3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
16 import os, sys, math, curses, time, pickle, copy, gettext, getpass
17 import getopt, socket, locale
19 # This import only works on Unixes. The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
26 # Prevent lossage under Python 3
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # This is all encapsulated not just for logging but because someday
40 # we'll probably want to replace it with something like an LCG that
41 # can be forward-ported off Python.
50 logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
55 s = random.randrange(*args)
57 logfp.write("#randrange%s -> %s\n" % (args, s))
64 v *= args[0] # from [0, args[0])
66 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
68 logfp.write("#real%s -> %f\n" % (args, v))
74 logfp.write("#seed(%d)\n" % n)
77 GALSIZE = 8 # Galaxy size in quadrants
78 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
79 MAXUNINHAB = 10 # Maximum uninhabited worlds
80 QUADSIZE = 10 # Quadrant size in sectors
81 BASEMIN = 2 # Minimum starbases
82 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
83 MAXKLGAME = 127 # Maximum Klingons per game
84 MAXKLQUAD = 9 # Maximum Klingons per quadrant
85 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
86 FOREVER = 1e30 # Time for the indefinite future
87 MAXBURST = 3 # Max # of torps you can launch in one turn
88 MINCMDR = 10 # Minimum number of Klingon commanders
89 DOCKFAC = 0.25 # Repair faster when docked
90 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
92 ALGERON = 2311 # Date of the Treaty of Algeron
113 class TrekError(Exception):
116 class JumpOut(Exception):
120 def __init__(self, x=None, y=None):
123 def valid_quadrant(self):
124 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
125 def valid_sector(self):
126 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
127 def invalidate(self):
128 self.i = self.j = None
129 def __eq__(self, other):
130 return other is not None and self.i == other.i and self.j == other.j
131 def __ne__(self, other):
132 return other is None or self.i != other.i or self.j != other.j
133 def __add__(self, other):
134 return Coord(self.i+other.i, self.j+other.j)
135 def __sub__(self, other):
136 return Coord(self.i-other.i, self.j-other.j)
137 def __mul__(self, other):
138 return Coord(self.i*other, self.j*other)
139 def __rmul__(self, other):
140 return Coord(self.i*other, self.j*other)
141 def __div__(self, other):
142 return Coord(self.i/other, self.j/other)
143 def __truediv__(self, other):
144 return Coord(self.i/other, self.j/other)
145 def __floordiv__(self, other):
146 return Coord(self.i//other, self.j//other)
147 def __mod__(self, other):
148 return Coord(self.i % other, self.j % other)
149 def __rtruediv__(self, other):
150 return Coord(self.i/other, self.j/other)
151 def __rfloordiv__(self, other):
152 return Coord(self.i//other, self.j//other)
153 def roundtogrid(self):
154 return Coord(int(round(self.i)), int(round(self.j)))
155 def distance(self, other=None):
158 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
160 return 1.90985*math.atan2(self.j, self.i)
177 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
178 return self.roundtogrid() // QUADSIZE
180 return self.roundtogrid() % QUADSIZE
183 s.i = self.i + rnd.range(-1, 2)
184 s.j = self.j + rnd.range(-1, 2)
187 if self.i is None or self.j is None:
189 return "%s - %s" % (self.i+1, self.j+1)
193 "Do not anger the Space Thingy!"
200 return (q.i, q.j) == (self.i, self.j)
204 self.name = None # string-valued if inhabited
205 self.quadrant = Coord() # quadrant located
206 self.pclass = None # could be ""M", "N", "O", or "destroyed"
207 self.crystals = "absent"# could be "mined", "present", "absent"
208 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
209 self.inhabited = False # is it inhabited?
217 self.starbase = False
220 self.supernova = False
222 self.status = "secure" # Could be "secure", "distressed", "enslaved"
224 return "<Quadrant: %(klingons)d>" % self.__dict__
230 self.starbase = False
233 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
235 def fill2d(size, fillfun):
236 "Fill an empty list in 2D."
238 for i in range(size):
240 for j in range(size):
241 lst[i].append(fillfun(i, j))
246 self.snap = False # snapshot taken
247 self.crew = 0 # crew complement
248 self.nscrem = 0 # remaining super commanders
249 self.starkl = 0 # destroyed stars
250 self.basekl = 0 # destroyed bases
251 self.nromrem = 0 # Romulans remaining
252 self.nplankl = 0 # destroyed uninhabited planets
253 self.nworldkl = 0 # destroyed inhabited planets
254 self.planets = [] # Planet information
255 self.date = 0.0 # stardate
256 self.remres = 0 # remaining resources
257 self.remtime = 0 # remaining time
258 self.baseq = [] # Base quadrant coordinates
259 self.kcmdr = [] # Commander quadrant coordinates
260 self.kscmdr = Coord() # Supercommander quadrant coordinates
262 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
264 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
266 for i in range(GALSIZE):
267 for j in range(GALSIZE):
268 yield (i, j, self.galaxy[i][j])
272 self.date = None # A real number
273 self.quadrant = None # A coord structure
276 OPTION_ALL = 0xffffffff
277 OPTION_TTY = 0x00000001 # old interface
278 OPTION_CURSES = 0x00000002 # new interface
279 OPTION_IOMODES = 0x00000003 # cover both interfaces
280 OPTION_PLANETS = 0x00000004 # planets and mining
281 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
282 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
283 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
284 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
285 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
286 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
287 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
288 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
289 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
290 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
291 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
292 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
293 OPTION_PLAIN = 0x01000000 # user chose plain game
294 OPTION_ALMY = 0x02000000 # user chose Almy variant
295 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
315 NDEVICES = 17 # Number of devices
325 return (game.damage[dev] != 0.0)
327 return not damaged(DRADIO) or game.condition=="docked"
329 # Define future events
330 FSPY = 0 # Spy event happens always (no future[] entry)
331 # can cause SC to tractor beam Enterprise
332 FSNOVA = 1 # Supernova
333 FTBEAM = 2 # Commander tractor beams Enterprise
334 FSNAP = 3 # Snapshot for time warp
335 FBATTAK = 4 # Commander attacks base
336 FCDBAS = 5 # Commander destroys base
337 FSCMOVE = 6 # Supercommander moves (might attack base)
338 FSCDBAS = 7 # Supercommander destroys base
339 FDSPROB = 8 # Move deep space probe
340 FDISTR = 9 # Emit distress call from an inhabited world
341 FENSLV = 10 # Inhabited word is enslaved
342 FREPRO = 11 # Klingons build a ship in an enslaved system
345 # Abstract out the event handling -- underlying data structures will change
346 # when we implement stateful events
347 def findevent(evtype):
348 return game.future[evtype]
351 def __init__(self, etype=None, loc=None, power=None):
353 self.location = Coord()
358 self.power = power # enemy energy level
359 game.enemies.append(self)
361 motion = (loc != self.location)
362 if self.location.i is not None and self.location.j is not None:
365 game.quad[self.location.i][self.location.j] = '#'
367 game.quad[self.location.i][self.location.j] = '.'
369 self.location = copy.copy(loc)
370 game.quad[self.location.i][self.location.j] = self.type
371 self.kdist = self.kavgd = (game.sector - loc).distance()
373 self.location = Coord()
374 self.kdist = self.kavgd = None
375 # Guard prevents failure on Tholian or thingy
376 if self in game.enemies:
377 game.enemies.remove(self)
380 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
384 self.options = None # Game options
385 self.state = Snapshot() # A snapshot structure
386 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
387 self.quad = None # contents of our quadrant
388 self.damage = [0.0] * NDEVICES # damage encountered
389 self.future = [] # future events
393 self.future.append(Event())
394 self.passwd = None # Self Destruct password
396 self.quadrant = None # where we are in the large
397 self.sector = None # where we are in the small
398 self.tholian = None # Tholian enemy object
399 self.base = None # position of base in current quadrant
400 self.battle = None # base coordinates being attacked
401 self.plnet = None # location of planet in quadrant
402 self.gamewon = False # Finished!
403 self.ididit = False # action taken -- allows enemy to attack
404 self.alive = False # we are alive (not killed)
405 self.justin = False # just entered quadrant
406 self.shldup = False # shields are up
407 self.shldchg = False # shield is changing (affects efficiency)
408 self.iscate = False # super commander is here
409 self.ientesc = False # attempted escape from supercommander
410 self.resting = False # rest time
411 self.icraft = False # Kirk in Galileo
412 self.landed = False # party on planet (true), on ship (false)
413 self.alldone = False # game is now finished
414 self.neutz = False # Romulan Neutral Zone
415 self.isarmed = False # probe is armed
416 self.inorbit = False # orbiting a planet
417 self.imine = False # mining
418 self.icrystl = False # dilithium crystals aboard
419 self.iseenit = False # seen base attack report
420 self.thawed = False # thawed game
421 self.condition = None # "green", "yellow", "red", "docked", "dead"
422 self.iscraft = None # "onship", "offship", "removed"
423 self.skill = SKILL_NONE # Player skill level
424 self.inkling = 0 # initial number of klingons
425 self.inbase = 0 # initial number of bases
426 self.incom = 0 # initial number of commanders
427 self.inscom = 0 # initial number of commanders
428 self.inrom = 0 # initial number of commanders
429 self.instar = 0 # initial stars
430 self.intorps = 0 # initial/max torpedoes
431 self.torps = 0 # number of torpedoes
432 self.ship = 0 # ship type -- 'E' is Enterprise
433 self.abandoned = 0 # count of crew abandoned in space
434 self.length = 0 # length of game
435 self.klhere = 0 # klingons here
436 self.casual = 0 # causalties
437 self.nhelp = 0 # calls for help
438 self.nkinks = 0 # count of energy-barrier crossings
439 self.iplnet = None # planet # in quadrant
440 self.inplan = 0 # initial planets
441 self.irhere = 0 # Romulans in quadrant
442 self.isatb = 0 # =2 if super commander is attacking base
443 self.tourn = None # tournament number
444 self.nprobes = 0 # number of probes available
445 self.inresor = 0.0 # initial resources
446 self.intime = 0.0 # initial time
447 self.inenrg = 0.0 # initial/max energy
448 self.inshld = 0.0 # initial/max shield
449 self.inlsr = 0.0 # initial life support resources
450 self.indate = 0.0 # initial date
451 self.energy = 0.0 # energy level
452 self.shield = 0.0 # shield level
453 self.warpfac = 0.0 # warp speed
454 self.lsupres = 0.0 # life support reserves
455 self.optime = 0.0 # time taken by current operation
456 self.damfac = 0.0 # damage factor
457 self.lastchart = 0.0 # time star chart was last updated
458 self.cryprob = 0.0 # probability that crystal will work
459 self.probe = None # object holding probe course info
460 self.height = 0.0 # height of orbit around planet
461 self.score = 0.0 # overall score
462 self.perdate = 0.0 # rate of kills
463 self.idebug = False # Debugging instrumentation enabled?
464 self.cdebug = False # Debugging instrumentation for curses enabled?
465 self.statekscmdr = None # No SuperCommander coordinates yet.
466 self.brigcapacity = 400 # Enterprise brig capacity
467 self.brigfree = 400 # How many klingons can we put in the brig?
468 self.kcaptured = 0 # Total Klingons captured, for scoring.
469 self.iscloaked = False # Cloaking device on?
470 self.ncviol = 0 # Algreon treaty violations
471 self.isviolreported = False # We have been warned
473 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
475 # Stas thinks this should be (C expression):
476 # game.remkl() + len(game.state.kcmdr) > 0 ?
477 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
478 # He says the existing expression is prone to divide-by-zero errors
479 # after killing the last klingon when score is shown -- perhaps also
480 # if the only remaining klingon is SCOM.
481 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
483 "Are there Klingons remaining?"
510 # Code from ai.c begins here
513 "Would this quadrant welcome another Klingon?"
514 return iq.valid_quadrant() and \
515 not game.state.galaxy[iq.i][iq.j].supernova and \
516 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
518 def tryexit(enemy, look, irun):
519 "A bad guy attempts to bug out."
521 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
522 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
523 if not welcoming(iq):
525 if enemy.type == 'R':
526 return False # Romulans cannot escape!
528 # avoid intruding on another commander's territory
529 if enemy.type == 'C':
530 if iq in game.state.kcmdr:
532 # refuse to leave if currently attacking starbase
533 if game.battle == game.quadrant:
535 # don't leave if over 1000 units of energy
536 if enemy.power > 1000.0:
538 oldloc = copy.copy(enemy.location)
539 # handle local matters related to escape
542 if game.condition != "docked":
544 # Handle global matters related to escape
545 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
546 game.state.galaxy[iq.i][iq.j].klingons += 1
547 if enemy.type == 'S':
551 schedule(FSCMOVE, 0.2777)
553 game.state.kscmdr = iq
555 for cmdr in game.state.kcmdr:
556 if cmdr == game.quadrant:
557 game.state.kcmdr.append(iq)
559 # report move out of quadrant.
560 return [(True, enemy, oldloc, iq)]
562 # The bad-guy movement algorithm:
564 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
565 # If both are operating full strength, force is 1000. If both are damaged,
566 # force is -1000. Having shields down subtracts an additional 1000.
568 # 2. Enemy has forces equal to the energy of the attacker plus
569 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
570 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
572 # Attacker Initial energy levels (nominal):
573 # Klingon Romulan Commander Super-Commander
574 # Novice 400 700 1200
576 # Good 450 800 1300 1750
577 # Expert 475 850 1350 1875
578 # Emeritus 500 900 1400 2000
579 # VARIANCE 75 200 200 200
581 # Enemy vessels only move prior to their attack. In Novice - Good games
582 # only commanders move. In Expert games, all enemy vessels move if there
583 # is a commander present. In Emeritus games all enemy vessels move.
585 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
586 # forces are 1000 greater than Enterprise.
588 # Agressive action on average cuts the distance between the ship and
589 # the enemy to 1/4 the original.
591 # 4. At lower energy advantage, movement units are proportional to the
592 # advantage with a 650 advantage being to hold ground, 800 to move forward
593 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
595 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
596 # retreat, especially at high skill levels.
598 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
600 def movebaddy(enemy):
601 "Tactical movement for the bad guys."
605 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
606 if game.skill >= SKILL_EXPERT:
607 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
609 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
610 old_dist = enemy.kdist
611 mdist = int(old_dist + 0.5) # Nearest integer distance
612 # If SC, check with spy to see if should hi-tail it
613 if enemy.type == 'S' and \
614 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
618 # decide whether to advance, retreat, or hold position
619 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
621 forces += 1000 # Good for enemy if shield is down!
622 if not damaged(DPHASER) or not damaged(DPHOTON):
623 if damaged(DPHASER): # phasers damaged
626 forces -= 0.2*(game.energy - 2500.0)
627 if damaged(DPHOTON): # photon torpedoes damaged
630 forces -= 50.0*game.torps
632 # phasers and photon tubes both out!
635 if forces <= 1000.0 and game.condition != "docked": # Typical situation
636 motion = ((forces + rnd.real(200))/150.0) - 5.0
638 if forces > 1000.0: # Very strong -- move in for kill
639 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
640 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
641 motion -= game.skill*(2.0-rnd.real()**2)
643 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
644 # don't move if no motion
647 # Limit motion according to skill
648 if abs(motion) > game.skill:
653 # calculate preferred number of steps
654 nsteps = abs(int(motion))
655 if motion > 0 and nsteps > mdist:
656 nsteps = mdist # don't overshoot
657 if nsteps > QUADSIZE:
658 nsteps = QUADSIZE # This shouldn't be necessary
660 nsteps = 1 # This shouldn't be necessary
662 proutn("NSTEPS = %d:" % nsteps)
663 # Compute preferred values of delta X and Y
664 m = game.sector - enemy.location
665 if 2.0 * abs(m.i) < abs(m.j):
667 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
669 m = (motion * m).sgn()
670 goto = enemy.location
672 for ll in range(nsteps):
674 proutn(" %d" % (ll+1))
675 # Check if preferred position available
686 attempts = 0 # Settle mysterious hang problem
687 while attempts < 20 and not success:
689 if look.i < 0 or look.i >= QUADSIZE:
691 return tryexit(enemy, look, irun)
692 if krawli == m.i or m.j == 0:
694 look.i = goto.i + krawli
696 elif look.j < 0 or look.j >= QUADSIZE:
698 return tryexit(enemy, look, irun)
699 if krawlj == m.j or m.i == 0:
701 look.j = goto.j + krawlj
703 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
704 # See if enemy should ram ship
705 if game.quad[look.i][look.j] == game.ship and \
706 (enemy.type == 'C' or enemy.type == 'S'):
707 collision(rammed=True, enemy=enemy)
709 if krawli != m.i and m.j != 0:
710 look.i = goto.i + krawli
712 elif krawlj != m.j and m.i != 0:
713 look.j = goto.j + krawlj
716 break # we have failed
727 # Enemy moved, but is still in sector
728 return [(False, enemy, old_dist, goto)]
731 "Sequence Klingon tactical movement."
734 # Figure out which Klingon is the commander (or Supercommander)
737 if game.quadrant in game.state.kcmdr:
738 for enemy in game.enemies:
739 if enemy.type == 'C':
740 tacmoves += movebaddy(enemy)
741 if game.state.kscmdr == game.quadrant:
742 for enemy in game.enemies:
743 if enemy.type == 'S':
744 tacmoves += movebaddy(enemy)
746 # If skill level is high, move other Klingons and Romulans too!
747 # Move these last so they can base their actions on what the
749 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
750 for enemy in game.enemies:
751 if enemy.type in ('K', 'R'):
752 tacmoves += movebaddy(enemy)
755 def movescom(iq, avoid):
756 "Supercommander movement helper."
757 # Avoid quadrants with bases if we want to avoid Enterprise
758 if not welcoming(iq) or (avoid and iq in game.state.baseq):
760 if game.justin and not game.iscate:
763 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
764 game.state.kscmdr = iq
765 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
766 if game.state.kscmdr == game.quadrant:
767 # SC has scooted, remove him from current quadrant
772 for enemy in game.enemies:
773 if enemy.type == 'S':
776 if game.condition != "docked":
779 # check for a helpful planet
780 for i in range(game.inplan):
781 if game.state.planets[i].quadrant == game.state.kscmdr and \
782 game.state.planets[i].crystals == "present":
784 game.state.planets[i].pclass = "destroyed"
785 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
788 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
789 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
790 prout(_(" by the Super-commander.\""))
792 return True # looks good!
794 def supercommander():
795 "Move the Super Commander."
802 prout("== SUPERCOMMANDER")
803 # Decide on being active or passive
804 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
805 (game.state.date-game.indate) < 3.0)
806 if not game.iscate and avoid:
807 # compute move away from Enterprise
808 idelta = game.state.kscmdr-game.quadrant
809 if idelta.distance() > 2.0:
811 idelta.i = game.state.kscmdr.j-game.quadrant.j
812 idelta.j = game.quadrant.i-game.state.kscmdr.i
814 # compute distances to starbases
815 if not game.state.baseq:
819 sc = game.state.kscmdr
820 for (i, base) in enumerate(game.state.baseq):
821 basetbl.append((i, (base - sc).distance()))
822 if game.state.baseq > 1:
823 basetbl.sort(key=lambda x: x[1])
824 # look for nearest base without a commander, no Enterprise, and
825 # without too many Klingons, and not already under attack.
826 ifindit = iwhichb = 0
827 for (i2, base) in enumerate(game.state.baseq):
828 i = basetbl[i2][0] # bug in original had it not finding nearest
829 if base == game.quadrant or base == game.battle or not welcoming(base):
831 # if there is a commander, and no other base is appropriate,
832 # we will take the one with the commander
833 for cmdr in game.state.kcmdr:
834 if base == cmdr and ifindit != 2:
838 else: # no commander -- use this one
843 return # Nothing suitable -- wait until next time
844 ibq = game.state.baseq[iwhichb]
845 # decide how to move toward base
846 idelta = ibq - game.state.kscmdr
847 # Maximum movement is 1 quadrant in either or both axes
848 idelta = idelta.sgn()
849 # try moving in both x and y directions
850 # there was what looked like a bug in the Almy C code here,
851 # but it might be this translation is just wrong.
852 iq = game.state.kscmdr + idelta
853 if not movescom(iq, avoid):
854 # failed -- try some other maneuvers
855 if idelta.i == 0 or idelta.j == 0:
858 iq.j = game.state.kscmdr.j + 1
859 if not movescom(iq, avoid):
860 iq.j = game.state.kscmdr.j - 1
863 iq.i = game.state.kscmdr.i + 1
864 if not movescom(iq, avoid):
865 iq.i = game.state.kscmdr.i - 1
868 # try moving just in x or y
869 iq.j = game.state.kscmdr.j
870 if not movescom(iq, avoid):
871 iq.j = game.state.kscmdr.j + idelta.j
872 iq.i = game.state.kscmdr.i
875 if len(game.state.baseq) == 0:
878 for ibq in game.state.baseq:
879 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
882 return # no, don't attack base!
885 schedule(FSCDBAS, rnd.real(1.0, 3.0))
886 if is_scheduled(FCDBAS):
887 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
888 if not communicating():
892 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
894 prout(_(" reports that it is under attack from the Klingon Super-commander."))
895 proutn(_(" It can survive until stardate %d.\"") \
896 % int(scheduled(FSCDBAS)))
899 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
903 game.optime = 0.0 # actually finished
905 # Check for intelligence report
906 if not game.idebug and \
907 (rnd.withprob(0.8) or \
908 (not communicating()) or \
909 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
912 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
913 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
918 if not game.tholian or game.justin:
921 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
924 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
927 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
930 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
934 # something is wrong!
935 game.tholian.move(None)
936 prout("***Internal error: Tholian in a bad spot.")
938 # do nothing if we are blocked
939 if game.quad[tid.i][tid.j] not in ('.', '#'):
941 here = copy.copy(game.tholian.location)
942 delta = (tid - game.tholian.location).sgn()
944 while here.i != tid.i:
946 if game.quad[here.i][here.j] == '.':
947 game.tholian.move(here)
949 while here.j != tid.j:
951 if game.quad[here.i][here.j] == '.':
952 game.tholian.move(here)
953 # check to see if all holes plugged
954 for i in range(QUADSIZE):
955 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
957 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
959 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
961 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
963 # All plugged up -- Tholian splits
964 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
966 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
967 game.tholian.move(None)
970 # Code from battle.c begins here
973 "Change cloaking-device status."
975 prout(_("Ye Faerie Queene hath no cloaking device."))
978 key = scanner.nexttok()
986 if scanner.sees("on"):
988 prout(_("The cloaking device has already been switched on."))
991 elif scanner.sees("off"):
992 if not game.iscloaked:
993 prout(_("The cloaking device has already been switched off."))
1000 if not game.iscloaked:
1001 proutn(_("Switch cloaking device on? "))
1006 proutn(_("Switch cloaking device off? "))
1013 if action == "CLOFF":
1014 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1015 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1018 prout("Engineer Scott- \"Aye, Sir.\"")
1019 game.iscloaked = False
1020 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1021 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1023 game.isviolreported = True
1025 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1028 if action == "CLON":
1030 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1033 if game.condition == "docked":
1034 prout(_("You cannot cloak while docked."))
1036 if game.state.date >= ALGERON and not game.isviolreported:
1037 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1038 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1039 proutn(_(" are you sure this is wise? "))
1042 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1044 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1045 game.iscloaked = True
1047 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1048 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1050 game.isviolreported = True
1052 def doshield(shraise):
1053 "Change shield status."
1059 key = scanner.nexttok()
1060 if key == "IHALPHA":
1061 if scanner.sees("transfer"):
1064 if damaged(DSHIELD):
1065 prout(_("Shields damaged and down."))
1067 if scanner.sees("up"):
1069 elif scanner.sees("down"):
1071 if action == "NONE":
1072 proutn(_("Do you wish to change shield energy? "))
1075 elif damaged(DSHIELD):
1076 prout(_("Shields damaged and down."))
1079 proutn(_("Shields are up. Do you want them down? "))
1086 proutn(_("Shields are down. Do you want them up? "))
1092 if action == "SHUP": # raise shields
1094 prout(_("Shields already up."))
1098 if game.condition != "docked":
1100 prout(_("Shields raised."))
1101 if game.energy <= 0:
1103 prout(_("Shields raising uses up last of energy."))
1108 elif action == "SHDN":
1110 prout(_("Shields already down."))
1114 prout(_("Shields lowered."))
1117 elif action == "NRG":
1118 while scanner.nexttok() != "IHREAL":
1120 proutn(_("Energy to transfer to shields- "))
1125 if nrg > game.energy:
1126 prout(_("Insufficient ship energy."))
1129 if game.shield+nrg >= game.inshld:
1130 prout(_("Shield energy maximized."))
1131 if game.shield+nrg > game.inshld:
1132 prout(_("Excess energy requested returned to ship energy"))
1133 game.energy -= game.inshld-game.shield
1134 game.shield = game.inshld
1136 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1137 # Prevent shield drain loophole
1139 prout(_("Engineering to bridge--"))
1140 prout(_(" Scott here. Power circuit problem, Captain."))
1141 prout(_(" I can't drain the shields."))
1144 if game.shield+nrg < 0:
1145 prout(_("All shield energy transferred to ship."))
1146 game.energy += game.shield
1149 proutn(_("Scotty- \""))
1151 prout(_("Transferring energy to shields.\""))
1153 prout(_("Draining energy from shields.\""))
1159 "Choose a device to damage, at random."
1161 105, # DSRSENS: short range scanners 10.5%
1162 105, # DLRSENS: long range scanners 10.5%
1163 120, # DPHASER: phasers 12.0%
1164 120, # DPHOTON: photon torpedoes 12.0%
1165 25, # DLIFSUP: life support 2.5%
1166 65, # DWARPEN: warp drive 6.5%
1167 70, # DIMPULS: impulse engines 6.5%
1168 135, # DSHIELD: deflector shields 13.5%
1169 30, # DRADIO: subspace radio 3.0%
1170 45, # DSHUTTL: shuttle 4.5%
1171 15, # DCOMPTR: computer 1.5%
1172 20, # NAVCOMP: navigation system 2.0%
1173 75, # DTRANSP: transporter 7.5%
1174 20, # DSHCTRL: high-speed shield controller 2.0%
1175 10, # DDRAY: death ray 1.0%
1176 30, # DDSP: deep-space probes 3.0%
1177 10, # DCLOAK: the cloaking device 1.0
1179 assert(sum(weights) == 1000)
1180 idx = rnd.integer(1000)
1182 for (i, w) in enumerate(weights):
1186 return None # we should never get here
1188 def collision(rammed, enemy):
1189 "Collision handling for rammong events."
1190 prouts(_("***RED ALERT! RED ALERT!"))
1192 prout(_("***COLLISION IMMINENT."))
1196 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1198 proutn(_(" rammed by "))
1201 proutn(crmena(False, enemy.type, "sector", enemy.location))
1203 proutn(_(" (original position)"))
1205 deadkl(enemy.location, enemy.type, game.sector)
1206 proutn("***" + crmshp() + " heavily damaged.")
1207 icas = rnd.integer(10, 30)
1208 prout(_("***Sickbay reports %d casualties") % icas)
1210 game.state.crew -= icas
1211 # In the pre-SST2K version, all devices got equiprobably damaged,
1212 # which was silly. Instead, pick up to half the devices at
1213 # random according to our weighting table,
1214 ncrits = rnd.integer(NDEVICES//2)
1218 if game.damage[dev] < 0:
1220 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1221 # Damage for at least time of travel!
1222 game.damage[dev] += game.optime + extradm
1224 prout(_("***Shields are down."))
1232 def torpedo(origin, bearing, dispersion, number, nburst):
1233 "Let a photon torpedo fly"
1234 if not damaged(DSRSENS) or game.condition == "docked":
1235 setwnd(srscan_window)
1237 setwnd(message_window)
1238 ac = bearing + 0.25*dispersion # dispersion is a random variable
1239 bullseye = (15.0 - bearing)*0.5235988
1240 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1241 bumpto = Coord(0, 0)
1242 # Loop to move a single torpedo
1243 setwnd(message_window)
1244 for step in range(1, QUADSIZE*2):
1245 if not track.nexttok():
1248 if not w.valid_sector():
1250 iquad = game.quad[w.i][w.j]
1251 tracktorpedo(w, step, number, nburst, iquad)
1255 setwnd(message_window)
1256 if not damaged(DSRSENS) or game.condition == "docked":
1257 skip(1) # start new line after text track
1258 if iquad in ('E', 'F'): # Hit our ship
1260 prout(_("Torpedo hits %s.") % crmshp())
1261 hit = 700.0 + rnd.real(100) - \
1262 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1263 newcnd() # we're blown out of dock
1264 if game.landed or game.condition == "docked":
1265 return hit # Cheat if on a planet
1266 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1267 # is 143 degrees, which is almost exactly 4.8 clockface units
1268 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1269 displacement.nexttok()
1270 bumpto = displacement.sector()
1271 if not bumpto.valid_sector():
1273 if game.quad[bumpto.i][bumpto.j] == ' ':
1276 if game.quad[bumpto.i][bumpto.j] != '.':
1277 # can't move into object
1279 game.sector = bumpto
1281 game.quad[w.i][w.j] = '.'
1282 game.quad[bumpto.i][bumpto.j] = iquad
1283 prout(_(" displaced by blast to Sector %s ") % bumpto)
1284 for enemy in game.enemies:
1285 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1288 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1290 if iquad in ('C', 'S') and rnd.withprob(0.05):
1291 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1292 prout(_(" torpedo neutralized."))
1294 for enemy in game.enemies:
1295 if w == enemy.location:
1296 kp = math.fabs(enemy.power)
1297 h1 = 700.0 + rnd.integer(100) - \
1298 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1306 if enemy.power == 0:
1309 proutn(crmena(True, iquad, "sector", w))
1310 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1311 displacement.nexttok()
1312 bumpto = displacement.sector()
1313 if not bumpto.valid_sector():
1314 prout(_(" damaged but not destroyed."))
1316 if game.quad[bumpto.i][bumpto.j] == ' ':
1317 prout(_(" buffeted into black hole."))
1318 deadkl(w, iquad, bumpto)
1319 if game.quad[bumpto.i][bumpto.j] != '.':
1320 prout(_(" damaged but not destroyed."))
1322 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1323 enemy.location = bumpto
1324 game.quad[w.i][w.j] = '.'
1325 game.quad[bumpto.i][bumpto.j] = iquad
1326 for tenemy in game.enemies:
1327 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1331 prout("Internal error, no enemy where expected!")
1334 elif iquad == 'B': # Hit a base
1336 prout(_("***STARBASE DESTROYED.."))
1337 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1338 game.quad[w.i][w.j] = '.'
1339 game.base.invalidate()
1340 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1341 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1342 game.state.basekl += 1
1345 elif iquad == 'P': # Hit a planet
1346 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1347 game.state.nplankl += 1
1348 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1349 game.iplnet.pclass = "destroyed"
1351 game.plnet.invalidate()
1352 game.quad[w.i][w.j] = '.'
1354 # captain perishes on planet
1357 elif iquad == '@': # Hit an inhabited world -- very bad!
1358 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1359 game.state.nworldkl += 1
1360 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1361 game.iplnet.pclass = "destroyed"
1363 game.plnet.invalidate()
1364 game.quad[w.i][w.j] = '.'
1366 # captain perishes on planet
1368 prout(_("The torpedo destroyed an inhabited planet."))
1370 elif iquad == '*': # Hit a star
1371 if rnd.withprob(0.9):
1374 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1376 elif iquad == '?': # Hit a thingy
1377 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1379 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1381 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1383 proutn(_("Mr. Spock-"))
1384 prouts(_(" \"Fascinating!\""))
1388 # Stas Sergeev added the possibility that
1389 # you can shove the Thingy and piss it off.
1390 # It then becomes an enemy and may fire at you.
1393 elif iquad == ' ': # Black hole
1395 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1397 elif iquad == '#': # hit the web
1399 prout(_("***Torpedo absorbed by Tholian web."))
1401 elif iquad == 'T': # Hit a Tholian
1402 h1 = 700.0 + rnd.integer(100) - \
1403 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1406 game.quad[w.i][w.j] = '.'
1411 proutn(crmena(True, 'T', "sector", w))
1412 if rnd.withprob(0.05):
1413 prout(_(" survives photon blast."))
1415 prout(_(" disappears."))
1416 game.tholian.move(None)
1417 game.quad[w.i][w.j] = '#'
1422 proutn("Don't know how to handle torpedo collision with ")
1423 proutn(crmena(True, iquad, "sector", w))
1428 setwnd(message_window)
1429 prout(_("Torpedo missed."))
1433 "Critical-hit resolution."
1434 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1436 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1437 proutn(_("***CRITICAL HIT--"))
1438 # Select devices and cause damage
1443 # Cheat to prevent shuttle damage unless on ship
1444 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1447 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1448 game.damage[j] += extradm
1451 for (i, j) in enumerate(cdam):
1453 if skipcount % 3 == 2 and i < len(cdam)-1:
1458 prout(_(" damaged."))
1459 if damaged(DSHIELD) and game.shldup:
1460 prout(_("***Shields knocked down."))
1462 if damaged(DCLOAK) and game.iscloaked:
1463 prout(_("***Cloaking device rendered inoperative."))
1464 game.iscloaked = False
1466 def attack(torps_ok):
1467 # bad guy attacks us
1468 # torps_ok == False forces use of phasers in an attack
1471 # game could be over at this point, check
1481 prout("=== ATTACK!")
1482 # Tholian gets to move before attacking
1485 # if you have just entered the RNZ, you'll get a warning
1486 if game.neutz: # The one chance not to be attacked
1489 # commanders get a chance to tac-move towards you
1490 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:
1491 for (bugout, enemy, old, goto) in moveklings():
1493 # we know about this if either short or long range
1494 # sensors are working
1495 if damaged(DSRSENS) and damaged(DLRSENS) \
1496 and game.condition != "docked":
1497 prout(crmena(True, enemy.type, "sector", old) + \
1498 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1499 else: # Enemy still in-sector
1500 if enemy.move(goto):
1501 if not damaged(DSRSENS) or game.condition == "docked":
1502 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1503 if enemy.kdist < old:
1504 proutn(_(" advances to "))
1506 proutn(_(" retreats to "))
1507 prout("Sector %s." % goto)
1509 # if no enemies remain after movement, we're done
1510 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1512 # set up partial hits if attack happens during shield status change
1513 pfac = 1.0/game.inshld
1515 chgfac = 0.25 + rnd.real(0.5)
1517 # message verbosity control
1518 if game.skill <= SKILL_FAIR:
1520 for enemy in game.enemies:
1522 continue # too weak to attack
1523 # compute hit strength and diminish shield power
1525 # Increase chance of photon torpedos if docked or enemy energy is low
1526 if game.condition == "docked":
1528 if enemy.power < 500:
1530 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1532 # different enemies have different probabilities of throwing a torp
1533 usephasers = not torps_ok or \
1534 (enemy.type == 'K' and r > 0.0005) or \
1535 (enemy.type == 'C' and r > 0.015) or \
1536 (enemy.type == 'R' and r > 0.3) or \
1537 (enemy.type == 'S' and r > 0.07) or \
1538 (enemy.type == '?' and r > 0.05)
1539 if usephasers: # Enemy uses phasers
1540 if game.condition == "docked":
1541 continue # Don't waste the effort!
1542 attempt = True # Attempt to attack
1543 dustfac = rnd.real(0.8, 0.85)
1544 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1546 else: # Enemy uses photon torpedo
1547 # We should be able to make the bearing() method work here
1548 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1550 proutn(_("***TORPEDO INCOMING"))
1551 if not damaged(DSRSENS):
1552 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1555 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1556 dispersion += 0.002*enemy.power*dispersion
1557 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1558 if game.unwon() == 0:
1559 finish(FWON) # Klingons did themselves in!
1560 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1561 return # Supernova or finished
1564 # incoming phaser or torpedo, shields may dissipate it
1565 if game.shldup or game.shldchg or game.condition == "docked":
1566 # shields will take hits
1567 propor = pfac * game.shield
1568 if game.condition == "docked":
1572 hitsh = propor*chgfac*hit+1.0
1574 if absorb > game.shield:
1575 absorb = game.shield
1576 game.shield -= absorb
1578 # taking a hit blasts us out of a starbase dock
1579 if game.condition == "docked":
1581 # but the shields may take care of it
1582 if propor > 0.1 and hit < 0.005*game.energy:
1584 # hit from this opponent got through shields, so take damage
1586 proutn(_("%d unit hit") % int(hit))
1587 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1588 proutn(_(" on the ") + crmshp())
1589 if not damaged(DSRSENS) and usephasers:
1590 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1592 # Decide if hit is critical
1598 if game.energy <= 0:
1599 # Returning home upon your shield, not with it...
1602 if not attempt and game.condition == "docked":
1603 prout(_("***Enemies decide against attacking your ship."))
1604 percent = 100.0*pfac*game.shield+0.5
1606 # Shields fully protect ship
1607 proutn(_("Enemy attack reduces shield strength to "))
1609 # Emit message if starship suffered hit(s)
1611 proutn(_("Energy left %2d shields ") % int(game.energy))
1614 elif not damaged(DSHIELD):
1617 proutn(_("damaged, "))
1618 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1619 # Check if anyone was hurt
1620 if hitmax >= 200 or hittot >= 500:
1621 icas = rnd.integer(int(hittot * 0.015))
1624 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1625 prout(_(" in that last attack.\""))
1627 game.state.crew -= icas
1628 # After attack, reset average distance to enemies
1629 for enemy in game.enemies:
1630 enemy.kavgd = enemy.kdist
1634 def deadkl(w, etype, mv):
1635 "Kill a Klingon, Tholian, Romulan, or Thingy."
1636 # Added mv to allow enemy to "move" before dying
1637 proutn(crmena(True, etype, "sector", mv))
1638 # Decide what kind of enemy it is and update appropriately
1640 # Chalk up a Romulan
1641 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1643 game.state.nromrem -= 1
1652 # Killed some type of Klingon
1653 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1656 game.state.kcmdr.remove(game.quadrant)
1658 if game.state.kcmdr:
1659 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1660 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1665 game.state.nscrem -= 1
1666 game.state.kscmdr.invalidate()
1671 # For each kind of enemy, finish message to player
1672 prout(_(" destroyed."))
1673 if game.unwon() == 0:
1676 # Remove enemy ship from arrays describing local conditions
1677 for e in game.enemies:
1684 "Return None if target is invalid, otherwise return a course angle."
1685 if not w.valid_sector():
1689 # C code this was translated from is wacky -- why the sign reversal?
1690 delta.j = (w.j - game.sector.j)
1691 delta.i = (game.sector.i - w.i)
1692 if delta == Coord(0, 0):
1694 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1695 prout(_(" I recommend an immediate review of"))
1696 prout(_(" the Captain's psychological profile.\""))
1699 return delta.bearing()
1702 "Launch photon torpedo salvo."
1705 if damaged(DPHOTON):
1706 prout(_("Photon tubes damaged."))
1710 prout(_("No torpedoes left."))
1713 # First, get torpedo count
1716 if scanner.token == "IHALPHA":
1719 elif scanner.token == "IHEOL" or not scanner.waiting():
1720 prout(_("%d torpedoes left.") % game.torps)
1722 proutn(_("Number of torpedoes to fire- "))
1723 continue # Go back around to get a number
1724 else: # key == "IHREAL"
1726 if n <= 0: # abort command
1731 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1734 scanner.chew() # User requested more torps than available
1735 continue # Go back around
1736 break # All is good, go to next stage
1740 key = scanner.nexttok()
1741 if i == 0 and key == "IHEOL":
1742 break # no coordinate waiting, we will try prompting
1743 if i == 1 and key == "IHEOL":
1744 # direct all torpedoes at one target
1746 target.append(target[0])
1747 tcourse.append(tcourse[0])
1750 scanner.push(scanner.token)
1751 target.append(scanner.getcoord())
1752 if target[-1] is None:
1754 tcourse.append(targetcheck(target[-1]))
1755 if tcourse[-1] is None:
1758 if len(target) == 0:
1759 # prompt for each one
1761 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1763 target.append(scanner.getcoord())
1764 if target[-1] is None:
1766 tcourse.append(targetcheck(target[-1]))
1767 if tcourse[-1] is None:
1770 # Loop for moving <n> torpedoes
1772 if game.condition != "docked":
1774 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1775 if math.fabs(dispersion) >= 0.47:
1777 dispersion *= rnd.real(1.2, 2.2)
1779 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1781 prouts(_("***TORPEDO MISFIRES."))
1784 prout(_(" Remainder of burst aborted."))
1785 if rnd.withprob(0.2):
1786 prout(_("***Photon tubes damaged by misfire."))
1787 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1791 elif game.shldup or game.condition == "docked":
1792 dispersion *= 1.0 + 0.0001*game.shield
1793 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1794 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1800 "Check for phasers overheating."
1802 checkburn = (rpow-1500.0)*0.00038
1803 if rnd.withprob(checkburn):
1804 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1805 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1807 def checkshctrl(rpow):
1808 "Check shield control."
1810 if rnd.withprob(0.998):
1811 prout(_("Shields lowered."))
1813 # Something bad has happened
1814 prouts(_("***RED ALERT! RED ALERT!"))
1816 hit = rpow*game.shield/game.inshld
1817 game.energy -= rpow+hit*0.8
1818 game.shield -= hit*0.2
1819 if game.energy <= 0.0:
1820 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1825 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1827 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1828 icas = rnd.integer(int(hit*0.012))
1833 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1834 prout(_(" %d casualties so far.\"") % icas)
1836 game.state.crew -= icas
1838 prout(_("Phaser energy dispersed by shields."))
1839 prout(_("Enemy unaffected."))
1844 "Register a phaser hit on Klingons and Romulans."
1851 dustfac = rnd.real(0.9, 1.0)
1852 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1853 kpini = game.enemies[kk].power
1854 kp = math.fabs(kpini)
1855 if PHASEFAC*hit < kp:
1857 if game.enemies[kk].power < 0:
1858 game.enemies[kk].power -= -kp
1860 game.enemies[kk].power -= kp
1861 kpow = game.enemies[kk].power
1862 w = game.enemies[kk].location
1864 if not damaged(DSRSENS):
1866 proutn(_("%d unit hit on ") % int(hit))
1868 proutn(_("Very small hit on "))
1869 ienm = game.quad[w.i][w.j]
1872 proutn(crmena(False, ienm, "sector", w))
1881 else: # decide whether or not to emasculate klingon
1882 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1883 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1884 prout(_(" has just lost its firepower.\""))
1885 game.enemies[kk].power = -kpow
1890 "Fire phasers at bad guys."
1894 irec = 0 # Cheating inhibitor
1903 # SR sensors and Computer are needed for automode
1904 if damaged(DSRSENS) or damaged(DCOMPTR):
1906 if game.condition == "docked":
1907 prout(_("Phasers can't be fired through base shields."))
1910 if damaged(DPHASER):
1911 prout(_("Phaser control damaged."))
1915 if damaged(DSHCTRL):
1916 prout(_("High speed shield control damaged."))
1919 if game.energy <= 200.0:
1920 prout(_("Insufficient energy to activate high-speed shield control."))
1923 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1925 # Original code so convoluted, I re-did it all
1926 # (That was Tom Almy talking about the C code, I think -- ESR)
1927 while automode == "NOTSET":
1928 key = scanner.nexttok()
1929 if key == "IHALPHA":
1930 if scanner.sees("manual"):
1931 if len(game.enemies)==0:
1932 prout(_("There is no enemy present to select."))
1935 automode = "AUTOMATIC"
1938 key = scanner.nexttok()
1939 elif scanner.sees("automatic"):
1940 if (not itarg) and len(game.enemies) != 0:
1941 automode = "FORCEMAN"
1943 if len(game.enemies)==0:
1944 prout(_("Energy will be expended into space."))
1945 automode = "AUTOMATIC"
1946 key = scanner.nexttok()
1947 elif scanner.sees("no"):
1952 elif key == "IHREAL":
1953 if len(game.enemies)==0:
1954 prout(_("Energy will be expended into space."))
1955 automode = "AUTOMATIC"
1957 automode = "FORCEMAN"
1959 automode = "AUTOMATIC"
1962 if len(game.enemies)==0:
1963 prout(_("Energy will be expended into space."))
1964 automode = "AUTOMATIC"
1966 automode = "FORCEMAN"
1968 proutn(_("Manual or automatic? "))
1973 if automode == "AUTOMATIC":
1974 if key == "IHALPHA" and scanner.sees("no"):
1976 key = scanner.nexttok()
1977 if key != "IHREAL" and len(game.enemies) != 0:
1978 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1983 for i in range(len(game.enemies)):
1984 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
1986 proutn(_("%d units required. ") % irec)
1988 proutn(_("Units to fire= "))
1989 key = scanner.nexttok()
1994 proutn(_("Energy available= %.2f") % avail)
1997 if not rpow > avail:
2003 key = scanner.nexttok()
2004 if key == "IHALPHA" and scanner.sees("no"):
2007 game.energy -= 200 # Go and do it!
2008 if checkshctrl(rpow):
2013 if len(game.enemies):
2016 for i in range(len(game.enemies)):
2020 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2021 over = rnd.real(1.01, 1.06) * hits[i]
2023 powrem -= hits[i] + over
2024 if powrem <= 0 and temp < hits[i]:
2033 if extra > 0 and not game.alldone:
2035 proutn(_("*** Tholian web absorbs "))
2036 if len(game.enemies)>0:
2037 proutn(_("excess "))
2038 prout(_("phaser energy."))
2040 prout(_("%d expended on empty space.") % int(extra))
2041 elif automode == "FORCEMAN":
2044 if damaged(DCOMPTR):
2045 prout(_("Battle computer damaged, manual fire only."))
2048 prouts(_("---WORKING---"))
2050 prout(_("Short-range-sensors-damaged"))
2051 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2052 prout(_("Manual-fire-must-be-used"))
2054 elif automode == "MANUAL":
2056 for k in range(len(game.enemies)):
2057 aim = game.enemies[k].location
2058 ienm = game.quad[aim.i][aim.j]
2060 proutn(_("Energy available= %.2f") % (avail-0.006))
2064 if damaged(DSRSENS) and \
2065 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2066 prout(cramen(ienm) + _(" can't be located without short range scan."))
2069 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2074 if itarg and k > kz:
2075 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2078 if not damaged(DCOMPTR):
2083 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2084 key = scanner.nexttok()
2085 if key == "IHALPHA" and scanner.sees("no"):
2087 key = scanner.nexttok()
2089 if key == "IHALPHA":
2093 if k == 1: # Let me say I'm baffled by this
2096 if scanner.real < 0:
2100 hits[k] = scanner.real
2101 rpow += scanner.real
2102 # If total requested is too much, inform and start over
2104 prout(_("Available energy exceeded -- try again."))
2107 key = scanner.nexttok() # scan for next value
2110 # zero energy -- abort
2113 if key == "IHALPHA" and scanner.sees("no"):
2118 game.energy -= 200.0
2119 if checkshctrl(rpow):
2123 # Say shield raised or malfunction, if necessary
2129 if rnd.withprob(0.01):
2130 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2131 prouts(_(" CLICK CLICK POP . . ."))
2132 prout(_(" No response, sir!"))
2135 prout(_("Shields raised."))
2142 game.ididit = False # Nothing if we fail
2145 # Make sure there is room in the brig
2146 if game.brigfree == 0:
2147 prout(_("Security reports the brig is already full."))
2151 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2154 if damaged(DTRANSP):
2155 prout(_("Scotty- \"Transporter damaged, sir.\""))
2158 # find out if there are any at all
2160 prout(_("Uhura- \"Getting no response, sir.\""))
2163 # if there is more than one Klingon, find out which one
2164 # Cruddy, just takes one at random. Should ask the captain.
2165 # Nah, just select the weakest one since it is most likely to
2166 # surrender (Tom Almy mod)
2167 klingons = [e for e in game.enemies if e.type == 'K']
2168 weakest = sorted(klingons, key=lambda e: e.power)[0]
2169 game.optime = 0.05 # This action will take some time
2170 game.ididit = True # So any others can strike back
2172 # check out that Klingon
2173 # The algorithm isn't that great and could use some more
2174 # intelligent design
2175 # x = 300 + 25*skill;
2176 x = game.energy / (weakest.power * len(klingons))
2177 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2178 # % (game.energy, weakest.power, len(klingons)))
2179 x *= 2.5 # would originally have been equivalent of 1.4,
2180 # but we want command to work more often, more humanely
2181 #prout(_("Prob = %.4f" % x))
2182 # x = 100; // For testing, of course!
2183 if x < rnd.real(100):
2184 # guess what, he surrendered!!!
2185 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2188 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2189 if i > game.brigfree:
2190 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2193 prout(_("%d captives taken") % i)
2194 deadkl(weakest.location, weakest.type, game.sector)
2199 # big surprise, he refuses to surrender
2200 prout(_("Fat chance, captain!"))
2202 # Code from events.c begins here.
2204 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2205 # event of each type active at any given time. Mostly these means we can
2206 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2207 # BSD Trek, from which we swiped the idea, can have up to 5.
2209 def unschedule(evtype):
2210 "Remove an event from the schedule."
2211 game.future[evtype].date = FOREVER
2212 return game.future[evtype]
2214 def is_scheduled(evtype):
2215 "Is an event of specified type scheduled."
2216 return game.future[evtype].date != FOREVER
2218 def scheduled(evtype):
2219 "When will this event happen?"
2220 return game.future[evtype].date
2222 def schedule(evtype, offset):
2223 "Schedule an event of specified type."
2224 game.future[evtype].date = game.state.date + offset
2225 return game.future[evtype]
2227 def postpone(evtype, offset):
2228 "Postpone a scheduled event."
2229 game.future[evtype].date += offset
2232 "Rest period is interrupted by event."
2235 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2237 game.resting = False
2243 "Run through the event queue looking for things to do."
2245 fintim = game.state.date + game.optime
2254 def tractorbeam(yank):
2255 "Tractor-beaming cases merge here."
2257 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2259 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2260 # If Kirk & Co. screwing around on planet, handle
2261 atover(True) # atover(true) is Grab
2264 if game.icraft: # Caught in Galileo?
2267 # Check to see if shuttle is aboard
2268 if game.iscraft == "offship":
2270 if rnd.withprob(0.5):
2271 prout(_("Galileo, left on the planet surface, is captured"))
2272 prout(_("by aliens and made into a flying McDonald's."))
2273 game.damage[DSHUTTL] = -10
2274 game.iscraft = "removed"
2276 prout(_("Galileo, left on the planet surface, is well hidden."))
2278 game.quadrant = game.state.kscmdr
2280 game.quadrant = game.state.kcmdr[i]
2281 game.sector = randplace(QUADSIZE)
2282 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2283 % (game.quadrant, game.sector))
2285 prout(_("(Remainder of rest/repair period cancelled.)"))
2286 game.resting = False
2288 if not damaged(DSHIELD) and game.shield > 0:
2289 doshield(shraise=True) # raise shields
2290 game.shldchg = False
2292 prout(_("(Shields not currently useable.)"))
2294 # Adjust finish time to time of tractor beaming?
2295 # fintim = game.state.date+game.optime
2296 attack(torps_ok=False)
2297 if not game.state.kcmdr:
2300 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2303 "Code merges here for any commander destroying a starbase."
2304 # Not perfect, but will have to do
2305 # Handle case where base is in same quadrant as starship
2306 if game.battle == game.quadrant:
2307 game.state.chart[game.battle.i][game.battle.j].starbase = False
2308 game.quad[game.base.i][game.base.j] = '.'
2309 game.base.invalidate()
2312 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2313 elif game.state.baseq and communicating():
2314 # Get word via subspace radio
2317 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2318 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2320 prout(_("the Klingon Super-Commander"))
2322 prout(_("a Klingon Commander"))
2323 game.state.chart[game.battle.i][game.battle.j].starbase = False
2324 # Remove Starbase from galaxy
2325 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2326 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2328 # reinstate a commander's base attack
2332 game.battle.invalidate()
2334 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2335 for i in range(1, NEVENTS):
2336 if i == FSNOVA: proutn("=== Supernova ")
2337 elif i == FTBEAM: proutn("=== T Beam ")
2338 elif i == FSNAP: proutn("=== Snapshot ")
2339 elif i == FBATTAK: proutn("=== Base Attack ")
2340 elif i == FCDBAS: proutn("=== Base Destroy ")
2341 elif i == FSCMOVE: proutn("=== SC Move ")
2342 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2343 elif i == FDSPROB: proutn("=== Probe Move ")
2344 elif i == FDISTR: proutn("=== Distress Call ")
2345 elif i == FENSLV: proutn("=== Enslavement ")
2346 elif i == FREPRO: proutn("=== Klingon Build ")
2348 prout("%.2f" % (scheduled(i)))
2351 radio_was_broken = damaged(DRADIO)
2354 # Select earliest extraneous event, evcode==0 if no events
2359 for l in range(1, NEVENTS):
2360 if game.future[l].date < datemin:
2363 prout("== Event %d fires" % evcode)
2364 datemin = game.future[l].date
2365 xtime = datemin-game.state.date
2367 game.energy -= xtime*500.0
2368 if game.energy <= 0:
2371 game.state.date = datemin
2372 # Decrement Federation resources and recompute remaining time
2373 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2375 if game.state.remtime <= 0:
2378 # Any crew left alive?
2379 if game.state.crew <= 0:
2382 # Is life support adequate?
2383 if damaged(DLIFSUP) and game.condition != "docked":
2384 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2387 game.lsupres -= xtime
2388 if game.damage[DLIFSUP] <= xtime:
2389 game.lsupres = game.inlsr
2392 if game.condition == "docked":
2394 # Don't fix Deathray here
2395 for l in range(NDEVICES):
2396 if game.damage[l] > 0.0 and l != DDRAY:
2397 if game.damage[l]-repair > 0.0:
2398 game.damage[l] -= repair
2400 game.damage[l] = 0.0
2401 # If radio repaired, update star chart and attack reports
2402 if radio_was_broken and not damaged(DRADIO):
2403 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2404 prout(_(" surveillance reports are coming in."))
2406 if not game.iseenit:
2410 prout(_(" The star chart is now up to date.\""))
2412 # Cause extraneous event EVCODE to occur
2413 game.optime -= xtime
2414 if evcode == FSNOVA: # Supernova
2417 schedule(FSNOVA, expran(0.5*game.intime))
2418 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2420 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2421 if game.state.nscrem == 0 or game.iscloaked or \
2422 ictbeam or istract or \
2423 game.condition == "docked" or game.isatb == 1 or game.iscate:
2425 if game.ientesc or \
2426 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2427 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2428 (damaged(DSHIELD) and \
2429 (game.energy < 2500 or damaged(DPHASER)) and \
2430 (game.torps < 5 or damaged(DPHOTON))):
2432 istract = ictbeam = True
2433 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2436 elif evcode == FTBEAM: # Tractor beam
2437 if not game.state.kcmdr:
2440 i = rnd.integer(len(game.state.kcmdr))
2441 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2442 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2443 # Drats! Have to reschedule
2445 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2449 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2450 game.snapsht = copy.deepcopy(game.state)
2451 game.state.snap = True
2452 schedule(FSNAP, expran(0.5 * game.intime))
2453 elif evcode == FBATTAK: # Commander attacks starbase
2454 if not game.state.kcmdr or not game.state.baseq:
2459 ibq = None # Force battle location to persist past loop
2461 for ibq in game.state.baseq:
2462 for cmdr in game.state.kcmdr:
2463 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2465 # no match found -- try later
2466 schedule(FBATTAK, expran(0.3*game.intime))
2471 # commander + starbase combination found -- launch attack
2473 schedule(FCDBAS, rnd.real(1.0, 4.0))
2474 if game.isatb: # extra time if SC already attacking
2475 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2476 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2477 game.iseenit = False
2478 if not communicating():
2479 continue # No warning :-(
2483 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2484 prout(_(" reports that it is under attack and that it can"))
2485 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2488 elif evcode == FSCDBAS: # Supercommander destroys base
2491 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2492 continue # WAS RETURN!
2494 game.battle = game.state.kscmdr
2496 elif evcode == FCDBAS: # Commander succeeds in destroying base
2497 if evcode == FCDBAS:
2499 if not game.state.baseq() \
2500 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2501 game.battle.invalidate()
2503 # find the lucky pair
2504 for cmdr in game.state.kcmdr:
2505 if cmdr == game.battle:
2508 # No action to take after all
2511 elif evcode == FSCMOVE: # Supercommander moves
2512 schedule(FSCMOVE, 0.2777)
2513 if not game.ientesc and not istract and game.isatb != 1 and \
2514 (not game.iscate or not game.justin):
2516 elif evcode == FDSPROB: # Move deep space probe
2517 schedule(FDSPROB, 0.01)
2518 if not game.probe.nexttok():
2519 if not game.probe.quadrant().valid_quadrant() or \
2520 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2521 # Left galaxy or ran into supernova
2525 proutn(_("Lt. Uhura- \"The deep space probe "))
2526 if not game.probe.quadrant().valid_quadrant():
2527 prout(_("has left the galaxy.\""))
2529 prout(_("is no longer transmitting.\""))
2535 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2536 pquad = game.probe.quadrant()
2537 pdest = game.state.galaxy[pquad.i][pquad.j]
2539 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2540 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2541 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2542 pdest.charted = True
2543 game.probe.moves -= 1 # One less to travel
2544 if game.probe.arrived() and game.isarmed and pdest.stars:
2545 supernova(game.probe) # fire in the hole!
2547 if game.state.galaxy[pquad.i][pquad.j].supernova:
2549 elif evcode == FDISTR: # inhabited system issues distress call
2551 # try a whole bunch of times to find something suitable
2552 for i in range(100):
2553 # need a quadrant which is not the current one,
2554 # which has some stars which are inhabited and
2555 # not already under attack, which is not
2556 # supernova'ed, and which has some Klingons in it
2557 w = randplace(GALSIZE)
2558 q = game.state.galaxy[w.i][w.j]
2559 if not (game.quadrant == w or q.planet is None or \
2560 not q.planet.inhabited or \
2561 q.supernova or q.status!="secure" or q.klingons<=0):
2564 # can't seem to find one; ignore this call
2566 prout("=== Couldn't find location for distress event.")
2568 # got one!! Schedule its enslavement
2569 ev = schedule(FENSLV, expran(game.intime))
2571 q.status = "distressed"
2572 # tell the captain about it if we can
2574 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2575 % (q.planet, repr(w)))
2576 prout(_("by a Klingon invasion fleet."))
2579 elif evcode == FENSLV: # starsystem is enslaved
2580 ev = unschedule(FENSLV)
2581 # see if current distress call still active
2582 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2586 q.status = "enslaved"
2588 # play stork and schedule the first baby
2589 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2590 ev2.quadrant = ev.quadrant
2592 # report the disaster if we can
2594 prout(_("Uhura- We've lost contact with starsystem %s") % \
2596 prout(_("in Quadrant %s.\n") % ev.quadrant)
2597 elif evcode == FREPRO: # Klingon reproduces
2598 # If we ever switch to a real event queue, we'll need to
2599 # explicitly retrieve and restore the x and y.
2600 ev = schedule(FREPRO, expran(1.0 * game.intime))
2601 # see if current distress call still active
2602 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2606 if game.remkl() >= MAXKLGAME:
2607 continue # full right now
2608 # reproduce one Klingon
2611 if game.klhere >= MAXKLQUAD:
2613 # this quadrant not ok, pick an adjacent one
2614 for m.i in range(w.i - 1, w.i + 2):
2615 for m.j in range(w.j - 1, w.j + 2):
2616 if not m.valid_quadrant():
2618 q = game.state.galaxy[m.i][m.j]
2619 # check for this quad ok (not full & no snova)
2620 if q.klingons >= MAXKLQUAD or q.supernova:
2623 # search for eligible quadrant failed
2629 if game.quadrant == w:
2631 newkling() # also adds it to game.enemies
2632 # recompute time left
2635 if game.quadrant == w:
2636 prout(_("Spock- sensors indicate the Klingons have"))
2637 prout(_("launched a warship from %s.") % q.planet)
2639 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2640 if q.planet is not None:
2641 proutn(_("near %s ") % q.planet)
2642 prout(_("in Quadrant %s.") % w)
2648 key = scanner.nexttok()
2651 proutn(_("How long? "))
2656 origTime = delay = scanner.real
2659 if delay >= game.state.remtime or len(game.enemies) != 0:
2660 proutn(_("Are you sure? "))
2663 # Alternate resting periods (events) with attacks
2667 game.resting = False
2668 if not game.resting:
2669 prout(_("%d stardates left.") % int(game.state.remtime))
2671 temp = game.optime = delay
2672 if len(game.enemies):
2673 rtime = rnd.real(1.0, 2.0)
2677 if game.optime < delay:
2678 attack(torps_ok=False)
2686 # Repair Deathray if long rest at starbase
2687 if origTime-delay >= 9.99 and game.condition == "docked":
2688 game.damage[DDRAY] = 0.0
2689 # leave if quadrant supernovas
2690 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2692 game.resting = False
2697 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2698 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2699 if rnd.withprob(0.05):
2700 # Wow! We've supernova'ed
2701 supernova(game.quadrant)
2703 # handle initial nova
2704 game.quad[nov.i][nov.j] = '.'
2705 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2706 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2707 game.state.starkl += 1
2708 # Set up queue to recursively trigger adjacent stars
2714 for offset.i in range(-1, 1+1):
2715 for offset.j in range(-1, 1+1):
2716 if offset.j == 0 and offset.i == 0:
2718 neighbor = start + offset
2719 if not neighbor.valid_sector():
2721 iquad = game.quad[neighbor.i][neighbor.j]
2722 # Empty space ends reaction
2723 if iquad in ('.', '?', ' ', 'T', '#'):
2725 elif iquad == '*': # Affect another star
2726 if rnd.withprob(0.05):
2727 # This star supernovas
2728 supernova(game.quadrant)
2731 hits.append(neighbor)
2732 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2733 game.state.starkl += 1
2734 proutn(crmena(True, '*', "sector", neighbor))
2736 game.quad[neighbor.i][neighbor.j] = '.'
2738 elif iquad in ('P', '@'): # Destroy planet
2739 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2741 game.state.nplankl += 1
2743 game.state.nworldkl += 1
2744 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2745 game.iplnet.pclass = "destroyed"
2747 game.plnet.invalidate()
2751 game.quad[neighbor.i][neighbor.j] = '.'
2752 elif iquad == 'B': # Destroy base
2753 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2754 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2755 game.base.invalidate()
2756 game.state.basekl += 1
2758 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2759 game.quad[neighbor.i][neighbor.j] = '.'
2760 elif iquad in ('E', 'F'): # Buffet ship
2761 prout(_("***Starship buffeted by nova."))
2763 if game.shield >= 2000.0:
2764 game.shield -= 2000.0
2766 diff = 2000.0 - game.shield
2770 prout(_("***Shields knocked out."))
2771 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2773 game.energy -= 2000.0
2774 if game.energy <= 0:
2777 # add in course nova contributes to kicking starship
2779 bump += (game.sector-hits[-1]).sgn()
2780 elif iquad == 'K': # kill klingon
2781 deadkl(neighbor, iquad, neighbor)
2782 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2784 for ll in range(len(game.enemies)):
2785 if game.enemies[ll].location == neighbor:
2786 target = game.enemies[ll]
2788 if target is not None:
2789 target.power -= 800.0 # If firepower is lost, die
2790 if target.power <= 0.0:
2791 deadkl(neighbor, iquad, neighbor)
2792 continue # neighbor loop
2793 # Else enemy gets flung by the blast wave
2794 newc = neighbor + neighbor - start
2795 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2796 if not newc.valid_sector():
2797 # can't leave quadrant
2800 iquad1 = game.quad[newc.i][newc.j]
2802 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2804 deadkl(neighbor, iquad, newc)
2807 # can't move into something else
2810 proutn(_(", buffeted to Sector %s") % newc)
2811 game.quad[neighbor.i][neighbor.j] = '.'
2812 game.quad[newc.i][newc.j] = iquad
2814 # Starship affected by nova -- kick it away.
2816 direc = ncourse[3*(bump.i+1)+bump.j+2]
2821 scourse = course(bearing=direc, distance=dist)
2822 game.optime = scourse.time(w=4)
2824 prout(_("Force of nova displaces starship."))
2825 imove(scourse, noattack=True)
2826 game.optime = scourse.time(w=4)
2830 "Star goes supernova."
2835 # Scheduled supernova -- select star at random.
2838 for nq.i in range(GALSIZE):
2839 for nq.j in range(GALSIZE):
2840 nstars += game.state.galaxy[nq.i][nq.j].stars
2842 return # nothing to supernova exists
2843 num = rnd.integer(nstars) + 1
2844 for nq.i in range(GALSIZE):
2845 for nq.j in range(GALSIZE):
2846 num -= game.state.galaxy[nq.i][nq.j].stars
2852 proutn("=== Super nova here?")
2855 if not nq == game.quadrant or game.justin:
2856 # it isn't here, or we just entered (treat as enroute)
2859 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2860 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2863 # we are in the quadrant!
2864 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2865 for ns.i in range(QUADSIZE):
2866 for ns.j in range(QUADSIZE):
2867 if game.quad[ns.i][ns.j]=='*':
2874 prouts(_("***RED ALERT! RED ALERT!"))
2876 prout(_("***Incipient supernova detected at Sector %s") % ns)
2877 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2878 proutn(_("Emergency override attempts t"))
2879 prouts("***************")
2883 # destroy any Klingons in supernovaed quadrant
2884 game.state.galaxy[nq.i][nq.j].klingons = 0
2885 if nq == game.state.kscmdr:
2886 # did in the Supercommander!
2887 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2891 # Changing this to [w for w in game.state.kcmdr if w != nq]
2892 # causes regression-test failure
2893 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2894 #comkills = len(game.state.kcmdr) - len(survivors)
2895 game.state.kcmdr = survivors
2896 if not game.state.kcmdr:
2898 # destroy Romulans and planets in supernovaed quadrant
2899 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2900 game.state.galaxy[nq.i][nq.j].romulans = 0
2901 game.state.nromrem -= nrmdead
2903 for loop in range(game.inplan):
2904 if game.state.planets[loop].quadrant == nq:
2905 game.state.planets[loop].pclass = "destroyed"
2907 # Destroy any base in supernovaed quadrant
2908 game.state.baseq = [x for x in game.state.baseq if x != nq]
2909 # If starship caused supernova, tally up destruction
2911 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2912 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2913 game.state.nplankl += npdead
2914 # mark supernova in galaxy and in star chart
2915 if game.quadrant == nq or communicating():
2916 game.state.galaxy[nq.i][nq.j].supernova = True
2917 # If supernova destroys last Klingons give special message
2918 if game.unwon()==0 and not nq == game.quadrant:
2921 prout(_("Lucky you!"))
2922 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2925 # if some Klingons remain, continue or die in supernova
2930 # Code from finish.c ends here.
2933 "Self-destruct maneuver. Finish with a BANG!"
2935 if damaged(DCOMPTR):
2936 prout(_("Computer damaged; cannot execute destruct sequence."))
2938 prouts(_("---WORKING---")); skip(1)
2939 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2940 prouts(" 10"); skip(1)
2941 prouts(" 9"); skip(1)
2942 prouts(" 8"); skip(1)
2943 prouts(" 7"); skip(1)
2944 prouts(" 6"); skip(1)
2946 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2948 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2950 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2953 if game.passwd != scanner.token:
2954 prouts(_("PASSWORD-REJECTED;"))
2956 prouts(_("CONTINUITY-EFFECTED"))
2959 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2960 prouts(" 5"); skip(1)
2961 prouts(" 4"); skip(1)
2962 prouts(" 3"); skip(1)
2963 prouts(" 2"); skip(1)
2964 prouts(" 1"); skip(1)
2965 if rnd.withprob(0.15):
2966 prouts(_("GOODBYE-CRUEL-WORLD"))
2974 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2978 if len(game.enemies) != 0:
2979 whammo = 25.0 * game.energy
2980 for e in game.enemies[::-1]:
2981 if e.power*e.kdist <= whammo:
2982 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2986 "Compute our rate of kils over time."
2987 elapsed = game.state.date - game.indate
2988 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2991 starting = (game.inkling + game.incom + game.inscom)
2992 remaining = game.unwon()
2993 return (starting - remaining)/elapsed
2997 badpt = 5.0*game.state.starkl + \
2999 10.0*game.state.nplankl + \
3000 300*game.state.nworldkl + \
3002 100.0*game.state.basekl +\
3003 3.0*game.abandoned +\
3005 if game.ship == 'F':
3007 elif game.ship is None:
3012 # end the game, with appropriate notifications
3016 prout(_("It is stardate %.1f.") % game.state.date)
3018 if ifin == FWON: # Game has been won
3019 if game.state.nromrem != 0:
3020 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3023 prout(_("You have smashed the Klingon invasion fleet and saved"))
3024 prout(_("the Federation."))
3025 if game.alive and game.brigcapacity-game.brigfree > 0:
3026 game.kcaptured += game.brigcapacity-game.brigfree
3027 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3032 badpt = 0.0 # Close enough!
3033 # killsPerDate >= RateMax
3034 if game.state.date-game.indate < 5.0 or \
3035 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3037 prout(_("In fact, you have done so well that Starfleet Command"))
3038 if game.skill == SKILL_NOVICE:
3039 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3040 elif game.skill == SKILL_FAIR:
3041 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3042 elif game.skill == SKILL_GOOD:
3043 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3044 elif game.skill == SKILL_EXPERT:
3045 prout(_("promotes you to Commodore Emeritus."))
3047 prout(_("Now that you think you're really good, try playing"))
3048 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3049 elif game.skill == SKILL_EMERITUS:
3051 proutn(_("Computer- "))
3052 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3054 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3056 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3058 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3060 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3062 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3064 prout(_("Now you can retire and write your own Star Trek game!"))
3066 elif game.skill >= SKILL_EXPERT:
3067 if game.thawed and not game.idebug:
3068 prout(_("You cannot get a citation, so..."))
3070 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3074 # Only grant long life if alive (original didn't!)
3076 prout(_("LIVE LONG AND PROSPER."))
3081 elif ifin == FDEPLETE: # Federation Resources Depleted
3082 prout(_("Your time has run out and the Federation has been"))
3083 prout(_("conquered. Your starship is now Klingon property,"))
3084 prout(_("and you are put on trial as a war criminal. On the"))
3085 proutn(_("basis of your record, you are "))
3086 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3087 prout(_("acquitted."))
3089 prout(_("LIVE LONG AND PROSPER."))
3091 prout(_("found guilty and"))
3092 prout(_("sentenced to death by slow torture."))
3096 elif ifin == FLIFESUP:
3097 prout(_("Your life support reserves have run out, and"))
3098 prout(_("you die of thirst, starvation, and asphyxiation."))
3099 prout(_("Your starship is a derelict in space."))
3101 prout(_("Your energy supply is exhausted."))
3103 prout(_("Your starship is a derelict in space."))
3104 elif ifin == FBATTLE:
3105 prout(_("The %s has been destroyed in battle.") % crmshp())
3107 prout(_("Dulce et decorum est pro patria mori."))
3109 prout(_("You have made three attempts to cross the negative energy"))
3110 prout(_("barrier which surrounds the galaxy."))
3112 prout(_("Your navigation is abominable."))
3115 prout(_("Your starship has been destroyed by a nova."))
3116 prout(_("That was a great shot."))
3118 elif ifin == FSNOVAED:
3119 prout(_("The %s has been fried by a supernova.") % crmshp())
3120 prout(_("...Not even cinders remain..."))
3121 elif ifin == FABANDN:
3122 prout(_("You have been captured by the Klingons. If you still"))
3123 prout(_("had a starbase to be returned to, you would have been"))
3124 prout(_("repatriated and given another chance. Since you have"))
3125 prout(_("no starbases, you will be mercilessly tortured to death."))
3126 elif ifin == FDILITHIUM:
3127 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3128 elif ifin == FMATERIALIZE:
3129 prout(_("Starbase was unable to re-materialize your starship."))
3130 prout(_("Sic transit gloria mundi"))
3131 elif ifin == FPHASER:
3132 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3134 prout(_("You and your landing party have been"))
3135 prout(_("converted to energy, dissipating through space."))
3136 elif ifin == FMINING:
3137 prout(_("You are left with your landing party on"))
3138 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3140 prout(_("They are very fond of \"Captain Kirk\" soup."))
3142 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3143 elif ifin == FDPLANET:
3144 prout(_("You and your mining party perish."))
3146 prout(_("That was a great shot."))
3149 prout(_("The Galileo is instantly annihilated by the supernova."))
3150 prout(_("You and your mining party are atomized."))
3152 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3153 prout(_("joins the Romulans, wreaking terror on the Federation."))
3154 elif ifin == FPNOVA:
3155 prout(_("You and your mining party are atomized."))
3157 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3158 prout(_("joins the Romulans, wreaking terror on the Federation."))
3159 elif ifin == FSTRACTOR:
3160 prout(_("The shuttle craft Galileo is also caught,"))
3161 prout(_("and breaks up under the strain."))
3163 prout(_("Your debris is scattered for millions of miles."))
3164 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3166 prout(_("The mutants attack and kill Spock."))
3167 prout(_("Your ship is captured by Klingons, and"))
3168 prout(_("your crew is put on display in a Klingon zoo."))
3169 elif ifin == FTRIBBLE:
3170 prout(_("Tribbles consume all remaining water,"))
3171 prout(_("food, and oxygen on your ship."))
3173 prout(_("You die of thirst, starvation, and asphyxiation."))
3174 prout(_("Your starship is a derelict in space."))
3176 prout(_("Your ship is drawn to the center of the black hole."))
3177 prout(_("You are crushed into extremely dense matter."))
3178 elif ifin == FCLOAK:
3180 prout(_("You have violated the Treaty of Algeron."))
3181 prout(_("The Romulan Empire can never trust you again."))
3183 prout(_("Your last crew member has died."))
3184 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3185 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3186 prout(_("You may have missed some warning messages."))
3188 if game.ship == 'F':
3190 elif game.ship == 'E':
3193 if game.unwon() != 0:
3194 goodies = game.state.remres/game.inresor
3195 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3196 if goodies/baddies >= rnd.real(1.0, 1.5):
3197 prout(_("As a result of your actions, a treaty with the Klingon"))
3198 prout(_("Empire has been signed. The terms of the treaty are"))
3199 if goodies/baddies >= rnd.real(3.0):
3200 prout(_("favorable to the Federation."))
3202 prout(_("Congratulations!"))
3204 prout(_("highly unfavorable to the Federation."))
3206 prout(_("The Federation will be destroyed."))
3208 prout(_("Since you took the last Klingon with you, you are a"))
3209 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3210 prout(_("statue in your memory. Rest in peace, and try not"))
3211 prout(_("to think about pigeons."))
3214 scanner.chew() # Clean up leftovers
3217 "Compute player's score."
3218 timused = game.state.date - game.indate
3219 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3221 game.perdate = killrate()
3222 ithperd = 500*game.perdate + 0.5
3225 iwon = 100*game.skill
3226 if game.ship == 'E':
3228 elif game.ship == 'F':
3232 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3233 game.score = 10*(dead_ordinaries)\
3234 + 50*(game.incom - len(game.state.kcmdr)) \
3236 + 20*(game.inrom - game.state.nromrem) \
3237 + 200*(game.inscom - game.state.nscrem) \
3238 - game.state.nromrem \
3239 + 3 * game.kcaptured \
3244 prout(_("Your score --"))
3245 if game.inrom - game.state.nromrem:
3246 prout(_("%6d Romulans destroyed %5d") %
3247 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3248 if game.state.nromrem and game.gamewon:
3249 prout(_("%6d Romulans captured %5d") %
3250 (game.state.nromrem, game.state.nromrem))
3252 prout(_("%6d ordinary Klingons destroyed %5d") %
3253 (dead_ordinaries, 10*dead_ordinaries))
3254 if game.incom - len(game.state.kcmdr):
3255 prout(_("%6d Klingon commanders destroyed %5d") %
3256 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3258 prout(_("%d Klingons captured %5d") %
3259 (game.kcaptured, 3 * game.kcaptured))
3260 if game.inscom - game.state.nscrem:
3261 prout(_("%6d Super-Commander destroyed %5d") %
3262 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3264 prout(_("%6.2f Klingons per stardate %5d") %
3265 (game.perdate, ithperd))
3266 if game.state.starkl:
3267 prout(_("%6d stars destroyed by your action %5d") %
3268 (game.state.starkl, -5*game.state.starkl))
3269 if game.state.nplankl:
3270 prout(_("%6d planets destroyed by your action %5d") %
3271 (game.state.nplankl, -10*game.state.nplankl))
3272 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3273 prout(_("%6d inhabited planets destroyed by your action %5d") %
3274 (game.state.nworldkl, -300*game.state.nworldkl))
3275 if game.state.basekl:
3276 prout(_("%6d bases destroyed by your action %5d") %
3277 (game.state.basekl, -100*game.state.basekl))
3279 prout(_("%6d calls for help from starbase %5d") %
3280 (game.nhelp, -45*game.nhelp))
3282 prout(_("%6d casualties incurred %5d") %
3283 (game.casual, -game.casual))
3285 prout(_("%6d crew abandoned in space %5d") %
3286 (game.abandoned, -3*game.abandoned))
3288 prout(_("%6d ship(s) lost or destroyed %5d") %
3289 (klship, -100*klship))
3291 if game.ncviol == 1:
3292 prout(_("1 Treaty of Algeron violation -100"))
3294 prout(_("%6d Treaty of Algeron violations %5d\n") %
3295 (game.ncviol, -100*game.ncviol))
3297 prout(_("Penalty for getting yourself killed -200"))
3299 proutn(_("Bonus for winning "))
3300 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3301 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3302 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3303 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3304 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3305 prout(" %5d" % iwon)
3307 prout(_("TOTAL SCORE %5d") % game.score)
3310 "Emit winner's commemmorative plaque."
3313 proutn(_("File or device name for your plaque: "))
3316 fp = open(winner, "w")
3319 prout(_("Invalid name."))
3321 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3323 # The 38 below must be 64 for 132-column paper
3324 nskip = 38 - len(winner)/2
3325 # This is where the ASCII art picture was emitted.
3326 # It got garbled somewhere in the chain of transmission to the Almy version.
3327 # We should restore it if we can find old enough FORTRAN sources.
3329 fp.write(_(" U. S. S. ENTERPRISE\n"))
3330 fp.write("\n\n\n\n")
3331 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3333 fp.write(_(" Starfleet Command bestows to you\n"))
3335 fp.write("%*s%s\n\n" % (nskip, "", winner))
3336 fp.write(_(" the rank of\n\n"))
3337 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3339 if game.skill == SKILL_EXPERT:
3340 fp.write(_(" Expert level\n\n"))
3341 elif game.skill == SKILL_EMERITUS:
3342 fp.write(_("Emeritus level\n\n"))
3344 fp.write(_(" Cheat level\n\n"))
3345 timestring = time.ctime()
3346 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3347 (timestring+4, timestring+20, timestring+11))
3348 fp.write(_(" Your score: %d\n\n") % game.score)
3349 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3352 # Code from io.c begins here
3354 rows = linecount = 0 # for paging
3357 fullscreen_window = None
3358 srscan_window = None # Short range scan
3359 report_window = None # Report legends for status window
3360 status_window = None # The status window itself
3361 lrscan_window = None # Long range scan
3362 message_window = None # Main window for scrolling text
3363 prompt_window = None # Prompt window at bottom of display
3368 # for some recent versions of python2, the following enables UTF8
3369 # for the older ones we probably need to set C locale, and python3
3370 # has no problems at all
3371 if sys.version_info[0] < 3:
3372 locale.setlocale(locale.LC_ALL, "")
3373 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3374 gettext.textdomain("sst")
3375 if not (game.options & OPTION_CURSES):
3376 ln_env = os.getenv("LINES")
3382 stdscr = curses.initscr()
3386 if game.options & OPTION_COLOR:
3387 curses.start_color()
3388 curses.use_default_colors()
3389 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3390 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3391 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3392 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3393 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3394 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3395 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3396 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3397 global fullscreen_window, srscan_window, report_window, status_window
3398 global lrscan_window, message_window, prompt_window
3399 (rows, _columns) = stdscr.getmaxyx()
3400 fullscreen_window = stdscr
3401 srscan_window = curses.newwin(12, 25, 0, 0)
3402 report_window = curses.newwin(11, 0, 1, 25)
3403 status_window = curses.newwin(10, 0, 1, 39)
3404 lrscan_window = curses.newwin(5, 0, 0, 64)
3405 message_window = curses.newwin(0, 0, 12, 0)
3406 prompt_window = curses.newwin(1, 0, rows-2, 0)
3407 message_window.scrollok(True)
3408 setwnd(fullscreen_window)
3412 if game.options & OPTION_CURSES:
3413 stdscr.keypad(False)
3419 "Wait for user action -- OK to do nothing if on a TTY"
3420 if game.options & OPTION_CURSES:
3425 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3429 if game.skill > SKILL_FAIR:
3430 prompt = _("[CONTINUE?]")
3432 prompt = _("[PRESS ENTER TO CONTINUE]")
3434 if game.options & OPTION_CURSES:
3436 setwnd(prompt_window)
3437 prompt_window.clear()
3438 prompt_window.addstr(prompt)
3439 prompt_window.getstr()
3440 prompt_window.clear()
3441 prompt_window.refresh()
3442 setwnd(message_window)
3445 sys.stdout.write('\n')
3449 sys.stdout.write('\n' * rows)
3453 "Skip i lines. Pause game if this would cause a scrolling event."
3454 for _dummy in range(i):
3455 if game.options & OPTION_CURSES:
3456 (y, _x) = curwnd.getyx()
3459 except curses.error:
3464 if rows and linecount >= rows:
3467 sys.stdout.write('\n')
3469 def proutn(proutntline):
3470 "Utter a line with no following line feed."
3471 if game.options & OPTION_CURSES:
3472 (y, x) = curwnd.getyx()
3473 (my, _mx) = curwnd.getmaxyx()
3474 if curwnd == message_window and y >= my - 2:
3477 if logfp and game.cdebug:
3478 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3479 curwnd.addstr(proutntline)
3482 sys.stdout.write(proutntline)
3485 def prout(proutline):
3489 def prouts(proutsline):
3491 for c in proutsline:
3492 if not replayfp or replayfp.closed: # Don't slow down replays
3495 if game.options & OPTION_CURSES:
3499 if not replayfp or replayfp.closed:
3503 "Get a line of input."
3504 if game.options & OPTION_CURSES:
3505 linein = curwnd.getstr() + "\n"
3508 if replayfp and not replayfp.closed:
3510 linein = replayfp.readline()
3513 prout("*** Replay finished")
3516 elif linein[0] != "#":
3520 linein = my_input() + "\n"
3529 "Change windows -- OK for this to be a no-op in tty mode."
3531 if game.options & OPTION_CURSES:
3532 if game.cdebug and logfp:
3533 if wnd == fullscreen_window:
3534 legend = "fullscreen"
3535 elif wnd == srscan_window:
3537 elif wnd == report_window:
3539 elif wnd == status_window:
3541 elif wnd == lrscan_window:
3543 elif wnd == message_window:
3545 elif wnd == prompt_window:
3549 logfp.write("#curses: setwnd(%s)\n" % legend)
3551 # Some curses implementations get confused when you try this.
3553 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3554 except curses.error:
3558 "Clear to end of line -- can be a no-op in tty mode"
3559 if game.options & OPTION_CURSES:
3564 "Clear screen -- can be a no-op in tty mode."
3566 if game.options & OPTION_CURSES:
3572 def textcolor(color=DEFAULT):
3573 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3574 if color == DEFAULT:
3576 elif color == BLACK:
3577 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3579 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3580 elif color == GREEN:
3581 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3583 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3585 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3586 elif color == MAGENTA:
3587 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3588 elif color == BROWN:
3589 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3590 elif color == LIGHTGRAY:
3591 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3592 elif color == DARKGRAY:
3593 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3594 elif color == LIGHTBLUE:
3595 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3596 elif color == LIGHTGREEN:
3597 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3598 elif color == LIGHTCYAN:
3599 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3600 elif color == LIGHTRED:
3601 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3602 elif color == LIGHTMAGENTA:
3603 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3604 elif color == YELLOW:
3605 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3606 elif color == WHITE:
3607 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3610 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3611 curwnd.attron(curses.A_REVERSE)
3614 # Things past this point have policy implications.
3618 "Hook to be called after moving to redraw maps."
3619 if game.options & OPTION_CURSES:
3622 setwnd(srscan_window)
3626 setwnd(status_window)
3627 status_window.clear()
3628 status_window.move(0, 0)
3629 setwnd(report_window)
3630 report_window.clear()
3631 report_window.move(0, 0)
3633 setwnd(lrscan_window)
3634 lrscan_window.clear()
3635 lrscan_window.move(0, 0)
3636 lrscan(silent=False)
3638 def put_srscan_sym(w, sym):
3639 "Emit symbol for short-range scan."
3640 srscan_window.move(w.i+1, w.j*2+2)
3641 srscan_window.addch(sym)
3642 srscan_window.refresh()
3645 "Enemy fall down, go boom."
3646 if game.options & OPTION_CURSES:
3648 setwnd(srscan_window)
3649 srscan_window.attron(curses.A_REVERSE)
3650 put_srscan_sym(w, game.quad[w.i][w.j])
3654 srscan_window.attroff(curses.A_REVERSE)
3655 put_srscan_sym(w, game.quad[w.i][w.j])
3656 curses.delay_output(500)
3657 setwnd(message_window)
3660 "Sound and visual effects for teleportation."
3661 if game.options & OPTION_CURSES:
3663 setwnd(message_window)
3665 prouts(" . . . . . ")
3666 if game.options & OPTION_CURSES:
3667 #curses.delay_output(1000)
3671 def tracktorpedo(w, step, i, n, iquad):
3672 "Torpedo-track animation."
3673 if not game.options & OPTION_CURSES:
3677 proutn(_("Track for torpedo number %d- ") % (i+1))
3680 proutn(_("Torpedo track- "))
3681 elif step==4 or step==9:
3685 if not damaged(DSRSENS) or game.condition=="docked":
3686 if i != 0 and step == 1:
3689 if (iquad=='.') or (iquad==' '):
3690 put_srscan_sym(w, '+')
3694 put_srscan_sym(w, iquad)
3696 curwnd.attron(curses.A_REVERSE)
3697 put_srscan_sym(w, iquad)
3701 curwnd.attroff(curses.A_REVERSE)
3702 put_srscan_sym(w, iquad)
3707 "Display the current galaxy chart."
3708 if game.options & OPTION_CURSES:
3709 setwnd(message_window)
3710 message_window.clear()
3712 if game.options & OPTION_TTY:
3717 def prstat(txt, data):
3719 if game.options & OPTION_CURSES:
3721 setwnd(status_window)
3723 proutn(" " * (NSYM - len(txt)))
3726 if game.options & OPTION_CURSES:
3727 setwnd(report_window)
3729 # Code from moving.c begins here
3731 def imove(icourse=None, noattack=False):
3732 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3735 def newquadrant(noattack):
3736 # Leaving quadrant -- allow final enemy attack
3737 # Don't set up attack if being pushed by nova or cloaked
3738 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3740 for enemy in game.enemies:
3741 finald = (w - enemy.location).distance()
3742 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3743 # Stas Sergeev added the condition
3744 # that attacks only happen if Klingons
3745 # are present and your skill is good.
3746 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3747 attack(torps_ok=False)
3750 # check for edge of galaxy
3754 if icourse.final.i < 0:
3755 icourse.final.i = -icourse.final.i
3757 if icourse.final.j < 0:
3758 icourse.final.j = -icourse.final.j
3760 if icourse.final.i >= GALSIZE*QUADSIZE:
3761 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3763 if icourse.final.j >= GALSIZE*QUADSIZE:
3764 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3772 if game.nkinks == 3:
3773 # Three strikes -- you're out!
3777 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3778 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3779 prout(_("YOU WILL BE DESTROYED."))
3780 # Compute final position in new quadrant
3781 if trbeam: # Don't bother if we are to be beamed
3783 game.quadrant = icourse.final.quadrant()
3784 game.sector = icourse.final.sector()
3786 prout(_("Entering Quadrant %s.") % game.quadrant)
3787 game.quad[game.sector.i][game.sector.j] = game.ship
3789 if game.skill>SKILL_NOVICE:
3790 attack(torps_ok=False)
3792 def check_collision(h):
3793 iquad = game.quad[h.i][h.j]
3795 # object encountered in flight path
3796 stopegy = 50.0*icourse.distance/game.optime
3797 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3798 for enemy in game.enemies:
3799 if enemy.location == game.sector:
3800 collision(rammed=False, enemy=enemy)
3802 # This should not happen
3803 prout(_("Which way did he go?"))
3807 prouts(_("***RED ALERT! RED ALERT!"))
3809 proutn("***" + crmshp())
3810 proutn(_(" pulled into black hole at Sector %s") % h)
3811 # Getting pulled into a black hole was certain
3812 # death in Almy's original. Stas Sergeev added a
3813 # possibility that you'll get timewarped instead.
3815 for m in range(NDEVICES):
3816 if game.damage[m]>0:
3818 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3819 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3829 prout(_(" encounters Tholian web at %s;") % h)
3831 prout(_(" blocked by object at %s;") % h)
3832 proutn(_("Emergency stop required "))
3833 prout(_("%2d units of energy.") % int(stopegy))
3834 game.energy -= stopegy
3835 if game.energy <= 0:
3842 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3843 game.inorbit = False
3844 # If tractor beam is to occur, don't move full distance
3845 if game.state.date+game.optime >= scheduled(FTBEAM):
3847 # We can't be tractor beamed if cloaked,
3848 # so move the event into the future
3849 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3852 game.condition = "red"
3853 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3854 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3856 game.quad[game.sector.i][game.sector.j] = '.'
3857 for _m in range(icourse.moves):
3859 w = icourse.sector()
3860 if icourse.origin.quadrant() != icourse.location.quadrant():
3861 newquadrant(noattack)
3863 elif check_collision(w):
3864 print("Collision detected")
3868 # We're in destination quadrant -- compute new average enemy distances
3869 game.quad[game.sector.i][game.sector.j] = game.ship
3871 for enemy in game.enemies:
3872 finald = (w-enemy.location).distance()
3873 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3874 enemy.kdist = finald
3876 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3877 attack(torps_ok=False)
3878 for enemy in game.enemies:
3879 enemy.kavgd = enemy.kdist
3882 setwnd(message_window)
3886 "Dock our ship at a starbase."
3888 if game.condition == "docked" and verbose:
3889 prout(_("Already docked."))
3892 prout(_("You must first leave standard orbit."))
3894 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3895 prout(crmshp() + _(" not adjacent to base."))
3898 prout(_("You cannot dock while cloaked."))
3900 game.condition = "docked"
3904 if game.energy < game.inenrg:
3905 game.energy = game.inenrg
3906 game.shield = game.inshld
3907 game.torps = game.intorps
3908 game.lsupres = game.inlsr
3909 game.state.crew = FULLCREW
3910 if game.brigcapacity-game.brigfree > 0:
3911 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3912 game.kcaptured += game.brigcapacity-game.brigfree
3913 game.brigfree = game.brigcapacity
3914 if communicating() and \
3915 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3916 # get attack report from base
3917 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3921 def cartesian(loc1=None, loc2=None):
3923 return game.quadrant * QUADSIZE + game.sector
3925 return game.quadrant * QUADSIZE + loc1
3927 return loc1 * QUADSIZE + loc2
3929 def getcourse(isprobe):
3930 "Get a course and distance from the user."
3932 dquad = copy.copy(game.quadrant)
3933 navmode = "unspecified"
3937 if game.landed and not isprobe:
3938 prout(_("Dummy! You can't leave standard orbit until you"))
3939 proutn(_("are back aboard the ship."))
3942 while navmode == "unspecified":
3943 if damaged(DNAVSYS):
3945 prout(_("Computer damaged; manual navigation only"))
3947 prout(_("Computer damaged; manual movement only"))
3952 key = scanner.nexttok()
3954 proutn(_("Manual or automatic- "))
3957 elif key == "IHALPHA":
3958 if scanner.sees("manual"):
3960 key = scanner.nexttok()
3962 elif scanner.sees("automatic"):
3963 navmode = "automatic"
3964 key = scanner.nexttok()
3972 prout(_("(Manual navigation assumed.)"))
3974 prout(_("(Manual movement assumed.)"))
3978 if navmode == "automatic":
3979 while key == "IHEOL":
3981 proutn(_("Target quadrant or quadrant§or- "))
3983 proutn(_("Destination sector or quadrant§or- "))
3986 key = scanner.nexttok()
3990 xi = int(round(scanner.real))-1
3991 key = scanner.nexttok()
3995 xj = int(round(scanner.real))-1
3996 key = scanner.nexttok()
3998 # both quadrant and sector specified
3999 xk = int(round(scanner.real))-1
4000 key = scanner.nexttok()
4004 xl = int(round(scanner.real))-1
4010 # only one pair of numbers was specified
4012 # only quadrant specified -- go to center of dest quad
4015 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4017 # only sector specified
4021 if not dquad.valid_quadrant() or not dsect.valid_sector():
4028 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4030 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4031 # the actual deltas get computed here
4032 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4033 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4035 while key == "IHEOL":
4036 proutn(_("X and Y displacements- "))
4039 key = scanner.nexttok()
4042 delta.j = scanner.real
4046 key = scanner.nexttok()
4048 delta.i = scanner.real
4049 elif key == "IHEOL":
4055 # Check for zero movement
4056 if delta.i == 0 and delta.j == 0:
4059 if itemp == "verbose" and not isprobe:
4061 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4063 return course(bearing=delta.bearing(), distance=delta.distance())
4066 def __init__(self, bearing, distance, origin=None):
4067 self.distance = distance
4068 self.bearing = bearing
4070 self.origin = cartesian(game.quadrant, game.sector)
4072 self.origin = origin
4073 # The bearing() code we inherited from FORTRAN is actually computing
4074 # clockface directions!
4075 if self.bearing < 0.0:
4076 self.bearing += 12.0
4077 self.angle = ((15.0 - self.bearing) * 0.5235988)
4078 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4079 bigger = max(abs(self.increment.i), abs(self.increment.j))
4080 self.increment /= bigger
4081 self.moves = int(round(10*self.distance*bigger))
4083 self.final = (self.location + self.moves*self.increment).roundtogrid()
4084 self.location = self.origin
4085 self.nextlocation = None
4087 self.location = self.origin
4090 return self.location.roundtogrid() == self.final
4092 "Next step on course."
4094 self.nextlocation = self.location + self.increment
4095 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4096 self.location = self.nextlocation
4099 return self.location.quadrant()
4101 return self.location.sector()
4103 return self.distance*(w**3)*(game.shldup+1)
4105 return 10.0*self.distance/w**2
4108 "Move under impulse power."
4110 if damaged(DIMPULS):
4113 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4115 if game.energy > 30.0:
4117 icourse = getcourse(isprobe=False)
4120 power = 20.0 + 100.0*icourse.distance
4123 if power >= game.energy:
4124 # Insufficient power for trip
4126 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4127 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4128 if game.energy > 30:
4129 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4130 int(0.01 * (game.energy-20.0)-0.05))
4131 prout(_(" quadrants.\""))
4133 prout(_("quadrant. They are, therefore, useless.\""))
4136 # Make sure enough time is left for the trip
4137 game.optime = icourse.distance/0.095
4138 if game.optime >= game.state.remtime:
4139 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4140 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4141 proutn(_("we dare spend the time?\" "))
4144 # Activate impulse engines and pay the cost
4145 imove(icourse, noattack=False)
4149 power = 20.0 + 100.0*icourse.distance
4150 game.energy -= power
4151 game.optime = icourse.distance/0.095
4152 if game.energy <= 0:
4156 def warp(wcourse, involuntary):
4157 "ove under warp drive."
4158 blooey = False; twarp = False
4159 if not involuntary: # Not WARPX entry
4164 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4166 if game.damage[DWARPEN] > 10.0:
4169 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4171 if damaged(DWARPEN) and game.warpfac > 4.0:
4174 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4175 prout(_(" is repaired, I can only give you warp 4.\""))
4177 # Read in course and distance
4180 wcourse = getcourse(isprobe=False)
4183 # Make sure starship has enough energy for the trip
4184 # Note: this formula is slightly different from the C version,
4185 # and lets you skate a bit closer to the edge.
4186 if wcourse.power(game.warpfac) >= game.energy:
4187 # Insufficient power for trip
4190 prout(_("Engineering to bridge--"))
4191 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4192 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4194 prout(_("We can't do it, Captain. We don't have enough energy."))
4196 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4199 prout(_("if you'll lower the shields."))
4203 prout(_("We haven't the energy to go that far with the shields up."))
4205 # Make sure enough time is left for the trip
4206 game.optime = wcourse.time(game.warpfac)
4207 if game.optime >= 0.8*game.state.remtime:
4209 prout(_("First Officer Spock- \"Captain, I compute that such"))
4210 proutn(_(" a trip would require approximately %2.0f") %
4211 (100.0*game.optime/game.state.remtime))
4212 prout(_(" percent of our"))
4213 proutn(_(" remaining time. Are you sure this is wise?\" "))
4219 if game.warpfac > 6.0:
4220 # Decide if engine damage will occur
4221 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4222 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4223 if prob > rnd.real():
4225 wcourse.distance = rnd.real(wcourse.distance)
4226 # Decide if time warp will occur
4227 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4229 if game.idebug and game.warpfac==10 and not twarp:
4231 proutn("=== Force time warp? ")
4235 # If time warp or engine damage, check path
4236 # If it is obstructed, don't do warp or damage
4237 look = wcourse.moves
4241 w = wcourse.sector()
4242 if not w.valid_sector():
4244 if game.quad[w.i][w.j] != '.':
4248 # Activate Warp Engines and pay the cost
4249 imove(wcourse, noattack=False)
4252 game.energy -= wcourse.power(game.warpfac)
4253 if game.energy <= 0:
4255 game.optime = wcourse.time(game.warpfac)
4259 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4261 prout(_("Engineering to bridge--"))
4262 prout(_(" Scott here. The warp engines are damaged."))
4263 prout(_(" We'll have to reduce speed to warp 4."))
4268 "Change the warp factor."
4270 key=scanner.nexttok()
4274 proutn(_("Warp factor- "))
4278 if game.damage[DWARPEN] > 10.0:
4279 prout(_("Warp engines inoperative."))
4281 if damaged(DWARPEN) and scanner.real > 4.0:
4282 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4283 prout(_(" but right now we can only go warp 4.\""))
4285 if scanner.real > 10.0:
4286 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4288 if scanner.real < 1.0:
4289 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4291 oldfac = game.warpfac
4292 game.warpfac = scanner.real
4293 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4294 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4297 if game.warpfac < 8.00:
4298 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4300 if game.warpfac == 10.0:
4301 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4303 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4307 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4309 # is captain on planet?
4311 if damaged(DTRANSP):
4314 prout(_("Scotty rushes to the transporter controls."))
4316 prout(_("But with the shields up it's hopeless."))
4318 prouts(_("His desperate attempt to rescue you . . ."))
4319 if rnd.withprob(0.5):
4323 prout(_("SUCCEEDS!"))
4326 proutn(_("The crystals mined were "))
4327 if rnd.withprob(0.25):
4334 # Check to see if captain in shuttle craft
4339 # Inform captain of attempt to reach safety
4343 prouts(_("***RED ALERT! RED ALERT!"))
4345 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4346 prouts(_(" a supernova."))
4348 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4349 prout(_("safely out of quadrant."))
4350 if not damaged(DRADIO):
4351 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4352 # Try to use warp engines
4353 if damaged(DWARPEN):
4355 prout(_("Warp engines damaged."))
4358 game.warpfac = rnd.real(6.0, 8.0)
4359 prout(_("Warp factor set to %d") % int(game.warpfac))
4360 power = 0.75*game.energy
4361 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4362 dist = max(dist, rnd.real(math.sqrt(2)))
4363 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4364 game.optime = bugout.time(game.warpfac)
4366 game.inorbit = False
4367 warp(bugout, involuntary=True)
4369 # This is bad news, we didn't leave quadrant.
4373 prout(_("Insufficient energy to leave quadrant."))
4376 # Repeat if another snova
4377 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4380 finish(FWON) # Snova killed remaining enemy.
4383 "Let's do the time warp again."
4384 prout(_("***TIME WARP ENTERED."))
4385 if game.state.snap and rnd.withprob(0.5):
4387 prout(_("You are traveling backwards in time %d stardates.") %
4388 int(game.state.date-game.snapsht.date))
4389 game.state = game.snapsht
4390 game.state.snap = False
4391 if len(game.state.kcmdr):
4392 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4393 schedule(FBATTAK, expran(0.3*game.intime))
4394 schedule(FSNOVA, expran(0.5*game.intime))
4395 # next snapshot will be sooner
4396 schedule(FSNAP, expran(0.25*game.state.remtime))
4398 if game.state.nscrem:
4399 schedule(FSCMOVE, 0.2777)
4403 game.battle.invalidate()
4404 # Make sure Galileo is consistant -- Snapshot may have been taken
4405 # when on planet, which would give us two Galileos!
4407 for l in range(game.inplan):
4408 if game.state.planets[l].known == "shuttle_down":
4410 if game.iscraft == "onship" and game.ship=='E':
4411 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4412 game.iscraft = "offship"
4413 # Likewise, if in the original time the Galileo was abandoned, but
4414 # was on ship earlier, it would have vanished -- let's restore it.
4415 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4416 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4417 game.iscraft = "onship"
4418 # There used to be code to do the actual reconstrction here,
4419 # but the starchart is now part of the snapshotted galaxy state.
4420 prout(_("Spock has reconstructed a correct star chart from memory"))
4422 # Go forward in time
4423 game.optime = expran(0.5*game.intime)
4424 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4425 # cheat to make sure no tractor beams occur during time warp
4426 postpone(FTBEAM, game.optime)
4427 game.damage[DRADIO] += game.optime
4429 events() # Stas Sergeev added this -- do pending events
4432 "Launch deep-space probe."
4433 # New code to launch a deep space probe
4434 if game.nprobes == 0:
4437 if game.ship == 'E':
4438 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4440 prout(_("Ye Faerie Queene has no deep space probes."))
4445 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4447 if is_scheduled(FDSPROB):
4450 if damaged(DRADIO) and game.condition != "docked":
4451 prout(_("Spock- \"Records show the previous probe has not yet"))
4452 prout(_(" reached its destination.\""))
4454 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4456 key = scanner.nexttok()
4458 if game.nprobes == 1:
4459 prout(_("1 probe left."))
4461 prout(_("%d probes left") % game.nprobes)
4462 proutn(_("Are you sure you want to fire a probe? "))
4465 game.isarmed = False
4466 if key == "IHALPHA" and scanner.token == "armed":
4468 key = scanner.nexttok()
4469 elif key == "IHEOL":
4470 proutn(_("Arm NOVAMAX warhead? "))
4472 elif key == "IHREAL": # first element of course
4473 scanner.push(scanner.token)
4475 game.probe = getcourse(isprobe=True)
4479 schedule(FDSPROB, 0.01) # Time to move one sector
4480 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4485 "Yell for help from nearest starbase."
4486 # There's more than one way to move in this game!
4488 # Test for conditions which prevent calling for help
4489 if game.condition == "docked":
4490 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4493 prout(_("Subspace radio damaged."))
4495 if not game.state.baseq:
4496 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4499 prout(_("You must be aboard the %s.") % crmshp())
4501 # OK -- call for help from nearest starbase
4504 # There's one in this quadrant
4505 ddist = (game.base - game.sector).distance()
4507 ibq = None # Force base-quadrant game to persist past loop
4509 for ibq in game.state.baseq:
4510 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4514 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4516 # Since starbase not in quadrant, set up new quadrant
4519 # dematerialize starship
4520 game.quad[game.sector.i][game.sector.j]='.'
4521 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4522 % (game.quadrant, crmshp()))
4523 game.sector.invalidate()
4524 for m in range(1, 5+1):
4525 w = game.base.scatter()
4526 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4527 # found one -- finish up
4530 if game.sector is None:
4531 prout(_("You have been lost in space..."))
4532 finish(FMATERIALIZE)
4534 # Give starbase three chances to rematerialize starship
4535 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4536 for m in range(1, 3+1):
4537 if m == 1: proutn(_("1st"))
4538 elif m == 2: proutn(_("2nd"))
4539 elif m == 3: proutn(_("3rd"))
4540 proutn(_(" attempt to re-materialize ") + crmshp())
4541 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4544 if rnd.real() > probf:
4548 curses.delay_output(500)
4550 game.quad[game.sector.i][game.sector.j]='?'
4553 setwnd(message_window)
4554 finish(FMATERIALIZE)
4556 game.quad[game.sector.i][game.sector.j]=game.ship
4558 prout(_("succeeds."))
4562 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4567 if game.condition=="docked":
4569 prout(_("You cannot abandon Ye Faerie Queene."))
4572 # Must take shuttle craft to exit
4573 if game.damage[DSHUTTL]==-1:
4574 prout(_("Ye Faerie Queene has no shuttle craft."))
4576 if game.damage[DSHUTTL]<0:
4577 prout(_("Shuttle craft now serving Big Macs."))
4579 if game.damage[DSHUTTL]>0:
4580 prout(_("Shuttle craft damaged."))
4583 prout(_("You must be aboard the ship."))
4585 if game.iscraft != "onship":
4586 prout(_("Shuttle craft not currently available."))
4588 # Emit abandon ship messages
4590 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4592 prouts(_("***ALL HANDS ABANDON SHIP!"))
4594 prout(_("Captain and crew escape in shuttle craft."))
4595 if not game.state.baseq:
4596 # Oops! no place to go...
4599 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4601 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4602 prout(_("Remainder of ship's complement beam down"))
4603 prout(_("to nearest habitable planet."))
4604 elif q.planet is not None and not damaged(DTRANSP):
4605 prout(_("Remainder of ship's complement beam down to %s.") %
4608 prout(_("Entire crew of %d left to die in outer space.") %
4610 game.casual += game.state.crew
4611 game.abandoned += game.state.crew
4612 # If at least one base left, give 'em the Faerie Queene
4614 game.icrystl = False # crystals are lost
4615 game.nprobes = 0 # No probes
4616 prout(_("You are captured by Klingons and released to"))
4617 prout(_("the Federation in a prisoner-of-war exchange."))
4618 nb = rnd.integer(len(game.state.baseq))
4619 # Set up quadrant and position FQ adjacient to base
4620 if not game.quadrant == game.state.baseq[nb]:
4621 game.quadrant = game.state.baseq[nb]
4622 game.sector.i = game.sector.j = 5
4625 # position next to base by trial and error
4626 game.quad[game.sector.i][game.sector.j] = '.'
4628 for l in range(QUADSIZE):
4629 game.sector = game.base.scatter()
4630 if game.sector.valid_sector() and \
4631 game.quad[game.sector.i][game.sector.j] == '.':
4634 break # found a spot
4635 game.sector.i=QUADSIZE/2
4636 game.sector.j=QUADSIZE/2
4638 # Get new commission
4639 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4640 game.state.crew = FULLCREW
4641 prout(_("Starfleet puts you in command of another ship,"))
4642 prout(_("the Faerie Queene, which is antiquated but,"))
4643 prout(_("still useable."))
4645 prout(_("The dilithium crystals have been moved."))
4647 game.iscraft = "offship" # Galileo disappears
4649 game.condition="docked"
4650 for l in range(NDEVICES):
4651 game.damage[l] = 0.0
4652 game.damage[DSHUTTL] = -1
4653 game.energy = game.inenrg = 3000.0
4654 game.shield = game.inshld = 1250.0
4655 game.torps = game.intorps = 6
4656 game.lsupres=game.inlsr=3.0
4659 game.brigfree = game.brigcapacity = 300
4662 # Code from planets.c begins here.
4665 "Abort a lengthy operation if an event interrupts it."
4668 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4673 "Report on (uninhabited) planets in the galaxy."
4677 prout(_("Spock- \"Planet report follows, Captain.\""))
4679 for i in range(game.inplan):
4680 if game.state.planets[i].pclass == "destroyed":
4682 if (game.state.planets[i].known != "unknown" \
4683 and not game.state.planets[i].inhabited) \
4686 if game.idebug and game.state.planets[i].known=="unknown":
4687 proutn("(Unknown) ")
4688 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4689 proutn(_(" class "))
4690 proutn(game.state.planets[i].pclass)
4692 if game.state.planets[i].crystals != "present":
4694 prout(_("dilithium crystals present."))
4695 if game.state.planets[i].known=="shuttle_down":
4696 prout(_(" Shuttle Craft Galileo on surface."))
4698 prout(_("No information available."))
4701 "Enter standard orbit."
4705 prout(_("Already in standard orbit."))
4707 if damaged(DWARPEN) and damaged(DIMPULS):
4708 prout(_("Both warp and impulse engines damaged."))
4710 if game.plnet is None:
4711 prout("There is no planet in this sector.")
4713 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4714 prout(crmshp() + _(" not adjacent to planet."))
4717 game.optime = rnd.real(0.02, 0.05)
4718 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4722 game.height = rnd.real(1400, 8600)
4723 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4728 "Examine planets in this quadrant."
4729 if damaged(DSRSENS):
4730 if game.options & OPTION_TTY:
4731 prout(_("Short range sensors damaged."))
4733 if game.iplnet is None:
4734 if game.options & OPTION_TTY:
4735 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4737 if game.iplnet.known == "unknown":
4738 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4740 prout(_(" Planet at Sector %s is of class %s.") %
4741 (game.plnet, game.iplnet.pclass))
4742 if game.iplnet.known=="shuttle_down":
4743 prout(_(" Sensors show Galileo still on surface."))
4744 proutn(_(" Readings indicate"))
4745 if game.iplnet.crystals != "present":
4747 prout(_(" dilithium crystals present.\""))
4748 if game.iplnet.known == "unknown":
4749 game.iplnet.known = "known"
4750 elif game.iplnet.inhabited:
4751 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4752 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4755 "Use the transporter."
4759 if damaged(DTRANSP):
4760 prout(_("Transporter damaged."))
4761 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4763 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4767 if not game.inorbit:
4768 prout(crmshp() + _(" not in standard orbit."))
4771 prout(_("Impossible to transport through shields."))
4773 if game.iplnet.known=="unknown":
4774 prout(_("Spock- \"Captain, we have no information on this planet"))
4775 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4776 prout(_(" you may not go down.\""))
4778 if not game.landed and game.iplnet.crystals=="absent":
4779 prout(_("Spock- \"Captain, I fail to see the logic in"))
4780 prout(_(" exploring a planet with no dilithium crystals."))
4781 proutn(_(" Are you sure this is wise?\" "))
4785 if not (game.options & OPTION_PLAIN):
4786 nrgneed = 50 * game.skill + game.height / 100.0
4787 if nrgneed > game.energy:
4788 prout(_("Engineering to bridge--"))
4789 prout(_(" Captain, we don't have enough energy for transportation."))
4791 if not game.landed and nrgneed * 2 > game.energy:
4792 prout(_("Engineering to bridge--"))
4793 prout(_(" Captain, we have enough energy only to transport you down to"))
4794 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4795 if game.iplnet.known == "shuttle_down":
4796 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4797 proutn(_(" Are you sure this is wise?\" "))
4802 # Coming from planet
4803 if game.iplnet.known=="shuttle_down":
4804 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4808 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4809 prout(_("Landing party assembled, ready to beam up."))
4811 prout(_("Kirk whips out communicator..."))
4812 prouts(_("BEEP BEEP BEEP"))
4814 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4817 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4819 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4821 prout(_("Kirk- \"Energize.\""))
4824 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4826 if not rnd.withprob(0.98):
4827 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4829 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4832 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4833 game.landed = not game.landed
4834 game.energy -= nrgneed
4836 prout(_("Transport complete."))
4837 if game.landed and game.iplnet.known=="shuttle_down":
4838 prout(_("The shuttle craft Galileo is here!"))
4839 if not game.landed and game.imine:
4846 "Strip-mine a world for dilithium."
4850 prout(_("Mining party not on planet."))
4852 if game.iplnet.crystals == "mined":
4853 prout(_("This planet has already been strip-mined for dilithium."))
4855 elif game.iplnet.crystals == "absent":
4856 prout(_("No dilithium crystals on this planet."))
4859 prout(_("You've already mined enough crystals for this trip."))
4861 if game.icrystl and game.cryprob == 0.05:
4862 prout(_("With all those fresh crystals aboard the ") + crmshp())
4863 prout(_("there's no reason to mine more at this time."))
4865 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4868 prout(_("Mining operation complete."))
4869 game.iplnet.crystals = "mined"
4870 game.imine = game.ididit = True
4873 "Use dilithium crystals."
4877 if not game.icrystl:
4878 prout(_("No dilithium crystals available."))
4880 if game.energy >= 1000:
4881 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4882 prout(_(" except when Condition Yellow exists."))
4884 prout(_("Spock- \"Captain, I must warn you that loading"))
4885 prout(_(" raw dilithium crystals into the ship's power"))
4886 prout(_(" system may risk a severe explosion."))
4887 proutn(_(" Are you sure this is wise?\" "))
4892 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4893 prout(_(" Mr. Spock and I will try it.\""))
4895 prout(_("Spock- \"Crystals in place, Sir."))
4896 prout(_(" Ready to activate circuit.\""))
4898 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4900 if rnd.withprob(game.cryprob):
4901 prouts(_(" \"Activating now! - - No good! It's***"))
4903 prouts(_("***RED ALERT! RED A*L********************************"))
4906 prouts(_("****************** KA-BOOM!!!! *******************"))
4910 game.energy += rnd.real(5000.0, 5500.0)
4911 prouts(_(" \"Activating now! - - "))
4912 prout(_("The instruments"))
4913 prout(_(" are going crazy, but I think it's"))
4914 prout(_(" going to work!! Congratulations, Sir!\""))
4919 "Use shuttlecraft for planetary jaunt."
4922 if damaged(DSHUTTL):
4923 if game.damage[DSHUTTL] == -1.0:
4924 if game.inorbit and game.iplnet.known == "shuttle_down":
4925 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4927 prout(_("Ye Faerie Queene had no shuttle craft."))
4928 elif game.damage[DSHUTTL] > 0:
4929 prout(_("The Galileo is damaged."))
4930 else: # game.damage[DSHUTTL] < 0
4931 prout(_("Shuttle craft is now serving Big Macs."))
4933 if not game.inorbit:
4934 prout(crmshp() + _(" not in standard orbit."))
4936 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4937 prout(_("Shuttle craft not currently available."))
4939 if not game.landed and game.iplnet.known=="shuttle_down":
4940 prout(_("You will have to beam down to retrieve the shuttle craft."))
4942 if game.shldup or game.condition == "docked":
4943 prout(_("Shuttle craft cannot pass through shields."))
4945 if game.iplnet.known=="unknown":
4946 prout(_("Spock- \"Captain, we have no information on this planet"))
4947 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4948 prout(_(" you may not fly down.\""))
4950 game.optime = 3.0e-5*game.height
4951 if game.optime >= 0.8*game.state.remtime:
4952 prout(_("First Officer Spock- \"Captain, I compute that such"))
4953 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4954 int(100*game.optime/game.state.remtime))
4955 prout(_("remaining time."))
4956 proutn(_("Are you sure this is wise?\" "))
4962 if game.iscraft == "onship":
4964 if not damaged(DTRANSP):
4965 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4969 proutn(_("Shuttle crew"))
4971 proutn(_("Rescue party"))
4972 prout(_(" boards Galileo and swoops toward planet surface."))
4973 game.iscraft = "offship"
4977 game.iplnet.known="shuttle_down"
4978 prout(_("Trip complete."))
4981 # Ready to go back to ship
4982 prout(_("You and your mining party board the"))
4983 prout(_("shuttle craft for the trip back to the Enterprise."))
4985 prouts(_("The short hop begins . . ."))
4987 game.iplnet.known="known"
4993 game.iscraft = "onship"
4999 prout(_("Trip complete."))
5002 # Kirk on ship and so is Galileo
5003 prout(_("Mining party assembles in the hangar deck,"))
5004 prout(_("ready to board the shuttle craft \"Galileo\"."))
5006 prouts(_("The hangar doors open; the trip begins."))
5009 game.iscraft = "offship"
5012 game.iplnet.known = "shuttle_down"
5015 prout(_("Trip complete."))
5019 "Use the big zapper."
5023 if game.ship != 'E':
5024 prout(_("Ye Faerie Queene has no death ray."))
5026 if len(game.enemies)==0:
5027 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5030 prout(_("Death Ray is damaged."))
5032 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5033 prout(_(" is highly unpredictible. Considering the alternatives,"))
5034 proutn(_(" are you sure this is wise?\" "))
5037 prout(_("Spock- \"Acknowledged.\""))
5040 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5042 prout(_("Crew scrambles in emergency preparation."))
5043 prout(_("Spock and Scotty ready the death ray and"))
5044 prout(_("prepare to channel all ship's power to the device."))
5046 prout(_("Spock- \"Preparations complete, sir.\""))
5047 prout(_("Kirk- \"Engage!\""))
5049 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5052 if game.options & OPTION_PLAIN:
5056 prouts(_("Sulu- \"Captain! It's working!\""))
5058 while len(game.enemies) > 0:
5059 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5060 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5061 if game.unwon() == 0:
5063 if (game.options & OPTION_PLAIN) == 0:
5064 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5065 if rnd.withprob(0.05):
5066 prout(_(" is still operational.\""))
5068 prout(_(" has been rendered nonfunctional.\""))
5069 game.damage[DDRAY] = 39.95
5071 r = rnd.real() # Pick failure method
5073 prouts(_("Sulu- \"Captain! It's working!\""))
5075 prouts(_("***RED ALERT! RED ALERT!"))
5077 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5079 prouts(_("***RED ALERT! RED A*L********************************"))
5082 prouts(_("****************** KA-BOOM!!!! *******************"))
5087 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5089 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5091 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5092 prout(_(" have apparently been transformed into strange mutations."))
5093 prout(_(" Vulcans do not seem to be affected."))
5095 prout(_("Kirk- \"Raauch! Raauch!\""))
5099 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5101 proutn(_("Spock- \"I believe the word is"))
5102 prouts(_(" *ASTONISHING*"))
5103 prout(_(" Mr. Sulu."))
5104 for i in range(QUADSIZE):
5105 for j in range(QUADSIZE):
5106 if game.quad[i][j] == '.':
5107 game.quad[i][j] = '?'
5108 prout(_(" Captain, our quadrant is now infested with"))
5109 prouts(_(" - - - - - - *THINGS*."))
5111 prout(_(" I have no logical explanation.\""))
5113 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5115 prout(_("Scotty- \"There are so many tribbles down here"))
5116 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5120 # Code from reports.c begins here
5122 def attackreport(curt):
5123 "eport status of bases under attack."
5125 if is_scheduled(FCDBAS):
5126 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5127 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5128 elif game.isatb == 1:
5129 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5130 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5132 prout(_("No Starbase is currently under attack."))
5134 if is_scheduled(FCDBAS):
5135 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5137 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5141 # report on general game status
5143 s1 = (game.thawed and _("thawed ")) or ""
5144 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5145 s3 = (None, _("novice"), _("fair"),
5146 _("good"), _("expert"), _("emeritus"))[game.skill]
5147 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5148 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5149 prout(_("No plaque is allowed."))
5151 prout(_("This is tournament game %d.") % game.tourn)
5152 prout(_("Your secret password is \"%s\"") % game.passwd)
5153 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5154 (game.inkling + game.incom + game.inscom)))
5155 if game.incom - len(game.state.kcmdr):
5156 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5157 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5158 prout(_(", but no Commanders."))
5161 if game.skill > SKILL_FAIR:
5162 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5163 if len(game.state.baseq) != game.inbase:
5165 if game.inbase-len(game.state.baseq)==1:
5166 proutn(_("has been 1 base"))
5168 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5169 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5171 prout(_("There are %d bases.") % game.inbase)
5172 if communicating() or game.iseenit:
5173 # Don't report this if not seen and
5174 # either the radio is dead or not at base!
5178 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5179 if game.brigcapacity != game.brigfree:
5180 embriggened = game.brigcapacity-game.brigfree
5181 if embriggened == 1:
5182 prout(_("1 Klingon in brig"))
5184 prout(_("%d Klingons in brig.") % embriggened)
5185 if game.kcaptured == 0:
5187 elif game.kcaptured == 1:
5188 prout(_("1 captured Klingon turned in to Starfleet."))
5190 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5192 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5193 if game.ship == 'E':
5194 proutn(_("You have "))
5196 proutn("%d" % (game.nprobes))
5199 proutn(_(" deep space probe"))
5203 if communicating() and is_scheduled(FDSPROB):
5205 proutn(_("An armed deep space probe is in "))
5207 proutn(_("A deep space probe is in "))
5208 prout("Quadrant %s." % game.probe.quadrant())
5210 if game.cryprob <= .05:
5211 prout(_("Dilithium crystals aboard ship... not yet used."))
5215 while game.cryprob > ai:
5218 prout(_("Dilithium crystals have been used %d time%s.") % \
5219 (i, (_("s"), "")[i==1]))
5223 "Long-range sensor scan."
5224 if damaged(DLRSENS):
5225 # Now allow base's sensors if docked
5226 if game.condition != "docked":
5228 prout(_("LONG-RANGE SENSORS DAMAGED."))
5231 prout(_("Starbase's long-range scan"))
5233 prout(_("Long-range scan"))
5234 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5237 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5238 if not Coord(x, y).valid_quadrant():
5242 if not damaged(DRADIO):
5243 game.state.galaxy[x][y].charted = True
5244 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5245 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5246 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5247 if not silent and game.state.galaxy[x][y].supernova:
5250 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5251 proutn(((3 - len(cn)) * '.') + cn)
5259 for i in range(NDEVICES):
5262 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5263 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5265 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5266 game.damage[i]+0.05,
5267 DOCKFAC*game.damage[i]+0.005))
5269 prout(_("All devices functional."))
5272 "Update the chart in the Enterprise's computer from galaxy data."
5273 game.lastchart = game.state.date
5274 for i in range(GALSIZE):
5275 for j in range(GALSIZE):
5276 if game.state.galaxy[i][j].charted:
5277 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5278 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5279 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5282 "Display the star chart."
5284 if (game.options & OPTION_AUTOSCAN):
5288 if game.lastchart < game.state.date and game.condition == "docked":
5289 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5291 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5292 if game.state.date > game.lastchart:
5293 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5294 prout(" 1 2 3 4 5 6 7 8")
5295 for i in range(GALSIZE):
5296 proutn("%d |" % (i+1))
5297 for j in range(GALSIZE):
5298 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5302 if game.state.galaxy[i][j].supernova:
5304 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5306 elif game.state.galaxy[i][j].charted:
5307 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5311 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5319 def sectscan(goodScan, i, j):
5320 "Light up an individual dot in a sector."
5321 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5322 if game.quad[i][j] in ('E', 'F'):
5325 textcolor({"green":GREEN,
5329 "dead":BROWN}[game.condition])
5331 textcolor({'?':LIGHTMAGENTA,
5337 }.get(game.quad[i][j], DEFAULT))
5338 proutn("%c " % game.quad[i][j])
5344 "Emit status report lines"
5345 if not req or req == 1:
5346 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5347 % (game.state.date, game.state.remtime))
5348 if not req or req == 2:
5349 if game.condition != "docked":
5351 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5352 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5354 prout(_(", CLOAKED"))
5355 if not req or req == 3:
5356 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5357 if not req or req == 4:
5358 if damaged(DLIFSUP):
5359 if game.condition == "docked":
5360 s = _("DAMAGED, Base provides")
5362 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5365 prstat(_("Life Support"), s)
5366 if not req or req == 5:
5367 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5368 if not req or req == 6:
5370 if game.icrystl and (game.options & OPTION_SHOWME):
5371 extra = _(" (have crystals)")
5372 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5373 if not req or req == 7:
5374 prstat(_("Torpedoes"), "%d" % (game.torps))
5375 if not req or req == 8:
5376 if damaged(DSHIELD):
5382 data = _(" %d%% %.1f units") \
5383 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5384 prstat(_("Shields"), s+data)
5385 if not req or req == 9:
5386 prstat(_("Klingons Left"), "%d" % game.unwon())
5387 if not req or req == 10:
5388 if game.options & OPTION_WORLDS:
5389 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5390 if plnet and plnet.inhabited:
5391 prstat(_("Major system"), plnet.name)
5393 prout(_("Sector is uninhabited"))
5394 elif not req or req == 11:
5395 attackreport(not req)
5398 "Request specified status data, a historical relic from slow TTYs."
5399 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5400 while scanner.nexttok() == "IHEOL":
5401 proutn(_("Information desired? "))
5403 if scanner.token in requests:
5404 status(requests.index(scanner.token))
5406 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5407 prout((" date, condition, position, lsupport, warpfactor,"))
5408 prout((" energy, torpedoes, shields, klingons, system, time."))
5413 if damaged(DSRSENS):
5414 # Allow base's sensors if docked
5415 if game.condition != "docked":
5416 prout(_(" S.R. SENSORS DAMAGED!"))
5419 prout(_(" [Using Base's sensors]"))
5421 prout(_(" Short-range scan"))
5422 if goodScan and communicating():
5423 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5424 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5425 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5426 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5427 prout(" 1 2 3 4 5 6 7 8 9 10")
5428 if game.condition != "docked":
5430 for i in range(QUADSIZE):
5431 proutn("%2d " % (i+1))
5432 for j in range(QUADSIZE):
5433 sectscan(goodScan, i, j)
5437 "Use computer to get estimated time of arrival for a warp jump."
5438 w1 = Coord(); w2 = Coord()
5440 if damaged(DCOMPTR):
5441 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5444 if scanner.nexttok() != "IHREAL":
5447 proutn(_("Destination quadrant and/or sector? "))
5448 if scanner.nexttok()!="IHREAL":
5451 w1.j = int(scanner.real-0.5)
5452 if scanner.nexttok() != "IHREAL":
5455 w1.i = int(scanner.real-0.5)
5456 if scanner.nexttok() == "IHREAL":
5457 w2.j = int(scanner.real-0.5)
5458 if scanner.nexttok() != "IHREAL":
5461 w2.i = int(scanner.real-0.5)
5463 if game.quadrant.j>w1.i:
5467 if game.quadrant.i>w1.j:
5471 if not w1.valid_quadrant() or not w2.valid_sector():
5474 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5475 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5478 prout(_("Answer \"no\" if you don't know the value:"))
5481 proutn(_("Time or arrival date? "))
5482 if scanner.nexttok()=="IHREAL":
5483 ttime = scanner.real
5484 if ttime > game.state.date:
5485 ttime -= game.state.date # Actually a star date
5486 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5487 if ttime <= 1e-10 or twarp > 10:
5488 prout(_("We'll never make it, sir."))
5495 proutn(_("Warp factor? "))
5496 if scanner.nexttok()== "IHREAL":
5498 twarp = scanner.real
5499 if twarp<1.0 or twarp > 10.0:
5503 prout(_("Captain, certainly you can give me one of these."))
5506 ttime = (10.0*dist)/twarp**2
5507 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5508 if tpower >= game.energy:
5509 prout(_("Insufficient energy, sir."))
5510 if not game.shldup or tpower > game.energy*2.0:
5513 proutn(_("New warp factor to try? "))
5514 if scanner.nexttok() == "IHREAL":
5516 twarp = scanner.real
5517 if twarp<1.0 or twarp > 10.0:
5525 prout(_("But if you lower your shields,"))
5526 proutn(_("remaining"))
5529 proutn(_("Remaining"))
5530 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5532 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5534 prout(_("Any warp speed is adequate."))
5536 prout(_("Minimum warp needed is %.2f,") % (twarp))
5537 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5538 if game.state.remtime < ttime:
5539 prout(_("Unfortunately, the Federation will be destroyed by then."))
5541 prout(_("You'll be taking risks at that speed, Captain"))
5542 if (game.isatb==1 and game.state.kscmdr == w1 and \
5543 scheduled(FSCDBAS)< ttime+game.state.date) or \
5544 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5545 prout(_("The starbase there will be destroyed by then."))
5546 proutn(_("New warp factor to try? "))
5547 if scanner.nexttok() == "IHREAL":
5549 twarp = scanner.real
5550 if twarp<1.0 or twarp > 10.0:
5558 # Code from setup.c begins here
5561 "Issue a historically correct banner."
5563 prout(_("-SUPER- STAR TREK"))
5565 # From the FORTRAN original
5566 # prout(_("Latest update-21 Sept 78"))
5572 scanner.push("emsave.trk")
5573 key = scanner.nexttok()
5575 proutn(_("File name: "))
5576 key = scanner.nexttok()
5577 if key != "IHALPHA":
5580 if '.' not in scanner.token:
5581 scanner.token += ".trk"
5583 fp = open(scanner.token, "wb")
5585 prout(_("Can't freeze game as file %s") % scanner.token)
5587 pickle.dump(game, fp)
5592 "Retrieve saved game."
5595 key = scanner.nexttok()
5597 proutn(_("File name: "))
5598 key = scanner.nexttok()
5599 if key != "IHALPHA":
5602 if '.' not in scanner.token:
5603 scanner.token += ".trk"
5605 fp = open(scanner.token, "rb")
5607 prout(_("Can't thaw game in %s") % scanner.token)
5609 game = pickle.load(fp)
5614 # I used <http://www.memory-alpha.org> to find planets
5615 # with references in ST:TOS. Earth and the Alpha Centauri
5616 # Colony have been omitted.
5618 # Some planets marked Class G and P here will be displayed as class M
5619 # because of the way planets are generated. This is a known bug.
5622 _("Andoria (Fesoan)"), # several episodes
5623 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5624 _("Vulcan (T'Khasi)"), # many episodes
5625 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5626 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5627 _("Ardana"), # TOS: "The Cloud Minders"
5628 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5629 _("Gideon"), # TOS: "The Mark of Gideon"
5630 _("Aldebaran III"), # TOS: "The Deadly Years"
5631 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5632 _("Altair IV"), # TOS: "Amok Time
5633 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5634 _("Benecia"), # TOS: "The Conscience of the King"
5635 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5636 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5637 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5638 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5639 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5640 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5641 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5642 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5643 _("Ingraham B"), # TOS: "Operation: Annihilate"
5644 _("Janus IV"), # TOS: "The Devil in the Dark"
5645 _("Makus III"), # TOS: "The Galileo Seven"
5646 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5647 _("Omega IV"), # TOS: "The Omega Glory"
5648 _("Regulus V"), # TOS: "Amok Time
5649 _("Deneva"), # TOS: "Operation -- Annihilate!"
5650 # Worlds from BSD Trek
5651 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5652 _("Beta III"), # TOS: "The Return of the Archons"
5653 _("Triacus"), # TOS: "And the Children Shall Lead",
5654 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5656 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5657 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5658 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5659 # _("Izar"), # TOS: "Whom Gods Destroy"
5660 # _("Tiburon"), # TOS: "The Way to Eden"
5661 # _("Merak II"), # TOS: "The Cloud Minders"
5662 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5663 # _("Iotia"), # TOS: "A Piece of the Action"
5667 _("S. R. Sensors"), \
5668 _("L. R. Sensors"), \
5670 _("Photon Tubes"), \
5671 _("Life Support"), \
5672 _("Warp Engines"), \
5673 _("Impulse Engines"), \
5675 _("Subspace Radio"), \
5676 _("Shuttle Craft"), \
5678 _("Navigation System"), \
5680 _("Shield Control"), \
5683 _("Cloaking Device"), \
5687 "Prepare to play, set up cosmos."
5689 # Decide how many of everything
5691 return # frozen game
5692 # Prepare the Enterprise
5693 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5695 game.state.crew = FULLCREW
5696 game.energy = game.inenrg = 5000.0
5697 game.shield = game.inshld = 2500.0
5700 game.quadrant = randplace(GALSIZE)
5701 game.sector = randplace(QUADSIZE)
5702 game.torps = game.intorps = 10
5703 game.nprobes = rnd.integer(2, 5)
5705 for i in range(NDEVICES):
5706 game.damage[i] = 0.0
5707 # Set up assorted game parameters
5708 game.battle = Coord()
5709 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5710 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5711 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5712 game.isatb = game.state.nplankl = 0
5713 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5714 game.iscraft = "onship"
5719 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5721 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5723 game.state.planets = [] # Planet information
5724 game.state.baseq = [] # Base quadrant coordinates
5725 game.state.kcmdr = [] # Commander quadrant coordinates
5726 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5728 # Starchart is functional but we've never seen it
5729 game.lastchart = FOREVER
5730 # Put stars in the galaxy
5732 for i in range(GALSIZE):
5733 for j in range(GALSIZE):
5734 # Can't have more stars per quadrant than fit in one decimal digit,
5735 # if we do the chart representation will break.
5736 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5738 game.state.galaxy[i][j].stars = k
5739 # Locate star bases in galaxy
5741 prout("=== Allocating %d bases" % game.inbase)
5742 for i in range(game.inbase):
5745 w = randplace(GALSIZE)
5746 if not game.state.galaxy[w.i][w.j].starbase:
5749 # C version: for (j = i-1; j > 0; j--)
5750 # so it did them in the opposite order.
5751 for j in range(1, i):
5752 # Improved placement algorithm to spread out bases
5753 distq = (w - game.state.baseq[j]).distance()
5754 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5757 prout("=== Abandoning base #%d at %s" % (i, w))
5759 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5761 prout("=== Saving base #%d, close to #%d" % (i, j))
5765 prout("=== Placing base #%d in quadrant %s" % (i, w))
5766 game.state.baseq.append(w)
5767 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5768 # Position ordinary Klingon Battle Cruisers
5770 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5771 if klumper > MAXKLQUAD:
5775 klump = int((1.0 - r*r)*klumper)
5780 w = randplace(GALSIZE)
5781 if not game.state.galaxy[w.i][w.j].supernova and \
5782 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5784 game.state.galaxy[w.i][w.j].klingons += klump
5787 # Position Klingon Commander Ships
5788 for i in range(game.incom):
5790 w = randplace(GALSIZE)
5791 if not welcoming(w) or w in game.state.kcmdr:
5793 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5795 game.state.galaxy[w.i][w.j].klingons += 1
5796 game.state.kcmdr.append(w)
5797 # Locate planets in galaxy
5798 for i in range(game.inplan):
5800 w = randplace(GALSIZE)
5801 if game.state.galaxy[w.i][w.j].planet is None:
5805 new.crystals = "absent"
5806 if (game.options & OPTION_WORLDS) and i < NINHAB:
5807 new.pclass = "M" # All inhabited planets are class M
5808 new.crystals = "absent"
5810 new.name = systnames[i]
5811 new.inhabited = True
5813 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5814 if rnd.withprob(0.33):
5815 new.crystals = "present"
5816 new.known = "unknown"
5817 new.inhabited = False
5818 game.state.galaxy[w.i][w.j].planet = new
5819 game.state.planets.append(new)
5821 for i in range(game.state.nromrem):
5822 w = randplace(GALSIZE)
5823 game.state.galaxy[w.i][w.j].romulans += 1
5824 # Place the Super-Commander if needed
5825 if game.state.nscrem > 0:
5827 w = randplace(GALSIZE)
5830 game.state.kscmdr = w
5831 game.state.galaxy[w.i][w.j].klingons += 1
5832 # Initialize times for extraneous events
5833 schedule(FSNOVA, expran(0.5 * game.intime))
5834 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5835 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5836 schedule(FBATTAK, expran(0.3*game.intime))
5838 if game.state.nscrem:
5839 schedule(FSCMOVE, 0.2777)
5844 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5845 schedule(FDISTR, expran(1.0 + game.intime))
5850 # Place thing (in tournament game, we don't want one!)
5851 # New in SST2K: never place the Thing near a starbase.
5852 # This makes sense and avoids a special case in the old code.
5854 if game.tourn is None:
5856 thing = randplace(GALSIZE)
5857 if thing not in game.state.baseq:
5860 game.state.snap = False
5861 if game.skill == SKILL_NOVICE:
5862 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5863 prout(_("a deadly Klingon invasion force. As captain of the United"))
5864 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5865 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5866 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5867 prout(_("your mission. As you proceed you may be given more time."))
5869 prout(_("You will have %d supporting starbases.") % (game.inbase))
5870 proutn(_("Starbase locations- "))
5872 prout(_("Stardate %d.") % int(game.state.date))
5874 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5875 prout(_("An unknown number of Romulans."))
5876 if game.state.nscrem:
5877 prout(_("And one (GULP) Super-Commander."))
5878 prout(_("%d stardates.") % int(game.intime))
5879 proutn(_("%d starbases in ") % game.inbase)
5880 for i in range(game.inbase):
5881 proutn(repr(game.state.baseq[i]))
5884 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5885 proutn(_(" Sector %s") % game.sector)
5887 prout(_("Good Luck!"))
5888 if game.state.nscrem:
5889 prout(_(" YOU'LL NEED IT."))
5892 setwnd(message_window)
5894 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5896 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5897 attack(torps_ok=False)
5900 "Choose your game type."
5902 game.tourn = game.length = 0
5904 game.skill = SKILL_NONE
5905 # Do not chew here, we want to use command-line tokens
5906 if not scanner.inqueue: # Can start with command line options
5907 proutn(_("Would you like a regular, tournament, or saved game? "))
5909 if scanner.sees("tournament"):
5910 while scanner.nexttok() == "IHEOL":
5911 proutn(_("Type in tournament number-"))
5912 if scanner.real == 0:
5914 continue # We don't want a blank entry
5915 game.tourn = int(round(scanner.real))
5916 rnd.seed(scanner.real)
5918 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5920 if scanner.sees("saved") or scanner.sees("frozen"):
5924 if game.passwd is None:
5926 if not game.alldone:
5927 game.thawed = True # No plaque if not finished
5931 if scanner.sees("regular"):
5933 proutn(_("What is \"%s\"? ") % scanner.token)
5935 while game.length==0 or game.skill==SKILL_NONE:
5936 if scanner.nexttok() == "IHALPHA":
5937 if scanner.sees("short"):
5939 elif scanner.sees("medium"):
5941 elif scanner.sees("long"):
5943 elif scanner.sees("novice"):
5944 game.skill = SKILL_NOVICE
5945 elif scanner.sees("fair"):
5946 game.skill = SKILL_FAIR
5947 elif scanner.sees("good"):
5948 game.skill = SKILL_GOOD
5949 elif scanner.sees("expert"):
5950 game.skill = SKILL_EXPERT
5951 elif scanner.sees("emeritus"):
5952 game.skill = SKILL_EMERITUS
5954 proutn(_("What is \""))
5955 proutn(scanner.token)
5960 proutn(_("Would you like a Short, Medium, or Long game? "))
5961 elif game.skill == SKILL_NONE:
5962 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5963 # Choose game options -- added by ESR for SST2K
5964 if scanner.nexttok() != "IHALPHA":
5966 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5968 if scanner.sees("plain"):
5969 # Approximates the UT FORTRAN version.
5970 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5971 game.options |= OPTION_PLAIN
5972 elif scanner.sees("almy"):
5973 # Approximates Tom Almy's version.
5974 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5975 game.options |= OPTION_ALMY
5976 elif scanner.sees("fancy") or scanner.sees("\n"):
5978 elif len(scanner.token):
5979 proutn(_("What is \"%s\"?") % scanner.token)
5981 if game.passwd == "debug":
5983 prout("=== Debug mode enabled.")
5984 # Use parameters to generate initial values of things
5985 game.damfac = 0.5 * game.skill
5986 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
5988 if game.options & OPTION_PLANETS:
5989 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
5990 if game.options & OPTION_WORLDS:
5991 game.inplan += int(NINHAB)
5992 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
5993 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5994 game.state.remtime = 7.0 * game.length
5995 game.intime = game.state.remtime
5996 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
5997 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
5998 game.state.remres = (game.inkling+4*game.incom)*game.intime
5999 game.inresor = game.state.remres
6000 if game.inkling > 50:
6004 def dropin(iquad=None):
6005 "Drop a feature on a random dot in the current quadrant."
6007 w = randplace(QUADSIZE)
6008 if game.quad[w.i][w.j] == '.':
6010 if iquad is not None:
6011 game.quad[w.i][w.j] = iquad
6015 "Update our alert status."
6016 game.condition = "green"
6017 if game.energy < 1000.0:
6018 game.condition = "yellow"
6019 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6020 game.condition = "red"
6022 game.condition="dead"
6025 "Drop new Klingon into current quadrant."
6026 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6029 "Sort enemies by distance so 'nearest' is meaningful."
6030 game.enemies.sort(key=lambda x: x.kdist)
6033 "Set up a new state of quadrant, for when we enter or re-enter it."
6036 game.neutz = game.inorbit = game.landed = False
6037 game.ientesc = game.iseenit = game.isviolreported = False
6038 # Create a blank quadrant
6039 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6041 # Attempt to escape Super-commander, so tbeam back!
6044 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6045 # cope with supernova
6048 game.klhere = q.klingons
6049 game.irhere = q.romulans
6051 game.quad[game.sector.i][game.sector.j] = game.ship
6054 # Position ordinary Klingons
6055 for _i in range(game.klhere):
6057 # If we need a commander, promote a Klingon
6058 for cmdr in game.state.kcmdr:
6059 if cmdr == game.quadrant:
6060 e = game.enemies[game.klhere-1]
6061 game.quad[e.location.i][e.location.j] = 'C'
6062 e.power = rnd.real(950,1350) + 50.0*game.skill
6064 # If we need a super-commander, promote a Klingon
6065 if game.quadrant == game.state.kscmdr:
6067 game.quad[e.location.i][e.location.j] = 'S'
6068 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6069 game.iscate = (game.remkl() > 1)
6070 # Put in Romulans if needed
6071 for _i in range(q.romulans):
6072 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6073 # If quadrant needs a starbase, put it in
6075 game.base = dropin('B')
6076 # If quadrant needs a planet, put it in
6078 game.iplnet = q.planet
6079 if not q.planet.inhabited:
6080 game.plnet = dropin('P')
6082 game.plnet = dropin('@')
6083 # Check for condition
6086 if game.irhere > 0 and game.klhere == 0:
6088 if not damaged(DRADIO):
6090 prout(_("LT. Uhura- \"Captain, an urgent message."))
6091 prout(_(" I'll put it on audio.\" CLICK"))
6093 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6094 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6095 # Put in THING if needed
6096 if thing == game.quadrant:
6097 Enemy(etype='?', loc=dropin(),
6098 power=rnd.real(6000,6500.0)+250.0*game.skill)
6099 if not damaged(DSRSENS):
6101 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6102 prout(_(" Please examine your short-range scan.\""))
6103 # Decide if quadrant needs a Tholian; lighten up if skill is low
6104 if game.options & OPTION_THOLIAN:
6105 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6106 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6107 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6110 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6111 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6112 if game.quad[w.i][w.j] == '.':
6114 game.tholian = Enemy(etype='T', loc=w,
6115 power=rnd.integer(100, 500) + 25.0*game.skill)
6116 # Reserve unoccupied corners
6117 if game.quad[0][0]=='.':
6118 game.quad[0][0] = 'X'
6119 if game.quad[0][QUADSIZE-1]=='.':
6120 game.quad[0][QUADSIZE-1] = 'X'
6121 if game.quad[QUADSIZE-1][0]=='.':
6122 game.quad[QUADSIZE-1][0] = 'X'
6123 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6124 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6126 # And finally the stars
6127 for _i in range(q.stars):
6129 # Put in a few black holes
6130 for _i in range(1, 3+1):
6131 if rnd.withprob(0.5):
6133 # Take out X's in corners if Tholian present
6135 if game.quad[0][0]=='X':
6136 game.quad[0][0] = '.'
6137 if game.quad[0][QUADSIZE-1]=='X':
6138 game.quad[0][QUADSIZE-1] = '.'
6139 if game.quad[QUADSIZE-1][0]=='X':
6140 game.quad[QUADSIZE-1][0] = '.'
6141 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6142 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6143 # This should guarantee that replay games don't lose info about the chart
6144 if (game.options & OPTION_AUTOSCAN) or replayfp:
6148 "Set the self-destruct password."
6149 if game.options & OPTION_PLAIN:
6152 proutn(_("Please type in a secret password- "))
6154 game.passwd = scanner.token
6155 if game.passwd is not None:
6159 game.passwd += chr(ord('a')+rnd.integer(26))
6160 game.passwd += chr(ord('a')+rnd.integer(26))
6161 game.passwd += chr(ord('a')+rnd.integer(26))
6163 # Code from sst.c begins here
6166 ("SRSCAN", OPTION_TTY),
6167 ("STATUS", OPTION_TTY),
6168 ("REQUEST", OPTION_TTY),
6169 ("LRSCAN", OPTION_TTY),
6181 ("SENSORS", OPTION_PLANETS),
6182 ("ORBIT", OPTION_PLANETS),
6183 ("TRANSPORT", OPTION_PLANETS),
6184 ("MINE", OPTION_PLANETS),
6185 ("CRYSTALS", OPTION_PLANETS),
6186 ("SHUTTLE", OPTION_PLANETS),
6187 ("PLANETS", OPTION_PLANETS),
6192 ("PROBE", OPTION_PROBE),
6194 ("FREEZE", 0), # Synonym for SAVE
6198 ("CAPTURE", OPTION_CAPTURE),
6199 ("CLOAK", OPTION_CLOAK),
6202 ("SOS", 0), # Synonym for MAYDAY
6203 ("CALL", 0), # Synonym for MAYDAY
6212 "Generate a list of legal commands."
6213 prout(_("LEGAL COMMANDS ARE:"))
6215 for (key, opt) in commands:
6216 if not opt or (opt & game.options):
6217 proutn("%-12s " % key)
6219 if emitted % 5 == 4:
6224 "Browse on-line help."
6225 key = scanner.nexttok()
6228 setwnd(prompt_window)
6229 proutn(_("Help on what command? "))
6230 key = scanner.nexttok()
6231 setwnd(message_window)
6234 cmds = [x[0] for x in commands]
6235 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6242 cmd = scanner.token.upper()
6243 for directory in docpath:
6245 fp = open(os.path.join(directory, "sst.doc"), "r")
6250 prout(_("Spock- \"Captain, that information is missing from the"))
6251 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6252 proutn(_(" in these directories: %s") % ":".join(docpath))
6254 # This used to continue: "You need to find SST.DOC and put
6255 # it in the current directory."
6258 linebuf = fp.readline()
6260 prout(_("Spock- \"Captain, there is no information on that command.\""))
6263 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6264 linebuf = linebuf[3:].strip()
6265 if cmd.upper() == linebuf:
6268 prout(_("Spock- \"Captain, I've found the following information:\""))
6271 linebuf = fp.readline()
6272 if "******" in linebuf:
6278 "Command-interpretation loop."
6280 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6281 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6283 game.isviolreported = True
6284 while True: # command loop
6286 while True: # get a command
6288 game.optime = game.justin = False
6290 setwnd(prompt_window)
6293 if scanner.nexttok() == "IHEOL":
6294 if game.options & OPTION_CURSES:
6297 elif scanner.token == "":
6301 setwnd(message_window)
6303 abandon_passed = False
6304 cmd = "" # Force cmd to persist after loop
6305 opt = 0 # Force opt to persist after loop
6306 for (cmd, opt) in commands:
6307 # commands after ABANDON cannot be abbreviated
6308 if cmd == "ABANDON":
6309 abandon_passed = True
6310 if cmd == scanner.token.upper() or (not abandon_passed \
6311 and cmd.startswith(scanner.token.upper())):
6316 elif opt and not (opt & game.options):
6320 if game.options & OPTION_CURSES:
6321 prout("COMMAND> %s" % cmd)
6322 if cmd == "SRSCAN": # srscan
6324 elif cmd == "STATUS": # status
6326 elif cmd == "REQUEST": # status request
6328 elif cmd == "LRSCAN": # long range scan
6329 lrscan(silent=False)
6330 elif cmd == "PHASERS": # phasers
6335 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6340 elif cmd == "MOVE": # move under warp
6341 warp(wcourse=None, involuntary=False)
6342 elif cmd == "SHIELDS": # shields
6343 doshield(shraise=False)
6346 game.shldchg = False
6347 elif cmd == "DOCK": # dock at starbase
6350 attack(torps_ok=False)
6351 elif cmd == "DAMAGES": # damage reports
6353 elif cmd == "CHART": # chart
6355 elif cmd == "IMPULSE": # impulse
6357 elif cmd == "REST": # rest
6361 elif cmd == "WARP": # warp
6363 elif cmd == "SENSORS": # sensors
6365 elif cmd == "ORBIT": # orbit
6369 elif cmd == "TRANSPORT": # transport "beam"
6371 elif cmd == "MINE": # mine
6375 elif cmd == "CRYSTALS": # crystals
6379 elif cmd == "SHUTTLE": # shuttle
6383 elif cmd == "PLANETS": # Planet list
6385 elif cmd == "REPORT": # Game Report
6387 elif cmd == "COMPUTER": # use COMPUTER!
6389 elif cmd == "COMMANDS":
6391 elif cmd == "EMEXIT": # Emergency exit
6392 clrscr() # Hide screen
6393 freeze(True) # forced save
6394 raise SystemExit(1) # And quick exit
6395 elif cmd == "PROBE":
6396 probe() # Launch probe
6399 elif cmd == "ABANDON": # Abandon Ship
6401 elif cmd == "DESTRUCT": # Self Destruct
6403 elif cmd == "SAVE": # Save Game
6406 if game.skill > SKILL_GOOD:
6407 prout(_("WARNING--Saved games produce no plaques!"))
6408 elif cmd == "DEATHRAY": # Try a desparation measure
6412 elif cmd == "CAPTURE":
6414 elif cmd == "CLOAK":
6416 elif cmd == "DEBUGCMD": # What do we want for debug???
6418 elif cmd == "MAYDAY": # Call for help
6423 game.alldone = True # quit the game
6426 elif cmd == "SCORE":
6427 score() # see current score
6428 elif cmd == "CURSES":
6429 game.options |= (OPTION_CURSES | OPTION_COLOR)
6433 break # Game has ended
6434 if game.optime != 0.0:
6437 break # Events did us in
6438 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6441 if hitme and not game.justin:
6442 attack(torps_ok=True)
6445 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6456 "Emit the name of an enemy or feature."
6457 if ch == 'R': s = _("Romulan")
6458 elif ch == 'K': s = _("Klingon")
6459 elif ch == 'C': s = _("Commander")
6460 elif ch == 'S': s = _("Super-commander")
6461 elif ch == '*': s = _("Star")
6462 elif ch == 'P': s = _("Planet")
6463 elif ch == 'B': s = _("Starbase")
6464 elif ch == ' ': s = _("Black hole")
6465 elif ch == 'T': s = _("Tholian")
6466 elif ch == '#': s = _("Tholian web")
6467 elif ch == '?': s = _("Stranger")
6468 elif ch == '@': s = _("Inhabited World")
6469 else: s = "Unknown??"
6472 def crmena(loud, enemy, loctype, w):
6473 "Emit the name of an enemy and his location."
6477 buf += cramen(enemy) + _(" at ")
6478 if loctype == "quadrant":
6479 buf += _("Quadrant ")
6480 elif loctype == "sector":
6482 return buf + repr(w)
6485 "Emit our ship name."
6486 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6489 "Emit a line of stars"
6490 prouts("******************************************************")
6494 return -avrage*math.log(1e-7 + rnd.real())
6496 def randplace(size):
6497 "Choose a random location."
6499 w.i = rnd.integer(size)
6500 w.j = rnd.integer(size)
6510 # Get a token from the user
6513 # Fill the token quue if nothing here
6514 while not self.inqueue:
6516 if curwnd==prompt_window:
6518 setwnd(message_window)
6525 self.inqueue = sline.lstrip().split() + ["\n"]
6526 # From here on in it's all looking at the queue
6527 self.token = self.inqueue.pop(0)
6528 if self.token == "\n":
6532 self.real = float(self.token)
6533 self.type = "IHREAL"
6538 self.token = self.token.lower()
6539 self.type = "IHALPHA"
6542 def append(self, tok):
6543 self.inqueue.append(tok)
6544 def push(self, tok):
6545 self.inqueue.insert(0, tok)
6549 # Demand input for next scan
6551 self.real = self.token = None
6553 # compares s to item and returns true if it matches to the length of s
6554 return s.startswith(self.token)
6556 # Round token value to nearest integer
6557 return int(round(self.real))
6561 if self.type != "IHREAL":
6566 if self.type != "IHREAL":
6572 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6575 "Yes-or-no confirmation."
6579 if scanner.token == 'y':
6581 if scanner.token == 'n':
6584 proutn(_("Please answer with \"y\" or \"n\": "))
6587 "Complain about unparseable input."
6590 prout(_("Beg your pardon, Captain?"))
6593 "Access to the internals for debugging."
6594 proutn("Reset levels? ")
6596 if game.energy < game.inenrg:
6597 game.energy = game.inenrg
6598 game.shield = game.inshld
6599 game.torps = game.intorps
6600 game.lsupres = game.inlsr
6601 proutn("Reset damage? ")
6603 for i in range(NDEVICES):
6604 if game.damage[i] > 0.0:
6605 game.damage[i] = 0.0
6606 proutn("Toggle debug flag? ")
6608 game.idebug = not game.idebug
6610 prout("Debug output ON")
6612 prout("Debug output OFF")
6613 proutn("Cause selective damage? ")
6615 for i in range(NDEVICES):
6616 proutn("Kill %s?" % device[i])
6618 key = scanner.nexttok()
6619 if key == "IHALPHA" and scanner.sees("y"):
6620 game.damage[i] = 10.0
6621 proutn("Examine/change events? ")
6626 FSNOVA: "Supernova ",
6629 FBATTAK: "Base Attack ",
6630 FCDBAS: "Base Destroy ",
6631 FSCMOVE: "SC Move ",
6632 FSCDBAS: "SC Base Destroy ",
6633 FDSPROB: "Probe Move ",
6634 FDISTR: "Distress Call ",
6635 FENSLV: "Enslavement ",
6636 FREPRO: "Klingon Build ",
6638 for i in range(1, NEVENTS):
6641 proutn("%.2f" % (scheduled(i)-game.state.date))
6642 if i == FENSLV or i == FREPRO:
6644 proutn(" in %s" % ev.quadrant)
6649 key = scanner.nexttok()
6653 elif key == "IHREAL":
6654 ev = schedule(i, scanner.real)
6655 if i == FENSLV or i == FREPRO:
6657 proutn("In quadrant- ")
6658 key = scanner.nexttok()
6659 # "IHEOL" says to leave coordinates as they are
6662 prout("Event %d canceled, no x coordinate." % (i))
6665 w.i = int(round(scanner.real))
6666 key = scanner.nexttok()
6668 prout("Event %d canceled, no y coordinate." % (i))
6671 w.j = int(round(scanner.real))
6674 proutn("Induce supernova here? ")
6676 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6679 if __name__ == '__main__':
6681 #global line, thing, game
6687 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6688 if os.getenv("TERM"):
6689 game.options |= OPTION_CURSES
6691 game.options |= OPTION_TTY
6692 seed = int(time.time())
6693 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6695 for (switch, val) in options:
6698 replayfp = open(val, "r")
6700 sys.stderr.write("sst: can't open replay file %s\n" % val)
6703 line = replayfp.readline().strip()
6704 (leader, __, seed) = line.split()
6706 line = replayfp.readline().strip()
6707 arguments += line.split()[2:]
6710 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6712 game.options |= OPTION_TTY
6713 game.options &=~ OPTION_CURSES
6714 elif switch == '-s':
6716 elif switch == '-t':
6717 game.options |= OPTION_TTY
6718 game.options &=~ OPTION_CURSES
6719 elif switch == '-x':
6721 elif switch == '-c': # Enable curses debugging - undocumented
6723 elif switch == '-V':
6724 print("SST2K", version)
6727 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6729 # where to save the input in case of bugs
6730 if "TMPDIR" in os.environ:
6731 tmpdir = os.environ['TMPDIR']
6735 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6737 sys.stderr.write("sst: warning, can't open logfile\n")
6740 logfp.write("# seed %s\n" % seed)
6741 logfp.write("# options %s\n" % " ".join(arguments))
6742 logfp.write("# SST2K version %s\n" % version)
6743 logfp.write("# recorded by %s@%s on %s\n" % \
6744 (getpass.getuser(),socket.gethostname(),time.ctime()))
6746 scanner = sstscanner()
6747 for arg in arguments:
6751 while True: # Play a game
6752 setwnd(fullscreen_window)
6758 game.alldone = False
6766 if game.tourn and game.alldone:
6767 proutn(_("Do you want your score recorded?"))
6773 proutn(_("Do you want to play again? "))
6777 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6781 except KeyboardInterrupt: