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"))
2667 if game.passwd != scanner.token:
2668 prouts(_("PASSWORD-REJECTED;"))
2670 prouts(_("CONTINUITY-EFFECTED"))
2673 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2674 prouts(" 5"); skip(1)
2675 prouts(" 4"); skip(1)
2676 prouts(" 3"); skip(1)
2677 prouts(" 2"); skip(1)
2678 prouts(" 1"); skip(1)
2680 prouts(_("GOODBYE-CRUEL-WORLD"))
2688 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2692 if len(game.enemies) != 0:
2693 whammo = 25.0 * game.energy
2694 for l in range(len(game.enemies)):
2695 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2696 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2700 "Compute our rate of kils over time."
2701 elapsed = game.state.date - game.indate
2702 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2705 starting = (game.inkling + game.incom + game.inscom)
2706 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2707 return (starting - remaining)/elapsed
2711 badpt = 5.0*game.state.starkl + \
2713 10.0*game.state.nplankl + \
2714 300*game.state.nworldkl + \
2716 100.0*game.state.basekl +\
2718 if game.ship == 'F':
2720 elif game.ship == None:
2725 # end the game, with appropriate notfications
2729 prout(_("It is stardate %.1f.") % game.state.date)
2731 if ifin == FWON: # Game has been won
2732 if game.state.nromrem != 0:
2733 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2736 prout(_("You have smashed the Klingon invasion fleet and saved"))
2737 prout(_("the Federation."))
2742 badpt = 0.0 # Close enough!
2743 # killsPerDate >= RateMax
2744 if game.state.date-game.indate < 5.0 or \
2745 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2747 prout(_("In fact, you have done so well that Starfleet Command"))
2748 if game.skill == SKILL_NOVICE:
2749 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2750 elif game.skill == SKILL_FAIR:
2751 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2752 elif game.skill == SKILL_GOOD:
2753 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2754 elif game.skill == SKILL_EXPERT:
2755 prout(_("promotes you to Commodore Emeritus."))
2757 prout(_("Now that you think you're really good, try playing"))
2758 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2759 elif game.skill == SKILL_EMERITUS:
2761 proutn(_("Computer- "))
2762 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2764 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2766 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2768 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2770 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2772 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2774 prout(_("Now you can retire and write your own Star Trek game!"))
2776 elif game.skill >= SKILL_EXPERT:
2777 if game.thawed and not game.idebug:
2778 prout(_("You cannot get a citation, so..."))
2780 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2784 # Only grant long life if alive (original didn't!)
2786 prout(_("LIVE LONG AND PROSPER."))
2791 elif ifin == FDEPLETE: # Federation Resources Depleted
2792 prout(_("Your time has run out and the Federation has been"))
2793 prout(_("conquered. Your starship is now Klingon property,"))
2794 prout(_("and you are put on trial as a war criminal. On the"))
2795 proutn(_("basis of your record, you are "))
2796 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2797 prout(_("acquitted."))
2799 prout(_("LIVE LONG AND PROSPER."))
2801 prout(_("found guilty and"))
2802 prout(_("sentenced to death by slow torture."))
2806 elif ifin == FLIFESUP:
2807 prout(_("Your life support reserves have run out, and"))
2808 prout(_("you die of thirst, starvation, and asphyxiation."))
2809 prout(_("Your starship is a derelict in space."))
2811 prout(_("Your energy supply is exhausted."))
2813 prout(_("Your starship is a derelict in space."))
2814 elif ifin == FBATTLE:
2815 prout(_("The %s has been destroyed in battle.") % crmshp())
2817 prout(_("Dulce et decorum est pro patria mori."))
2819 prout(_("You have made three attempts to cross the negative energy"))
2820 prout(_("barrier which surrounds the galaxy."))
2822 prout(_("Your navigation is abominable."))
2825 prout(_("Your starship has been destroyed by a nova."))
2826 prout(_("That was a great shot."))
2828 elif ifin == FSNOVAED:
2829 prout(_("The %s has been fried by a supernova.") % crmshp())
2830 prout(_("...Not even cinders remain..."))
2831 elif ifin == FABANDN:
2832 prout(_("You have been captured by the Klingons. If you still"))
2833 prout(_("had a starbase to be returned to, you would have been"))
2834 prout(_("repatriated and given another chance. Since you have"))
2835 prout(_("no starbases, you will be mercilessly tortured to death."))
2836 elif ifin == FDILITHIUM:
2837 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2838 elif ifin == FMATERIALIZE:
2839 prout(_("Starbase was unable to re-materialize your starship."))
2840 prout(_("Sic transit gloria mundi"))
2841 elif ifin == FPHASER:
2842 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2844 prout(_("You and your landing party have been"))
2845 prout(_("converted to energy, disipating through space."))
2846 elif ifin == FMINING:
2847 prout(_("You are left with your landing party on"))
2848 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2850 prout(_("They are very fond of \"Captain Kirk\" soup."))
2852 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2853 elif ifin == FDPLANET:
2854 prout(_("You and your mining party perish."))
2856 prout(_("That was a great shot."))
2859 prout(_("The Galileo is instantly annihilated by the supernova."))
2860 prout(_("You and your mining party are atomized."))
2862 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2863 prout(_("joins the Romulans, wreaking terror on the Federation."))
2864 elif ifin == FPNOVA:
2865 prout(_("You and your mining party are atomized."))
2867 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2868 prout(_("joins the Romulans, wreaking terror on the Federation."))
2869 elif ifin == FSTRACTOR:
2870 prout(_("The shuttle craft Galileo is also caught,"))
2871 prout(_("and breaks up under the strain."))
2873 prout(_("Your debris is scattered for millions of miles."))
2874 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2876 prout(_("The mutants attack and kill Spock."))
2877 prout(_("Your ship is captured by Klingons, and"))
2878 prout(_("your crew is put on display in a Klingon zoo."))
2879 elif ifin == FTRIBBLE:
2880 prout(_("Tribbles consume all remaining water,"))
2881 prout(_("food, and oxygen on your ship."))
2883 prout(_("You die of thirst, starvation, and asphyxiation."))
2884 prout(_("Your starship is a derelict in space."))
2886 prout(_("Your ship is drawn to the center of the black hole."))
2887 prout(_("You are crushed into extremely dense matter."))
2889 prout(_("Your last crew member has died."))
2890 if game.ship == 'F':
2892 elif game.ship == 'E':
2895 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2896 goodies = game.state.remres/game.inresor
2897 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2898 if goodies/baddies >= randreal(1.0, 1.5):
2899 prout(_("As a result of your actions, a treaty with the Klingon"))
2900 prout(_("Empire has been signed. The terms of the treaty are"))
2901 if goodies/baddies >= randreal(3.0):
2902 prout(_("favorable to the Federation."))
2904 prout(_("Congratulations!"))
2906 prout(_("highly unfavorable to the Federation."))
2908 prout(_("The Federation will be destroyed."))
2910 prout(_("Since you took the last Klingon with you, you are a"))
2911 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2912 prout(_("statue in your memory. Rest in peace, and try not"))
2913 prout(_("to think about pigeons."))
2918 "Compute player's score."
2919 timused = game.state.date - game.indate
2920 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2922 game.perdate = killrate()
2923 ithperd = 500*game.perdate + 0.5
2926 iwon = 100*game.skill
2927 if game.ship == 'E':
2929 elif game.ship == 'F':
2933 game.score = 10*(game.inkling - game.state.remkl) \
2934 + 50*(game.incom - len(game.state.kcmdr)) \
2936 + 20*(game.inrom - game.state.nromrem) \
2937 + 200*(game.inscom - game.state.nscrem) \
2938 - game.state.nromrem \
2943 prout(_("Your score --"))
2944 if game.inrom - game.state.nromrem:
2945 prout(_("%6d Romulans destroyed %5d") %
2946 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2947 if game.state.nromrem and game.gamewon:
2948 prout(_("%6d Romulans captured %5d") %
2949 (game.state.nromrem, game.state.nromrem))
2950 if game.inkling - game.state.remkl:
2951 prout(_("%6d ordinary Klingons destroyed %5d") %
2952 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2953 if game.incom - len(game.state.kcmdr):
2954 prout(_("%6d Klingon commanders destroyed %5d") %
2955 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2956 if game.inscom - game.state.nscrem:
2957 prout(_("%6d Super-Commander destroyed %5d") %
2958 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2960 prout(_("%6.2f Klingons per stardate %5d") %
2961 (game.perdate, ithperd))
2962 if game.state.starkl:
2963 prout(_("%6d stars destroyed by your action %5d") %
2964 (game.state.starkl, -5*game.state.starkl))
2965 if game.state.nplankl:
2966 prout(_("%6d planets destroyed by your action %5d") %
2967 (game.state.nplankl, -10*game.state.nplankl))
2968 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2969 prout(_("%6d inhabited planets destroyed by your action %5d") %
2970 (game.state.nworldkl, -300*game.state.nworldkl))
2971 if game.state.basekl:
2972 prout(_("%6d bases destroyed by your action %5d") %
2973 (game.state.basekl, -100*game.state.basekl))
2975 prout(_("%6d calls for help from starbase %5d") %
2976 (game.nhelp, -45*game.nhelp))
2978 prout(_("%6d casualties incurred %5d") %
2979 (game.casual, -game.casual))
2981 prout(_("%6d crew abandoned in space %5d") %
2982 (game.abandoned, -3*game.abandoned))
2984 prout(_("%6d ship(s) lost or destroyed %5d") %
2985 (klship, -100*klship))
2987 prout(_("Penalty for getting yourself killed -200"))
2989 proutn(_("Bonus for winning "))
2990 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2991 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2992 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2993 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2994 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2995 prout(" %5d" % iwon)
2997 prout(_("TOTAL SCORE %5d") % game.score)
3000 "Emit winner's commemmorative plaque."
3003 proutn(_("File or device name for your plaque: "))
3006 fp = open(winner, "w")
3009 prout(_("Invalid name."))
3011 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3013 # The 38 below must be 64 for 132-column paper
3014 nskip = 38 - len(winner)/2
3015 fp.write("\n\n\n\n")
3016 # --------DRAW ENTERPRISE PICTURE.
3017 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3018 fp.write(" EEE E : : : E\n" )
3019 fp.write(" EE EEE E : : NCC-1701 : E\n")
3020 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3021 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3022 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3023 fp.write(" EEEEEEE EEEEE E E E E\n")
3024 fp.write(" EEE E E E E\n")
3025 fp.write(" E E E E\n")
3026 fp.write(" EEEEEEEEEEEEE E E\n")
3027 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3028 fp.write(" :E : EEEE E\n")
3029 fp.write(" .-E -:----- E\n")
3030 fp.write(" :E : E\n")
3031 fp.write(" EE : EEEEEEEE\n")
3032 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3034 fp.write(_(" U. S. S. ENTERPRISE\n"))
3035 fp.write("\n\n\n\n")
3036 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3038 fp.write(_(" Starfleet Command bestows to you\n"))
3040 fp.write("%*s%s\n\n" % (nskip, "", winner))
3041 fp.write(_(" the rank of\n\n"))
3042 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3044 if game.skill == SKILL_EXPERT:
3045 fp.write(_(" Expert level\n\n"))
3046 elif game.skill == SKILL_EMERITUS:
3047 fp.write(_("Emeritus level\n\n"))
3049 fp.write(_(" Cheat level\n\n"))
3050 timestring = time.ctime()
3051 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3052 (timestring+4, timestring+20, timestring+11))
3053 fp.write(_(" Your score: %d\n\n") % game.score)
3054 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3057 # Code from io.c begins here
3059 rows = linecount = 0 # for paging
3062 fullscreen_window = None
3063 srscan_window = None
3064 report_window = None
3065 status_window = None
3066 lrscan_window = None
3067 message_window = None
3068 prompt_window = None
3073 "for some recent versions of python2, the following enables UTF8"
3074 "for the older ones we probably need to set C locale, and the python3"
3075 "has no problems at all"
3076 if sys.version_info[0] < 3:
3078 locale.setlocale(locale.LC_ALL, "")
3079 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3080 gettext.textdomain("sst")
3081 if not (game.options & OPTION_CURSES):
3082 ln_env = os.getenv("LINES")
3088 stdscr = curses.initscr()
3092 if game.options & OPTION_COLOR:
3093 curses.start_color();
3094 curses.use_default_colors()
3095 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
3096 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
3097 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
3098 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
3099 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
3100 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3101 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
3102 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
3103 global fullscreen_window, srscan_window, report_window, status_window
3104 global lrscan_window, message_window, prompt_window
3105 (rows, columns) = stdscr.getmaxyx()
3106 fullscreen_window = stdscr
3107 srscan_window = curses.newwin(12, 25, 0, 0)
3108 report_window = curses.newwin(11, 0, 1, 25)
3109 status_window = curses.newwin(10, 0, 1, 39)
3110 lrscan_window = curses.newwin(5, 0, 0, 64)
3111 message_window = curses.newwin(0, 0, 12, 0)
3112 prompt_window = curses.newwin(1, 0, rows-2, 0)
3113 message_window.scrollok(True)
3114 setwnd(fullscreen_window)
3118 if game.options & OPTION_CURSES:
3119 stdscr.keypad(False)
3125 "Wait for user action -- OK to do nothing if on a TTY"
3126 if game.options & OPTION_CURSES:
3131 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3135 if game.skill > SKILL_FAIR:
3136 prompt = _("[CONTINUE?]")
3138 prompt = _("[PRESS ENTER TO CONTINUE]")
3140 if game.options & OPTION_CURSES:
3142 setwnd(prompt_window)
3143 prompt_window.clear()
3144 prompt_window.addstr(prompt)
3145 prompt_window.getstr()
3146 prompt_window.clear()
3147 prompt_window.refresh()
3148 setwnd(message_window)
3151 sys.stdout.write('\n')
3154 sys.stdout.write('\n' * rows)
3158 "Skip i lines. Pause game if this would cause a scrolling event."
3159 for dummy in range(i):
3160 if game.options & OPTION_CURSES:
3161 (y, x) = curwnd.getyx()
3164 except curses.error:
3169 if rows and linecount >= rows:
3172 sys.stdout.write('\n')
3175 "Utter a line with no following line feed."
3176 if game.options & OPTION_CURSES:
3177 (y, x) = curwnd.getyx()
3178 (my, mx) = curwnd.getmaxyx()
3179 if curwnd == message_window and y >= my - 2:
3185 sys.stdout.write(line)
3195 if not replayfp or replayfp.closed: # Don't slow down replays
3198 if game.options & OPTION_CURSES:
3202 if not replayfp or replayfp.closed:
3206 "Get a line of input."
3207 if game.options & OPTION_CURSES:
3208 line = curwnd.getstr() + "\n"
3211 if replayfp and not replayfp.closed:
3213 line = replayfp.readline()
3216 prout("*** Replay finished")
3219 elif line[0] != "#":
3222 line = raw_input() + "\n"
3228 "Change windows -- OK for this to be a no-op in tty mode."
3230 if game.options & OPTION_CURSES:
3232 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3235 "Clear to end of line -- can be a no-op in tty mode"
3236 if game.options & OPTION_CURSES:
3241 "Clear screen -- can be a no-op in tty mode."
3243 if game.options & OPTION_CURSES:
3249 def textcolor(color=DEFAULT):
3250 if game.options & OPTION_COLOR:
3251 if color == DEFAULT:
3253 elif color == BLACK:
3254 curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3256 curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3257 elif color == GREEN:
3258 curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3260 curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3262 curwnd.attron(curses.color_pair(curses.COLOR_RED));
3263 elif color == MAGENTA:
3264 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3265 elif color == BROWN:
3266 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3267 elif color == LIGHTGRAY:
3268 curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3269 elif color == DARKGRAY:
3270 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3271 elif color == LIGHTBLUE:
3272 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3273 elif color == LIGHTGREEN:
3274 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3275 elif color == LIGHTCYAN:
3276 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3277 elif color == LIGHTRED:
3278 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3279 elif color == LIGHTMAGENTA:
3280 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3281 elif color == YELLOW:
3282 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3283 elif color == WHITE:
3284 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3287 if game.options & OPTION_COLOR:
3288 curwnd.attron(curses.A_REVERSE)
3291 # Things past this point have policy implications.
3295 "Hook to be called after moving to redraw maps."
3296 if game.options & OPTION_CURSES:
3299 setwnd(srscan_window)
3303 setwnd(status_window)
3304 status_window.clear()
3305 status_window.move(0, 0)
3306 setwnd(report_window)
3307 report_window.clear()
3308 report_window.move(0, 0)
3310 setwnd(lrscan_window)
3311 lrscan_window.clear()
3312 lrscan_window.move(0, 0)
3313 lrscan(silent=False)
3315 def put_srscan_sym(w, sym):
3316 "Emit symbol for short-range scan."
3317 srscan_window.move(w.i+1, w.j*2+2)
3318 srscan_window.addch(sym)
3319 srscan_window.refresh()
3322 "Enemy fall down, go boom."
3323 if game.options & OPTION_CURSES:
3325 setwnd(srscan_window)
3326 srscan_window.attron(curses.A_REVERSE)
3327 put_srscan_sym(w, game.quad[w.i][w.j])
3331 srscan_window.attroff(curses.A_REVERSE)
3332 put_srscan_sym(w, game.quad[w.i][w.j])
3333 curses.delay_output(500)
3334 setwnd(message_window)
3337 "Sound and visual effects for teleportation."
3338 if game.options & OPTION_CURSES:
3340 setwnd(message_window)
3342 prouts(" . . . . . ")
3343 if game.options & OPTION_CURSES:
3344 #curses.delay_output(1000)
3348 def tracktorpedo(w, step, i, n, iquad):
3349 "Torpedo-track animation."
3350 if not game.options & OPTION_CURSES:
3354 proutn(_("Track for torpedo number %d- ") % (i+1))
3357 proutn(_("Torpedo track- "))
3358 elif step==4 or step==9:
3362 if not damaged(DSRSENS) or game.condition=="docked":
3363 if i != 0 and step == 1:
3366 if (iquad=='.') or (iquad==' '):
3367 put_srscan_sym(w, '+')
3371 put_srscan_sym(w, iquad)
3373 curwnd.attron(curses.A_REVERSE)
3374 put_srscan_sym(w, iquad)
3378 curwnd.attroff(curses.A_REVERSE)
3379 put_srscan_sym(w, iquad)
3384 "Display the current galaxy chart."
3385 if game.options & OPTION_CURSES:
3386 setwnd(message_window)
3387 message_window.clear()
3389 if game.options & OPTION_TTY:
3394 def prstat(txt, data):
3396 if game.options & OPTION_CURSES:
3398 setwnd(status_window)
3400 proutn(" " * (NSYM - len(txt)))
3403 if game.options & OPTION_CURSES:
3404 setwnd(report_window)
3406 # Code from moving.c begins here
3408 def imove(icourse=None, noattack=False):
3409 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3412 def newquadrant(noattack):
3413 # Leaving quadrant -- allow final enemy attack
3414 # Don't do it if being pushed by Nova
3415 if len(game.enemies) != 0 and not noattack:
3417 for enemy in game.enemies:
3418 finald = (w - enemy.location).distance()
3419 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3420 # Stas Sergeev added the condition
3421 # that attacks only happen if Klingons
3422 # are present and your skill is good.
3423 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3424 attack(torps_ok=False)
3427 # check for edge of galaxy
3431 if icourse.final.i < 0:
3432 icourse.final.i = -icourse.final.i
3434 if icourse.final.j < 0:
3435 icourse.final.j = -icourse.final.j
3437 if icourse.final.i >= GALSIZE*QUADSIZE:
3438 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3440 if icourse.final.j >= GALSIZE*QUADSIZE:
3441 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3449 if game.nkinks == 3:
3450 # Three strikes -- you're out!
3454 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3455 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3456 prout(_("YOU WILL BE DESTROYED."))
3457 # Compute final position in new quadrant
3458 if trbeam: # Don't bother if we are to be beamed
3460 game.quadrant = icourse.final.quadrant()
3461 game.sector = icourse.final.sector()
3463 prout(_("Entering Quadrant %s.") % game.quadrant)
3464 game.quad[game.sector.i][game.sector.j] = game.ship
3466 if game.skill>SKILL_NOVICE:
3467 attack(torps_ok=False)
3469 def check_collision(h):
3470 iquad = game.quad[h.i][h.j]
3472 # object encountered in flight path
3473 stopegy = 50.0*icourse.distance/game.optime
3474 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3475 for enemy in game.enemies:
3476 if enemy.location == game.sector:
3478 collision(rammed=False, enemy=enemy)
3482 prouts(_("***RED ALERT! RED ALERT!"))
3484 proutn("***" + crmshp())
3485 proutn(_(" pulled into black hole at Sector %s") % h)
3486 # Getting pulled into a black hole was certain
3487 # death in Almy's original. Stas Sergeev added a
3488 # possibility that you'll get timewarped instead.
3490 for m in range(NDEVICES):
3491 if game.damage[m]>0:
3493 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3494 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3504 prout(_(" encounters Tholian web at %s;") % h)
3506 prout(_(" blocked by object at %s;") % h)
3507 proutn(_("Emergency stop required "))
3508 prout(_("%2d units of energy.") % int(stopegy))
3509 game.energy -= stopegy
3510 if game.energy <= 0:
3517 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3518 game.inorbit = False
3519 # If tractor beam is to occur, don't move full distance
3520 if game.state.date+game.optime >= scheduled(FTBEAM):
3522 game.condition = "red"
3523 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3524 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3526 game.quad[game.sector.i][game.sector.j] = '.'
3527 for m in range(icourse.moves):
3529 w = icourse.sector()
3530 if icourse.origin.quadrant() != icourse.location.quadrant():
3531 newquadrant(noattack)
3533 elif check_collision(icourse, w):
3534 print "Collision detected"
3538 # We're in destination quadrant -- compute new average enemy distances
3539 game.quad[game.sector.i][game.sector.j] = game.ship
3541 for enemy in game.enemies:
3542 finald = (w-enemy.location).distance()
3543 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3544 enemy.kdist = finald
3546 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3547 attack(torps_ok=False)
3548 for enemy in game.enemies:
3549 enemy.kavgd = enemy.kdist
3552 setwnd(message_window)
3556 "Dock our ship at a starbase."
3558 if game.condition == "docked" and verbose:
3559 prout(_("Already docked."))
3562 prout(_("You must first leave standard orbit."))
3564 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3565 prout(crmshp() + _(" not adjacent to base."))
3567 game.condition = "docked"
3571 if game.energy < game.inenrg:
3572 game.energy = game.inenrg
3573 game.shield = game.inshld
3574 game.torps = game.intorps
3575 game.lsupres = game.inlsr
3576 game.state.crew = FULLCREW
3577 if not damaged(DRADIO) and \
3578 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3579 # get attack report from base
3580 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3584 def cartesian(loc1=None, loc2=None):
3586 return game.quadrant * QUADSIZE + game.sector
3588 return game.quadrant * QUADSIZE + loc1
3590 return loc1 * QUADSIZE + loc2
3592 def getcourse(isprobe):
3593 "Get a course and distance from the user."
3595 dquad = copy.copy(game.quadrant)
3596 navmode = "unspecified"
3600 if game.landed and not isprobe:
3601 prout(_("Dummy! You can't leave standard orbit until you"))
3602 proutn(_("are back aboard the ship."))
3605 while navmode == "unspecified":
3606 if damaged(DNAVSYS):
3608 prout(_("Computer damaged; manual navigation only"))
3610 prout(_("Computer damaged; manual movement only"))
3615 key = scanner.next()
3617 proutn(_("Manual or automatic- "))
3620 elif key == "IHALPHA":
3621 if scanner.sees("manual"):
3623 key = scanner.next()
3625 elif scanner.sees("automatic"):
3626 navmode = "automatic"
3627 key = scanner.next()
3635 prout(_("(Manual navigation assumed.)"))
3637 prout(_("(Manual movement assumed.)"))
3641 if navmode == "automatic":
3642 while key == "IHEOL":
3644 proutn(_("Target quadrant or quadrant§or- "))
3646 proutn(_("Destination sector or quadrant§or- "))
3649 key = scanner.next()
3653 xi = int(round(scanner.real))-1
3654 key = scanner.next()
3658 xj = int(round(scanner.real))-1
3659 key = scanner.next()
3661 # both quadrant and sector specified
3662 xk = int(round(scanner.real))-1
3663 key = scanner.next()
3667 xl = int(round(scanner.real))-1
3673 # only one pair of numbers was specified
3675 # only quadrant specified -- go to center of dest quad
3678 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3680 # only sector specified
3684 if not dquad.valid_quadrant() or not dsect.valid_sector():
3691 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3693 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3694 # the actual deltas get computed here
3695 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3696 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3698 while key == "IHEOL":
3699 proutn(_("X and Y displacements- "))
3702 key = scanner.next()
3707 delta.j = scanner.real
3708 key = scanner.next()
3712 delta.i = scanner.real
3713 # Check for zero movement
3714 if delta.i == 0 and delta.j == 0:
3717 if itemp == "verbose" and not isprobe:
3719 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3721 return course(bearing=delta.bearing(), distance=delta.distance())
3724 def __init__(self, bearing, distance, origin=None):
3725 self.distance = distance
3726 self.bearing = bearing
3728 self.origin = cartesian(game.quadrant, game.sector)
3730 self.origin = origin
3731 # The bearing() code we inherited from FORTRAN is actually computing
3732 # clockface directions!
3733 if self.bearing < 0.0:
3734 self.bearing += 12.0
3735 self.angle = ((15.0 - self.bearing) * 0.5235988)
3737 self.origin = cartesian(game.quadrant, game.sector)
3739 self.origin = cartesian(game.quadrant, origin)
3740 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
3741 bigger = max(abs(self.increment.i), abs(self.increment.j))
3742 self.increment /= bigger
3743 self.moves = int(round(10*self.distance*bigger))
3745 self.final = (self.location + self.moves*self.increment).roundtogrid()
3747 self.location = self.origin
3750 return self.location.roundtogrid() == self.final
3752 "Next step on course."
3754 self.nextlocation = self.location + self.increment
3755 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3756 self.location = self.nextlocation
3759 return self.location.quadrant()
3761 return self.location.sector()
3762 def power(self, warp):
3763 return self.distance*(warp**3)*(game.shldup+1)
3764 def time(self, warp):
3765 return 10.0*self.distance/warp**2
3768 "Move under impulse power."
3770 if damaged(DIMPULS):
3773 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3775 if game.energy > 30.0:
3777 course = getcourse(isprobe=False)
3780 power = 20.0 + 100.0*course.distance
3783 if power >= game.energy:
3784 # Insufficient power for trip
3786 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3787 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3788 if game.energy > 30:
3789 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3790 int(0.01 * (game.energy-20.0)-0.05))
3791 prout(_(" quadrants.\""))
3793 prout(_("quadrant. They are, therefore, useless.\""))
3796 # Make sure enough time is left for the trip
3797 game.optime = course.dist/0.095
3798 if game.optime >= game.state.remtime:
3799 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3800 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3801 proutn(_("we dare spend the time?\" "))
3804 # Activate impulse engines and pay the cost
3805 imove(course, noattack=False)
3809 power = 20.0 + 100.0*course.dist
3810 game.energy -= power
3811 game.optime = course.dist/0.095
3812 if game.energy <= 0:
3816 def warp(wcourse, involuntary):
3817 "ove under warp drive."
3818 blooey = False; twarp = False
3819 if not involuntary: # Not WARPX entry
3821 if game.damage[DWARPEN] > 10.0:
3824 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3826 if damaged(DWARPEN) and game.warpfac > 4.0:
3829 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3830 prout(_(" is repaired, I can only give you warp 4.\""))
3832 # Read in course and distance
3835 wcourse = getcourse(isprobe=False)
3838 # Make sure starship has enough energy for the trip
3839 # Note: this formula is slightly different from the C version,
3840 # and lets you skate a bit closer to the edge.
3841 if wcourse.power(game.warpfac) >= game.energy:
3842 # Insufficient power for trip
3845 prout(_("Engineering to bridge--"))
3846 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
3847 iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
3849 prout(_("We can't do it, Captain. We don't have enough energy."))
3851 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3854 prout(_("if you'll lower the shields."))
3858 prout(_("We haven't the energy to go that far with the shields up."))
3860 # Make sure enough time is left for the trip
3861 game.optime = wcourse.time(game.warpfac)
3862 if game.optime >= 0.8*game.state.remtime:
3864 prout(_("First Officer Spock- \"Captain, I compute that such"))
3865 proutn(_(" a trip would require approximately %2.0f") %
3866 (100.0*game.optime/game.state.remtime))
3867 prout(_(" percent of our"))
3868 proutn(_(" remaining time. Are you sure this is wise?\" "))
3874 if game.warpfac > 6.0:
3875 # Decide if engine damage will occur
3876 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3877 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
3878 if prob > randreal():
3880 wcourse.distance = randreal(wcourse.distance)
3881 # Decide if time warp will occur
3882 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3884 if game.idebug and game.warpfac==10 and not twarp:
3886 proutn("=== Force time warp? ")
3890 # If time warp or engine damage, check path
3891 # If it is obstructed, don't do warp or damage
3892 look = wcourse.moves
3896 w = wcourse.sector()
3897 if not w.valid_sector():
3899 if game.quad[w.i][w.j] != '.':
3903 # Activate Warp Engines and pay the cost
3904 imove(course, noattack=False)
3907 game.energy -= wcourse.power(game.warpfac)
3908 if game.energy <= 0:
3910 game.optime = wcourse.time(game.warpfac)
3914 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3916 prout(_("Engineering to bridge--"))
3917 prout(_(" Scott here. The warp engines are damaged."))
3918 prout(_(" We'll have to reduce speed to warp 4."))
3923 "Change the warp factor."
3929 proutn(_("Warp factor- "))
3933 if game.damage[DWARPEN] > 10.0:
3934 prout(_("Warp engines inoperative."))
3936 if damaged(DWARPEN) and scanner.real > 4.0:
3937 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3938 prout(_(" but right now we can only go warp 4.\""))
3940 if scanner.real > 10.0:
3941 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3943 if scanner.real < 1.0:
3944 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3946 oldfac = game.warpfac
3947 game.warpfac = scanner.real
3948 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3949 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3952 if game.warpfac < 8.00:
3953 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3955 if game.warpfac == 10.0:
3956 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3958 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3962 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3964 # is captain on planet?
3966 if damaged(DTRANSP):
3969 prout(_("Scotty rushes to the transporter controls."))
3971 prout(_("But with the shields up it's hopeless."))
3973 prouts(_("His desperate attempt to rescue you . . ."))
3978 prout(_("SUCCEEDS!"))
3981 proutn(_("The crystals mined were "))
3989 # Check to see if captain in shuttle craft
3994 # Inform captain of attempt to reach safety
3998 prouts(_("***RED ALERT! RED ALERT!"))
4000 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4001 prouts(_(" a supernova."))
4003 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4004 prout(_("safely out of quadrant."))
4005 if not damaged(DRADIO):
4006 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4007 # Try to use warp engines
4008 if damaged(DWARPEN):
4010 prout(_("Warp engines damaged."))
4013 game.warpfac = randreal(6.0, 8.0)
4014 prout(_("Warp factor set to %d") % int(game.warpfac))
4015 power = 0.75*game.energy
4016 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4017 dist = max(dist, randreal(math.sqrt(2)))
4018 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4019 game.optime = bugout.time(game.warpfac)
4021 game.inorbit = False
4022 warp(bugout, involuntary=True)
4024 # This is bad news, we didn't leave quadrant.
4028 prout(_("Insufficient energy to leave quadrant."))
4031 # Repeat if another snova
4032 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4034 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4035 finish(FWON) # Snova killed remaining enemy.
4038 "Let's do the time warp again."
4039 prout(_("***TIME WARP ENTERED."))
4040 if game.state.snap and withprob(0.5):
4042 prout(_("You are traveling backwards in time %d stardates.") %
4043 int(game.state.date-game.snapsht.date))
4044 game.state = game.snapsht
4045 game.state.snap = False
4046 if len(game.state.kcmdr):
4047 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4048 schedule(FBATTAK, expran(0.3*game.intime))
4049 schedule(FSNOVA, expran(0.5*game.intime))
4050 # next snapshot will be sooner
4051 schedule(FSNAP, expran(0.25*game.state.remtime))
4053 if game.state.nscrem:
4054 schedule(FSCMOVE, 0.2777)
4058 game.battle.invalidate()
4059 # Make sure Galileo is consistant -- Snapshot may have been taken
4060 # when on planet, which would give us two Galileos!
4062 for l in range(game.inplan):
4063 if game.state.planets[l].known == "shuttle_down":
4065 if game.iscraft == "onship" and game.ship=='E':
4066 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4067 game.iscraft = "offship"
4068 # Likewise, if in the original time the Galileo was abandoned, but
4069 # was on ship earlier, it would have vanished -- let's restore it.
4070 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4071 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4072 game.iscraft = "onship"
4073 # There used to be code to do the actual reconstrction here,
4074 # but the starchart is now part of the snapshotted galaxy state.
4075 prout(_("Spock has reconstructed a correct star chart from memory"))
4077 # Go forward in time
4078 game.optime = expran(0.5*game.intime)
4079 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4080 # cheat to make sure no tractor beams occur during time warp
4081 postpone(FTBEAM, game.optime)
4082 game.damage[DRADIO] += game.optime
4084 events() # Stas Sergeev added this -- do pending events
4087 "Launch deep-space probe."
4088 # New code to launch a deep space probe
4089 if game.nprobes == 0:
4092 if game.ship == 'E':
4093 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4095 prout(_("Ye Faerie Queene has no deep space probes."))
4100 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4102 if is_scheduled(FDSPROB):
4105 if damaged(DRADIO) and game.condition != "docked":
4106 prout(_("Spock- \"Records show the previous probe has not yet"))
4107 prout(_(" reached its destination.\""))
4109 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4111 key = scanner.next()
4113 if game.nprobes == 1:
4114 prout(_("1 probe left."))
4116 prout(_("%d probes left") % game.nprobes)
4117 proutn(_("Are you sure you want to fire a probe? "))
4120 game.isarmed = False
4121 if key == "IHALPHA" and scanner.token == "armed":
4123 key = scanner.next()
4124 elif key == "IHEOL":
4125 proutn(_("Arm NOVAMAX warhead? "))
4127 elif key == "IHREAL": # first element of course
4128 scanner.push(scanner.token)
4130 game.probe = getcourse(isprobe=True)
4134 schedule(FDSPROB, 0.01) # Time to move one sector
4135 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4140 "Yell for help from nearest starbase."
4141 # There's more than one way to move in this game!
4143 # Test for conditions which prevent calling for help
4144 if game.condition == "docked":
4145 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4148 prout(_("Subspace radio damaged."))
4150 if not game.state.baseq:
4151 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4154 prout(_("You must be aboard the %s.") % crmshp())
4156 # OK -- call for help from nearest starbase
4159 # There's one in this quadrant
4160 ddist = (game.base - game.sector).distance()
4163 for ibq in game.state.baseq:
4164 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4167 # Since starbase not in quadrant, set up new quadrant
4170 # dematerialize starship
4171 game.quad[game.sector.i][game.sector.j]='.'
4172 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4173 % (game.quadrant, crmshp()))
4174 game.sector.invalidate()
4175 for m in range(1, 5+1):
4176 w = game.base.scatter()
4177 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4178 # found one -- finish up
4181 if not game.sector.is_valid():
4182 prout(_("You have been lost in space..."))
4183 finish(FMATERIALIZE)
4185 # Give starbase three chances to rematerialize starship
4186 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4187 for m in range(1, 3+1):
4188 if m == 1: proutn(_("1st"))
4189 elif m == 2: proutn(_("2nd"))
4190 elif m == 3: proutn(_("3rd"))
4191 proutn(_(" attempt to re-materialize ") + crmshp())
4192 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4195 if randreal() > probf:
4199 curses.delay_output(500)
4201 game.quad[game.sector.i][game.sector.j]='?'
4204 setwnd(message_window)
4205 finish(FMATERIALIZE)
4207 game.quad[game.sector.i][game.sector.j]=game.ship
4209 prout(_("succeeds."))
4213 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4218 if game.condition=="docked":
4220 prout(_("You cannot abandon Ye Faerie Queene."))
4223 # Must take shuttle craft to exit
4224 if game.damage[DSHUTTL]==-1:
4225 prout(_("Ye Faerie Queene has no shuttle craft."))
4227 if game.damage[DSHUTTL]<0:
4228 prout(_("Shuttle craft now serving Big Macs."))
4230 if game.damage[DSHUTTL]>0:
4231 prout(_("Shuttle craft damaged."))
4234 prout(_("You must be aboard the ship."))
4236 if game.iscraft != "onship":
4237 prout(_("Shuttle craft not currently available."))
4239 # Emit abandon ship messages
4241 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4243 prouts(_("***ALL HANDS ABANDON SHIP!"))
4245 prout(_("Captain and crew escape in shuttle craft."))
4246 if not game.state.baseq:
4247 # Oops! no place to go...
4250 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4252 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4253 prout(_("Remainder of ship's complement beam down"))
4254 prout(_("to nearest habitable planet."))
4255 elif q.planet != None and not damaged(DTRANSP):
4256 prout(_("Remainder of ship's complement beam down to %s.") %
4259 prout(_("Entire crew of %d left to die in outer space.") %
4261 game.casual += game.state.crew
4262 game.abandoned += game.state.crew
4263 # If at least one base left, give 'em the Faerie Queene
4265 game.icrystl = False # crystals are lost
4266 game.nprobes = 0 # No probes
4267 prout(_("You are captured by Klingons and released to"))
4268 prout(_("the Federation in a prisoner-of-war exchange."))
4269 nb = randrange(len(game.state.baseq))
4270 # Set up quadrant and position FQ adjacient to base
4271 if not game.quadrant == game.state.baseq[nb]:
4272 game.quadrant = game.state.baseq[nb]
4273 game.sector.i = game.sector.j = 5
4276 # position next to base by trial and error
4277 game.quad[game.sector.i][game.sector.j] = '.'
4278 for l in range(QUADSIZE):
4279 game.sector = game.base.scatter()
4280 if game.sector.valid_sector() and \
4281 game.quad[game.sector.i][game.sector.j] == '.':
4284 break # found a spot
4285 game.sector.i=QUADSIZE/2
4286 game.sector.j=QUADSIZE/2
4288 # Get new commission
4289 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4290 game.state.crew = FULLCREW
4291 prout(_("Starfleet puts you in command of another ship,"))
4292 prout(_("the Faerie Queene, which is antiquated but,"))
4293 prout(_("still useable."))
4295 prout(_("The dilithium crystals have been moved."))
4297 game.iscraft = "offship" # Galileo disappears
4299 game.condition="docked"
4300 for l in range(NDEVICES):
4301 game.damage[l] = 0.0
4302 game.damage[DSHUTTL] = -1
4303 game.energy = game.inenrg = 3000.0
4304 game.shield = game.inshld = 1250.0
4305 game.torps = game.intorps = 6
4306 game.lsupres=game.inlsr=3.0
4311 # Code from planets.c begins here.
4314 "Abort a lengthy operation if an event interrupts it."
4317 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4322 "Report on (uninhabited) planets in the galaxy."
4326 prout(_("Spock- \"Planet report follows, Captain.\""))
4328 for i in range(game.inplan):
4329 if game.state.planets[i].pclass == "destroyed":
4331 if (game.state.planets[i].known != "unknown" \
4332 and not game.state.planets[i].inhabited) \
4335 if game.idebug and game.state.planets[i].known=="unknown":
4336 proutn("(Unknown) ")
4337 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4338 proutn(_(" class "))
4339 proutn(game.state.planets[i].pclass)
4341 if game.state.planets[i].crystals != "present":
4343 prout(_("dilithium crystals present."))
4344 if game.state.planets[i].known=="shuttle_down":
4345 prout(_(" Shuttle Craft Galileo on surface."))
4347 prout(_("No information available."))
4350 "Enter standard orbit."
4354 prout(_("Already in standard orbit."))
4356 if damaged(DWARPEN) and damaged(DIMPULS):
4357 prout(_("Both warp and impulse engines damaged."))
4359 if not game.plnet.is_valid():
4360 prout("There is no planet in this sector.")
4362 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4363 prout(crmshp() + _(" not adjacent to planet."))
4366 game.optime = randreal(0.02, 0.05)
4367 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4371 game.height = randreal(1400, 8600)
4372 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4377 "Examine planets in this quadrant."
4378 if damaged(DSRSENS):
4379 if game.options & OPTION_TTY:
4380 prout(_("Short range sensors damaged."))
4382 if game.iplnet == None:
4383 if game.options & OPTION_TTY:
4384 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4386 if game.iplnet.known == "unknown":
4387 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4389 prout(_(" Planet at Sector %s is of class %s.") %
4390 (game.plnet, game.iplnet.pclass))
4391 if game.iplnet.known=="shuttle_down":
4392 prout(_(" Sensors show Galileo still on surface."))
4393 proutn(_(" Readings indicate"))
4394 if game.iplnet.crystals != "present":
4396 prout(_(" dilithium crystals present.\""))
4397 if game.iplnet.known == "unknown":
4398 game.iplnet.known = "known"
4399 elif game.iplnet.inhabited:
4400 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4401 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4404 "Use the transporter."
4408 if damaged(DTRANSP):
4409 prout(_("Transporter damaged."))
4410 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4412 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4416 if not game.inorbit:
4417 prout(crmshp() + _(" not in standard orbit."))
4420 prout(_("Impossible to transport through shields."))
4422 if game.iplnet.known=="unknown":
4423 prout(_("Spock- \"Captain, we have no information on this planet"))
4424 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4425 prout(_(" you may not go down.\""))
4427 if not game.landed and game.iplnet.crystals=="absent":
4428 prout(_("Spock- \"Captain, I fail to see the logic in"))
4429 prout(_(" exploring a planet with no dilithium crystals."))
4430 proutn(_(" Are you sure this is wise?\" "))
4434 if not (game.options & OPTION_PLAIN):
4435 nrgneed = 50 * game.skill + game.height / 100.0
4436 if nrgneed > game.energy:
4437 prout(_("Engineering to bridge--"))
4438 prout(_(" Captain, we don't have enough energy for transportation."))
4440 if not game.landed and nrgneed * 2 > game.energy:
4441 prout(_("Engineering to bridge--"))
4442 prout(_(" Captain, we have enough energy only to transport you down to"))
4443 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4444 if game.iplnet.known == "shuttle_down":
4445 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4446 proutn(_(" Are you sure this is wise?\" "))
4451 # Coming from planet
4452 if game.iplnet.known=="shuttle_down":
4453 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4457 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4458 prout(_("Landing party assembled, ready to beam up."))
4460 prout(_("Kirk whips out communicator..."))
4461 prouts(_("BEEP BEEP BEEP"))
4463 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4466 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4468 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4470 prout(_("Kirk- \"Energize.\""))
4473 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4476 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4478 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4481 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4482 game.landed = not game.landed
4483 game.energy -= nrgneed
4485 prout(_("Transport complete."))
4486 if game.landed and game.iplnet.known=="shuttle_down":
4487 prout(_("The shuttle craft Galileo is here!"))
4488 if not game.landed and game.imine:
4495 "Strip-mine a world for dilithium."
4499 prout(_("Mining party not on planet."))
4501 if game.iplnet.crystals == "mined":
4502 prout(_("This planet has already been strip-mined for dilithium."))
4504 elif game.iplnet.crystals == "absent":
4505 prout(_("No dilithium crystals on this planet."))
4508 prout(_("You've already mined enough crystals for this trip."))
4510 if game.icrystl and game.cryprob == 0.05:
4511 prout(_("With all those fresh crystals aboard the ") + crmshp())
4512 prout(_("there's no reason to mine more at this time."))
4514 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4517 prout(_("Mining operation complete."))
4518 game.iplnet.crystals = "mined"
4519 game.imine = game.ididit = True
4522 "Use dilithium crystals."
4526 if not game.icrystl:
4527 prout(_("No dilithium crystals available."))
4529 if game.energy >= 1000:
4530 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4531 prout(_(" except when Condition Yellow exists."))
4533 prout(_("Spock- \"Captain, I must warn you that loading"))
4534 prout(_(" raw dilithium crystals into the ship's power"))
4535 prout(_(" system may risk a severe explosion."))
4536 proutn(_(" Are you sure this is wise?\" "))
4541 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4542 prout(_(" Mr. Spock and I will try it.\""))
4544 prout(_("Spock- \"Crystals in place, Sir."))
4545 prout(_(" Ready to activate circuit.\""))
4547 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4549 if withprob(game.cryprob):
4550 prouts(_(" \"Activating now! - - No good! It's***"))
4552 prouts(_("***RED ALERT! RED A*L********************************"))
4555 prouts(_("****************** KA-BOOM!!!! *******************"))
4559 game.energy += randreal(5000.0, 5500.0)
4560 prouts(_(" \"Activating now! - - "))
4561 prout(_("The instruments"))
4562 prout(_(" are going crazy, but I think it's"))
4563 prout(_(" going to work!! Congratulations, Sir!\""))
4568 "Use shuttlecraft for planetary jaunt."
4571 if damaged(DSHUTTL):
4572 if game.damage[DSHUTTL] == -1.0:
4573 if game.inorbit and game.iplnet.known == "shuttle_down":
4574 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4576 prout(_("Ye Faerie Queene had no shuttle craft."))
4577 elif game.damage[DSHUTTL] > 0:
4578 prout(_("The Galileo is damaged."))
4579 else: # game.damage[DSHUTTL] < 0
4580 prout(_("Shuttle craft is now serving Big Macs."))
4582 if not game.inorbit:
4583 prout(crmshp() + _(" not in standard orbit."))
4585 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4586 prout(_("Shuttle craft not currently available."))
4588 if not game.landed and game.iplnet.known=="shuttle_down":
4589 prout(_("You will have to beam down to retrieve the shuttle craft."))
4591 if game.shldup or game.condition == "docked":
4592 prout(_("Shuttle craft cannot pass through shields."))
4594 if game.iplnet.known=="unknown":
4595 prout(_("Spock- \"Captain, we have no information on this planet"))
4596 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4597 prout(_(" you may not fly down.\""))
4599 game.optime = 3.0e-5*game.height
4600 if game.optime >= 0.8*game.state.remtime:
4601 prout(_("First Officer Spock- \"Captain, I compute that such"))
4602 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4603 int(100*game.optime/game.state.remtime))
4604 prout(_("remaining time."))
4605 proutn(_("Are you sure this is wise?\" "))
4611 if game.iscraft == "onship":
4613 if not damaged(DTRANSP):
4614 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4618 proutn(_("Shuttle crew"))
4620 proutn(_("Rescue party"))
4621 prout(_(" boards Galileo and swoops toward planet surface."))
4622 game.iscraft = "offship"
4626 game.iplnet.known="shuttle_down"
4627 prout(_("Trip complete."))
4630 # Ready to go back to ship
4631 prout(_("You and your mining party board the"))
4632 prout(_("shuttle craft for the trip back to the Enterprise."))
4634 prouts(_("The short hop begins . . ."))
4636 game.iplnet.known="known"
4642 game.iscraft = "onship"
4648 prout(_("Trip complete."))
4651 # Kirk on ship and so is Galileo
4652 prout(_("Mining party assembles in the hangar deck,"))
4653 prout(_("ready to board the shuttle craft \"Galileo\"."))
4655 prouts(_("The hangar doors open; the trip begins."))
4658 game.iscraft = "offship"
4661 game.iplnet.known = "shuttle_down"
4664 prout(_("Trip complete."))
4668 "Use the big zapper."
4672 if game.ship != 'E':
4673 prout(_("Ye Faerie Queene has no death ray."))
4675 if len(game.enemies)==0:
4676 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4679 prout(_("Death Ray is damaged."))
4681 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4682 prout(_(" is highly unpredictible. Considering the alternatives,"))
4683 proutn(_(" are you sure this is wise?\" "))
4686 prout(_("Spock- \"Acknowledged.\""))
4689 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4691 prout(_("Crew scrambles in emergency preparation."))
4692 prout(_("Spock and Scotty ready the death ray and"))
4693 prout(_("prepare to channel all ship's power to the device."))
4695 prout(_("Spock- \"Preparations complete, sir.\""))
4696 prout(_("Kirk- \"Engage!\""))
4698 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4701 if game.options & OPTION_PLAIN:
4705 prouts(_("Sulu- \"Captain! It's working!\""))
4707 while len(game.enemies) > 0:
4708 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4709 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4710 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4712 if (game.options & OPTION_PLAIN) == 0:
4713 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4715 prout(_(" is still operational.\""))
4717 prout(_(" has been rendered nonfunctional.\""))
4718 game.damage[DDRAY] = 39.95
4720 r = randreal() # Pick failure method
4722 prouts(_("Sulu- \"Captain! It's working!\""))
4724 prouts(_("***RED ALERT! RED ALERT!"))
4726 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4728 prouts(_("***RED ALERT! RED A*L********************************"))
4731 prouts(_("****************** KA-BOOM!!!! *******************"))
4736 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4738 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4740 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4741 prout(_(" have apparently been transformed into strange mutations."))
4742 prout(_(" Vulcans do not seem to be affected."))
4744 prout(_("Kirk- \"Raauch! Raauch!\""))
4748 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4750 proutn(_("Spock- \"I believe the word is"))
4751 prouts(_(" *ASTONISHING*"))
4752 prout(_(" Mr. Sulu."))
4753 for i in range(QUADSIZE):
4754 for j in range(QUADSIZE):
4755 if game.quad[i][j] == '.':
4756 game.quad[i][j] = '?'
4757 prout(_(" Captain, our quadrant is now infested with"))
4758 prouts(_(" - - - - - - *THINGS*."))
4760 prout(_(" I have no logical explanation.\""))
4762 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4764 prout(_("Scotty- \"There are so many tribbles down here"))
4765 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4769 # Code from reports.c begins here
4771 def attackreport(curt):
4772 "eport status of bases under attack."
4774 if is_scheduled(FCDBAS):
4775 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4776 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4777 elif game.isatb == 1:
4778 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4779 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4781 prout(_("No Starbase is currently under attack."))
4783 if is_scheduled(FCDBAS):
4784 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4786 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4790 # report on general game status
4792 s1 = (game.thawed and _("thawed ")) or ""
4793 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4794 s3 = (None, _("novice"), _("fair"),
4795 _("good"), _("expert"), _("emeritus"))[game.skill]
4796 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4797 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4798 prout(_("No plaque is allowed."))
4800 prout(_("This is tournament game %d.") % game.tourn)
4801 prout(_("Your secret password is \"%s\"") % game.passwd)
4802 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4803 (game.inkling + game.incom + game.inscom)))
4804 if game.incom - len(game.state.kcmdr):
4805 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4806 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4807 prout(_(", but no Commanders."))
4810 if game.skill > SKILL_FAIR:
4811 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4812 if len(game.state.baseq) != game.inbase:
4814 if game.inbase-len(game.state.baseq)==1:
4815 proutn(_("has been 1 base"))
4817 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4818 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4820 prout(_("There are %d bases.") % game.inbase)
4821 if communicating() or game.iseenit:
4822 # Don't report this if not seen and
4823 # either the radio is dead or not at base!
4827 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4829 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4830 if game.ship == 'E':
4831 proutn(_("You have "))
4833 proutn("%d" % (game.nprobes))
4836 proutn(_(" deep space probe"))
4840 if communicating() and is_scheduled(FDSPROB):
4842 proutn(_("An armed deep space probe is in "))
4844 proutn(_("A deep space probe is in "))
4845 prout("Quadrant %s." % game.probec)
4847 if game.cryprob <= .05:
4848 prout(_("Dilithium crystals aboard ship... not yet used."))
4852 while game.cryprob > ai:
4855 prout(_("Dilithium crystals have been used %d time%s.") % \
4856 (i, (_("s"), "")[i==1]))
4860 "Long-range sensor scan."
4861 if damaged(DLRSENS):
4862 # Now allow base's sensors if docked
4863 if game.condition != "docked":
4865 prout(_("LONG-RANGE SENSORS DAMAGED."))
4868 prout(_("Starbase's long-range scan"))
4870 prout(_("Long-range scan"))
4871 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4874 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4875 if not Coord(x, y).valid_quadrant():
4879 if not damaged(DRADIO):
4880 game.state.galaxy[x][y].charted = True
4881 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4882 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4883 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4884 if not silent and game.state.galaxy[x][y].supernova:
4887 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4895 for i in range(NDEVICES):
4898 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4899 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4901 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4902 game.damage[i]+0.05,
4903 DOCKFAC*game.damage[i]+0.005))
4905 prout(_("All devices functional."))
4908 "Update the chart in the Enterprise's computer from galaxy data."
4909 game.lastchart = game.state.date
4910 for i in range(GALSIZE):
4911 for j in range(GALSIZE):
4912 if game.state.galaxy[i][j].charted:
4913 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4914 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4915 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4918 "Display the star chart."
4920 if (game.options & OPTION_AUTOSCAN):
4922 if not damaged(DRADIO):
4924 if game.lastchart < game.state.date and game.condition == "docked":
4925 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4927 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4928 if game.state.date > game.lastchart:
4929 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4930 prout(" 1 2 3 4 5 6 7 8")
4931 for i in range(GALSIZE):
4932 proutn("%d |" % (i+1))
4933 for j in range(GALSIZE):
4934 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4938 if game.state.galaxy[i][j].supernova:
4940 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4942 elif game.state.galaxy[i][j].charted:
4943 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4947 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4955 def sectscan(goodScan, i, j):
4956 "Light up an individual dot in a sector."
4957 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4958 textcolor({"green":GREEN,
4962 "dead":BROWN}[game.condition])
4963 if game.quad[i][j] != game.ship:
4965 proutn("%c " % game.quad[i][j])
4971 "Emit status report lines"
4972 if not req or req == 1:
4973 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4974 % (game.state.date, game.state.remtime))
4975 if not req or req == 2:
4976 if game.condition != "docked":
4978 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4979 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4980 if not req or req == 3:
4981 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4982 if not req or req == 4:
4983 if damaged(DLIFSUP):
4984 if game.condition == "docked":
4985 s = _("DAMAGED, Base provides")
4987 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4990 prstat(_("Life Support"), s)
4991 if not req or req == 5:
4992 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4993 if not req or req == 6:
4995 if game.icrystl and (game.options & OPTION_SHOWME):
4996 extra = _(" (have crystals)")
4997 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
4998 if not req or req == 7:
4999 prstat(_("Torpedoes"), "%d" % (game.torps))
5000 if not req or req == 8:
5001 if damaged(DSHIELD):
5007 data = _(" %d%% %.1f units") \
5008 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5009 prstat(_("Shields"), s+data)
5010 if not req or req == 9:
5011 prstat(_("Klingons Left"), "%d" \
5012 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5013 if not req or req == 10:
5014 if game.options & OPTION_WORLDS:
5015 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5016 if plnet and plnet.inhabited:
5017 prstat(_("Major system"), plnet.name)
5019 prout(_("Sector is uninhabited"))
5020 elif not req or req == 11:
5021 attackreport(not req)
5024 "Request specified status data, a historical relic from slow TTYs."
5025 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5026 while scanner.next() == "IHEOL":
5027 proutn(_("Information desired? "))
5029 if scanner.token in requests:
5030 status(requests.index(scanner.token))
5032 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5033 prout((" date, condition, position, lsupport, warpfactor,"))
5034 prout((" energy, torpedoes, shields, klingons, system, time."))
5039 if damaged(DSRSENS):
5040 # Allow base's sensors if docked
5041 if game.condition != "docked":
5042 prout(_(" S.R. SENSORS DAMAGED!"))
5045 prout(_(" [Using Base's sensors]"))
5047 prout(_(" Short-range scan"))
5048 if goodScan and not damaged(DRADIO):
5049 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5050 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5051 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5052 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5053 prout(" 1 2 3 4 5 6 7 8 9 10")
5054 if game.condition != "docked":
5056 for i in range(QUADSIZE):
5057 proutn("%2d " % (i+1))
5058 for j in range(QUADSIZE):
5059 sectscan(goodScan, i, j)
5063 "Use computer to get estimated time of arrival for a warp jump."
5064 w1 = Coord(); w2 = Coord()
5066 if damaged(DCOMPTR):
5067 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5070 if scanner.next() != "IHREAL":
5073 proutn(_("Destination quadrant and/or sector? "))
5074 if scanner.next()!="IHREAL":
5077 w1.j = int(scanner.real-0.5)
5078 if scanner.next() != "IHREAL":
5081 w1.i = int(scanner.real-0.5)
5082 if scanner.next() == "IHREAL":
5083 w2.j = int(scanner.real-0.5)
5084 if scanner.next() != "IHREAL":
5087 w2.i = int(scanner.real-0.5)
5089 if game.quadrant.j>w1.i:
5093 if game.quadrant.i>w1.j:
5097 if not w1.valid_quadrant() or not w2.valid_sector():
5100 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5101 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5104 prout(_("Answer \"no\" if you don't know the value:"))
5107 proutn(_("Time or arrival date? "))
5108 if scanner.next()=="IHREAL":
5109 ttime = scanner.real
5110 if ttime > game.state.date:
5111 ttime -= game.state.date # Actually a star date
5112 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5113 if ttime <= 1e-10 or twarp > 10:
5114 prout(_("We'll never make it, sir."))
5121 proutn(_("Warp factor? "))
5122 if scanner.next()== "IHREAL":
5124 twarp = scanner.real
5125 if twarp<1.0 or twarp > 10.0:
5129 prout(_("Captain, certainly you can give me one of these."))
5132 ttime = (10.0*dist)/twarp**2
5133 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5134 if tpower >= game.energy:
5135 prout(_("Insufficient energy, sir."))
5136 if not game.shldup or tpower > game.energy*2.0:
5139 proutn(_("New warp factor to try? "))
5140 if scanner.next() == "IHREAL":
5142 twarp = scanner.real
5143 if twarp<1.0 or twarp > 10.0:
5151 prout(_("But if you lower your shields,"))
5152 proutn(_("remaining"))
5155 proutn(_("Remaining"))
5156 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5158 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5160 prout(_("Any warp speed is adequate."))
5162 prout(_("Minimum warp needed is %.2f,") % (twarp))
5163 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5164 if game.state.remtime < ttime:
5165 prout(_("Unfortunately, the Federation will be destroyed by then."))
5167 prout(_("You'll be taking risks at that speed, Captain"))
5168 if (game.isatb==1 and game.state.kscmdr == w1 and \
5169 scheduled(FSCDBAS)< ttime+game.state.date) or \
5170 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5171 prout(_("The starbase there will be destroyed by then."))
5172 proutn(_("New warp factor to try? "))
5173 if scanner.next() == "IHREAL":
5175 twarp = scanner.real
5176 if twarp<1.0 or twarp > 10.0:
5184 # Code from setup.c begins here
5187 "Issue a historically correct banner."
5189 prout(_("-SUPER- STAR TREK"))
5191 # From the FORTRAN original
5192 # prout(_("Latest update-21 Sept 78"))
5198 scanner.push("emsave.trk")
5199 key = scanner.next()
5201 proutn(_("File name: "))
5202 key = scanner.next()
5203 if key != "IHALPHA":
5207 if '.' not in scanner.token:
5208 scanner.token += ".trk"
5210 fp = open(scanner.token, "wb")
5212 prout(_("Can't freeze game as file %s") % scanner.token)
5214 cPickle.dump(game, fp)
5218 "Retrieve saved game."
5220 game.passwd[0] = '\0'
5221 key = scanner.next()
5223 proutn(_("File name: "))
5224 key = scanner.next()
5225 if key != "IHALPHA":
5229 if '.' not in scanner.token:
5230 scanner.token += ".trk"
5232 fp = open(scanner.token, "rb")
5234 prout(_("Can't thaw game in %s") % scanner.token)
5236 game = cPickle.load(fp)
5240 # I used <http://www.memory-alpha.org> to find planets
5241 # with references in ST:TOS. Earth and the Alpha Centauri
5242 # Colony have been omitted.
5244 # Some planets marked Class G and P here will be displayed as class M
5245 # because of the way planets are generated. This is a known bug.
5248 _("Andoria (Fesoan)"), # several episodes
5249 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5250 _("Vulcan (T'Khasi)"), # many episodes
5251 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5252 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5253 _("Ardana"), # TOS: "The Cloud Minders"
5254 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5255 _("Gideon"), # TOS: "The Mark of Gideon"
5256 _("Aldebaran III"), # TOS: "The Deadly Years"
5257 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5258 _("Altair IV"), # TOS: "Amok Time
5259 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5260 _("Benecia"), # TOS: "The Conscience of the King"
5261 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5262 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5263 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5264 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5265 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5266 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5267 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5268 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5269 _("Ingraham B"), # TOS: "Operation: Annihilate"
5270 _("Janus IV"), # TOS: "The Devil in the Dark"
5271 _("Makus III"), # TOS: "The Galileo Seven"
5272 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5273 _("Omega IV"), # TOS: "The Omega Glory"
5274 _("Regulus V"), # TOS: "Amok Time
5275 _("Deneva"), # TOS: "Operation -- Annihilate!"
5276 # Worlds from BSD Trek
5277 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5278 _("Beta III"), # TOS: "The Return of the Archons"
5279 _("Triacus"), # TOS: "And the Children Shall Lead",
5280 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5282 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5283 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5284 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5285 # _("Izar"), # TOS: "Whom Gods Destroy"
5286 # _("Tiburon"), # TOS: "The Way to Eden"
5287 # _("Merak II"), # TOS: "The Cloud Minders"
5288 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5289 # _("Iotia"), # TOS: "A Piece of the Action"
5293 _("S. R. Sensors"), \
5294 _("L. R. Sensors"), \
5296 _("Photon Tubes"), \
5297 _("Life Support"), \
5298 _("Warp Engines"), \
5299 _("Impulse Engines"), \
5301 _("Subspace Radio"), \
5302 _("Shuttle Craft"), \
5304 _("Navigation System"), \
5306 _("Shield Control"), \
5312 "Prepare to play, set up cosmos."
5314 # Decide how many of everything
5316 return # frozen game
5317 # Prepare the Enterprise
5318 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5320 game.state.crew = FULLCREW
5321 game.energy = game.inenrg = 5000.0
5322 game.shield = game.inshld = 2500.0
5325 game.quadrant = randplace(GALSIZE)
5326 game.sector = randplace(QUADSIZE)
5327 game.torps = game.intorps = 10
5328 game.nprobes = randrange(2, 5)
5330 for i in range(NDEVICES):
5331 game.damage[i] = 0.0
5332 # Set up assorted game parameters
5333 game.battle = Coord()
5334 game.state.date = game.indate = 100.0 * randreal(20, 51)
5335 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5336 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5337 game.isatb = game.state.nplankl = 0
5338 game.state.starkl = game.state.basekl = 0
5339 game.iscraft = "onship"
5342 # Starchart is functional but we've never seen it
5343 game.lastchart = FOREVER
5344 # Put stars in the galaxy
5346 for i in range(GALSIZE):
5347 for j in range(GALSIZE):
5348 k = randrange(1, QUADSIZE**2/10+1)
5350 game.state.galaxy[i][j].stars = k
5351 # Locate star bases in galaxy
5352 for i in range(game.inbase):
5355 w = randplace(GALSIZE)
5356 if not game.state.galaxy[w.i][w.j].starbase:
5359 # C version: for (j = i-1; j > 0; j--)
5360 # so it did them in the opposite order.
5361 for j in range(1, i):
5362 # Improved placement algorithm to spread out bases
5363 distq = (w - game.state.baseq[j]).distance()
5364 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5367 prout("=== Abandoning base #%d at %s" % (i, w))
5369 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5371 prout("=== Saving base #%d, close to #%d" % (i, j))
5374 game.state.baseq.append(w)
5375 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5376 # Position ordinary Klingon Battle Cruisers
5378 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5379 if klumper > MAXKLQUAD:
5383 klump = (1.0 - r*r)*klumper
5388 w = randplace(GALSIZE)
5389 if not game.state.galaxy[w.i][w.j].supernova and \
5390 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5392 game.state.galaxy[w.i][w.j].klingons += int(klump)
5395 # Position Klingon Commander Ships
5396 for i in range(game.incom):
5398 w = randplace(GALSIZE)
5399 if not welcoming(w) or w in game.state.kcmdr:
5401 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5403 game.state.galaxy[w.i][w.j].klingons += 1
5404 game.state.kcmdr.append(w)
5405 # Locate planets in galaxy
5406 for i in range(game.inplan):
5408 w = randplace(GALSIZE)
5409 if game.state.galaxy[w.i][w.j].planet == None:
5413 new.crystals = "absent"
5414 if (game.options & OPTION_WORLDS) and i < NINHAB:
5415 new.pclass = "M" # All inhabited planets are class M
5416 new.crystals = "absent"
5418 new.name = systnames[i]
5419 new.inhabited = True
5421 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5423 new.crystals = "present"
5424 new.known = "unknown"
5425 new.inhabited = False
5426 game.state.galaxy[w.i][w.j].planet = new
5427 game.state.planets.append(new)
5429 for i in range(game.state.nromrem):
5430 w = randplace(GALSIZE)
5431 game.state.galaxy[w.i][w.j].romulans += 1
5432 # Place the Super-Commander if needed
5433 if game.state.nscrem > 0:
5435 w = randplace(GALSIZE)
5438 game.state.kscmdr = w
5439 game.state.galaxy[w.i][w.j].klingons += 1
5440 # Initialize times for extraneous events
5441 schedule(FSNOVA, expran(0.5 * game.intime))
5442 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5443 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5444 schedule(FBATTAK, expran(0.3*game.intime))
5446 if game.state.nscrem:
5447 schedule(FSCMOVE, 0.2777)
5452 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5453 schedule(FDISTR, expran(1.0 + game.intime))
5458 # Place thing (in tournament game, we don't want one!)
5459 # New in SST2K: never place the Thing near a starbase.
5460 # This makes sense and avoids a special case in the old code.
5462 if game.tourn is None:
5464 thing = randplace(GALSIZE)
5465 if thing not in game.state.baseq:
5468 game.state.snap = False
5469 if game.skill == SKILL_NOVICE:
5470 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5471 prout(_("a deadly Klingon invasion force. As captain of the United"))
5472 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5473 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5474 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5475 prout(_("your mission. As you proceed you may be given more time."))
5477 prout(_("You will have %d supporting starbases.") % (game.inbase))
5478 proutn(_("Starbase locations- "))
5480 prout(_("Stardate %d.") % int(game.state.date))
5482 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5483 prout(_("An unknown number of Romulans."))
5484 if game.state.nscrem:
5485 prout(_("And one (GULP) Super-Commander."))
5486 prout(_("%d stardates.") % int(game.intime))
5487 proutn(_("%d starbases in ") % game.inbase)
5488 for i in range(game.inbase):
5489 proutn(`game.state.baseq[i]`)
5492 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5493 proutn(_(" Sector %s") % game.sector)
5495 prout(_("Good Luck!"))
5496 if game.state.nscrem:
5497 prout(_(" YOU'LL NEED IT."))
5500 setwnd(message_window)
5502 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5504 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5505 attack(torps_ok=False)
5508 "Choose your game type."
5510 game.tourn = game.length = 0
5512 game.skill = SKILL_NONE
5514 # if not scanner.inqueue: # Can start with command line options
5515 proutn(_("Would you like a regular, tournament, or saved game? "))
5517 if scanner.sees("tournament"):
5518 while scanner.next() == "IHEOL":
5519 proutn(_("Type in tournament number-"))
5520 if scanner.real == 0:
5522 continue # We don't want a blank entry
5523 game.tourn = int(round(scanner.real))
5524 random.seed(scanner.real)
5526 logfp.write("# random.seed(%d)\n" % scanner.real)
5528 if scanner.sees("saved") or scanner.sees("frozen"):
5532 if game.passwd == None:
5534 if not game.alldone:
5535 game.thawed = True # No plaque if not finished
5539 if scanner.sees("regular"):
5541 proutn(_("What is \"%s\"?") % scanner.token)
5543 while game.length==0 or game.skill==SKILL_NONE:
5544 if scanner.next() == "IHALPHA":
5545 if scanner.sees("short"):
5547 elif scanner.sees("medium"):
5549 elif scanner.sees("long"):
5551 elif scanner.sees("novice"):
5552 game.skill = SKILL_NOVICE
5553 elif scanner.sees("fair"):
5554 game.skill = SKILL_FAIR
5555 elif scanner.sees("good"):
5556 game.skill = SKILL_GOOD
5557 elif scanner.sees("expert"):
5558 game.skill = SKILL_EXPERT
5559 elif scanner.sees("emeritus"):
5560 game.skill = SKILL_EMERITUS
5562 proutn(_("What is \""))
5563 proutn(scanner.token)
5568 proutn(_("Would you like a Short, Medium, or Long game? "))
5569 elif game.skill == SKILL_NONE:
5570 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5571 # Choose game options -- added by ESR for SST2K
5572 if scanner.next() != "IHALPHA":
5574 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5576 if scanner.sees("plain"):
5577 # Approximates the UT FORTRAN version.
5578 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5579 game.options |= OPTION_PLAIN
5580 elif scanner.sees("almy"):
5581 # Approximates Tom Almy's version.
5582 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5583 game.options |= OPTION_ALMY
5584 elif scanner.sees("fancy") or scanner.sees("\n"):
5586 elif len(scanner.token):
5587 proutn(_("What is \"%s\"?") % scanner.token)
5588 game.options &=~ OPTION_COLOR
5590 if game.passwd == "debug":
5592 prout("=== Debug mode enabled.")
5593 # Use parameters to generate initial values of things
5594 game.damfac = 0.5 * game.skill
5595 game.inbase = randrange(BASEMIN, BASEMAX+1)
5597 if game.options & OPTION_PLANETS:
5598 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5599 if game.options & OPTION_WORLDS:
5600 game.inplan += int(NINHAB)
5601 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5602 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5603 game.state.remtime = 7.0 * game.length
5604 game.intime = game.state.remtime
5605 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5606 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5607 game.state.remres = (game.inkling+4*game.incom)*game.intime
5608 game.inresor = game.state.remres
5609 if game.inkling > 50:
5610 game.state.inbase += 1
5613 def dropin(iquad=None):
5614 "Drop a feature on a random dot in the current quadrant."
5616 w = randplace(QUADSIZE)
5617 if game.quad[w.i][w.j] == '.':
5619 if iquad is not None:
5620 game.quad[w.i][w.j] = iquad
5624 "Update our alert status."
5625 game.condition = "green"
5626 if game.energy < 1000.0:
5627 game.condition = "yellow"
5628 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5629 game.condition = "red"
5631 game.condition="dead"
5634 "Drop new Klingon into current quadrant."
5635 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5638 "Sort enemies by distance so 'nearest' is meaningful."
5639 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5642 "Set up a new state of quadrant, for when we enter or re-enter it."
5645 game.neutz = game.inorbit = game.landed = False
5646 game.ientesc = game.iseenit = False
5647 # Create a blank quadrant
5648 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5650 # Attempt to escape Super-commander, so tbeam back!
5653 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5654 # cope with supernova
5657 game.klhere = q.klingons
5658 game.irhere = q.romulans
5660 game.quad[game.sector.i][game.sector.j] = game.ship
5663 # Position ordinary Klingons
5664 for i in range(game.klhere):
5666 # If we need a commander, promote a Klingon
5667 for cmdr in game.state.kcmdr:
5668 if cmdr == game.quadrant:
5669 e = game.enemies[game.klhere-1]
5670 game.quad[e.location.i][e.location.j] = 'C'
5671 e.power = randreal(950,1350) + 50.0*game.skill
5673 # If we need a super-commander, promote a Klingon
5674 if game.quadrant == game.state.kscmdr:
5676 game.quad[e.location.i][e.location.j] = 'S'
5677 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5678 game.iscate = (game.state.remkl > 1)
5679 # Put in Romulans if needed
5680 for i in range(q.romulans):
5681 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5682 # If quadrant needs a starbase, put it in
5684 game.base = dropin('B')
5685 # If quadrant needs a planet, put it in
5687 game.iplnet = q.planet
5688 if not q.planet.inhabited:
5689 game.plnet = dropin('P')
5691 game.plnet = dropin('@')
5692 # Check for condition
5695 if game.irhere > 0 and game.klhere == 0:
5697 if not damaged(DRADIO):
5699 prout(_("LT. Uhura- \"Captain, an urgent message."))
5700 prout(_(" I'll put it on audio.\" CLICK"))
5702 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5703 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5704 # Put in THING if needed
5705 if thing == game.quadrant:
5706 Enemy(type='?', loc=dropin(),
5707 power=randreal(6000,6500.0)+250.0*game.skill)
5708 if not damaged(DSRSENS):
5710 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5711 prout(_(" Please examine your short-range scan.\""))
5712 # Decide if quadrant needs a Tholian; lighten up if skill is low
5713 if game.options & OPTION_THOLIAN:
5714 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5715 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5716 (game.skill > SKILL_GOOD and withprob(0.08)):
5719 w.i = withprob(0.5) * (QUADSIZE-1)
5720 w.j = withprob(0.5) * (QUADSIZE-1)
5721 if game.quad[w.i][w.j] == '.':
5723 game.tholian = Enemy(type='T', loc=w,
5724 power=randrange(100, 500) + 25.0*game.skill)
5725 # Reserve unoccupied corners
5726 if game.quad[0][0]=='.':
5727 game.quad[0][0] = 'X'
5728 if game.quad[0][QUADSIZE-1]=='.':
5729 game.quad[0][QUADSIZE-1] = 'X'
5730 if game.quad[QUADSIZE-1][0]=='.':
5731 game.quad[QUADSIZE-1][0] = 'X'
5732 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5733 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5735 # And finally the stars
5736 for i in range(q.stars):
5738 # Put in a few black holes
5739 for i in range(1, 3+1):
5742 # Take out X's in corners if Tholian present
5744 if game.quad[0][0]=='X':
5745 game.quad[0][0] = '.'
5746 if game.quad[0][QUADSIZE-1]=='X':
5747 game.quad[0][QUADSIZE-1] = '.'
5748 if game.quad[QUADSIZE-1][0]=='X':
5749 game.quad[QUADSIZE-1][0] = '.'
5750 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5751 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5754 "Set the self-destruct password."
5755 if game.options & OPTION_PLAIN:
5758 proutn(_("Please type in a secret password- "))
5760 game.passwd = scanner.token
5761 if game.passwd != None:
5765 game.passwd += chr(ord('a')+randrange(26))
5766 game.passwd += chr(ord('a')+randrange(26))
5767 game.passwd += chr(ord('a')+randrange(26))
5769 # Code from sst.c begins here
5772 "SRSCAN": OPTION_TTY,
5773 "STATUS": OPTION_TTY,
5774 "REQUEST": OPTION_TTY,
5775 "LRSCAN": OPTION_TTY,
5788 "SENSORS": OPTION_PLANETS,
5789 "ORBIT": OPTION_PLANETS,
5790 "TRANSPORT": OPTION_PLANETS,
5791 "MINE": OPTION_PLANETS,
5792 "CRYSTALS": OPTION_PLANETS,
5793 "SHUTTLE": OPTION_PLANETS,
5794 "PLANETS": OPTION_PLANETS,
5799 "PROBE": OPTION_PROBE,
5801 "FREEZE": 0, # Synonym for SAVE
5807 "SOS": 0, # Synonym for MAYDAY
5808 "CALL": 0, # Synonym for MAYDAY
5814 "Generate a list of legal commands."
5815 prout(_("LEGAL COMMANDS ARE:"))
5817 for key in commands:
5818 if not commands[key] or (commands[key] & game.options):
5819 proutn("%-12s " % key)
5821 if emitted % 5 == 4:
5826 "Browse on-line help."
5827 key = scanner.next()
5830 setwnd(prompt_window)
5831 proutn(_("Help on what command? "))
5832 key = scanner.next()
5833 setwnd(message_window)
5836 if scanner.token.upper() in commands or scanner.token == "ABBREV":
5843 cmd = scanner.token.upper()
5844 for directory in docpath:
5846 fp = open(os.path.join(directory, "sst.doc"), "r")
5851 prout(_("Spock- \"Captain, that information is missing from the"))
5852 prout(_(" computer. You need to find sst.doc and put it somewhere"))
5853 proutn(_(" in these directories: %s") % ":".join(docpath))
5855 # This used to continue: "You need to find SST.DOC and put
5856 # it in the current directory."
5859 linebuf = fp.readline()
5861 prout(_("Spock- \"Captain, there is no information on that command.\""))
5864 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5865 linebuf = linebuf[3:].strip()
5866 if cmd.upper() == linebuf:
5869 prout(_("Spock- \"Captain, I've found the following information:\""))
5872 linebuf = fp.readline()
5873 if "******" in linebuf:
5879 "Command-interpretation loop."
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: