 stopegy = 50.0*icourse.distance/game.optime
3475 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3476 for enemy in game.enemies:
3477 if enemy.location == game.sector:
3479 collision(rammed=False, enemy=enemy)
3483 prouts(_("***RED ALERT! RED ALERT!"))
3485 proutn("***" + crmshp())
3486 proutn(_(" pulled into black hole at Sector %s") % h)
3487 # Getting pulled into a black hole was certain
3488 # death in Almy's original. Stas Sergeev added a
3489 # possibility that you'll get timewarped instead.
3491 for m in range(NDEVICES):
3492 if game.damage[m]>0:
3494 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3495 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3505 prout(_(" encounters Tholian web at %s;") % h)
3507 prout(_(" blocked by object at %s;") % h)
3508 proutn(_("Emergency stop required "))
3509 prout(_("%2d units of energy.") % int(stopegy))
3510 game.energy -= stopegy
3511 if game.energy <= 0:
3518 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3519 game.inorbit = False
3520 # If tractor beam is to occur, don't move full distance
3521 if game.state.date+game.optime >= scheduled(FTBEAM):
3523 game.condition = "red"
3524 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3525 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3527 game.quad[game.sector.i][game.sector.j] = '.'
3528 for m in range(icourse.moves):
3530 w = icourse.sector()
3531 if icourse.origin.quadrant() != icourse.location.quadrant():
3532 newquadrant(noattack)
3534 elif check_collision(icourse, w):
3535 print "Collision detected"
3539 # We're in destination quadrant -- compute new average enemy distances
3540 game.quad[game.sector.i][game.sector.j] = game.ship
3542 for enemy in game.enemies:
3543 finald = (w-enemy.location).distance()
3544 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3545 enemy.kdist = finald
3547 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3548 attack(torps_ok=False)
3549 for enemy in game.enemies:
3550 enemy.kavgd = enemy.kdist
3553 setwnd(message_window)
3557 "Dock our ship at a starbase."
3559 if game.condition == "docked" and verbose:
3560 prout(_("Already docked."))
3563 prout(_("You must first leave standard orbit."))
3565 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3566 prout(crmshp() + _(" not adjacent to base."))
3568 game.condition = "docked"
3572 if game.energy < game.inenrg:
3573 game.energy = game.inenrg
3574 game.shield = game.inshld
3575 game.torps = game.intorps
3576 game.lsupres = game.inlsr
3577 game.state.crew = FULLCREW
3578 if not damaged(DRADIO) and \
3579 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3580 # get attack report from base
3581 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3585 def cartesian(loc1=None, loc2=None):
3587 return game.quadrant * QUADSIZE + game.sector
3589 return game.quadrant * QUADSIZE + loc1
3591 return loc1 * QUADSIZE + loc2
3593 def getcourse(isprobe):
3594 "Get a course and distance from the user."
3596 dquad = copy.copy(game.quadrant)
3597 navmode = "unspecified"
3601 if game.landed and not isprobe:
3602 prout(_("Dummy! You can't leave standard orbit until you"))
3603 proutn(_("are back aboard the ship."))
3606 while navmode == "unspecified":
3607 if damaged(DNAVSYS):
3609 prout(_("Computer damaged; manual navigation only"))
3611 prout(_("Computer damaged; manual movement only"))
3616 key = scanner.next()
3618 proutn(_("Manual or automatic- "))
3621 elif key == "IHALPHA":
3622 if scanner.sees("manual"):
3624 key = scanner.next()
3626 elif scanner.sees("automatic"):
3627 navmode = "automatic"
3628 key = scanner.next()
3636 prout(_("(Manual navigation assumed.)"))
3638 prout(_("(Manual movement assumed.)"))
3642 if navmode == "automatic":
3643 while key == "IHEOL":
3645 proutn(_("Target quadrant or quadrant§or- "))
3647 proutn(_("Destination sector or quadrant§or- "))
3650 key = scanner.next()
3654 xi = int(round(scanner.real))-1
3655 key = scanner.next()
3659 xj = int(round(scanner.real))-1
3660 key = scanner.next()
3662 # both quadrant and sector specified
3663 xk = int(round(scanner.real))-1
3664 key = scanner.next()
3668 xl = int(round(scanner.real))-1
3674 # only one pair of numbers was specified
3676 # only quadrant specified -- go to center of dest quad
3679 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3681 # only sector specified
3685 if not dquad.valid_quadrant() or not dsect.valid_sector():
3692 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3694 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3695 # the actual deltas get computed here
3696 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3697 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3699 while key == "IHEOL":
3700 proutn(_("X and Y displacements- "))
3703 key = scanner.next()
3708 delta.j = scanner.real
3709 key = scanner.next()
3713 delta.i = scanner.real
3714 # Check for zero movement
3715 if delta.i == 0 and delta.j == 0:
3718 if itemp == "verbose" and not isprobe:
3720 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3722 return course(bearing=delta.bearing(), distance=delta.distance())
3725 def __init__(self, bearing, distance, origin=None):
3726 self.distance = distance
3727 self.bearing = bearing
3729 self.origin = cartesian(game.quadrant, game.sector)
3731 self.origin = origin
3732 # The bearing() code we inherited from FORTRAN is actually computing
3733 # clockface directions!
3734 if self.bearing < 0.0:
3735 self.bearing += 12.0
3736 self.angle = ((15.0 - self.bearing) * 0.5235988)
3738 self.origin = cartesian(game.quadrant, game.sector)
3740 self.origin = cartesian(game.quadrant, origin)
3741 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
3742 bigger = max(abs(self.increment.i), abs(self.increment.j))
3743 self.increment /= bigger
3744 self.moves = int(round(10*self.distance*bigger))
3746 self.final = (self.location + self.moves*self.increment).roundtogrid()
3748 self.location = self.origin
3751 return self.location.roundtogrid() == self.final
3753 "Next step on course."
3755 self.nextlocation = self.location + self.increment
3756 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3757 self.location = self.nextlocation
3760 return self.location.quadrant()
3762 return self.location.sector()
3763 def power(self, warp):
3764 return self.distance*(warp**3)*(game.shldup+1)
3765 def time(self, warp):
3766 return 10.0*self.distance/warp**2
3769 "Move under impulse power."
3771 if damaged(DIMPULS):
3774 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3776 if game.energy > 30.0:
3778 course = getcourse(isprobe=False)
3781 power = 20.0 + 100.0*course.distance
3784 if power >= game.energy:
3785 # Insufficient power for trip
3787 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3788 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3789 if game.energy > 30:
3790 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3791 int(0.01 * (game.energy-20.0)-0.05))
3792 prout(_(" quadrants.\""))
3794 prout(_("quadrant. They are, therefore, useless.\""))
3797 # Make sure enough time is left for the trip
3798 game.optime = course.dist/0.095
3799 if game.optime >= game.state.remtime:
3800 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3801 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3802 proutn(_("we dare spend the time?\" "))
3805 # Activate impulse engines and pay the cost
3806 imove(course, noattack=False)
3810 power = 20.0 + 100.0*course.dist
3811 game.energy -= power
3812 game.optime = course.dist/0.095
3813 if game.energy <= 0:
3817 def warp(wcourse, involuntary):
3818 "ove under warp drive."
3819 blooey = False; twarp = False
3820 if not involuntary: # Not WARPX entry
3822 if game.damage[DWARPEN] > 10.0:
3825 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3827 if damaged(DWARPEN) and game.warpfac > 4.0:
3830 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3831 prout(_(" is repaired, I can only give you warp 4.\""))
3833 # Read in course and distance
3836 wcourse = getcourse(isprobe=False)
3839 # Make sure starship has enough energy for the trip
3840 # Note: this formula is slightly different from the C version,
3841 # and lets you skate a bit closer to the edge.
3842 if wcourse.power(game.warpfac) >= game.energy:
3843 # Insufficient power for trip
3846 prout(_("Engineering to bridge--"))
3847 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
3848 iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
3850 prout(_("We can't do it, Captain. We don't have enough energy."))
3852 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3855 prout(_("if you'll lower the shields."))
3859 prout(_("We haven't the energy to go that far with the shields up."))
3861 # Make sure enough time is left for the trip
3862 game.optime = wcourse.time(game.warpfac)
3863 if game.optime >= 0.8*game.state.remtime:
3865 prout(_("First Officer Spock- \"Captain, I compute that such"))
3866 proutn(_(" a trip would require approximately %2.0f") %
3867 (100.0*game.optime/game.state.remtime))
3868 prout(_(" percent of our"))
3869 proutn(_(" remaining time. Are you sure this is wise?\" "))
3875 if game.warpfac > 6.0:
3876 # Decide if engine damage will occur
3877 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3878 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
3879 if prob > randreal():
3881 wcourse.distance = randreal(wcourse.distance)
3882 # Decide if time warp will occur
3883 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3885 if game.idebug and game.warpfac==10 and not twarp:
3887 proutn("=== Force time warp? ")
3891 # If time warp or engine damage, check path
3892 # If it is obstructed, don't do warp or damage
3893 look = wcourse.moves
3897 w = wcourse.sector()
3898 if not w.valid_sector():
3900 if game.quad[w.i][w.j] != '.':
3904 # Activate Warp Engines and pay the cost
3905 imove(course, noattack=False)
3908 game.energy -= wcourse.power(game.warpfac)
3909 if game.energy <= 0:
3911 game.optime = wcourse.time(game.warpfac)
3915 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3917 prout(_("Engineering to bridge--"))
3918 prout(_(" Scott here. The warp engines are damaged."))
3919 prout(_(" We'll have to reduce speed to warp 4."))
3924 "Change the warp factor."
3930 proutn(_("Warp factor- "))
3934 if game.damage[DWARPEN] > 10.0:
3935 prout(_("Warp engines inoperative."))
3937 if damaged(DWARPEN) and scanner.real > 4.0:
3938 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3939 prout(_(" but right now we can only go warp 4.\""))
3941 if scanner.real > 10.0:
3942 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3944 if scanner.real < 1.0:
3945 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3947 oldfac = game.warpfac
3948 game.warpfac = scanner.real
3949 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3950 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3953 if game.warpfac < 8.00:
3954 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3956 if game.warpfac == 10.0:
3957 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3959 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3963 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3965 # is captain on planet?
3967 if damaged(DTRANSP):
3970 prout(_("Scotty rushes to the transporter controls."))
3972 prout(_("But with the shields up it's hopeless."))
3974 prouts(_("His desperate attempt to rescue you . . ."))
3979 prout(_("SUCCEEDS!"))
3982 proutn(_("The crystals mined were "))
3990 # Check to see if captain in shuttle craft
3995 # Inform captain of attempt to reach safety
3999 prouts(_("***RED ALERT! RED ALERT!"))
4001 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4002 prouts(_(" a supernova."))
4004 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4005 prout(_("safely out of quadrant."))
4006 if not damaged(DRADIO):
4007 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4008 # Try to use warp engines
4009 if damaged(DWARPEN):
4011 prout(_("Warp engines damaged."))
4014 game.warpfac = randreal(6.0, 8.0)
4015 prout(_("Warp factor set to %d") % int(game.warpfac))
4016 power = 0.75*game.energy
4017 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4018 dist = max(dist, randreal(math.sqrt(2)))
4019 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4020 game.optime = bugout.time(game.warpfac)
4022 game.inorbit = False
4023 warp(bugout, involuntary=True)
4025 # This is bad news, we didn't leave quadrant.
4029 prout(_("Insufficient energy to leave quadrant."))
4032 # Repeat if another snova
4033 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4035 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4036 finish(FWON) # Snova killed remaining enemy.
4039 "Let's do the time warp again."
4040 prout(_("***TIME WARP ENTERED."))
4041 if game.state.snap and withprob(0.5):
4043 prout(_("You are traveling backwards in time %d stardates.") %
4044 int(game.state.date-game.snapsht.date))
4045 game.state = game.snapsht
4046 game.state.snap = False
4047 if len(game.state.kcmdr):
4048 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4049 schedule(FBATTAK, expran(0.3*game.intime))
4050 schedule(FSNOVA, expran(0.5*game.intime))
4051 # next snapshot will be sooner
4052 schedule(FSNAP, expran(0.25*game.state.remtime))
4054 if game.state.nscrem:
4055 schedule(FSCMOVE, 0.2777)
4059 game.battle.invalidate()
4060 # Make sure Galileo is consistant -- Snapshot may have been taken
4061 # when on planet, which would give us two Galileos!
4063 for l in range(game.inplan):
4064 if game.state.planets[l].known == "shuttle_down":
4066 if game.iscraft == "onship" and game.ship=='E':
4067 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4068 game.iscraft = "offship"
4069 # Likewise, if in the original time the Galileo was abandoned, but
4070 # was on ship earlier, it would have vanished -- let's restore it.
4071 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4072 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4073 game.iscraft = "onship"
4074 # There used to be code to do the actual reconstrction here,
4075 # but the starchart is now part of the snapshotted galaxy state.
4076 prout(_("Spock has reconstructed a correct star chart from memory"))
4078 # Go forward in time
4079 game.optime = expran(0.5*game.intime)
4080 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4081 # cheat to make sure no tractor beams occur during time warp
4082 postpone(FTBEAM, game.optime)
4083 game.damage[DRADIO] += game.optime
4085 events() # Stas Sergeev added this -- do pending events
4088 "Launch deep-space probe."
4089 # New code to launch a deep space probe
4090 if game.nprobes == 0:
4093 if game.ship == 'E':
4094 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4096 prout(_("Ye Faerie Queene has no deep space probes."))
4101 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4103 if is_scheduled(FDSPROB):
4106 if damaged(DRADIO) and game.condition != "docked":
4107 prout(_("Spock- \"Records show the previous probe has not yet"))
4108 prout(_(" reached its destination.\""))
4110 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4112 key = scanner.next()
4114 if game.nprobes == 1:
4115 prout(_("1 probe left."))
4117 prout(_("%d probes left") % game.nprobes)
4118 proutn(_("Are you sure you want to fire a probe? "))
4121 game.isarmed = False
4122 if key == "IHALPHA" and scanner.token == "armed":
4124 key = scanner.next()
4125 elif key == "IHEOL":
4126 proutn(_("Arm NOVAMAX warhead? "))
4128 elif key == "IHREAL": # first element of course
4129 scanner.push(scanner.token)
4131 game.probe = getcourse(isprobe=True)
4135 schedule(FDSPROB, 0.01) # Time to move one sector
4136 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4141 "Yell for help from nearest starbase."
4142 # There's more than one way to move in this game!
4144 # Test for conditions which prevent calling for help
4145 if game.condition == "docked":
4146 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4149 prout(_("Subspace radio damaged."))
4151 if not game.state.baseq:
4152 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4155 prout(_("You must be aboard the %s.") % crmshp())
4157 # OK -- call for help from nearest starbase
4160 # There's one in this quadrant
4161 ddist = (game.base - game.sector).distance()
4164 for ibq in game.state.baseq:
4165 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4168 # Since starbase not in quadrant, set up new quadrant
4171 # dematerialize starship
4172 game.quad[game.sector.i][game.sector.j]='.'
4173 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4174 % (game.quadrant, crmshp()))
4175 game.sector.invalidate()
4176 for m in range(1, 5+1):
4177 w = game.base.scatter()
4178 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4179 # found one -- finish up
4182 if not game.sector.is_valid():
4183 prout(_("You have been lost in space..."))
4184 finish(FMATERIALIZE)
4186 # Give starbase three chances to rematerialize starship
4187 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4188 for m in range(1, 3+1):
4189 if m == 1: proutn(_("1st"))
4190 elif m == 2: proutn(_("2nd"))
4191 elif m == 3: proutn(_("3rd"))
4192 proutn(_(" attempt to re-materialize ") + crmshp())
4193 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4196 if randreal() > probf:
4200 curses.delay_output(500)
4202 game.quad[game.sector.i][game.sector.j]='?'
4205 setwnd(message_window)
4206 finish(FMATERIALIZE)
4208 game.quad[game.sector.i][game.sector.j]=game.ship
4210 prout(_("succeeds."))
4214 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4219 if game.condition=="docked":
4221 prout(_("You cannot abandon Ye Faerie Queene."))
4224 # Must take shuttle craft to exit
4225 if game.damage[DSHUTTL]==-1:
4226 prout(_("Ye Faerie Queene has no shuttle craft."))
4228 if game.damage[DSHUTTL]<0:
4229 prout(_("Shuttle craft now serving Big Macs."))
4231 if game.damage[DSHUTTL]>0:
4232 prout(_("Shuttle craft damaged."))
4235 prout(_("You must be aboard the ship."))
4237 if game.iscraft != "onship":
4238 prout(_("Shuttle craft not currently available."))
4240 # Emit abandon ship messages
4242 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4244 prouts(_("***ALL HANDS ABANDON SHIP!"))
4246 prout(_("Captain and crew escape in shuttle craft."))
4247 if not game.state.baseq:
4248 # Oops! no place to go...
4251 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4253 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4254 prout(_("Remainder of ship's complement beam down"))
4255 prout(_("to nearest habitable planet."))
4256 elif q.planet != None and not damaged(DTRANSP):
4257 prout(_("Remainder of ship's complement beam down to %s.") %
4260 prout(_("Entire crew of %d left to die in outer space.") %
4262 game.casual += game.state.crew
4263 game.abandoned += game.state.crew
4264 # If at least one base left, give 'em the Faerie Queene
4266 game.icrystl = False # crystals are lost
4267 game.nprobes = 0 # No probes
4268 prout(_("You are captured by Klingons and released to"))
4269 prout(_("the Federation in a prisoner-of-war exchange."))
4270 nb = randrange(len(game.state.baseq))
4271 # Set up quadrant and position FQ adjacient to base
4272 if not game.quadrant == game.state.baseq[nb]:
4273 game.quadrant = game.state.baseq[nb]
4274 game.sector.i = game.sector.j = 5
4277 # position next to base by trial and error
4278 game.quad[game.sector.i][game.sector.j] = '.'
4279 for l in range(QUADSIZE):
4280 game.sector = game.base.scatter()
4281 if game.sector.valid_sector() and \
4282 game.quad[game.sector.i][game.sector.j] == '.':
4285 break # found a spot
4286 game.sector.i=QUADSIZE/2
4287 game.sector.j=QUADSIZE/2
4289 # Get new commission
4290 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4291 game.state.crew = FULLCREW
4292 prout(_("Starfleet puts you in command of another ship,"))
4293 prout(_("the Faerie Queene, which is antiquated but,"))
4294 prout(_("still useable."))
4296 prout(_("The dilithium crystals have been moved."))
4298 game.iscraft = "offship" # Galileo disappears
4300 game.condition="docked"
4301 for l in range(NDEVICES):
4302 game.damage[l] = 0.0
4303 game.damage[DSHUTTL] = -1
4304 game.energy = game.inenrg = 3000.0
4305 game.shield = game.inshld = 1250.0
4306 game.torps = game.intorps = 6
4307 game.lsupres=game.inlsr=3.0
4312 # Code from planets.c begins here.
4315 "Abort a lengthy operation if an event interrupts it."
4318 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4323 "Report on (uninhabited) planets in the galaxy."
4327 prout(_("Spock- \"Planet report follows, Captain.\""))
4329 for i in range(game.inplan):
4330 if game.state.planets[i].pclass == "destroyed":
4332 if (game.state.planets[i].known != "unknown" \
4333 and not game.state.planets[i].inhabited) \
4336 if game.idebug and game.state.planets[i].known=="unknown":
4337 proutn("(Unknown) ")
4338 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4339 proutn(_(" class "))
4340 proutn(game.state.planets[i].pclass)
4342 if game.state.planets[i].crystals != "present":
4344 prout(_("dilithium crystals present."))
4345 if game.state.planets[i].known=="shuttle_down":
4346 prout(_(" Shuttle Craft Galileo on surface."))
4348 prout(_("No information available."))
4351 "Enter standard orbit."
4355 prout(_("Already in standard orbit."))
4357 if damaged(DWARPEN) and damaged(DIMPULS):
4358 prout(_("Both warp and impulse engines damaged."))
4360 if not game.plnet.is_valid():
4361 prout("There is no planet in this sector.")
4363 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4364 prout(crmshp() + _(" not adjacent to planet."))
4367 game.optime = randreal(0.02, 0.05)
4368 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4372 game.height = randreal(1400, 8600)
4373 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4378 "Examine planets in this quadrant."
4379 if damaged(DSRSENS):
4380 if game.options & OPTION_TTY:
4381 prout(_("Short range sensors damaged."))
4383 if game.iplnet == None:
4384 if game.options & OPTION_TTY:
4385 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4387 if game.iplnet.known == "unknown":
4388 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4390 prout(_(" Planet at Sector %s is of class %s.") %
4391 (game.plnet, game.iplnet.pclass))
4392 if game.iplnet.known=="shuttle_down":
4393 prout(_(" Sensors show Galileo still on surface."))
4394 proutn(_(" Readings indicate"))
4395 if game.iplnet.crystals != "present":
4397 prout(_(" dilithium crystals present.\""))
4398 if game.iplnet.known == "unknown":
4399 game.iplnet.known = "known"
4400 elif game.iplnet.inhabited:
4401 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4402 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4405 "Use the transporter."
4409 if damaged(DTRANSP):
4410 prout(_("Transporter damaged."))
4411 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4413 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4417 if not game.inorbit:
4418 prout(crmshp() + _(" not in standard orbit."))
4421 prout(_("Impossible to transport through shields."))
4423 if game.iplnet.known=="unknown":
4424 prout(_("Spock- \"Captain, we have no information on this planet"))
4425 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4426 prout(_(" you may not go down.\""))
4428 if not game.landed and game.iplnet.crystals=="absent":
4429 prout(_("Spock- \"Captain, I fail to see the logic in"))
4430 prout(_(" exploring a planet with no dilithium crystals."))
4431 proutn(_(" Are you sure this is wise?\" "))
4435 if not (game.options & OPTION_PLAIN):
4436 nrgneed = 50 * game.skill + game.height / 100.0
4437 if nrgneed > game.energy:
4438 prout(_("Engineering to bridge--"))
4439 prout(_(" Captain, we don't have enough energy for transportation."))
4441 if not game.landed and nrgneed * 2 > game.energy:
4442 prout(_("Engineering to bridge--"))
4443 prout(_(" Captain, we have enough energy only to transport you down to"))
4444 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4445 if game.iplnet.known == "shuttle_down":
4446 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4447 proutn(_(" Are you sure this is wise?\" "))
4452 # Coming from planet
4453 if game.iplnet.known=="shuttle_down":
4454 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4458 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4459 prout(_("Landing party assembled, ready to beam up."))
4461 prout(_("Kirk whips out communicator..."))
4462 prouts(_("BEEP BEEP BEEP"))
4464 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4467 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4469 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4471 prout(_("Kirk- \"Energize.\""))
4474 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4477 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4479 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4482 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4483 game.landed = not game.landed
4484 game.energy -= nrgneed
4486 prout(_("Transport complete."))
4487 if game.landed and game.iplnet.known=="shuttle_down":
4488 prout(_("The shuttle craft Galileo is here!"))
4489 if not game.landed and game.imine:
4496 "Strip-mine a world for dilithium."
4500 prout(_("Mining party not on planet."))
4502 if game.iplnet.crystals == "mined":
4503 prout(_("This planet has already been strip-mined for dilithium."))
4505 elif game.iplnet.crystals == "absent":
4506 prout(_("No dilithium crystals on this planet."))
4509 prout(_("You've already mined enough crystals for this trip."))
4511 if game.icrystl and game.cryprob == 0.05:
4512 prout(_("With all those fresh crystals aboard the ") + crmshp())
4513 prout(_("there's no reason to mine more at this time."))
4515 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4518 prout(_("Mining operation complete."))
4519 game.iplnet.crystals = "mined"
4520 game.imine = game.ididit = True
4523 "Use dilithium crystals."
4527 if not game.icrystl:
4528 prout(_("No dilithium crystals available."))
4530 if game.energy >= 1000:
4531 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4532 prout(_(" except when Condition Yellow exists."))
4534 prout(_("Spock- \"Captain, I must warn you that loading"))
4535 prout(_(" raw dilithium crystals into the ship's power"))
4536 prout(_(" system may risk a severe explosion."))
4537 proutn(_(" Are you sure this is wise?\" "))
4542 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4543 prout(_(" Mr. Spock and I will try it.\""))
4545 prout(_("Spock- \"Crystals in place, Sir."))
4546 prout(_(" Ready to activate circuit.\""))
4548 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4550 if withprob(game.cryprob):
4551 prouts(_(" \"Activating now! - - No good! It's***"))
4553 prouts(_("***RED ALERT! RED A*L********************************"))
4556 prouts(_("****************** KA-BOOM!!!! *******************"))
4560 game.energy += randreal(5000.0, 5500.0)
4561 prouts(_(" \"Activating now! - - "))
4562 prout(_("The instruments"))
4563 prout(_(" are going crazy, but I think it's"))
4564 prout(_(" going to work!! Congratulations, Sir!\""))
4569 "Use shuttlecraft for planetary jaunt."
4572 if damaged(DSHUTTL):
4573 if game.damage[DSHUTTL] == -1.0:
4574 if game.inorbit and game.iplnet.known == "shuttle_down":
4575 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4577 prout(_("Ye Faerie Queene had no shuttle craft."))
4578 elif game.damage[DSHUTTL] > 0:
4579 prout(_("The Galileo is damaged."))
4580 else: # game.damage[DSHUTTL] < 0
4581 prout(_("Shuttle craft is now serving Big Macs."))
4583 if not game.inorbit:
4584 prout(crmshp() + _(" not in standard orbit."))
4586 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4587 prout(_("Shuttle craft not currently available."))
4589 if not game.landed and game.iplnet.known=="shuttle_down":
4590 prout(_("You will have to beam down to retrieve the shuttle craft."))
4592 if game.shldup or game.condition == "docked":
4593 prout(_("Shuttle craft cannot pass through shields."))
4595 if game.iplnet.known=="unknown":
4596 prout(_("Spock- \"Captain, we have no information on this planet"))
4597 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4598 prout(_(" you may not fly down.\""))
4600 game.optime = 3.0e-5*game.height
4601 if game.optime >= 0.8*game.state.remtime:
4602 prout(_("First Officer Spock- \"Captain, I compute that such"))
4603 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4604 int(100*game.optime/game.state.remtime))
4605 prout(_("remaining time."))
4606 proutn(_("Are you sure this is wise?\" "))
4612 if game.iscraft == "onship":
4614 if not damaged(DTRANSP):
4615 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4619 proutn(_("Shuttle crew"))
4621 proutn(_("Rescue party"))
4622 prout(_(" boards Galileo and swoops toward planet surface."))
4623 game.iscraft = "offship"
4627 game.iplnet.known="shuttle_down"
4628 prout(_("Trip complete."))
4631 # Ready to go back to ship
4632 prout(_("You and your mining party board the"))
4633 prout(_("shuttle craft for the trip back to the Enterprise."))
4635 prouts(_("The short hop begins . . ."))
4637 game.iplnet.known="known"
4643 game.iscraft = "onship"
4649 prout(_("Trip complete."))
4652 # Kirk on ship and so is Galileo
4653 prout(_("Mining party assembles in the hangar deck,"))
4654 prout(_("ready to board the shuttle craft \"Galileo\"."))
4656 prouts(_("The hangar doors open; the trip begins."))
4659 game.iscraft = "offship"
4662 game.iplnet.known = "shuttle_down"
4665 prout(_("Trip complete."))
4669 "Use the big zapper."
4673 if game.ship != 'E':
4674 prout(_("Ye Faerie Queene has no death ray."))
4676 if len(game.enemies)==0:
4677 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4680 prout(_("Death Ray is damaged."))
4682 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4683 prout(_(" is highly unpredictible. Considering the alternatives,"))
4684 proutn(_(" are you sure this is wise?\" "))
4687 prout(_("Spock- \"Acknowledged.\""))
4690 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4692 prout(_("Crew scrambles in emergency preparation."))
4693 prout(_("Spock and Scotty ready the death ray and"))
4694 prout(_("prepare to channel all ship's power to the device."))
4696 prout(_("Spock- \"Preparations complete, sir.\""))
4697 prout(_("Kirk- \"Engage!\""))
4699 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4702 if game.options & OPTION_PLAIN:
4706 prouts(_("Sulu- \"Captain! It's working!\""))
4708 while len(game.enemies) > 0:
4709 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4710 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4711 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4713 if (game.options & OPTION_PLAIN) == 0:
4714 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4716 prout(_(" is still operational.\""))
4718 prout(_(" has been rendered nonfunctional.\""))
4719 game.damage[DDRAY] = 39.95
4721 r = randreal() # Pick failure method
4723 prouts(_("Sulu- \"Captain! It's working!\""))
4725 prouts(_("***RED ALERT! RED ALERT!"))
4727 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4729 prouts(_("***RED ALERT! RED A*L********************************"))
4732 prouts(_("****************** KA-BOOM!!!! *******************"))
4737 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4739 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4741 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4742 prout(_(" have apparently been transformed into strange mutations."))
4743 prout(_(" Vulcans do not seem to be affected."))
4745 prout(_("Kirk- \"Raauch! Raauch!\""))
4749 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4751 proutn(_("Spock- \"I believe the word is"))
4752 prouts(_(" *ASTONISHING*"))
4753 prout(_(" Mr. Sulu."))
4754 for i in range(QUADSIZE):
4755 for j in range(QUADSIZE):
4756 if game.quad[i][j] == '.':
4757 game.quad[i][j] = '?'
4758 prout(_(" Captain, our quadrant is now infested with"))
4759 prouts(_(" - - - - - - *THINGS*."))
4761 prout(_(" I have no logical explanation.\""))
4763 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4765 prout(_("Scotty- \"There are so many tribbles down here"))
4766 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4770 # Code from reports.c begins here
4772 def attackreport(curt):
4773 "eport status of bases under attack."
4775 if is_scheduled(FCDBAS):
4776 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4777 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4778 elif game.isatb == 1:
4779 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4780 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4782 prout(_("No Starbase is currently under attack."))
4784 if is_scheduled(FCDBAS):
4785 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4787 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4791 # report on general game status
4793 s1 = (game.thawed and _("thawed ")) or ""
4794 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4795 s3 = (None, _("novice"), _("fair"),
4796 _("good"), _("expert"), _("emeritus"))[game.skill]
4797 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4798 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4799 prout(_("No plaque is allowed."))
4801 prout(_("This is tournament game %d.") % game.tourn)
4802 prout(_("Your secret password is \"%s\"") % game.passwd)
4803 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4804 (game.inkling + game.incom + game.inscom)))
4805 if game.incom - len(game.state.kcmdr):
4806 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4807 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4808 prout(_(", but no Commanders."))
4811 if game.skill > SKILL_FAIR:
4812 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4813 if len(game.state.baseq) != game.inbase:
4815 if game.inbase-len(game.state.baseq)==1:
4816 proutn(_("has been 1 base"))
4818 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4819 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4821 prout(_("There are %d bases.") % game.inbase)
4822 if communicating() or game.iseenit:
4823 # Don't report this if not seen and
4824 # either the radio is dead or not at base!
4828 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4830 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4831 if game.ship == 'E':
4832 proutn(_("You have "))
4834 proutn("%d" % (game.nprobes))
4837 proutn(_(" deep space probe"))
4841 if communicating() and is_scheduled(FDSPROB):
4843 proutn(_("An armed deep space probe is in "))
4845 proutn(_("A deep space probe is in "))
4846 prout("Quadrant %s." % game.probec)
4848 if game.cryprob <= .05:
4849 prout(_("Dilithium crystals aboard ship... not yet used."))
4853 while game.cryprob > ai:
4856 prout(_("Dilithium crystals have been used %d time%s.") % \
4857 (i, (_("s"), "")[i==1]))
4861 "Long-range sensor scan."
4862 if damaged(DLRSENS):
4863 # Now allow base's sensors if docked
4864 if game.condition != "docked":
4866 prout(_("LONG-RANGE SENSORS DAMAGED."))
4869 prout(_("Starbase's long-range scan"))
4871 prout(_("Long-range scan"))
4872 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4875 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4876 if not Coord(x, y).valid_quadrant():
4880 if not damaged(DRADIO):
4881 game.state.galaxy[x][y].charted = True
4882 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4883 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4884 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4885 if not silent and game.state.galaxy[x][y].supernova:
4888 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4896 for i in range(NDEVICES):
4899 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4900 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4902 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4903 game.damage[i]+0.05,
4904 DOCKFAC*game.damage[i]+0.005))
4906 prout(_("All devices functional."))
4909 "Update the chart in the Enterprise's computer from galaxy data."
4910 game.lastchart = game.state.date
4911 for i in range(GALSIZE):
4912 for j in range(GALSIZE):
4913 if game.state.galaxy[i][j].charted:
4914 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4915 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4916 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4919 "Display the star chart."
4921 if (game.options & OPTION_AUTOSCAN):
4923 if not damaged(DRADIO):
4925 if game.lastchart < game.state.date and game.condition == "docked":
4926 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4928 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4929 if game.state.date > game.lastchart:
4930 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4931 prout(" 1 2 3 4 5 6 7 8")
4932 for i in range(GALSIZE):
4933 proutn("%d |" % (i+1))
4934 for j in range(GALSIZE):
4935 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4939 if game.state.galaxy[i][j].supernova:
4941 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4943 elif game.state.galaxy[i][j].charted:
4944 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4948 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4956 def sectscan(goodScan, i, j):
4957 "Light up an individual dot in a sector."
4958 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4959 textcolor({"green":GREEN,
4963 "dead":BROWN}[game.condition])
4964 if game.quad[i][j] != game.ship:
4966 proutn("%c " % game.quad[i][j])
4972 "Emit status report lines"
4973 if not req or req == 1:
4974 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4975 % (game.state.date, game.state.remtime))
4976 if not req or req == 2:
4977 if game.condition != "docked":
4979 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4980 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4981 if not req or req == 3:
4982 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4983 if not req or req == 4:
4984 if damaged(DLIFSUP):
4985 if game.condition == "docked":
4986 s = _("DAMAGED, Base provides")
4988 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4991 prstat(_("Life Support"), s)
4992 if not req or req == 5:
4993 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4994 if not req or req == 6:
4996 if game.icrystl and (game.options & OPTION_SHOWME):
4997 extra = _(" (have crystals)")
4998 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
4999 if not req or req == 7:
5000 prstat(_("Torpedoes"), "%d" % (game.torps))
5001 if not req or req == 8:
5002 if damaged(DSHIELD):
5008 data = _(" %d%% %.1f units") \
5009 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5010 prstat(_("Shields"), s+data)
5011 if not req or req == 9:
5012 prstat(_("Klingons Left"), "%d" \
5013 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5014 if not req or req == 10:
5015 if game.options & OPTION_WORLDS:
5016 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5017 if plnet and plnet.inhabited:
5018 prstat(_("Major system"), plnet.name)
5020 prout(_("Sector is uninhabited"))
5021 elif not req or req == 11:
5022 attackreport(not req)
5025 "Request specified status data, a historical relic from slow TTYs."
5026 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5027 while scanner.next() == "IHEOL":
5028 proutn(_("Information desired? "))
5030 if scanner.token in requests:
5031 status(requests.index(scanner.token))
5033 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5034 prout((" date, condition, position, lsupport, warpfactor,"))
5035 prout((" energy, torpedoes, shields, klingons, system, time."))
5040 if damaged(DSRSENS):
5041 # Allow base's sensors if docked
5042 if game.condition != "docked":
5043 prout(_(" S.R. SENSORS DAMAGED!"))
5046 prout(_(" [Using Base's sensors]"))
5048 prout(_(" Short-range scan"))
5049 if goodScan and not damaged(DRADIO):
5050 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5051 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5052 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5053 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5054 prout(" 1 2 3 4 5 6 7 8 9 10")
5055 if game.condition != "docked":
5057 for i in range(QUADSIZE):
5058 proutn("%2d " % (i+1))
5059 for j in range(QUADSIZE):
5060 sectscan(goodScan, i, j)
5064 "Use computer to get estimated time of arrival for a warp jump."
5065 w1 = Coord(); w2 = Coord()
5067 if damaged(DCOMPTR):
5068 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5071 if scanner.next() != "IHREAL":
5074 proutn(_("Destination quadrant and/or sector? "))
5075 if scanner.next()!="IHREAL":
5078 w1.j = int(scanner.real-0.5)
5079 if scanner.next() != "IHREAL":
5082 w1.i = int(scanner.real-0.5)
5083 if scanner.next() == "IHREAL":
5084 w2.j = int(scanner.real-0.5)
5085 if scanner.next() != "IHREAL":
5088 w2.i = int(scanner.real-0.5)
5090 if game.quadrant.j>w1.i:
5094 if game.quadrant.i>w1.j:
5098 if not w1.valid_quadrant() or not w2.valid_sector():
5101 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5102 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5105 prout(_("Answer \"no\" if you don't know the value:"))
5108 proutn(_("Time or arrival date? "))
5109 if scanner.next()=="IHREAL":
5110 ttime = scanner.real
5111 if ttime > game.state.date:
5112 ttime -= game.state.date # Actually a star date
5113 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5114 if ttime <= 1e-10 or twarp > 10:
5115 prout(_("We'll never make it, sir."))
5122 proutn(_("Warp factor? "))
5123 if scanner.next()== "IHREAL":
5125 twarp = scanner.real
5126 if twarp<1.0 or twarp > 10.0:
5130 prout(_("Captain, certainly you can give me one of these."))
5133 ttime = (10.0*dist)/twarp**2
5134 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5135 if tpower >= game.energy:
5136 prout(_("Insufficient energy, sir."))
5137 if not game.shldup or tpower > game.energy*2.0:
5140 proutn(_("New warp factor to try? "))
5141 if scanner.next() == "IHREAL":
5143 twarp = scanner.real
5144 if twarp<1.0 or twarp > 10.0:
5152 prout(_("But if you lower your shields,"))
5153 proutn(_("remaining"))
5156 proutn(_("Remaining"))
5157 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5159 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5161 prout(_("Any warp speed is adequate."))
5163 prout(_("Minimum warp needed is %.2f,") % (twarp))
5164 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5165 if game.state.remtime < ttime:
5166 prout(_("Unfortunately, the Federation will be destroyed by then."))
5168 prout(_("You'll be taking risks at that speed, Captain"))
5169 if (game.isatb==1 and game.state.kscmdr == w1 and \
5170 scheduled(FSCDBAS)< ttime+game.state.date) or \
5171 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5172 prout(_("The starbase there will be destroyed by then."))
5173 proutn(_("New warp factor to try? "))
5174 if scanner.next() == "IHREAL":
5176 twarp = scanner.real
5177 if twarp<1.0 or twarp > 10.0:
5185 # Code from setup.c begins here
5188 "Issue a historically correct banner."
5190 prout(_("-SUPER- STAR TREK"))
5192 # From the FORTRAN original
5193 # prout(_("Latest update-21 Sept 78"))
5199 scanner.push("emsave.trk")
5200 key = scanner.next()
5202 proutn(_("File name: "))
5203 key = scanner.next()
5204 if key != "IHALPHA":
5208 if '.' not in scanner.token:
5209 scanner.token += ".trk"
5211 fp = open(scanner.token, "wb")
5213 prout(_("Can't freeze game as file %s") % scanner.token)
5215 cPickle.dump(game, fp)
5219 "Retrieve saved game."
5221 game.passwd[0] = '\0'
5222 key = scanner.next()
5224 proutn(_("File name: "))
5225 key = scanner.next()
5226 if key != "IHALPHA":
5230 if '.' not in scanner.token:
5231 scanner.token += ".trk"
5233 fp = open(scanner.token, "rb")
5235 prout(_("Can't thaw game in %s") % scanner.token)
5237 game = cPickle.load(fp)
5241 # I used <http://www.memory-alpha.org> to find planets
5242 # with references in ST:TOS. Earth and the Alpha Centauri
5243 # Colony have been omitted.
5245 # Some planets marked Class G and P here will be displayed as class M
5246 # because of the way planets are generated. This is a known bug.
5249 _("Andoria (Fesoan)"), # several episodes
5250 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5251 _("Vulcan (T'Khasi)"), # many episodes
5252 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5253 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5254 _("Ardana"), # TOS: "The Cloud Minders"
5255 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5256 _("Gideon"), # TOS: "The Mark of Gideon"
5257 _("Aldebaran III"), # TOS: "The Deadly Years"
5258 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5259 _("Altair IV"), # TOS: "Amok Time
5260 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5261 _("Benecia"), # TOS: "The Conscience of the King"
5262 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5263 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5264 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5265 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5266 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5267 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5268 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5269 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5270 _("Ingraham B"), # TOS: "Operation: Annihilate"
5271 _("Janus IV"), # TOS: "The Devil in the Dark"
5272 _("Makus III"), # TOS: "The Galileo Seven"
5273 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5274 _("Omega IV"), # TOS: "The Omega Glory"
5275 _("Regulus V"), # TOS: "Amok Time
5276 _("Deneva"), # TOS: "Operation -- Annihilate!"
5277 # Worlds from BSD Trek
5278 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5279 _("Beta III"), # TOS: "The Return of the Archons"
5280 _("Triacus"), # TOS: "And the Children Shall Lead",
5281 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5283 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5284 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5285 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5286 # _("Izar"), # TOS: "Whom Gods Destroy"
5287 # _("Tiburon"), # TOS: "The Way to Eden"
5288 # _("Merak II"), # TOS: "The Cloud Minders"
5289 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5290 # _("Iotia"), # TOS: "A Piece of the Action"
5294 _("S. R. Sensors"), \
5295 _("L. R. Sensors"), \
5297 _("Photon Tubes"), \
5298 _("Life Support"), \
5299 _("Warp Engines"), \
5300 _("Impulse Engines"), \
5302 _("Subspace Radio"), \
5303 _("Shuttle Craft"), \
5305 _("Navigation System"), \
5307 _("Shield Control"), \
5313 "Prepare to play, set up cosmos."
5315 # Decide how many of everything
5317 return # frozen game
5318 # Prepare the Enterprise
5319 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5321 game.state.crew = FULLCREW
5322 game.energy = game.inenrg = 5000.0
5323 game.shield = game.inshld = 2500.0
5326 game.quadrant = randplace(GALSIZE)
5327 game.sector = randplace(QUADSIZE)
5328 game.torps = game.intorps = 10
5329 game.nprobes = randrange(2, 5)
5331 for i in range(NDEVICES):
5332 game.damage[i] = 0.0
5333 # Set up assorted game parameters
5334 game.battle = Coord()
5335 game.state.date = game.indate = 100.0 * randreal(20, 51)
5336 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5337 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5338 game.isatb = game.state.nplankl = 0
5339 game.state.starkl = game.state.basekl = 0
5340 game.iscraft = "onship"
5343 # Starchart is functional but we've never seen it
5344 game.lastchart = FOREVER
5345 # Put stars in the galaxy
5347 for i in range(GALSIZE):
5348 for j in range(GALSIZE):
5349 k = randrange(1, QUADSIZE**2/10+1)
5351 game.state.galaxy[i][j].stars = k
5352 # Locate star bases in galaxy
5353 for i in range(game.inbase):
5356 w = randplace(GALSIZE)
5357 if not game.state.galaxy[w.i][w.j].starbase:
5360 # C version: for (j = i-1; j > 0; j--)
5361 # so it did them in the opposite order.
5362 for j in range(1, i):
5363 # Improved placement algorithm to spread out bases
5364 distq = (w - game.state.baseq[j]).distance()
5365 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5368 prout("=== Abandoning base #%d at %s" % (i, w))
5370 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5372 prout("=== Saving base #%d, close to #%d" % (i, j))
5375 game.state.baseq.append(w)
5376 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5377 # Position ordinary Klingon Battle Cruisers
5379 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5380 if klumper > MAXKLQUAD:
5384 klump = (1.0 - r*r)*klumper
5389 w = randplace(GALSIZE)
5390 if not game.state.galaxy[w.i][w.j].supernova and \
5391 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5393 game.state.galaxy[w.i][w.j].klingons += int(klump)
5396 # Position Klingon Commander Ships
5397 for i in range(game.incom):
5399 w = randplace(GALSIZE)
5400 if not welcoming(w) or w in game.state.kcmdr:
5402 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5404 game.state.galaxy[w.i][w.j].klingons += 1
5405 game.state.kcmdr.append(w)
5406 # Locate planets in galaxy
5407 for i in range(game.inplan):
5409 w = randplace(GALSIZE)
5410 if game.state.galaxy[w.i][w.j].planet == None:
5414 new.crystals = "absent"
5415 if (game.options & OPTION_WORLDS) and i < NINHAB:
5416 new.pclass = "M" # All inhabited planets are class M
5417 new.crystals = "absent"
5419 new.name = systnames[i]
5420 new.inhabited = True
5422 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5424 new.crystals = "present"
5425 new.known = "unknown"
5426 new.inhabited = False
5427 game.state.galaxy[w.i][w.j].planet = new
5428 game.state.planets.append(new)
5430 for i in range(game.state.nromrem):
5431 w = randplace(GALSIZE)
5432 game.state.galaxy[w.i][w.j].romulans += 1
5433 # Place the Super-Commander if needed
5434 if game.state.nscrem > 0:
5436 w = randplace(GALSIZE)
5439 game.state.kscmdr = w
5440 game.state.galaxy[w.i][w.j].klingons += 1
5441 # Initialize times for extraneous events
5442 schedule(FSNOVA, expran(0.5 * game.intime))
5443 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5444 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5445 schedule(FBATTAK, expran(0.3*game.intime))
5447 if game.state.nscrem:
5448 schedule(FSCMOVE, 0.2777)
5453 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5454 schedule(FDISTR, expran(1.0 + game.intime))
5459 # Place thing (in tournament game, we don't want one!)
5460 # New in SST2K: never place the Thing near a starbase.
5461 # This makes sense and avoids a special case in the old code.
5463 if game.tourn is None:
5465 thing = randplace(GALSIZE)
5466 if thing not in game.state.baseq:
5469 game.state.snap = False
5470 if game.skill == SKILL_NOVICE:
5471 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5472 prout(_("a deadly Klingon invasion force. As captain of the United"))
5473 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5474 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5475 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5476 prout(_("your mission. As you proceed you may be given more time."))
5478 prout(_("You will have %d supporting starbases.") % (game.inbase))
5479 proutn(_("Starbase locations- "))
5481 prout(_("Stardate %d.") % int(game.state.date))
5483 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5484 prout(_("An unknown number of Romulans."))
5485 if game.state.nscrem:
5486 prout(_("And one (GULP) Super-Commander."))
5487 prout(_("%d stardates.") % int(game.intime))
5488 proutn(_("%d starbases in ") % game.inbase)
5489 for i in range(game.inbase):
5490 proutn(`game.state.baseq[i]`)
5493 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5494 proutn(_(" Sector %s") % game.sector)
5496 prout(_("Good Luck!"))
5497 if game.state.nscrem:
5498 prout(_(" YOU'LL NEED IT."))
5501 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5503 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5504 attack(torps_ok=False)
5507 "Choose your game type."
5509 game.tourn = game.length = 0
5511 game.skill = SKILL_NONE
5512 if not scanner.inqueue: # Can start with command line options
5513 proutn(_("Would you like a regular, tournament, or saved game? "))
5515 if scanner.sees("tournament"):
5516 while scanner.next() == "IHEOL":
5517 proutn(_("Type in tournament number-"))
5518 if scanner.real == 0:
5520 continue # We don't want a blank entry
5521 game.tourn = int(round(scanner.real))
5522 random.seed(scanner.real)
5524 logfp.write("# random.seed(%d)\n" % scanner.real)
5526 if scanner.sees("saved") or scanner.sees("frozen"):
5530 if game.passwd == None:
5532 if not game.alldone:
5533 game.thawed = True # No plaque if not finished
5537 if scanner.sees("regular"):
5539 proutn(_("What is \"%s\"?") % scanner.token)
5541 while game.length==0 or game.skill==SKILL_NONE:
5542 if scanner.next() == "IHALPHA":
5543 if scanner.sees("short"):
5545 elif scanner.sees("medium"):
5547 elif scanner.sees("long"):
5549 elif scanner.sees("novice"):
5550 game.skill = SKILL_NOVICE
5551 elif scanner.sees("fair"):
5552 game.skill = SKILL_FAIR
5553 elif scanner.sees("good"):
5554 game.skill = SKILL_GOOD
5555 elif scanner.sees("expert"):
5556 game.skill = SKILL_EXPERT
5557 elif scanner.sees("emeritus"):
5558 game.skill = SKILL_EMERITUS
5560 proutn(_("What is \""))
5561 proutn(scanner.token)
5566 proutn(_("Would you like a Short, Medium, or Long game? "))
5567 elif game.skill == SKILL_NONE:
5568 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5569 # Choose game options -- added by ESR for SST2K
5570 if scanner.next() != "IHALPHA":
5572 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5574 if scanner.sees("plain"):
5575 # Approximates the UT FORTRAN version.
5576 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5577 game.options |= OPTION_PLAIN
5578 elif scanner.sees("almy"):
5579 # Approximates Tom Almy's version.
5580 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5581 game.options |= OPTION_ALMY
5582 elif scanner.sees("fancy") or scanner.sees("\n"):
5584 elif len(scanner.token):
5585 proutn(_("What is \"%s\"?") % scanner.token)
5586 game.options &=~ OPTION_COLOR
5588 if game.passwd == "debug":
5590 prout("=== Debug mode enabled.")
5591 # Use parameters to generate initial values of things
5592 game.damfac = 0.5 * game.skill
5593 game.inbase = randrange(BASEMIN, BASEMAX+1)
5595 if game.options & OPTION_PLANETS:
5596 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5597 if game.options & OPTION_WORLDS:
5598 game.inplan += int(NINHAB)
5599 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5600 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5601 game.state.remtime = 7.0 * game.length
5602 game.intime = game.state.remtime
5603 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5604 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5605 game.state.remres = (game.inkling+4*game.incom)*game.intime
5606 game.inresor = game.state.remres
5607 if game.inkling > 50:
5608 game.state.inbase += 1
5611 def dropin(iquad=None):
5612 "Drop a feature on a random dot in the current quadrant."
5614 w = randplace(QUADSIZE)
5615 if game.quad[w.i][w.j] == '.':
5617 if iquad is not None:
5618 game.quad[w.i][w.j] = iquad
5622 "Update our alert status."
5623 game.condition = "green"
5624 if game.energy < 1000.0:
5625 game.condition = "yellow"
5626 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5627 game.condition = "red"
5629 game.condition="dead"
5632 "Drop new Klingon into current quadrant."
5633 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5636 "Sort enemies by distance so 'nearest' is meaningful."
5637 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5640 "Set up a new state of quadrant, for when we enter or re-enter it."
5643 game.neutz = game.inorbit = game.landed = False
5644 game.ientesc = game.iseenit = False
5645 # Create a blank quadrant
5646 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5648 # Attempt to escape Super-commander, so tbeam back!
5651 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5652 # cope with supernova
5655 game.klhere = q.klingons
5656 game.irhere = q.romulans
5658 game.quad[game.sector.i][game.sector.j] = game.ship
5661 # Position ordinary Klingons
5662 for i in range(game.klhere):
5664 # If we need a commander, promote a Klingon
5665 for cmdr in game.state.kcmdr:
5666 if cmdr == game.quadrant:
5667 e = game.enemies[game.klhere-1]
5668 game.quad[e.location.i][e.location.j] = 'C'
5669 e.power = randreal(950,1350) + 50.0*game.skill
5671 # If we need a super-commander, promote a Klingon
5672 if game.quadrant == game.state.kscmdr:
5674 game.quad[e.location.i][e.location.j] = 'S'
5675 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5676 game.iscate = (game.state.remkl > 1)
5677 # Put in Romulans if needed
5678 for i in range(q.romulans):
5679 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5680 # If quadrant needs a starbase, put it in
5682 game.base = dropin('B')
5683 # If quadrant needs a planet, put it in
5685 game.iplnet = q.planet
5686 if not q.planet.inhabited:
5687 game.plnet = dropin('P')
5689 game.plnet = dropin('@')
5690 # Check for condition
5693 if game.irhere > 0 and game.klhere == 0:
5695 if not damaged(DRADIO):
5697 prout(_("LT. Uhura- \"Captain, an urgent message."))
5698 prout(_(" I'll put it on audio.\" CLICK"))
5700 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5701 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5702 # Put in THING if needed
5703 if thing == game.quadrant:
5704 Enemy(type='?', loc=dropin(),
5705 power=randreal(6000,6500.0)+250.0*game.skill)
5706 if not damaged(DSRSENS):
5708 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5709 prout(_(" Please examine your short-range scan.\""))
5710 # Decide if quadrant needs a Tholian; lighten up if skill is low
5711 if game.options & OPTION_THOLIAN:
5712 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5713 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5714 (game.skill > SKILL_GOOD and withprob(0.08)):
5717 w.i = withprob(0.5) * (QUADSIZE-1)
5718 w.j = withprob(0.5) * (QUADSIZE-1)
5719 if game.quad[w.i][w.j] == '.':
5721 game.tholian = Enemy(type='T', loc=w,
5722 power=randrange(100, 500) + 25.0*game.skill)
5723 # Reserve unoccupied corners
5724 if game.quad[0][0]=='.':
5725 game.quad[0][0] = 'X'
5726 if game.quad[0][QUADSIZE-1]=='.':
5727 game.quad[0][QUADSIZE-1] = 'X'
5728 if game.quad[QUADSIZE-1][0]=='.':
5729 game.quad[QUADSIZE-1][0] = 'X'
5730 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5731 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5733 # And finally the stars
5734 for i in range(q.stars):
5736 # Put in a few black holes
5737 for i in range(1, 3+1):
5740 # Take out X's in corners if Tholian present
5742 if game.quad[0][0]=='X':
5743 game.quad[0][0] = '.'
5744 if game.quad[0][QUADSIZE-1]=='X':
5745 game.quad[0][QUADSIZE-1] = '.'
5746 if game.quad[QUADSIZE-1][0]=='X':
5747 game.quad[QUADSIZE-1][0] = '.'
5748 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5749 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5752 "Set the self-destruct password."
5753 if game.options & OPTION_PLAIN:
5756 proutn(_("Please type in a secret password- "))
5758 game.passwd = scanner.token
5759 if game.passwd != None:
5763 game.passwd += chr(ord('a')+randrange(26))
5764 game.passwd += chr(ord('a')+randrange(26))
5765 game.passwd += chr(ord('a')+randrange(26))
5767 # Code from sst.c begins here
5770 "SRSCAN": OPTION_TTY,
5771 "STATUS": OPTION_TTY,
5772 "REQUEST": OPTION_TTY,
5773 "LRSCAN": OPTION_TTY,
5786 "SENSORS": OPTION_PLANETS,
5787 "ORBIT": OPTION_PLANETS,
5788 "TRANSPORT": OPTION_PLANETS,
5789 "MINE": OPTION_PLANETS,
5790 "CRYSTALS": OPTION_PLANETS,
5791 "SHUTTLE": OPTION_PLANETS,
5792 "PLANETS": OPTION_PLANETS,
5797 "PROBE": OPTION_PROBE,
5799 "FREEZE": 0, # Synonym for SAVE
5805 "SOS": 0, # Synonym for MAYDAY
5806 "CALL": 0, # Synonym for MAYDAY
5812 "Generate a list of legal commands."
5813 prout(_("LEGAL COMMANDS ARE:"))
5815 for key in commands:
5816 if not commands[key] or (commands[key] & game.options):
5817 proutn("%-12s " % key)
5819 if emitted % 5 == 4:
5824 "Browse on-line help."
5825 key = scanner.next()
5828 setwnd(prompt_window)
5829 proutn(_("Help on what command? "))
5830 key = scanner.next()
5831 setwnd(message_window)
5834 if scanner.token.upper() in commands or scanner.token == "ABBREV":
5841 cmd = scanner.token.upper()
5842 for directory in docpath:
5844 fp = open(os.path.join(directory, "sst.doc"), "r")
5849 prout(_("Spock- \"Captain, that information is missing from the"))
5850 prout(_(" computer. You need to find sst.doc and put it somewhere"))
5851 proutn(_(" in these directories: %s") % ":".join(docpath))
5853 # This used to continue: "You need to find SST.DOC and put
5854 # it in the current directory."
5857 linebuf = fp.readline()
5859 prout(_("Spock- \"Captain, there is no information on that command.\""))
5862 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5863 linebuf = linebuf[3:].strip()
5864 if cmd.upper() == linebuf:
5867 prout(_("Spock- \"Captain, I've found the following information:\""))
5870 linebuf = fp.readline()
5871 if "******" in linebuf:
5877 "Command-interpretation loop."
5879 setwnd(message_window)
5880 while True: # command loop
5882 while True: # get a command
5884 game.optime = game.justin = False
5886 setwnd(prompt_window)
5889 if scanner.next() == "IHEOL":
5890 if game.options & OPTION_CURSES:
5893 elif scanner.token == "":
5897 setwnd(message_window)
5899 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5901 if len(candidates) == 1:
5904 elif candidates and not (game.options & OPTION_PLAIN):
5905 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5909 if cmd == "SRSCAN": # srscan
5911 elif cmd == "STATUS": # status
5913 elif cmd == "REQUEST": # status request
5915 elif cmd == "LRSCAN": # long range scan
5916 lrscan(silent=False)
5917 elif cmd == "PHASERS": # phasers
5921 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
5925 elif cmd == "MOVE": # move under warp
5926 warp(wcourse=None, involuntary=False)
5927 elif cmd == "SHIELDS": # shields
5928 doshield(shraise=False)
5931 game.shldchg = False
5932 elif cmd == "DOCK": # dock at starbase
5935 attack(torps_ok=False)
5936 elif cmd == "DAMAGES": # damage reports
5938 elif cmd == "CHART": # chart
5940 elif cmd == "IMPULSE": # impulse
5942 elif cmd == "REST": # rest
5946 elif cmd == "WARP": # warp
5948 elif cmd == "SCORE": # score
5950 elif cmd == "SENSORS": # sensors
5952 elif cmd == "ORBIT": # orbit
5956 elif cmd == "TRANSPORT": # transport "beam"
5958 elif cmd == "MINE": # mine
5962 elif cmd == "CRYSTALS": # crystals
5966 elif cmd == "SHUTTLE": # shuttle
5970 elif cmd == "PLANETS": # Planet list
5972 elif cmd == "REPORT": # Game Report
5974 elif cmd == "COMPUTER": # use COMPUTER!
5976 elif cmd == "COMMANDS":
5978 elif cmd == "EMEXIT": # Emergency exit
5979 clrscr() # Hide screen
5980 freeze(True) # forced save
5981 raise SystemExit,1 # And quick exit
5982 elif cmd == "PROBE":
5983 probe() # Launch probe
5986 elif cmd == "ABANDON": # Abandon Ship
5988 elif cmd == "DESTRUCT": # Self Destruct
5990 elif cmd == "SAVE": # Save Game
5993 if game.skill > SKILL_GOOD:
5994 prout(_("WARNING--Saved games produce no plaques!"))
5995 elif cmd == "DEATHRAY": # Try a desparation measure
5999 elif cmd == "DEBUGCMD": # What do we want for debug???
6001 elif cmd == "MAYDAY": # Call for help
6006 game.alldone = True # quit the game
6011 break # Game has ended
6012 if game.optime != 0.0:
6015 break # Events did us in
6016 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6019 if hitme and not game.justin:
6020 attack(torps_ok=True)
6023 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6034 "Emit the name of an enemy or feature."
6035 if type == 'R': s = _("Romulan")
6036 elif type == 'K': s = _("Klingon")
6037 elif type == 'C': s = _("Commander")
6038 elif type == 'S': s = _("Super-commander")
6039 elif type == '*': s = _("Star")
6040 elif type == 'P': s = _("Planet")
6041 elif type == 'B': s = _("Starbase")
6042 elif type == ' ': s = _("Black hole")
6043 elif type == 'T': s = _("Tholian")
6044 elif type == '#': s = _("Tholian web")
6045 elif type == '?': s = _("Stranger")
6046 elif type == '@': s = _("Inhabited World")
6047 else: s = "Unknown??"
6050 def crmena(stars, enemy, loctype, w):
6051 "Emit the name of an enemy and his location."
6055 buf += cramen(enemy) + _(" at ")
6056 if loctype == "quadrant":
6057 buf += _("Quadrant ")
6058 elif loctype == "sector":
6063 "Emit our ship name."
6064 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6067 "Emit a line of stars"
6068 prouts("******************************************************")
6072 return -avrage*math.log(1e-7 + randreal())
6074 def randplace(size):
6075 "Choose a random location."
6077 w.i = randrange(size)
6078 w.j = randrange(size)
6088 # Get a token from the user
6091 # Fill the token quue if nothing here
6092 while not self.inqueue:
6094 if curwnd==prompt_window:
6096 setwnd(message_window)
6103 self.inqueue = line.lstrip().split() + ["\n"]
6104 # From here on in it's all looking at the queue
6105 self.token = self.inqueue.pop(0)
6106 if self.token == "\n":
6110 self.real = float(self.token)
6111 self.type = "IHREAL"
6116 self.token = self.token.lower()
6117 self.type = "IHALPHA"
6120 def append(self, tok):
6121 self.inqueue.append(tok)
6122 def push(self, tok):
6123 self.inqueue.insert(0, tok)
6127 # Demand input for next scan
6129 self.real = self.token = None
6131 # compares s to item and returns true if it matches to the length of s
6132 return s.startswith(self.token)
6134 # Round token value to nearest integer
6135 return int(round(scanner.real))
6139 if scanner.type != "IHREAL":
6142 s.i = scanner.int()-1
6144 if scanner.type != "IHREAL":
6147 s.j = scanner.int()-1
6150 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6153 "Yes-or-no confirmation."
6157 if scanner.token == 'y':
6159 if scanner.token == 'n':
6162 proutn(_("Please answer with \"y\" or \"n\": "))
6165 "Complain about unparseable input."
6168 prout(_("Beg your pardon, Captain?"))
6171 "Access to the internals for debugging."
6172 proutn("Reset levels? ")
6174 if game.energy < game.inenrg:
6175 game.energy = game.inenrg
6176 game.shield = game.inshld
6177 game.torps = game.intorps
6178 game.lsupres = game.inlsr
6179 proutn("Reset damage? ")
6181 for i in range(NDEVICES):
6182 if game.damage[i] > 0.0:
6183 game.damage[i] = 0.0
6184 proutn("Toggle debug flag? ")
6186 game.idebug = not game.idebug
6188 prout("Debug output ON")
6190 prout("Debug output OFF")
6191 proutn("Cause selective damage? ")
6193 for i in range(NDEVICES):
6194 proutn("Kill %s?" % device[i])
6196 key = scanner.next()
6197 if key == "IHALPHA" and scanner.sees("y"):
6198 game.damage[i] = 10.0
6199 proutn("Examine/change events? ")
6204 FSNOVA: "Supernova ",
6207 FBATTAK: "Base Attack ",
6208 FCDBAS: "Base Destroy ",
6209 FSCMOVE: "SC Move ",
6210 FSCDBAS: "SC Base Destroy ",
6211 FDSPROB: "Probe Move ",
6212 FDISTR: "Distress Call ",
6213 FENSLV: "Enslavement ",
6214 FREPRO: "Klingon Build ",
6216 for i in range(1, NEVENTS):
6219 proutn("%.2f" % (scheduled(i)-game.state.date))
6220 if i == FENSLV or i == FREPRO:
6222 proutn(" in %s" % ev.quadrant)
6227 key = scanner.next()
6231 elif key == "IHREAL":
6232 ev = schedule(i, scanner.real)
6233 if i == FENSLV or i == FREPRO:
6235 proutn("In quadrant- ")
6236 key = scanner.next()
6237 # "IHEOL" says to leave coordinates as they are
6240 prout("Event %d canceled, no x coordinate." % (i))
6243 w.i = int(round(scanner.real))
6244 key = scanner.next()
6246 prout("Event %d canceled, no y coordinate." % (i))
6249 w.j = int(round(scanner.real))
6252 proutn("Induce supernova here? ")
6254 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6257 if __name__ == '__main__':
6258 import getopt, socket
6260 global line, thing, game
6265 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6266 if os.getenv("TERM"):
6267 game.options |= OPTION_CURSES
6269 game.options |= OPTION_TTY
6270 seed = int(time.time())
6271 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6272 for (switch, val) in options:
6275 replayfp = open(val, "r")
6277 sys.stderr.write("sst: can't open replay file %s\n" % val)
6280 line = replayfp.readline().strip()
6281 (leader, key, seed) = line.split()
6283 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6284 line = replayfp.readline().strip()
6285 arguments += line.split()[2:]
6287 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6289 game.options |= OPTION_TTY
6290 game.options &=~ OPTION_CURSES
6291 elif switch == '-s':
6293 elif switch == '-t':
6294 game.options |= OPTION_TTY
6295 game.options &=~ OPTION_CURSES
6296 elif switch == '-x':
6298 elif switch == '-V':
6299 print "SST2K", version
6302 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6304 # where to save the input in case of bugs
6305 if "TMPDIR" in os.environ:
6306 tmpdir = os.environ['TMPDIR']
6310 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6312 sys.stderr.write("sst: warning, can't open logfile\n")
6315 logfp.write("# seed %s\n" % seed)
6316 logfp.write("# options %s\n" % " ".join(arguments))
6317 logfp.write("# recorded by %s@%s on %s\n" % \
6318 (getpass.getuser(),socket.gethostname(),time.ctime()))
6320 scanner = sstscanner()
6321 map(scanner.append, arguments)
6324 while True: # Play a game
6325 setwnd(fullscreen_window)
6331 game.alldone = False
6337 if game.tourn and game.alldone:
6338 proutn(_("Do you want your score recorded?"))
6344 proutn(_("Do you want to play again? "))
6348 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6352 except KeyboardInterrupt: