Be a bit more colorful.
[super-star-trek.git] / sst.py
1 #!/usr/bin/env python
2 """
3 sst.py -- Super Star Trek 2K
4
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973.  Beautiful Python it is not, but it
7 works.  Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
10
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
13 """
14 from __future__ import print_function, division
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
17
18 import os, sys, math, curses, time, pickle, copy, gettext, getpass
19 import getopt, socket, locale
20
21 # This import only works on Unixes.  The intention is to enable
22 # Ctrl-P, Ctrl-N, and friends in Cmd.
23 try:
24     import readline
25 except ImportError:
26     pass
27
28 # Prevent lossage under Python 3
29 try:
30     my_input = raw_input
31 except NameError:
32     my_input = input
33
34 version = "2.5"
35
36 docpath         = (".", "doc/", "/usr/share/doc/sst/")
37
38 def _(st):
39     return gettext.gettext(st)
40
41 # Rolling our own LCG because Python changed its incompatibly in 3.2.
42 # Thus, we need to have our own to be 2/3 polyglot, which will also
43 # be helpful when we forwrard-port.
44
45 class randomizer:
46     # LCG PRNG parameters tested against
47     # Knuth vol. 2. by the authors of ADVENT
48     LCG_A = 1093
49     LCG_C = 221587
50     LCG_M = 1048576
51
52     @staticmethod
53     def random():
54         old_x = game.lcg_x
55         game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
56         return old_x / randomizer.LCG_M
57
58     @staticmethod
59     def withprob(p):
60         v = randomizer.random()
61         #if logfp:
62         #    logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
63         return v < p
64
65     @staticmethod
66     def integer(*args):
67         v = randomizer.random()
68         if len(args) == 1:
69             v = int(v * args[0])
70         else:
71             v = args[0] + int(v * (args[1] - args[0]))
72         #if logfp:
73         #    logfp.write("#integer%s -> %s\n" % (args, v))
74         return int(v)
75
76     @staticmethod
77     def real(*args):
78         v = randomizer.random()
79         if len(args) == 1:
80             v *= args[0]                 # from [0, args[0])
81         elif len(args) == 2:
82             v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
83         #if logfp:
84         #    logfp.write("#real%s -> %f\n" % (args, v))
85         return v
86
87     @staticmethod
88     def seed(n):
89         #if logfp:
90         #    logfp.write("#seed(%d)\n" % n)
91         game.lcg_x = n % randomizer.LCG_M
92
93 GALSIZE         = 8             # Galaxy size in quadrants
94 NINHAB          = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
95 MAXUNINHAB      = 10            # Maximum uninhabited worlds
96 QUADSIZE        = 10            # Quadrant size in sectors
97 BASEMIN         = 2                             # Minimum starbases
98 BASEMAX         = (GALSIZE * GALSIZE // 12)     # Maximum starbases
99 MAXKLGAME       = 127           # Maximum Klingons per game
100 MAXKLQUAD       = 9             # Maximum Klingons per quadrant
101 FULLCREW        = 428           # Crew size. BSD Trek was 387, that's wrong
102 FOREVER         = 1e30          # Time for the indefinite future
103 MAXBURST        = 3             # Max # of torps you can launch in one turn
104 MINCMDR         = 10            # Minimum number of Klingon commanders
105 DOCKFAC         = 0.25          # Repair faster when docked
106 PHASEFAC        = 2.0           # Unclear what this is, it was in the C version
107
108 ALGERON         = 2311          # Date of the Treaty of Algeron
109
110
111 DEFAULT      = -1
112 BLACK        = 0
113 BLUE         = 1
114 GREEN        = 2
115 CYAN         = 3
116 RED          = 4
117 MAGENTA      = 5
118 BROWN        = 6
119 LIGHTGRAY    = 7
120 DARKGRAY     = 8
121 LIGHTBLUE    = 9
122 LIGHTGREEN   = 10
123 LIGHTCYAN    = 11
124 LIGHTRED     = 12
125 LIGHTMAGENTA = 13
126 YELLOW       = 14
127 WHITE        = 15
128
129 class TrekError(Exception):
130     pass
131
132 class JumpOut(Exception):
133     pass
134
135 class Coord:
136     def __init__(self, x=None, y=None):
137         self.i = x      # Row
138         self.j = y      # Column
139     def valid_quadrant(self):
140         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
141     def valid_sector(self):
142         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
143     def invalidate(self):
144         self.i = self.j = None
145     def __eq__(self, other):
146         return other is not None and self.i == other.i and self.j == other.j
147     def __ne__(self, other):
148         return other is None or self.i != other.i or self.j != other.j
149     def __add__(self, other):
150         return Coord(self.i+other.i, self.j+other.j)
151     def __sub__(self, other):
152         return Coord(self.i-other.i, self.j-other.j)
153     def __mul__(self, other):
154         return Coord(self.i*other, self.j*other)
155     def __rmul__(self, other):
156         return Coord(self.i*other, self.j*other)
157     def __div__(self, other):
158         return Coord(self.i/other, self.j/other)
159     def __truediv__(self, other):
160         return Coord(self.i/other, self.j/other)
161     def __floordiv__(self, other):
162         return Coord(self.i//other, self.j//other)
163     def __mod__(self, other):
164         return Coord(self.i % other, self.j % other)
165     def __rtruediv__(self, other):
166         return Coord(self.i/other, self.j/other)
167     def __rfloordiv__(self, other):
168         return Coord(self.i//other, self.j//other)
169     def roundtogrid(self):
170         return Coord(int(round(self.i)), int(round(self.j)))
171     def distance(self, other=None):
172         if not other:
173             other = Coord(0, 0)
174         return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
175     def bearing(self):
176         return 1.90985*math.atan2(self.j, self.i)
177     def sgn(self):
178         s = Coord()
179         if self.i == 0:
180             s.i = 0
181         elif self.i < 0:
182             s.i = -1
183         else:
184             s.i = 1
185         if self.j == 0:
186             s.j = 0
187         elif self.j < 0:
188             s.j = -1
189         else:
190             s.j = 1
191         return s
192     def quadrant(self):
193         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
194         return self.roundtogrid() // QUADSIZE
195     def sector(self):
196         return self.roundtogrid() % QUADSIZE
197     def scatter(self):
198         s = Coord()
199         s.i = self.i + rnd.integer(-1, 2)
200         s.j = self.j + rnd.integer(-1, 2)
201         return s
202     def __str__(self):
203         if self.i is None or self.j is None:
204             return "Nowhere"
205         return "%s - %s" % (self.i+1, self.j+1)
206     __repr__ = __str__
207
208 class Thingy(Coord):
209     "Do not anger the Space Thingy!"
210     def __init__(self):
211         Coord.__init__(self)
212         self.angered = False
213     def angry(self):
214         self.angered = True
215     def at(self, q):
216         return (q.i, q.j) == (self.i, self.j)
217
218 class Planet:
219     def __init__(self):
220         self.name = None        # string-valued if inhabited
221         self.quadrant = Coord()        # quadrant located
222         self.pclass = None        # could be ""M", "N", "O", or "destroyed"
223         self.crystals = "absent"# could be "mined", "present", "absent"
224         self.known = "unknown"        # could be "unknown", "known", "shuttle_down"
225         self.inhabited = False        # is it inhabited?
226     def __str__(self):
227         return self.name
228
229 class Quadrant:
230     def __init__(self):
231         self.stars = 0
232         self.planet = None
233         self.starbase = False
234         self.klingons = 0
235         self.romulans = 0
236         self.supernova = False
237         self.charted = False
238         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
239     def __str__(self):
240         return "<Quadrant: %(klingons)d>" % self.__dict__
241     __repr__ = __str__
242
243 class Page:
244     def __init__(self):
245         self.stars = None
246         self.starbase = False
247         self.klingons = None
248     def __repr__(self):
249         return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
250
251 def fill2d(size, fillfun):
252     "Fill an empty list in 2D."
253     lst = []
254     for i in range(size):
255         lst.append([])
256         for j in range(size):
257             lst[i].append(fillfun(i, j))
258     return lst
259
260 class Snapshot:
261     def __init__(self):
262         self.snap = False       # snapshot taken
263         self.crew = 0           # crew complement
264         self.nscrem = 0         # remaining super commanders
265         self.starkl = 0         # destroyed stars
266         self.basekl = 0         # destroyed bases
267         self.nromrem = 0        # Romulans remaining
268         self.nplankl = 0        # destroyed uninhabited planets
269         self.nworldkl = 0        # destroyed inhabited planets
270         self.planets = []        # Planet information
271         self.date = 0.0           # stardate
272         self.remres = 0         # remaining resources
273         self.remtime = 0        # remaining time
274         self.baseq = []         # Base quadrant coordinates
275         self.kcmdr = []         # Commander quadrant coordinates
276         self.kscmdr = Coord()        # Supercommander quadrant coordinates
277         # the galaxy
278         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
279         # the starchart
280         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
281     def traverse(self):
282         for i in range(GALSIZE):
283             for j in range(GALSIZE):
284                 yield (i, j, self.galaxy[i][j])
285
286 class Event:
287     def __init__(self):
288         self.date = None        # A real number
289         self.quadrant = None        # A coord structure
290
291 # game options
292 OPTION_ALL        = 0xffffffff
293 OPTION_TTY        = 0x00000001        # old interface
294 OPTION_CURSES     = 0x00000002        # new interface
295 OPTION_IOMODES    = 0x00000003        # cover both interfaces
296 OPTION_PLANETS    = 0x00000004        # planets and mining
297 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
298 OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
299 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
300 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
301 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
302 OPTION_MVBADDY    = 0x00000100        # more enemies can move (Almy)
303 OPTION_BLKHOLE    = 0x00000200        # black hole may timewarp you (Stas, 2005)
304 OPTION_BASE       = 0x00000400        # bases have good shields (Stas, 2005)
305 OPTION_WORLDS     = 0x00000800        # logic for inhabited worlds (ESR, 2006)
306 OPTION_AUTOSCAN   = 0x00001000        # automatic LRSCAN before CHART (ESR, 2006)
307 OPTION_CAPTURE    = 0x00002000        # Enable BSD-Trek capture (Almy, 2013).
308 OPTION_CLOAK      = 0x80004000        # Enable BSD-Trek capture (Almy, 2013).
309 OPTION_PLAIN      = 0x01000000        # user chose plain game
310 OPTION_ALMY       = 0x02000000        # user chose Almy variant
311 OPTION_COLOR      = 0x04000000        # enable color display (ESR, 2010)
312 OPTION_DOTFILL    = 0x08000000        # fix dotfill glitch in chart (ESR, 2019)
313
314 # Define devices
315 DSRSENS         = 0
316 DLRSENS         = 1
317 DPHASER         = 2
318 DPHOTON         = 3
319 DLIFSUP         = 4
320 DWARPEN         = 5
321 DIMPULS         = 6
322 DSHIELD         = 7
323 DRADIO          = 8
324 DSHUTTL         = 9
325 DCOMPTR         = 10
326 DNAVSYS         = 11
327 DTRANSP         = 12
328 DSHCTRL         = 13
329 DDRAY           = 14
330 DDSP            = 15
331 DCLOAK          = 16
332 NDEVICES        = 17        # Number of devices
333
334 SKILL_NONE      = 0
335 SKILL_NOVICE    = 1
336 SKILL_FAIR      = 2
337 SKILL_GOOD      = 3
338 SKILL_EXPERT    = 4
339 SKILL_EMERITUS  = 5
340
341 def damaged(dev):
342     return (game.damage[dev] != 0.0)
343 def communicating():
344     return not damaged(DRADIO) or game.condition=="docked"
345
346 # Define future events
347 FSPY    = 0        # Spy event happens always (no future[] entry)
348                    # can cause SC to tractor beam Enterprise
349 FSNOVA  = 1        # Supernova
350 FTBEAM  = 2        # Commander tractor beams Enterprise
351 FSNAP   = 3        # Snapshot for time warp
352 FBATTAK = 4        # Commander attacks base
353 FCDBAS  = 5        # Commander destroys base
354 FSCMOVE = 6        # Supercommander moves (might attack base)
355 FSCDBAS = 7        # Supercommander destroys base
356 FDSPROB = 8        # Move deep space probe
357 FDISTR  = 9        # Emit distress call from an inhabited world
358 FENSLV  = 10       # Inhabited word is enslaved
359 FREPRO  = 11       # Klingons build a ship in an enslaved system
360 NEVENTS = 12
361
362 # Abstract out the event handling -- underlying data structures will change
363 # when we implement stateful events
364 def findevent(evtype):
365     return game.future[evtype]
366
367 class Enemy:
368     def __init__(self, etype=None, loc=None, power=None):
369         self.type = etype
370         self.location = Coord()
371         self.kdist = None
372         self.kavgd = None
373         if loc:
374             self.move(loc)
375         self.power = power        # enemy energy level
376         game.enemies.append(self)
377     def move(self, loc):
378         motion = (loc != self.location)
379         if self.location.i is not None and self.location.j is not None:
380             if motion:
381                 if self.type == 'T':
382                     game.quad[self.location.i][self.location.j] = '#'
383                 else:
384                     game.quad[self.location.i][self.location.j] = '.'
385         if loc:
386             self.location = copy.copy(loc)
387             game.quad[self.location.i][self.location.j] = self.type
388             self.kdist = self.kavgd = (game.sector - loc).distance()
389         else:
390             self.location = Coord()
391             self.kdist = self.kavgd = None
392             # Guard prevents failure on Tholian or thingy
393             if self in game.enemies:
394                 game.enemies.remove(self)
395         return motion
396     def __repr__(self):
397         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
398
399 class Gamestate:
400     def __init__(self):
401         self.options = None        # Game options
402         self.state = Snapshot()        # A snapshot structure
403         self.snapsht = Snapshot()        # Last snapshot taken for time-travel purposes
404         self.quad = None        # contents of our quadrant
405         self.damage = [0.0] * NDEVICES        # damage encountered
406         self.future = []        # future events
407         i = NEVENTS
408         while i > 0:
409             i -= 1
410             self.future.append(Event())
411         self.passwd  = None        # Self Destruct password
412         self.enemies = []
413         self.quadrant = None        # where we are in the large
414         self.sector = None        # where we are in the small
415         self.tholian = None        # Tholian enemy object
416         self.base = None        # position of base in current quadrant
417         self.battle = None        # base coordinates being attacked
418         self.plnet = None        # location of planet in quadrant
419         self.gamewon = False        # Finished!
420         self.ididit = False        # action taken -- allows enemy to attack
421         self.alive = False        # we are alive (not killed)
422         self.justin = False        # just entered quadrant
423         self.shldup = False        # shields are up
424         self.shldchg = False        # shield is changing (affects efficiency)
425         self.iscate = False        # super commander is here
426         self.ientesc = False        # attempted escape from supercommander
427         self.resting = False        # rest time
428         self.icraft = False        # Kirk in Galileo
429         self.landed = False        # party on planet (true), on ship (false)
430         self.alldone = False        # game is now finished
431         self.neutz = False        # Romulan Neutral Zone
432         self.isarmed = False        # probe is armed
433         self.inorbit = False        # orbiting a planet
434         self.imine = False        # mining
435         self.icrystl = False        # dilithium crystals aboard
436         self.iseenit = False        # seen base attack report
437         self.thawed = False        # thawed game
438         self.condition = None        # "green", "yellow", "red", "docked", "dead"
439         self.iscraft = None        # "onship", "offship", "removed"
440         self.skill = SKILL_NONE        # Player skill level
441         self.inkling = 0        # initial number of klingons
442         self.inbase = 0                # initial number of bases
443         self.incom = 0                # initial number of commanders
444         self.inscom = 0                # initial number of commanders
445         self.inrom = 0                # initial number of commanders
446         self.instar = 0                # initial stars
447         self.intorps = 0        # initial/max torpedoes
448         self.torps = 0                # number of torpedoes
449         self.ship = 0                # ship type -- 'E' is Enterprise
450         self.abandoned = 0        # count of crew abandoned in space
451         self.length = 0                # length of game
452         self.klhere = 0                # klingons here
453         self.casual = 0                # causalties
454         self.nhelp = 0                # calls for help
455         self.nkinks = 0                # count of energy-barrier crossings
456         self.iplnet = None        # planet # in quadrant
457         self.inplan = 0                # initial planets
458         self.irhere = 0                # Romulans in quadrant
459         self.isatb = 0                # =2 if super commander is attacking base
460         self.tourn = None        # tournament number
461         self.nprobes = 0        # number of probes available
462         self.inresor = 0.0        # initial resources
463         self.intime = 0.0        # initial time
464         self.inenrg = 0.0        # initial/max energy
465         self.inshld = 0.0        # initial/max shield
466         self.inlsr = 0.0        # initial life support resources
467         self.indate = 0.0        # initial date
468         self.energy = 0.0        # energy level
469         self.shield = 0.0        # shield level
470         self.warpfac = 0.0        # warp speed
471         self.lsupres = 0.0        # life support reserves
472         self.optime = 0.0        # time taken by current operation
473         self.damfac = 0.0        # damage factor
474         self.lastchart = 0.0        # time star chart was last updated
475         self.cryprob = 0.0        # probability that crystal will work
476         self.probe = None        # object holding probe course info
477         self.height = 0.0        # height of orbit around planet
478         self.score = 0.0        # overall score
479         self.perdate = 0.0        # rate of kills
480         self.idebug = False        # Debugging instrumentation enabled?
481         self.cdebug = False        # Debugging instrumentation for curses enabled?
482         self.statekscmdr = None # No SuperCommander coordinates yet.
483         self.brigcapacity = 400     # Enterprise brig capacity
484         self.brigfree = 400       # How many klingons can we put in the brig?
485         self.kcaptured = 0      # Total Klingons captured, for scoring.
486         self.iscloaked = False  # Cloaking device on?
487         self.ncviol = 0         # Algreon treaty violations
488         self.isviolreported = False # We have been warned
489         self.lcg_x = 0          # LCG generator value
490     def remkl(self):
491         return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
492     def recompute(self):
493         # Stas thinks this should be (C expression):
494         # game.remkl() + len(game.state.kcmdr) > 0 ?
495         #        game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
496         # He says the existing expression is prone to divide-by-zero errors
497         # after killing the last klingon when score is shown -- perhaps also
498         # if the only remaining klingon is SCOM.
499         self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
500     def unwon(self):
501         "Are there Klingons remaining?"
502         return self.remkl()
503
504 FWON = 0
505 FDEPLETE = 1
506 FLIFESUP = 2
507 FNRG = 3
508 FBATTLE = 4
509 FNEG3 = 5
510 FNOVA = 6
511 FSNOVAED = 7
512 FABANDN = 8
513 FDILITHIUM = 9
514 FMATERIALIZE = 10
515 FPHASER = 11
516 FLOST = 12
517 FMINING = 13
518 FDPLANET = 14
519 FPNOVA = 15
520 FSSC = 16
521 FSTRACTOR = 17
522 FDRAY = 18
523 FTRIBBLE = 19
524 FHOLE = 20
525 FCREW = 21
526 FCLOAK = 22
527
528 # Code from ai.c begins here
529
530 def welcoming(iq):
531     "Would this quadrant welcome another Klingon?"
532     return iq.valid_quadrant() and \
533         not game.state.galaxy[iq.i][iq.j].supernova and \
534         game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
535
536 def tryexit(enemy, look, irun):
537     "A bad guy attempts to bug out."
538     iq = Coord()
539     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
540     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
541     if not welcoming(iq):
542         return False
543     if enemy.type == 'R':
544         return False # Romulans cannot escape!
545     if not irun:
546         # avoid intruding on another commander's territory
547         if enemy.type == 'C':
548             if iq in game.state.kcmdr:
549                 return []
550             # refuse to leave if currently attacking starbase
551             if game.battle == game.quadrant:
552                 return []
553         # don't leave if over 1000 units of energy
554         if enemy.power > 1000.0:
555             return []
556     oldloc = copy.copy(enemy.location)
557     # handle local matters related to escape
558     enemy.move(None)
559     game.klhere -= 1
560     if game.condition != "docked":
561         newcnd()
562     # Handle global matters related to escape
563     game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
564     game.state.galaxy[iq.i][iq.j].klingons += 1
565     if enemy.type == 'S':
566         game.iscate = False
567         game.ientesc = False
568         game.isatb = 0
569         schedule(FSCMOVE, 0.2777)
570         unschedule(FSCDBAS)
571         game.state.kscmdr = iq
572     else:
573         for cmdr in game.state.kcmdr:
574             if cmdr == game.quadrant:
575                 game.state.kcmdr.append(iq)
576                 break
577     # report move out of quadrant.
578     return [(True, enemy, oldloc, iq)]
579
580 # The bad-guy movement algorithm:
581 #
582 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
583 # If both are operating full strength, force is 1000. If both are damaged,
584 # force is -1000. Having shields down subtracts an additional 1000.
585 #
586 # 2. Enemy has forces equal to the energy of the attacker plus
587 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
588 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
589 #
590 # Attacker Initial energy levels (nominal):
591 # Klingon   Romulan   Commander   Super-Commander
592 # Novice    400        700        1200
593 # Fair      425        750        1250
594 # Good      450        800        1300        1750
595 # Expert    475        850        1350        1875
596 # Emeritus  500        900        1400        2000
597 # VARIANCE   75        200         200         200
598 #
599 # Enemy vessels only move prior to their attack. In Novice - Good games
600 # only commanders move. In Expert games, all enemy vessels move if there
601 # is a commander present. In Emeritus games all enemy vessels move.
602 #
603 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
604 # forces are 1000 greater than Enterprise.
605 #
606 # Agressive action on average cuts the distance between the ship and
607 # the enemy to 1/4 the original.
608 #
609 # 4.  At lower energy advantage, movement units are proportional to the
610 # advantage with a 650 advantage being to hold ground, 800 to move forward
611 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
612 #
613 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
614 # retreat, especially at high skill levels.
615 #
616 # 5.  Motion is limited to skill level, except for SC hi-tailing it out.
617
618 def movebaddy(enemy):
619     "Tactical movement for the bad guys."
620     goto = Coord()
621     look = Coord()
622     irun = False
623     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
624     if game.skill >= SKILL_EXPERT:
625         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)
626     else:
627         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
628     old_dist = enemy.kdist
629     mdist = int(old_dist + 0.5) # Nearest integer distance
630     # If SC, check with spy to see if should hi-tail it
631     if enemy.type == 'S' and \
632         (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
633         irun = True
634         motion = -QUADSIZE
635     else:
636         # decide whether to advance, retreat, or hold position
637         forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
638         if not game.shldup:
639             forces += 1000 # Good for enemy if shield is down!
640         if not damaged(DPHASER) or not damaged(DPHOTON):
641             if damaged(DPHASER): # phasers damaged
642                 forces += 300.0
643             else:
644                 forces -= 0.2*(game.energy - 2500.0)
645             if damaged(DPHOTON): # photon torpedoes damaged
646                 forces += 300.0
647             else:
648                 forces -= 50.0*game.torps
649         else:
650             # phasers and photon tubes both out!
651             forces += 1000.0
652         motion = 0
653         if forces <= 1000.0 and game.condition != "docked": # Typical situation
654             motion = ((forces + rnd.real(200))/150.0) - 5.0
655         else:
656             if forces > 1000.0: # Very strong -- move in for kill
657                 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
658             if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
659                 motion -= game.skill*(2.0-rnd.real()**2)
660         if game.idebug:
661             proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
662         # don't move if no motion
663         if motion == 0:
664             return []
665         # Limit motion according to skill
666         if abs(motion) > game.skill:
667             if motion < 0:
668                 motion = -game.skill
669             else:
670                 motion = game.skill
671     # calculate preferred number of steps
672     nsteps = abs(int(motion))
673     if motion > 0 and nsteps > mdist:
674         nsteps = mdist # don't overshoot
675     if nsteps > QUADSIZE:
676         nsteps = QUADSIZE # This shouldn't be necessary
677     if nsteps < 1:
678         nsteps = 1 # This shouldn't be necessary
679     if game.idebug:
680         proutn("NSTEPS = %d:" % nsteps)
681     # Compute preferred values of delta X and Y
682     m = game.sector - enemy.location
683     if 2.0 * abs(m.i) < abs(m.j):
684         m.i = 0
685     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
686         m.j = 0
687     m = (motion * m).sgn()
688     goto = enemy.location
689     # main move loop
690     for ll in range(nsteps):
691         if game.idebug:
692             proutn(" %d" % (ll+1))
693         # Check if preferred position available
694         look = goto + m
695         if m.i < 0:
696             krawli = 1
697         else:
698             krawli = -1
699         if m.j < 0:
700             krawlj = 1
701         else:
702             krawlj = -1
703         success = False
704         attempts = 0 # Settle mysterious hang problem
705         while attempts < 20 and not success:
706             attempts += 1
707             if look.i < 0 or look.i >= QUADSIZE:
708                 if motion < 0:
709                     return tryexit(enemy, look, irun)
710                 if krawli == m.i or m.j == 0:
711                     break
712                 look.i = goto.i + krawli
713                 krawli = -krawli
714             elif look.j < 0 or look.j >= QUADSIZE:
715                 if motion < 0:
716                     return tryexit(enemy, look, irun)
717                 if krawlj == m.j or m.i == 0:
718                     break
719                 look.j = goto.j + krawlj
720                 krawlj = -krawlj
721             elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
722                 # See if enemy should ram ship
723                 if game.quad[look.i][look.j] == game.ship and \
724                     (enemy.type == 'C' or enemy.type == 'S'):
725                     collision(rammed=True, enemy=enemy)
726                     return []
727                 if krawli != m.i and m.j != 0:
728                     look.i = goto.i + krawli
729                     krawli = -krawli
730                 elif krawlj != m.j and m.i != 0:
731                     look.j = goto.j + krawlj
732                     krawlj = -krawlj
733                 else:
734                     break # we have failed
735             else:
736                 success = True
737         if success:
738             goto = look
739             if game.idebug:
740                 proutn(repr(goto))
741         else:
742             break # done early
743     if game.idebug:
744         skip(1)
745     # Enemy moved, but is still in sector
746     return [(False, enemy, old_dist, goto)]
747
748 def moveklings():
749     "Sequence Klingon tactical movement."
750     if game.idebug:
751         prout("== MOVCOM")
752     # Figure out which Klingon is the commander (or Supercommander)
753     # and do move
754     tacmoves = []
755     if game.quadrant in game.state.kcmdr:
756         for enemy in game.enemies:
757             if enemy.type == 'C':
758                 tacmoves += movebaddy(enemy)
759     if game.state.kscmdr == game.quadrant:
760         for enemy in game.enemies:
761             if enemy.type == 'S':
762                 tacmoves += movebaddy(enemy)
763                 break
764     # If skill level is high, move other Klingons and Romulans too!
765     # Move these last so they can base their actions on what the
766     # commander(s) do.
767     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
768         for enemy in game.enemies:
769             if enemy.type in ('K', 'R'):
770                 tacmoves += movebaddy(enemy)
771     return tacmoves
772
773 def movescom(iq, avoid):
774     "Supercommander movement helper."
775     # Avoid quadrants with bases if we want to avoid Enterprise
776     if not welcoming(iq) or (avoid and iq in game.state.baseq):
777         return False
778     if game.justin and not game.iscate:
779         return False
780     # do the move
781     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
782     game.state.kscmdr = iq
783     game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
784     if game.state.kscmdr == game.quadrant:
785         # SC has scooted, remove him from current quadrant
786         game.iscate = False
787         game.isatb = 0
788         game.ientesc = False
789         unschedule(FSCDBAS)
790         for enemy in game.enemies:
791             if enemy.type == 'S':
792                 enemy.move(None)
793         game.klhere -= 1
794         if game.condition != "docked":
795             newcnd()
796         sortenemies()
797     # check for a helpful planet
798     for i in range(game.inplan):
799         if game.state.planets[i].quadrant == game.state.kscmdr and \
800             game.state.planets[i].crystals == "present":
801             # destroy the planet
802             game.state.planets[i].pclass = "destroyed"
803             game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
804             if communicating():
805                 announce()
806                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
807                 prout(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
808                 prout(_("   by the Super-commander.\""))
809             break
810     return True # looks good!
811
812 def supercommander():
813     "Move the Super Commander."
814     iq = Coord()
815     sc = Coord()
816     ibq = Coord()
817     idelta = Coord()
818     basetbl = []
819     if game.idebug:
820         prout("== SUPERCOMMANDER")
821     # Decide on being active or passive
822     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 \
823             (game.state.date-game.indate) < 3.0)
824     if not game.iscate and avoid:
825         # compute move away from Enterprise
826         idelta = game.state.kscmdr-game.quadrant
827         if idelta.distance() > 2.0:
828             # circulate in space
829             idelta.i = game.state.kscmdr.j-game.quadrant.j
830             idelta.j = game.quadrant.i-game.state.kscmdr.i
831     else:
832         # compute distances to starbases
833         if not game.state.baseq:
834             # nothing left to do
835             unschedule(FSCMOVE)
836             return
837         sc = game.state.kscmdr
838         for (i, base) in enumerate(game.state.baseq):
839             basetbl.append((i, (base - sc).distance()))
840         if len(game.state.baseq) > 1:
841             basetbl.sort(key=lambda x: x[1])
842         # look for nearest base without a commander, no Enterprise, and
843         # without too many Klingons, and not already under attack.
844         ifindit = iwhichb = 0
845         for (i2, base) in enumerate(game.state.baseq):
846             i = basetbl[i2][0]        # bug in original had it not finding nearest
847             if base == game.quadrant or base == game.battle or not welcoming(base):
848                 continue
849             # if there is a commander, and no other base is appropriate,
850             # we will take the one with the commander
851             for cmdr in game.state.kcmdr:
852                 if base == cmdr and ifindit != 2:
853                     ifindit = 2
854                     iwhichb = i
855                     break
856             else:        # no commander -- use this one
857                 ifindit = 1
858                 iwhichb = i
859                 break
860         if ifindit == 0:
861             return # Nothing suitable -- wait until next time
862         ibq = game.state.baseq[iwhichb]
863         # decide how to move toward base
864         idelta = ibq - game.state.kscmdr
865     # Maximum movement is 1 quadrant in either or both axes
866     idelta = idelta.sgn()
867     # try moving in both x and y directions
868     # there was what looked like a bug in the Almy C code here,
869     # but it might be this translation is just wrong.
870     iq = game.state.kscmdr + idelta
871     if not movescom(iq, avoid):
872         # failed -- try some other maneuvers
873         if idelta.i == 0 or idelta.j == 0:
874             # attempt angle move
875             if idelta.i != 0:
876                 iq.j = game.state.kscmdr.j + 1
877                 if not movescom(iq, avoid):
878                     iq.j = game.state.kscmdr.j - 1
879                     movescom(iq, avoid)
880             elif idelta.j != 0:
881                 iq.i = game.state.kscmdr.i + 1
882                 if not movescom(iq, avoid):
883                     iq.i = game.state.kscmdr.i - 1
884                     movescom(iq, avoid)
885         else:
886             # try moving just in x or y
887             iq.j = game.state.kscmdr.j
888             if not movescom(iq, avoid):
889                 iq.j = game.state.kscmdr.j + idelta.j
890                 iq.i = game.state.kscmdr.i
891                 movescom(iq, avoid)
892     # check for a base
893     if len(game.state.baseq) == 0:
894         unschedule(FSCMOVE)
895     else:
896         for ibq in game.state.baseq:
897             if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
898                 # attack the base
899                 if avoid:
900                     return # no, don't attack base!
901                 game.iseenit = False
902                 game.isatb = 1
903                 schedule(FSCDBAS, rnd.real(1.0, 3.0))
904                 if is_scheduled(FCDBAS):
905                     postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
906                 if not communicating():
907                     return # no warning
908                 game.iseenit = True
909                 announce()
910                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
911                       % game.state.kscmdr)
912                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
913                 prout(_("   It can survive until stardate %d.\"") \
914                        % int(scheduled(FSCDBAS)))
915                 if not game.resting:
916                     return
917                 prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
918                 if not ja():
919                     return
920                 game.resting = False
921                 game.optime = 0.0 # actually finished
922                 return
923     # Check for intelligence report
924     if not game.idebug and \
925         (rnd.withprob(0.8) or \
926          (not communicating()) or \
927          not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
928         return
929     announce()
930     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
931     prout(_("   the Super-commander is in Quadrant %s.") % game.state.kscmdr)
932     return
933
934 def movetholian():
935     "Move the Tholian."
936     if not game.tholian or game.justin:
937         return
938     tid = Coord()
939     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
940         tid.i = 0
941         tid.j = QUADSIZE-1
942     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
943         tid.i = QUADSIZE-1
944         tid.j = QUADSIZE-1
945     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
946         tid.i = QUADSIZE-1
947         tid.j = 0
948     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
949         tid.i = 0
950         tid.j = 0
951     else:
952         # something is wrong!
953         game.tholian.move(None)
954         prout("***Internal error: Tholian in a bad spot.")
955         return
956     # do nothing if we are blocked
957     if game.quad[tid.i][tid.j] not in ('.', '#'):
958         return
959     here = copy.copy(game.tholian.location)
960     delta = (tid - game.tholian.location).sgn()
961     # move in x axis
962     while here.i != tid.i:
963         here.i += delta.i
964         if game.quad[here.i][here.j] == '.':
965             game.tholian.move(here)
966     # move in y axis
967     while here.j != tid.j:
968         here.j += delta.j
969         if game.quad[here.i][here.j] == '.':
970             game.tholian.move(here)
971     # check to see if all holes plugged
972     for i in range(QUADSIZE):
973         if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
974             return
975         if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
976             return
977         if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
978             return
979         if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
980             return
981     # All plugged up -- Tholian splits
982     game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
983     dropin(' ')
984     prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
985     game.tholian.move(None)
986     return
987
988 # Code from battle.c begins here
989
990 def cloak():
991     "Change cloaking-device status."
992     if game.ship == 'F':
993         prout(_("Ye Faerie Queene hath no cloaking device."))
994         return
995
996     key = scanner.nexttok()
997
998     if key == "IHREAL":
999         huh()
1000         return
1001
1002     action = None
1003     if key == "IHALPHA":
1004         if scanner.sees("on"):
1005             if game.iscloaked:
1006                 prout(_("The cloaking device has already been switched on."))
1007                 return
1008             action = "CLON"
1009         elif scanner.sees("off"):
1010             if not game.iscloaked:
1011                 prout(_("The cloaking device has already been switched off."))
1012                 return
1013             action = "CLOFF"
1014         else:
1015             huh()
1016             return
1017     else:
1018         if not game.iscloaked:
1019             proutn(_("Switch cloaking device on? "))
1020             if not ja():
1021                 return
1022             action = "CLON"
1023         else:
1024             proutn(_("Switch cloaking device off? "))
1025             if not ja():
1026                 return
1027             action = "CLOFF"
1028     if action is None:
1029         return
1030
1031     if action == "CLOFF":
1032         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1033             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
1034             if not ja():
1035                 return
1036         prout("Engineer Scott- \"Aye, Sir.\"")
1037         game.iscloaked = False
1038         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1039             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1040             game.ncviol += 1
1041             game.isviolreported = True
1042
1043             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1044             return
1045
1046     if action == "CLON":
1047         if damaged(DCLOAK):
1048             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1049             return
1050
1051         if game.condition == "docked":
1052             prout(_("You cannot cloak while docked."))
1053
1054         if game.state.date >= ALGERON and not game.isviolreported:
1055             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1056             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
1057             proutn(_("  are you sure this is wise? "))
1058             if not ja():
1059                 return
1060         prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1061         attack(True)
1062         prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1063         game.iscloaked = True
1064
1065         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1066             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1067             game.ncviol += 1
1068             game.isviolreported = True
1069
1070 def doshield(shraise):
1071     "Change shield status."
1072     action = "NONE"
1073     game.ididit = False
1074     if shraise:
1075         action = "SHUP"
1076     else:
1077         key = scanner.nexttok()
1078         if key == "IHALPHA":
1079             if scanner.sees("transfer"):
1080                 action = "NRG"
1081             else:
1082                 if damaged(DSHIELD):
1083                     prout(_("Shields damaged and down."))
1084                     return
1085                 if scanner.sees("up"):
1086                     action = "SHUP"
1087                 elif scanner.sees("down"):
1088                     action = "SHDN"
1089         if action == "NONE":
1090             proutn(_("Do you wish to change shield energy? "))
1091             if ja():
1092                 action = "NRG"
1093             elif damaged(DSHIELD):
1094                 prout(_("Shields damaged and down."))
1095                 return
1096             elif game.shldup:
1097                 proutn(_("Shields are up. Do you want them down? "))
1098                 if ja():
1099                     action = "SHDN"
1100                 else:
1101                     scanner.chew()
1102                     return
1103             else:
1104                 proutn(_("Shields are down. Do you want them up? "))
1105                 if ja():
1106                     action = "SHUP"
1107                 else:
1108                     scanner.chew()
1109                     return
1110     if action == "SHUP": # raise shields
1111         if game.shldup:
1112             prout(_("Shields already up."))
1113             return
1114         game.shldup = True
1115         game.shldchg = True
1116         if game.condition != "docked":
1117             game.energy -= 50.0
1118         prout(_("Shields raised."))
1119         if game.energy <= 0:
1120             skip(1)
1121             prout(_("Shields raising uses up last of energy."))
1122             finish(FNRG)
1123             return
1124         game.ididit = True
1125         return
1126     elif action == "SHDN":
1127         if not game.shldup:
1128             prout(_("Shields already down."))
1129             return
1130         game.shldup = False
1131         game.shldchg = True
1132         prout(_("Shields lowered."))
1133         game.ididit = True
1134         return
1135     elif action == "NRG":
1136         while scanner.nexttok() != "IHREAL":
1137             scanner.chew()
1138             proutn(_("Energy to transfer to shields- "))
1139         nrg = scanner.real
1140         scanner.chew()
1141         if nrg == 0:
1142             return
1143         if nrg > game.energy:
1144             prout(_("Insufficient ship energy."))
1145             return
1146         game.ididit = True
1147         if game.shield+nrg >= game.inshld:
1148             prout(_("Shield energy maximized."))
1149             if game.shield+nrg > game.inshld:
1150                 prout(_("Excess energy requested returned to ship energy"))
1151             game.energy -= game.inshld-game.shield
1152             game.shield = game.inshld
1153             return
1154         if nrg < 0.0 and game.energy-nrg > game.inenrg:
1155             # Prevent shield drain loophole
1156             skip(1)
1157             prout(_("Engineering to bridge--"))
1158             prout(_("  Scott here. Power circuit problem, Captain."))
1159             prout(_("  I can't drain the shields."))
1160             game.ididit = False
1161             return
1162         if game.shield+nrg < 0:
1163             prout(_("All shield energy transferred to ship."))
1164             game.energy += game.shield
1165             game.shield = 0.0
1166             return
1167         proutn(_("Scotty- \""))
1168         if nrg > 0:
1169             prout(_("Transferring energy to shields.\""))
1170         else:
1171             prout(_("Draining energy from shields.\""))
1172         game.shield += nrg
1173         game.energy -= nrg
1174         return
1175
1176 def randdevice():
1177     "Choose a device to damage, at random."
1178     weights = (
1179         105,       # DSRSENS: short range scanners         10.5%
1180         105,       # DLRSENS: long range scanners          10.5%
1181         120,       # DPHASER: phasers                      12.0%
1182         120,       # DPHOTON: photon torpedoes             12.0%
1183         25,        # DLIFSUP: life support                  2.5%
1184         65,        # DWARPEN: warp drive                    6.5%
1185         70,        # DIMPULS: impulse engines               6.5%
1186         135,       # DSHIELD: deflector shields            13.5%
1187         30,        # DRADIO:  subspace radio                3.0%
1188         45,        # DSHUTTL: shuttle                       4.5%
1189         15,        # DCOMPTR: computer                      1.5%
1190         20,        # NAVCOMP: navigation system             2.0%
1191         75,        # DTRANSP: transporter                   7.5%
1192         20,        # DSHCTRL: high-speed shield controller  2.0%
1193         10,        # DDRAY: death ray                       1.0%
1194         30,        # DDSP: deep-space probes                3.0%
1195         10,        # DCLOAK: the cloaking device            1.0
1196     )
1197     assert(sum(weights) == 1000)
1198     idx = rnd.integer(1000)
1199     wsum = 0
1200     for (i, w) in enumerate(weights):
1201         wsum += w
1202         if idx < wsum:
1203             return i
1204     return None        # we should never get here
1205
1206 def collision(rammed, enemy):
1207     "Collision handling for rammong events."
1208     prouts(_("***RED ALERT!  RED ALERT!"))
1209     skip(1)
1210     prout(_("***COLLISION IMMINENT."))
1211     skip(2)
1212     proutn("***")
1213     proutn(crmshp())
1214     hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1215     if rammed:
1216         proutn(_(" rammed by "))
1217     else:
1218         proutn(_(" rams "))
1219     proutn(crmena(False, enemy.type, "sector", enemy.location))
1220     if rammed:
1221         proutn(_(" (original position)"))
1222     skip(1)
1223     deadkl(enemy.location, enemy.type, game.sector)
1224     proutn("***" + crmshp() + " heavily damaged.")
1225     icas = rnd.integer(10, 30)
1226     prout(_("***Sickbay reports %d casualties") % icas)
1227     game.casual += icas
1228     game.state.crew -= icas
1229     # In the pre-SST2K version, all devices got equiprobably damaged,
1230     # which was silly.  Instead, pick up to half the devices at
1231     # random according to our weighting table,
1232     ncrits = rnd.integer(NDEVICES//2)
1233     while ncrits > 0:
1234         ncrits -= 1
1235         dev = randdevice()
1236         if game.damage[dev] < 0:
1237             continue
1238         extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1239         # Damage for at least time of travel!
1240         game.damage[dev] += game.optime + extradm
1241     game.shldup = False
1242     prout(_("***Shields are down."))
1243     if game.unwon():
1244         announce()
1245         damagereport()
1246     else:
1247         finish(FWON)
1248     return
1249
1250 def torpedo(origin, bearing, dispersion, number, nburst):
1251     "Let a photon torpedo fly"
1252     if not damaged(DSRSENS) or game.condition == "docked":
1253         setwnd(srscan_window)
1254     else:
1255         setwnd(message_window)
1256     ac = bearing + 0.25*dispersion        # dispersion is a random variable
1257     bullseye = (15.0 - bearing)*0.5235988
1258     track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1259     bumpto = Coord(0, 0)
1260     # Loop to move a single torpedo
1261     setwnd(message_window)
1262     for step in range(1, QUADSIZE*2):
1263         if not track.nexttok():
1264             break
1265         w = track.sector()
1266         if not w.valid_sector():
1267             break
1268         iquad = game.quad[w.i][w.j]
1269         tracktorpedo(w, step, number, nburst, iquad)
1270         if iquad == '.':
1271             continue
1272         # hit something
1273         setwnd(message_window)
1274         if not damaged(DSRSENS) or game.condition == "docked":
1275             skip(1)        # start new line after text track
1276         if iquad in ('E', 'F'): # Hit our ship
1277             skip(1)
1278             prout(_("Torpedo hits %s.") % crmshp())
1279             hit = 700.0 + rnd.real(100) - \
1280                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1281             newcnd() # we're blown out of dock
1282             if game.landed or game.condition == "docked":
1283                 return hit # Cheat if on a planet
1284             # In the C/FORTRAN version, dispersion was 2.5 radians, which
1285             # is 143 degrees, which is almost exactly 4.8 clockface units
1286             displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1287             displacement.nexttok()
1288             bumpto = displacement.sector()
1289             if not bumpto.valid_sector():
1290                 return hit
1291             if game.quad[bumpto.i][bumpto.j] == ' ':
1292                 finish(FHOLE)
1293                 return hit
1294             if game.quad[bumpto.i][bumpto.j] != '.':
1295                 # can't move into object
1296                 return hit
1297             game.sector = bumpto
1298             proutn(crmshp())
1299             game.quad[w.i][w.j] = '.'
1300             game.quad[bumpto.i][bumpto.j] = iquad
1301             prout(_(" displaced by blast to Sector %s ") % bumpto)
1302             for enemy in game.enemies:
1303                 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1304             sortenemies()
1305             return None
1306         elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1307             # find the enemy
1308             if iquad in ('C', 'S') and rnd.withprob(0.05):
1309                 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1310                 prout(_("   torpedo neutralized."))
1311                 return None
1312             for enemy in game.enemies:
1313                 if w == enemy.location:
1314                     kp = math.fabs(enemy.power)
1315                     h1 = 700.0 + rnd.integer(100) - \
1316                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1317                     h1 = math.fabs(h1)
1318                     if kp < h1:
1319                         h1 = kp
1320                     if enemy.power < 0:
1321                         enemy.power -= -h1
1322                     else:
1323                         enemy.power -= h1
1324                     if enemy.power == 0:
1325                         deadkl(w, iquad, w)
1326                         return None
1327                     proutn(crmena(True, iquad, "sector", w))
1328                     displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1329                     displacement.nexttok()
1330                     bumpto = displacement.sector()
1331                     if not bumpto.valid_sector():
1332                         prout(_(" damaged but not destroyed."))
1333                         return
1334                     if game.quad[bumpto.i][bumpto.j] == ' ':
1335                         prout(_(" buffeted into black hole."))
1336                         deadkl(w, iquad, bumpto)
1337                     if game.quad[bumpto.i][bumpto.j] != '.':
1338                         prout(_(" damaged but not destroyed."))
1339                     else:
1340                         prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1341                         enemy.location = bumpto
1342                         game.quad[w.i][w.j] = '.'
1343                         game.quad[bumpto.i][bumpto.j] = iquad
1344                         for tenemy in game.enemies:
1345                             tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1346                         sortenemies()
1347                     break
1348             else:
1349                 prout("Internal error, no enemy where expected!")
1350                 raise SystemExit(1)
1351             return None
1352         elif iquad == 'B': # Hit a base
1353             skip(1)
1354             prout(_("***STARBASE DESTROYED.."))
1355             game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1356             game.quad[w.i][w.j] = '.'
1357             game.base.invalidate()
1358             game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1359             game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1360             game.state.basekl += 1
1361             newcnd()
1362             return None
1363         elif iquad == 'P': # Hit a planet
1364             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1365             game.state.nplankl += 1
1366             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1367             game.iplnet.pclass = "destroyed"
1368             game.iplnet = None
1369             game.plnet.invalidate()
1370             game.quad[w.i][w.j] = '.'
1371             if game.landed:
1372                 # captain perishes on planet
1373                 finish(FDPLANET)
1374             return None
1375         elif iquad == '@': # Hit an inhabited world -- very bad!
1376             prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1377             game.state.nworldkl += 1
1378             game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1379             game.iplnet.pclass = "destroyed"
1380             game.iplnet = None
1381             game.plnet.invalidate()
1382             game.quad[w.i][w.j] = '.'
1383             if game.landed:
1384                 # captain perishes on planet
1385                 finish(FDPLANET)
1386             prout(_("The torpedo destroyed an inhabited planet."))
1387             return None
1388         elif iquad == '*': # Hit a star
1389             if rnd.withprob(0.9):
1390                 nova(w)
1391             else:
1392                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1393             return None
1394         elif iquad == '?': # Hit a thingy
1395             if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1396                 skip(1)
1397                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1398                 skip(1)
1399                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
1400                 skip(1)
1401                 proutn(_("Mr. Spock-"))
1402                 prouts(_("  \"Fascinating!\""))
1403                 skip(1)
1404                 deadkl(w, iquad, w)
1405             else:
1406                 # Stas Sergeev added the possibility that
1407                 # you can shove the Thingy and piss it off.
1408                 # It then becomes an enemy and may fire at you.
1409                 thing.angry()
1410             return None
1411         elif iquad == ' ': # Black hole
1412             skip(1)
1413             prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1414             return None
1415         elif iquad == '#': # hit the web
1416             skip(1)
1417             prout(_("***Torpedo absorbed by Tholian web."))
1418             return None
1419         elif iquad == 'T':  # Hit a Tholian
1420             h1 = 700.0 + rnd.integer(100) - \
1421                 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1422             h1 = math.fabs(h1)
1423             if h1 >= 600:
1424                 game.quad[w.i][w.j] = '.'
1425                 deadkl(w, iquad, w)
1426                 game.tholian = None
1427                 return None
1428             skip(1)
1429             proutn(crmena(True, 'T', "sector", w))
1430             if rnd.withprob(0.05):
1431                 prout(_(" survives photon blast."))
1432                 return None
1433             prout(_(" disappears."))
1434             game.tholian.move(None)
1435             game.quad[w.i][w.j] = '#'
1436             dropin(' ')
1437             return None
1438         else: # Problem!
1439             skip(1)
1440             proutn("Don't know how to handle torpedo collision with ")
1441             proutn(crmena(True, iquad, "sector", w))
1442             skip(1)
1443             return None
1444         break
1445     skip(1)
1446     setwnd(message_window)
1447     prout(_("Torpedo missed."))
1448     return None
1449
1450 def fry(hit):
1451     "Critical-hit resolution."
1452     if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1453         return
1454     ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1455     proutn(_("***CRITICAL HIT--"))
1456     # Select devices and cause damage
1457     cdam = []
1458     while ncrit > 0:
1459         while True:
1460             j = randdevice()
1461             # Cheat to prevent shuttle damage unless on ship
1462             if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1463                 break
1464         cdam.append(j)
1465         extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1466         game.damage[j] += extradm
1467         ncrit -= 1
1468     skipcount = 0
1469     for (i, j) in enumerate(cdam):
1470         proutn(device[j])
1471         if skipcount % 3 == 2 and i < len(cdam)-1:
1472             skip(1)
1473         skipcount += 1
1474         if i < len(cdam)-1:
1475             proutn(_(" and "))
1476     prout(_(" damaged."))
1477     if damaged(DSHIELD) and game.shldup:
1478         prout(_("***Shields knocked down."))
1479         game.shldup = False
1480     if damaged(DCLOAK) and game.iscloaked:
1481         prout(_("***Cloaking device rendered inoperative."))
1482         game.iscloaked = False
1483
1484 def attack(torps_ok):
1485     # bad guy attacks us
1486     # torps_ok == False forces use of phasers in an attack
1487     if game.iscloaked:
1488         return
1489     # game could be over at this point, check
1490     if game.alldone:
1491         return
1492     attempt = False
1493     ihurt = False
1494     hitmax = 0.0
1495     hittot = 0.0
1496     chgfac = 1.0
1497     where = "neither"
1498     if game.idebug:
1499         prout("=== ATTACK!")
1500     # Tholian gets to move before attacking
1501     if game.tholian:
1502         movetholian()
1503     # if you have just entered the RNZ, you'll get a warning
1504     if game.neutz: # The one chance not to be attacked
1505         game.neutz = False
1506         return
1507     # commanders get a chance to tac-move towards you
1508     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:
1509         for (bugout, enemy, old, goto) in  moveklings():
1510             if bugout:
1511                 # we know about this if either short or long range
1512                 # sensors are working
1513                 if damaged(DSRSENS) and damaged(DLRSENS) \
1514                        and game.condition != "docked":
1515                     prout(crmena(True, enemy.type, "sector", old) + \
1516                           (_(" escapes to Quadrant %s (and regains strength).") % goto))
1517             else: # Enemy still in-sector
1518                 if enemy.move(goto):
1519                     if not damaged(DSRSENS) or game.condition == "docked":
1520                         proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1521                         if enemy.kdist < old:
1522                             proutn(_(" advances to "))
1523                         else:
1524                             proutn(_(" retreats to "))
1525                         prout("Sector %s." % goto)
1526         sortenemies()
1527     # if no enemies remain after movement, we're done
1528     if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1529         return
1530     # set up partial hits if attack happens during shield status change
1531     pfac = 1.0/game.inshld
1532     if game.shldchg:
1533         chgfac = 0.25 + rnd.real(0.5)
1534     skip(1)
1535     # message verbosity control
1536     if game.skill <= SKILL_FAIR:
1537         where = "sector"
1538     for enemy in game.enemies:
1539         if enemy.power < 0:
1540             continue        # too weak to attack
1541         # compute hit strength and diminish shield power
1542         r = rnd.real()
1543         # Increase chance of photon torpedos if docked or enemy energy is low
1544         if game.condition == "docked":
1545             r *= 0.25
1546         if enemy.power < 500:
1547             r *= 0.25
1548         if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1549             continue
1550         # different enemies have different probabilities of throwing a torp
1551         usephasers = not torps_ok or \
1552             (enemy.type == 'K' and r > 0.0005) or \
1553             (enemy.type == 'C' and r > 0.015) or \
1554             (enemy.type == 'R' and r > 0.3) or \
1555             (enemy.type == 'S' and r > 0.07) or \
1556             (enemy.type == '?' and r > 0.05)
1557         if usephasers:            # Enemy uses phasers
1558             if game.condition == "docked":
1559                 continue # Don't waste the effort!
1560             attempt = True # Attempt to attack
1561             dustfac = rnd.real(0.8, 0.85)
1562             hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1563             enemy.power *= 0.75
1564         else: # Enemy uses photon torpedo
1565             # We should be able to make the bearing() method work here
1566             pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1567             hit = 0
1568             proutn(_("***TORPEDO INCOMING"))
1569             if not damaged(DSRSENS):
1570                 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1571             attempt = True
1572             prout("  ")
1573             dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1574             dispersion += 0.002*enemy.power*dispersion
1575             hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1576             if game.unwon() == 0:
1577                 finish(FWON) # Klingons did themselves in!
1578             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1579                 return # Supernova or finished
1580             if hit is None:
1581                 continue
1582         # incoming phaser or torpedo, shields may dissipate it
1583         if game.shldup or game.shldchg or game.condition == "docked":
1584             # shields will take hits
1585             propor = pfac * game.shield
1586             if game.condition == "docked":
1587                 propor *= 2.1
1588             if propor < 0.1:
1589                 propor = 0.1
1590             hitsh = propor*chgfac*hit+1.0
1591             absorb = 0.8*hitsh
1592             if absorb > game.shield:
1593                 absorb = game.shield
1594             game.shield -= absorb
1595             hit -= hitsh
1596             # taking a hit blasts us out of a starbase dock
1597             if game.condition == "docked":
1598                 dock(False)
1599             # but the shields may take care of it
1600             if propor > 0.1 and hit < 0.005*game.energy:
1601                 continue
1602         # hit from this opponent got through shields, so take damage
1603         ihurt = True
1604         proutn(_("%d unit hit") % int(hit))
1605         if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1606             proutn(_(" on the ") + crmshp())
1607         if not damaged(DSRSENS) and usephasers:
1608             prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1609         skip(1)
1610         # Decide if hit is critical
1611         if hit > hitmax:
1612             hitmax = hit
1613         hittot += hit
1614         fry(hit)
1615         game.energy -= hit
1616     if game.energy <= 0:
1617         # Returning home upon your shield, not with it...
1618         finish(FBATTLE)
1619         return
1620     if not attempt and game.condition == "docked":
1621         prout(_("***Enemies decide against attacking your ship."))
1622     percent = 100.0*pfac*game.shield+0.5
1623     if not ihurt:
1624         # Shields fully protect ship
1625         proutn(_("Enemy attack reduces shield strength to "))
1626     else:
1627         # Emit message if starship suffered hit(s)
1628         skip(1)
1629         proutn(_("Energy left %2d    shields ") % int(game.energy))
1630         if game.shldup:
1631             proutn(_("up "))
1632         elif not damaged(DSHIELD):
1633             proutn(_("down "))
1634         else:
1635             proutn(_("damaged, "))
1636     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
1637     # Check if anyone was hurt
1638     if hitmax >= 200 or hittot >= 500:
1639         icas = rnd.integer(int(hittot * 0.015))
1640         if icas >= 2:
1641             skip(1)
1642             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties") % icas)
1643             prout(_("   in that last attack.\""))
1644             game.casual += icas
1645             game.state.crew -= icas
1646     # After attack, reset average distance to enemies
1647     for enemy in game.enemies:
1648         enemy.kavgd = enemy.kdist
1649     sortenemies()
1650     return
1651
1652 def deadkl(w, etype, mv):
1653     "Kill a Klingon, Tholian, Romulan, or Thingy."
1654     # Added mv to allow enemy to "move" before dying
1655     proutn(crmena(True, etype, "sector", mv))
1656     # Decide what kind of enemy it is and update appropriately
1657     if etype == 'R':
1658         # Chalk up a Romulan
1659         game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660         game.irhere -= 1
1661         game.state.nromrem -= 1
1662     elif etype == 'T':
1663         # Killed a Tholian
1664         game.tholian = None
1665     elif etype == '?':
1666         # Killed a Thingy
1667         global thing
1668         thing = None
1669     else:
1670         # Killed some type of Klingon
1671         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1672         game.klhere -= 1
1673         if etype == 'C':
1674             game.state.kcmdr.remove(game.quadrant)
1675             unschedule(FTBEAM)
1676             if game.state.kcmdr:
1677                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1678             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1679                 unschedule(FCDBAS)
1680         elif etype ==  'K':
1681             pass
1682         elif etype ==  'S':
1683             game.state.nscrem -= 1
1684             game.state.kscmdr.invalidate()
1685             game.isatb = 0
1686             game.iscate = False
1687             unschedule(FSCMOVE)
1688             unschedule(FSCDBAS)
1689     # For each kind of enemy, finish message to player
1690     prout(_(" destroyed."))
1691     if game.unwon() == 0:
1692         return
1693     game.recompute()
1694     # Remove enemy ship from arrays describing local conditions
1695     for e in game.enemies:
1696         if e.location == w:
1697             e.move(None)
1698             break
1699     return
1700
1701 def targetcheck(w):
1702     "Return None if target is invalid, otherwise return a course angle."
1703     if not w.valid_sector():
1704         huh()
1705         return None
1706     delta = Coord()
1707     # C code this was translated from is wacky -- why the sign reversal?
1708     delta.j = (w.j - game.sector.j)
1709     delta.i = (game.sector.i - w.i)
1710     if delta == Coord(0, 0):
1711         skip(1)
1712         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
1713         prout(_("  I recommend an immediate review of"))
1714         prout(_("  the Captain's psychological profile.\""))
1715         scanner.chew()
1716         return None
1717     return delta.bearing()
1718
1719 def torps():
1720     "Launch photon torpedo salvo."
1721     tcourse = []
1722     game.ididit = False
1723     if damaged(DPHOTON):
1724         prout(_("Photon tubes damaged."))
1725         scanner.chew()
1726         return
1727     if game.torps == 0:
1728         prout(_("No torpedoes left."))
1729         scanner.chew()
1730         return
1731     # First, get torpedo count
1732     while True:
1733         scanner.nexttok()
1734         if scanner.token == "IHALPHA":
1735             huh()
1736             return
1737         elif scanner.token == "IHEOL" or not scanner.waiting():
1738             prout(_("%d torpedoes left.") % game.torps)
1739             scanner.chew()
1740             proutn(_("Number of torpedoes to fire- "))
1741             continue        # Go back around to get a number
1742         else: # key == "IHREAL"
1743             try:
1744                 n = scanner.int()
1745             except TypeError:
1746                 huh()
1747                 return
1748             if n <= 0: # abort command
1749                 scanner.chew()
1750                 return
1751             if n > MAXBURST:
1752                 scanner.chew()
1753                 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1754                 return
1755             if n > game.torps:
1756                 scanner.chew()        # User requested more torps than available
1757                 continue        # Go back around
1758             break        # All is good, go to next stage
1759     # Next, get targets
1760     target = []
1761     for i in range(n):
1762         key = scanner.nexttok()
1763         if i == 0 and key == "IHEOL":
1764             break        # no coordinate waiting, we will try prompting
1765         if i == 1 and key == "IHEOL":
1766             # direct all torpedoes at one target
1767             while i < n:
1768                 target.append(target[0])
1769                 tcourse.append(tcourse[0])
1770                 i += 1
1771             break
1772         scanner.push(scanner.token)
1773         target.append(scanner.getcoord())
1774         if target[-1] is None:
1775             return
1776         tcourse.append(targetcheck(target[-1]))
1777         if tcourse[-1] is None:
1778             return
1779     scanner.chew()
1780     if len(target) == 0:
1781         # prompt for each one
1782         for i in range(n):
1783             proutn(_("Target sector for torpedo number %d- ") % (i+1))
1784             scanner.chew()
1785             target.append(scanner.getcoord())
1786             if target[-1] is None:
1787                 return
1788             tcourse.append(targetcheck(target[-1]))
1789             if tcourse[-1] is None:
1790                 return
1791     game.ididit = True
1792     # Loop for moving <n> torpedoes
1793     for i in range(n):
1794         if game.condition != "docked":
1795             game.torps -= 1
1796         dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1797         if math.fabs(dispersion) >= 0.47:
1798             # misfire!
1799             dispersion *= rnd.real(1.2, 2.2)
1800             if n > 0:
1801                 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1802             else:
1803                 prouts(_("***TORPEDO MISFIRES."))
1804             skip(1)
1805             if i < n:
1806                 prout(_("  Remainder of burst aborted."))
1807             if rnd.withprob(0.2):
1808                 prout(_("***Photon tubes damaged by misfire."))
1809                 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1810             break
1811         if game.iscloaked:
1812             dispersion *= 1.2
1813         elif game.shldup or game.condition == "docked":
1814             dispersion *= 1.0 + 0.0001*game.shield
1815         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1816         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1817             return
1818     if game.unwon()<=0:
1819         finish(FWON)
1820
1821 def overheat(rpow):
1822     "Check for phasers overheating."
1823     if rpow > 1500:
1824         checkburn = (rpow-1500.0)*0.00038
1825         if rnd.withprob(checkburn):
1826             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""))
1827             game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1828
1829 def checkshctrl(rpow):
1830     "Check shield control."
1831     skip(1)
1832     if rnd.withprob(0.998):
1833         prout(_("Shields lowered."))
1834         return False
1835     # Something bad has happened
1836     prouts(_("***RED ALERT!  RED ALERT!"))
1837     skip(2)
1838     hit = rpow*game.shield/game.inshld
1839     game.energy -= rpow+hit*0.8
1840     game.shield -= hit*0.2
1841     if game.energy <= 0.0:
1842         prouts(_("Sulu-  \"Captain! Shield malf***********************\""))
1843         skip(1)
1844         stars()
1845         finish(FPHASER)
1846         return True
1847     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""))
1848     skip(2)
1849     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""))
1850     icas = rnd.integer(int(hit*0.012))
1851     skip(1)
1852     fry(0.8*hit)
1853     if icas:
1854         skip(1)
1855         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1856         prout(_("  %d casualties so far.\"") % icas)
1857         game.casual += icas
1858         game.state.crew -= icas
1859     skip(1)
1860     prout(_("Phaser energy dispersed by shields."))
1861     prout(_("Enemy unaffected."))
1862     overheat(rpow)
1863     return True
1864
1865 def hittem(hits):
1866     "Register a phaser hit on Klingons and Romulans."
1867     w = Coord()
1868     skip(1)
1869     kk = 0
1870     for wham in hits:
1871         if wham == 0:
1872             continue
1873         dustfac = rnd.real(0.9, 1.0)
1874         hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1875         kpini = game.enemies[kk].power
1876         kp = math.fabs(kpini)
1877         if PHASEFAC*hit < kp:
1878             kp = PHASEFAC*hit
1879         if game.enemies[kk].power < 0:
1880             game.enemies[kk].power -= -kp
1881         else:
1882             game.enemies[kk].power -= kp
1883         kpow = game.enemies[kk].power
1884         w = game.enemies[kk].location
1885         if hit > 0.005:
1886             if not damaged(DSRSENS):
1887                 boom(w)
1888             proutn(_("%d unit hit on ") % int(hit))
1889         else:
1890             proutn(_("Very small hit on "))
1891         ienm = game.quad[w.i][w.j]
1892         if ienm == '?':
1893             thing.angry()
1894         proutn(crmena(False, ienm, "sector", w))
1895         skip(1)
1896         if kpow == 0:
1897             deadkl(w, ienm, w)
1898             if game.unwon()==0:
1899                 finish(FWON)
1900             if game.alldone:
1901                 return
1902             continue
1903         else: # decide whether or not to emasculate klingon
1904             if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1905                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
1906                 prout(_("   has just lost its firepower.\""))
1907                 game.enemies[kk].power = -kpow
1908         kk += 1
1909     return
1910
1911 def phasers():
1912     "Fire phasers at bad guys."
1913     hits = []
1914     kz = 0
1915     k = 1
1916     irec = 0 # Cheating inhibitor
1917     ifast = False
1918     no = False
1919     itarg = True
1920     msgflag = True
1921     rpow = 0.0
1922     automode = "NOTSET"
1923     key = ""
1924     skip(1)
1925     # SR sensors and Computer are needed for automode
1926     if damaged(DSRSENS) or damaged(DCOMPTR):
1927         itarg = False
1928     if game.condition == "docked":
1929         prout(_("Phasers can't be fired through base shields."))
1930         scanner.chew()
1931         return
1932     if damaged(DPHASER):
1933         prout(_("Phaser control damaged."))
1934         scanner.chew()
1935         return
1936     if game.shldup:
1937         if damaged(DSHCTRL):
1938             prout(_("High speed shield control damaged."))
1939             scanner.chew()
1940             return
1941         if game.energy <= 200.0:
1942             prout(_("Insufficient energy to activate high-speed shield control."))
1943             scanner.chew()
1944             return
1945         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""))
1946         ifast = True
1947     # Original code so convoluted, I re-did it all
1948     # (That was Tom Almy talking about the C code, I think -- ESR)
1949     while automode == "NOTSET":
1950         key = scanner.nexttok()
1951         if key == "IHALPHA":
1952             if scanner.sees("manual"):
1953                 if len(game.enemies)==0:
1954                     prout(_("There is no enemy present to select."))
1955                     scanner.chew()
1956                     key = "IHEOL"
1957                     automode = "AUTOMATIC"
1958                 else:
1959                     automode = "MANUAL"
1960                     key = scanner.nexttok()
1961             elif scanner.sees("automatic"):
1962                 if (not itarg) and len(game.enemies) != 0:
1963                     automode = "FORCEMAN"
1964                 else:
1965                     if len(game.enemies)==0:
1966                         prout(_("Energy will be expended into space."))
1967                     automode = "AUTOMATIC"
1968                     key = scanner.nexttok()
1969             elif scanner.sees("no"):
1970                 no = True
1971             else:
1972                 huh()
1973                 return
1974         elif key == "IHREAL":
1975             if len(game.enemies)==0:
1976                 prout(_("Energy will be expended into space."))
1977                 automode = "AUTOMATIC"
1978             elif not itarg:
1979                 automode = "FORCEMAN"
1980             else:
1981                 automode = "AUTOMATIC"
1982         else:
1983             # "IHEOL"
1984             if len(game.enemies)==0:
1985                 prout(_("Energy will be expended into space."))
1986                 automode = "AUTOMATIC"
1987             elif not itarg:
1988                 automode = "FORCEMAN"
1989             else:
1990                 proutn(_("Manual or automatic? "))
1991                 scanner.chew()
1992     avail = game.energy
1993     if ifast:
1994         avail -= 200.0
1995     if automode == "AUTOMATIC":
1996         if key == "IHALPHA" and scanner.sees("no"):
1997             no = True
1998             key = scanner.nexttok()
1999         if key != "IHREAL" and len(game.enemies) != 0:
2000             prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2001         irec = 0
2002         while True:
2003             scanner.chew()
2004             if not kz:
2005                 for i in range(len(game.enemies)):
2006                     irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2007             kz = 1
2008             proutn(_("%d units required. ") % irec)
2009             scanner.chew()
2010             proutn(_("Units to fire= "))
2011             key = scanner.nexttok()
2012             if key != "IHREAL":
2013                 return
2014             rpow = scanner.real
2015             if rpow > avail:
2016                 proutn(_("Energy available= %.2f") % avail)
2017                 skip(1)
2018                 key = "IHEOL"
2019             if not rpow > avail:
2020                 break
2021         if rpow <= 0:
2022             # chicken out
2023             scanner.chew()
2024             return
2025         key = scanner.nexttok()
2026         if key == "IHALPHA" and scanner.sees("no"):
2027             no = True
2028         if ifast:
2029             game.energy -= 200 # Go and do it!
2030             if checkshctrl(rpow):
2031                 return
2032         scanner.chew()
2033         game.energy -= rpow
2034         extra = rpow
2035         if len(game.enemies):
2036             extra = 0.0
2037             powrem = rpow
2038             for i in range(len(game.enemies)):
2039                 hits.append(0.0)
2040                 if powrem <= 0:
2041                     continue
2042                 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2043                 over = rnd.real(1.01, 1.06) * hits[i]
2044                 temp = powrem
2045                 powrem -= hits[i] + over
2046                 if powrem <= 0 and temp < hits[i]:
2047                     hits[i] = temp
2048                 if powrem <= 0:
2049                     over = 0.0
2050                 extra += over
2051             if powrem > 0.0:
2052                 extra += powrem
2053             hittem(hits)
2054             game.ididit = True
2055         if extra > 0 and not game.alldone:
2056             if game.tholian:
2057                 proutn(_("*** Tholian web absorbs "))
2058                 if len(game.enemies)>0:
2059                     proutn(_("excess "))
2060                 prout(_("phaser energy."))
2061             else:
2062                 prout(_("%d expended on empty space.") % int(extra))
2063     elif automode == "FORCEMAN":
2064         scanner.chew()
2065         key = "IHEOL"
2066         if damaged(DCOMPTR):
2067             prout(_("Battle computer damaged, manual fire only."))
2068         else:
2069             skip(1)
2070             prouts(_("---WORKING---"))
2071             skip(1)
2072             prout(_("Short-range-sensors-damaged"))
2073             prout(_("Insufficient-data-for-automatic-phaser-fire"))
2074             prout(_("Manual-fire-must-be-used"))
2075             skip(1)
2076     elif automode == "MANUAL":
2077         rpow = 0.0
2078         for k in range(len(game.enemies)):
2079             aim = game.enemies[k].location
2080             ienm = game.quad[aim.i][aim.j]
2081             if msgflag:
2082                 proutn(_("Energy available= %.2f") % (avail-0.006))
2083                 skip(1)
2084                 msgflag = False
2085                 rpow = 0.0
2086             if damaged(DSRSENS) and \
2087                not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2088                 prout(cramen(ienm) + _(" can't be located without short range scan."))
2089                 scanner.chew()
2090                 key = "IHEOL"
2091                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2092                 continue
2093             if key == "IHEOL":
2094                 scanner.chew()
2095                 if itarg and k > kz:
2096                     irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        rnd.real(1.01, 1.06) + 1.0
2097                 kz = k
2098                 proutn("(")
2099                 if not damaged(DCOMPTR):
2100                     proutn("%d" % irec)
2101                 else:
2102                     proutn("??")
2103                 proutn(")  ")
2104                 proutn(_("units to fire at %s-  ") % crmena(False, ienm, "sector", aim))
2105                 key = scanner.nexttok()
2106             if key == "IHALPHA" and scanner.sees("no"):
2107                 no = True
2108                 key = scanner.nexttok()
2109                 continue
2110             if key == "IHALPHA":
2111                 huh()
2112                 return
2113             if key == "IHEOL":
2114                 if k == 1: # Let me say I'm baffled by this
2115                     msgflag = True
2116                 continue
2117             if scanner.real < 0:
2118                 # abort out
2119                 scanner.chew()
2120                 return
2121             hits.append(scanner.real)
2122             rpow += scanner.real
2123             # If total requested is too much, inform and start over
2124             if rpow > avail:
2125                 prout(_("Available energy exceeded -- try again."))
2126                 scanner.chew()
2127                 return
2128             key = scanner.nexttok() # scan for next value
2129         if rpow == 0.0:
2130             # zero energy -- abort
2131             scanner.chew()
2132             return
2133         if key == "IHALPHA" and scanner.sees("no"):
2134             no = True
2135         game.energy -= rpow
2136         scanner.chew()
2137         if ifast:
2138             game.energy -= 200.0
2139             if checkshctrl(rpow):
2140                 return
2141         hittem(hits)
2142         game.ididit = True
2143      # Say shield raised or malfunction, if necessary
2144     if game.alldone:
2145         return
2146     if ifast:
2147         skip(1)
2148         if no == 0:
2149             if rnd.withprob(0.01):
2150                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."))
2151                 prouts(_("         CLICK   CLICK   POP  . . ."))
2152                 prout(_(" No response, sir!"))
2153                 game.shldup = False
2154             else:
2155                 prout(_("Shields raised."))
2156         else:
2157             game.shldup = False
2158     overheat(rpow)
2159
2160
2161 def capture():
2162     game.ididit = False # Nothing if we fail
2163     game.optime = 0.0
2164
2165     # Make sure there is room in the brig
2166     if game.brigfree == 0:
2167         prout(_("Security reports the brig is already full."))
2168         return
2169
2170     if damaged(DRADIO):
2171         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2172         return
2173
2174     if damaged(DTRANSP):
2175         prout(_("Scotty- \"Transporter damaged, sir.\""))
2176         return
2177
2178     # find out if there are any at all
2179     if game.klhere < 1:
2180         prout(_("Uhura- \"Getting no response, sir.\""))
2181         return
2182
2183     # if there is more than one Klingon, find out which one
2184     #   Cruddy, just takes one at random.  Should ask the captain.
2185     #   Nah, just select the weakest one since it is most likely to
2186     #   surrender (Tom Almy mod)
2187     klingons = [e for e in game.enemies if e.type == 'K']
2188     weakest = sorted(klingons, key=lambda e: e.power)[0]
2189     game.optime = 0.05          # This action will take some time
2190     game.ididit = True #  So any others can strike back
2191
2192     # check out that Klingon
2193     # The algorithm isn't that great and could use some more
2194     # intelligent design
2195     # x = 300 + 25*skill;
2196     x = game.energy / (weakest.power * len(klingons))
2197     #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2198     #      % (game.energy, weakest.power, len(klingons)))
2199     x *= 2.5    # would originally have been equivalent of 1.4,
2200                 # but we want command to work more often, more humanely
2201     #prout(_("Prob = %.4f" % x))
2202     #   x = 100; // For testing, of course!
2203     if x < rnd.real(100):
2204         # guess what, he surrendered!!!
2205         prout(_("Klingon captain at %s surrenders.") % weakest.location)
2206         i = rnd.real(200)
2207         if i > 0:
2208             prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2209         if i > game.brigfree:
2210             prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2211             i = game.brigfree
2212         game.brigfree -= i
2213         prout(_("%d captives taken") % i)
2214         deadkl(weakest.location, weakest.type, game.sector)
2215         if game.unwon()<=0:
2216             finish(FWON)
2217         return
2218
2219         # big surprise, he refuses to surrender
2220     prout(_("Fat chance, captain!"))
2221
2222 # Code from events.c begins here.
2223
2224 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2225 # event of each type active at any given time.  Mostly these means we can
2226 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2227 # BSD Trek, from which we swiped the idea, can have up to 5.
2228
2229 def unschedule(evtype):
2230     "Remove an event from the schedule."
2231     game.future[evtype].date = FOREVER
2232     return game.future[evtype]
2233
2234 def is_scheduled(evtype):
2235     "Is an event of specified type scheduled."
2236     return game.future[evtype].date != FOREVER
2237
2238 def scheduled(evtype):
2239     "When will this event happen?"
2240     return game.future[evtype].date
2241
2242 def schedule(evtype, offset):
2243     "Schedule an event of specified type."
2244     game.future[evtype].date = game.state.date + offset
2245     return game.future[evtype]
2246
2247 def postpone(evtype, offset):
2248     "Postpone a scheduled event."
2249     game.future[evtype].date += offset
2250
2251 def cancelrest():
2252     "Rest period is interrupted by event."
2253     if game.resting:
2254         skip(1)
2255         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
2256         if ja():
2257             game.resting = False
2258             game.optime = 0.0
2259             return True
2260     return False
2261
2262 def events():
2263     "Run through the event queue looking for things to do."
2264     i = 0
2265     fintim = game.state.date + game.optime
2266     yank = 0
2267     ictbeam = False
2268     istract = False
2269     w = Coord()
2270     hold = Coord()
2271     ev = Event()
2272     ev2 = Event()
2273
2274     def tractorbeam(yank):
2275         "Tractor-beaming cases merge here."
2276         announce()
2277         game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2278         skip(1)
2279         prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2280         # If Kirk & Co. screwing around on planet, handle
2281         atover(True) # atover(true) is Grab
2282         if game.alldone:
2283             return
2284         if game.icraft: # Caught in Galileo?
2285             finish(FSTRACTOR)
2286             return
2287         # Check to see if shuttle is aboard
2288         if game.iscraft == "offship":
2289             skip(1)
2290             if rnd.withprob(0.5):
2291                 prout(_("Galileo, left on the planet surface, is captured"))
2292                 prout(_("by aliens and made into a flying McDonald's."))
2293                 game.damage[DSHUTTL] = -10
2294                 game.iscraft = "removed"
2295             else:
2296                 prout(_("Galileo, left on the planet surface, is well hidden."))
2297         if evcode == FSPY:
2298             game.quadrant = game.state.kscmdr
2299         else:
2300             game.quadrant = game.state.kcmdr[i]
2301         game.sector = randplace(QUADSIZE)
2302         prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2303                % (game.quadrant, game.sector))
2304         if game.resting:
2305             prout(_("(Remainder of rest/repair period cancelled.)"))
2306             game.resting = False
2307         if not game.shldup:
2308             if not damaged(DSHIELD) and game.shield > 0:
2309                 doshield(shraise=True) # raise shields
2310                 game.shldchg = False
2311             else:
2312                 prout(_("(Shields not currently useable.)"))
2313         newqad()
2314         # Adjust finish time to time of tractor beaming?
2315         # fintim = game.state.date+game.optime
2316         attack(torps_ok=False)
2317         if not game.state.kcmdr:
2318             unschedule(FTBEAM)
2319         else:
2320             schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2321
2322     def destroybase():
2323         "Code merges here for any commander destroying a starbase."
2324         # Not perfect, but will have to do
2325         # Handle case where base is in same quadrant as starship
2326         if game.battle == game.quadrant:
2327             game.state.chart[game.battle.i][game.battle.j].starbase = False
2328             game.quad[game.base.i][game.base.j] = '.'
2329             game.base.invalidate()
2330             newcnd()
2331             skip(1)
2332             prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""))
2333         elif game.state.baseq and communicating():
2334             # Get word via subspace radio
2335             announce()
2336             skip(1)
2337             prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"))
2338             proutn(_("   the starbase in Quadrant %s has been destroyed by") % game.battle)
2339             if game.isatb == 2:
2340                 prout(_("the Klingon Super-Commander"))
2341             else:
2342                 prout(_("a Klingon Commander"))
2343             game.state.chart[game.battle.i][game.battle.j].starbase = False
2344         # Remove Starbase from galaxy
2345         game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2346         game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2347         if game.isatb == 2:
2348             # reinstate a commander's base attack
2349             game.battle = hold
2350             game.isatb = 0
2351         else:
2352             game.battle.invalidate()
2353     if game.idebug:
2354         prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2355         for i in range(1, NEVENTS):
2356             if   i == FSNOVA:  proutn("=== Supernova       ")
2357             elif i == FTBEAM:  proutn("=== T Beam          ")
2358             elif i == FSNAP:   proutn("=== Snapshot        ")
2359             elif i == FBATTAK: proutn("=== Base Attack     ")
2360             elif i == FCDBAS:  proutn("=== Base Destroy    ")
2361             elif i == FSCMOVE: proutn("=== SC Move         ")
2362             elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2363             elif i == FDSPROB: proutn("=== Probe Move      ")
2364             elif i == FDISTR:  proutn("=== Distress Call   ")
2365             elif i == FENSLV:  proutn("=== Enslavement     ")
2366             elif i == FREPRO:  proutn("=== Klingon Build   ")
2367             if is_scheduled(i):
2368                 prout("%.2f" % (scheduled(i)))
2369             else:
2370                 prout("never")
2371     radio_was_broken = damaged(DRADIO)
2372     hold.i = hold.j = 0
2373     while True:
2374         # Select earliest extraneous event, evcode==0 if no events
2375         evcode = FSPY
2376         if game.alldone:
2377             return
2378         datemin = fintim
2379         for l in range(1, NEVENTS):
2380             if game.future[l].date < datemin:
2381                 evcode = l
2382                 if game.idebug:
2383                     prout("== Event %d fires" % evcode)
2384                 datemin = game.future[l].date
2385         xtime = datemin-game.state.date
2386         if game.iscloaked:
2387             game.energy -= xtime*500.0
2388             if game.energy <= 0:
2389                 finish(FNRG)
2390                 return
2391         game.state.date = datemin
2392         # Decrement Federation resources and recompute remaining time
2393         game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2394         game.recompute()
2395         if game.state.remtime <= 0:
2396             finish(FDEPLETE)
2397             return
2398         # Any crew left alive?
2399         if game.state.crew <= 0:
2400             finish(FCREW)
2401             return
2402         # Is life support adequate?
2403         if damaged(DLIFSUP) and game.condition != "docked":
2404             if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2405                 finish(FLIFESUP)
2406                 return
2407             game.lsupres -= xtime
2408             if game.damage[DLIFSUP] <= xtime:
2409                 game.lsupres = game.inlsr
2410         # Fix devices
2411         repair = xtime
2412         if game.condition == "docked":
2413             repair /= DOCKFAC
2414         # Don't fix Deathray here
2415         for l in range(NDEVICES):
2416             if game.damage[l] > 0.0 and l != DDRAY:
2417                 if game.damage[l]-repair > 0.0:
2418                     game.damage[l] -= repair
2419                 else:
2420                     game.damage[l] = 0.0
2421         # If radio repaired, update star chart and attack reports
2422         if radio_was_broken and not damaged(DRADIO):
2423             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2424             prout(_("   surveillance reports are coming in."))
2425             skip(1)
2426             if not game.iseenit:
2427                 attackreport(False)
2428                 game.iseenit = True
2429             rechart()
2430             prout(_("   The star chart is now up to date.\""))
2431             skip(1)
2432         # Cause extraneous event EVCODE to occur
2433         game.optime -= xtime
2434         if evcode == FSNOVA: # Supernova
2435             announce()
2436             supernova(None)
2437             schedule(FSNOVA, expran(0.5*game.intime))
2438             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2439                 return
2440         elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2441             if game.state.nscrem == 0 or game.iscloaked or \
2442                 ictbeam or istract or \
2443                 game.condition == "docked" or game.isatb == 1 or game.iscate:
2444                 return
2445             if game.ientesc or \
2446                 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2447                 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2448                 (damaged(DSHIELD) and \
2449                  (game.energy < 2500 or damaged(DPHASER)) and \
2450                  (game.torps < 5 or damaged(DPHOTON))):
2451                 # Tractor-beam her!
2452                 istract = ictbeam = True
2453                 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2454             else:
2455                 return
2456         elif evcode == FTBEAM: # Tractor beam
2457             if not game.state.kcmdr:
2458                 unschedule(FTBEAM)
2459                 continue
2460             i = rnd.integer(len(game.state.kcmdr))
2461             yank = (game.state.kcmdr[i]-game.quadrant).distance()
2462             if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2463                 # Drats! Have to reschedule
2464                 schedule(FTBEAM,
2465                          game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2466                 continue
2467             ictbeam = True
2468             tractorbeam(yank)
2469         elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2470             game.snapsht = copy.deepcopy(game.state)
2471             game.state.snap = True
2472             schedule(FSNAP, expran(0.5 * game.intime))
2473         elif evcode == FBATTAK: # Commander attacks starbase
2474             if not game.state.kcmdr or not game.state.baseq:
2475                 # no can do
2476                 unschedule(FBATTAK)
2477                 unschedule(FCDBAS)
2478                 continue
2479             ibq = None  # Force battle location to persist past loop
2480             try:
2481                 for ibq in game.state.baseq:
2482                     for cmdr in game.state.kcmdr:
2483                         if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2484                             raise JumpOut
2485                 # no match found -- try later
2486                 schedule(FBATTAK, expran(0.3*game.intime))
2487                 unschedule(FCDBAS)
2488                 continue
2489             except JumpOut:
2490                 pass
2491             # commander + starbase combination found -- launch attack
2492             game.battle = ibq
2493             schedule(FCDBAS, rnd.real(1.0, 4.0))
2494             if game.isatb: # extra time if SC already attacking
2495                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2496             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2497             game.iseenit = False
2498             if not communicating():
2499                 continue # No warning :-(
2500             game.iseenit = True
2501             announce()
2502             skip(1)
2503             prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") % game.battle)
2504             prout(_("   reports that it is under attack and that it can"))
2505             prout(_("   hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2506             if cancelrest():
2507                 return
2508         elif evcode == FSCDBAS: # Supercommander destroys base
2509             unschedule(FSCDBAS)
2510             game.isatb = 2
2511             if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2512                 continue # WAS RETURN!
2513             hold = game.battle
2514             game.battle = game.state.kscmdr
2515             destroybase()
2516         elif evcode == FCDBAS: # Commander succeeds in destroying base
2517             if evcode == FCDBAS:
2518                 unschedule(FCDBAS)
2519                 if not game.state.baseq() \
2520                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2521                     game.battle.invalidate()
2522                     continue
2523                 # find the lucky pair
2524                 for cmdr in game.state.kcmdr:
2525                     if cmdr == game.battle:
2526                         break
2527                 else:
2528                     # No action to take after all
2529                     continue
2530             destroybase()
2531         elif evcode == FSCMOVE: # Supercommander moves
2532             schedule(FSCMOVE, 0.2777)
2533             if not game.ientesc and not istract and game.isatb != 1 and \
2534                    (not game.iscate or not game.justin):
2535                 supercommander()
2536         elif evcode == FDSPROB: # Move deep space probe
2537             schedule(FDSPROB, 0.01)
2538             if not game.probe.nexttok():
2539                 if not game.probe.quadrant().valid_quadrant() or \
2540                     game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2541                     # Left galaxy or ran into supernova
2542                     if communicating():
2543                         announce()
2544                         skip(1)
2545                         proutn(_("Lt. Uhura-  \"The deep space probe "))
2546                         if not game.probe.quadrant().valid_quadrant():
2547                             prout(_("has left the galaxy.\""))
2548                         else:
2549                             prout(_("is no longer transmitting.\""))
2550                     unschedule(FDSPROB)
2551                     continue
2552                 if communicating():
2553                     #announce()
2554                     skip(1)
2555                     prout(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2556             pquad = game.probe.quadrant()
2557             pdest = game.state.galaxy[pquad.i][pquad.j]
2558             if communicating():
2559                 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2560                 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2561                 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2562                 pdest.charted = True
2563             game.probe.moves -= 1 # One less to travel
2564             if game.probe.arrived() and game.isarmed and pdest.stars:
2565                 supernova(game.probe)                # fire in the hole!
2566                 unschedule(FDSPROB)
2567                 if game.state.galaxy[pquad.i][pquad.j].supernova:
2568                     return
2569         elif evcode == FDISTR: # inhabited system issues distress call
2570             unschedule(FDISTR)
2571             # try a whole bunch of times to find something suitable
2572             for i in range(100):
2573                 # need a quadrant which is not the current one,
2574                 # which has some stars which are inhabited and
2575                 # not already under attack, which is not
2576                 # supernova'ed, and which has some Klingons in it
2577                 w = randplace(GALSIZE)
2578                 q = game.state.galaxy[w.i][w.j]
2579                 if not (game.quadrant == w or q.planet is None or \
2580                       not q.planet.inhabited or \
2581                       q.supernova or q.status!="secure" or q.klingons<=0):
2582                     break
2583             else:
2584                 # can't seem to find one; ignore this call
2585                 if game.idebug:
2586                     prout("=== Couldn't find location for distress event.")
2587                 continue
2588             # got one!!  Schedule its enslavement
2589             ev = schedule(FENSLV, expran(game.intime))
2590             ev.quadrant = w
2591             q.status = "distressed"
2592             # tell the captain about it if we can
2593             if communicating():
2594                 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2595                         % (q.planet, repr(w)))
2596                 prout(_("by a Klingon invasion fleet."))
2597                 if cancelrest():
2598                     return
2599         elif evcode == FENSLV:                # starsystem is enslaved
2600             ev = unschedule(FENSLV)
2601             # see if current distress call still active
2602             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2603             if q.klingons <= 0:
2604                 q.status = "secure"
2605                 continue
2606             q.status = "enslaved"
2607
2608             # play stork and schedule the first baby
2609             ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2610             ev2.quadrant = ev.quadrant
2611
2612             # report the disaster if we can
2613             if communicating():
2614                 prout(_("Uhura- We've lost contact with starsystem %s") % \
2615                         q.planet)
2616                 prout(_("in Quadrant %s.\n") % ev.quadrant)
2617         elif evcode == FREPRO:                # Klingon reproduces
2618             # If we ever switch to a real event queue, we'll need to
2619             # explicitly retrieve and restore the x and y.
2620             ev = schedule(FREPRO, expran(1.0 * game.intime))
2621             # see if current distress call still active
2622             q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2623             if q.klingons <= 0:
2624                 q.status = "secure"
2625                 continue
2626             if game.remkl() >= MAXKLGAME:
2627                 continue                # full right now
2628             # reproduce one Klingon
2629             w = ev.quadrant
2630             m = Coord()
2631             if game.klhere >= MAXKLQUAD:
2632                 try:
2633                     # this quadrant not ok, pick an adjacent one
2634                     for m.i in range(w.i - 1, w.i + 2):
2635                         for m.j in range(w.j - 1, w.j + 2):
2636                             if not m.valid_quadrant():
2637                                 continue
2638                             q = game.state.galaxy[m.i][m.j]
2639                             # check for this quad ok (not full & no snova)
2640                             if q.klingons >= MAXKLQUAD or q.supernova:
2641                                 continue
2642                             raise JumpOut
2643                     # search for eligible quadrant failed
2644                     continue
2645                 except JumpOut:
2646                     w = m
2647             # deliver the child
2648             q.klingons += 1
2649             if game.quadrant == w:
2650                 game.klhere += 1
2651                 newkling() # also adds it to game.enemies
2652             # recompute time left
2653             game.recompute()
2654             if communicating():
2655                 if game.quadrant == w:
2656                     prout(_("Spock- sensors indicate the Klingons have"))
2657                     prout(_("launched a warship from %s.") % q.planet)
2658                 else:
2659                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
2660                     if q.planet is not None:
2661                         proutn(_("near %s ") % q.planet)
2662                     prout(_("in Quadrant %s.") % w)
2663
2664 def wait():
2665     "Wait on events."
2666     game.ididit = False
2667     while True:
2668         key = scanner.nexttok()
2669         if key  != "IHEOL":
2670             break
2671         proutn(_("How long? "))
2672         scanner.chew()
2673     if key != "IHREAL":
2674         huh()
2675         return
2676     origTime = delay = scanner.real
2677     if delay <= 0.0:
2678         return
2679     if delay >= game.state.remtime or len(game.enemies) != 0:
2680         proutn(_("Are you sure? "))
2681         if not ja():
2682             return
2683     # Alternate resting periods (events) with attacks
2684     game.resting = True
2685     while True:
2686         if delay <= 0:
2687             game.resting = False
2688         if not game.resting:
2689             prout(_("%d stardates left.") % int(game.state.remtime))
2690             return
2691         temp = game.optime = delay
2692         if len(game.enemies):
2693             rtime = rnd.real(1.0, 2.0)
2694             if rtime < temp:
2695                 temp = rtime
2696             game.optime = temp
2697         if game.optime < delay:
2698             attack(torps_ok=False)
2699         if game.alldone:
2700             return
2701         events()
2702         game.ididit = True
2703         if game.alldone:
2704             return
2705         delay -= temp
2706         # Repair Deathray if long rest at starbase
2707         if origTime-delay >= 9.99 and game.condition == "docked":
2708             game.damage[DDRAY] = 0.0
2709         # leave if quadrant supernovas
2710         if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2711             break
2712     game.resting = False
2713     game.optime = 0.0
2714
2715 def nova(nov):
2716     "Star goes nova."
2717     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2718     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2719     if rnd.withprob(0.05):
2720         # Wow! We've supernova'ed
2721         supernova(game.quadrant)
2722         return
2723     # handle initial nova
2724     game.quad[nov.i][nov.j] = '.'
2725     prout(crmena(False, '*', "sector", nov) + _(" novas."))
2726     game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2727     game.state.starkl += 1
2728     # Set up queue to recursively trigger adjacent stars
2729     hits = [nov]
2730     kount = 0
2731     while hits:
2732         offset = Coord()
2733         start = hits.pop()
2734         for offset.i in range(-1, 1+1):
2735             for offset.j in range(-1, 1+1):
2736                 if offset.j == 0 and offset.i == 0:
2737                     continue
2738                 neighbor = start + offset
2739                 if not neighbor.valid_sector():
2740                     continue
2741                 iquad = game.quad[neighbor.i][neighbor.j]
2742                 # Empty space ends reaction
2743                 if iquad in ('.', '?', ' ', 'T', '#'):
2744                     pass
2745                 elif iquad == '*': # Affect another star
2746                     if rnd.withprob(0.05):
2747                         # This star supernovas
2748                         supernova(game.quadrant)
2749                         return
2750                     else:
2751                         hits.append(neighbor)
2752                         game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2753                         game.state.starkl += 1
2754                         proutn(crmena(True, '*', "sector", neighbor))
2755                         prout(_(" novas."))
2756                         game.quad[neighbor.i][neighbor.j] = '.'
2757                         kount += 1
2758                 elif iquad in ('P', '@'): # Destroy planet
2759                     game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2760                     if iquad == 'P':
2761                         game.state.nplankl += 1
2762                     else:
2763                         game.state.nworldkl += 1
2764                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2765                     game.iplnet.pclass = "destroyed"
2766                     game.iplnet = None
2767                     game.plnet.invalidate()
2768                     if game.landed:
2769                         finish(FPNOVA)
2770                         return
2771                     game.quad[neighbor.i][neighbor.j] = '.'
2772                 elif iquad == 'B': # Destroy base
2773                     game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2774                     game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2775                     game.base.invalidate()
2776                     game.state.basekl += 1
2777                     newcnd()
2778                     prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2779                     game.quad[neighbor.i][neighbor.j] = '.'
2780                 elif iquad in ('E', 'F'): # Buffet ship
2781                     prout(_("***Starship buffeted by nova."))
2782                     if game.shldup:
2783                         if game.shield >= 2000.0:
2784                             game.shield -= 2000.0
2785                         else:
2786                             diff = 2000.0 - game.shield
2787                             game.energy -= diff
2788                             game.shield = 0.0
2789                             game.shldup = False
2790                             prout(_("***Shields knocked out."))
2791                             game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2792                     else:
2793                         game.energy -= 2000.0
2794                     if game.energy <= 0:
2795                         finish(FNOVA)
2796                         return
2797                     # add in course nova contributes to kicking starship
2798                     if hits:
2799                         bump += (game.sector-hits[-1]).sgn()
2800                 elif iquad == 'K': # kill klingon
2801                     deadkl(neighbor, iquad, neighbor)
2802                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2803                     target = None
2804                     for ll in range(len(game.enemies)):
2805                         if game.enemies[ll].location == neighbor:
2806                             target = game.enemies[ll]
2807                             break
2808                     if target is not None:
2809                         target.power -= 800.0 # If firepower is lost, die
2810                         if target.power <= 0.0:
2811                             deadkl(neighbor, iquad, neighbor)
2812                             continue    # neighbor loop
2813                         # Else enemy gets flung by the blast wave
2814                         newc = neighbor + neighbor - start
2815                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2816                         if not newc.valid_sector():
2817                             # can't leave quadrant
2818                             skip(1)
2819                             continue
2820                         iquad1 = game.quad[newc.i][newc.j]
2821                         if iquad1 == ' ':
2822                             proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2823                             skip(1)
2824                             deadkl(neighbor, iquad, newc)
2825                             continue
2826                         if iquad1 != '.':
2827                             # can't move into something else
2828                             skip(1)
2829                             continue
2830                         proutn(_(", buffeted to Sector %s") % newc)
2831                         game.quad[neighbor.i][neighbor.j] = '.'
2832                         game.quad[newc.i][newc.j] = iquad
2833                         target.move(newc)
2834     # Starship affected by nova -- kick it away.
2835     dist = kount*0.1
2836     direc = ncourse[3*(bump.i+1)+bump.j+2]
2837     if direc == 0.0:
2838         dist = 0.0
2839     if dist == 0.0:
2840         return
2841     scourse = course(bearing=direc, distance=dist)
2842     game.optime = scourse.time(w=4)
2843     skip(1)
2844     prout(_("Force of nova displaces starship."))
2845     imove(scourse, noattack=True)
2846     game.optime = scourse.time(w=4)
2847     return
2848
2849 def supernova(w):
2850     "Star goes supernova."
2851     num = 0; npdead = 0
2852     if w is not None:
2853         nq = copy.copy(w)
2854     else:
2855         # Scheduled supernova -- select star at random.
2856         nstars = 0
2857         nq = Coord()
2858         for nq.i in range(GALSIZE):
2859             for nq.j in range(GALSIZE):
2860                 nstars += game.state.galaxy[nq.i][nq.j].stars
2861         if stars == 0:
2862             return # nothing to supernova exists
2863         num = rnd.integer(nstars) + 1
2864         for nq.i in range(GALSIZE):
2865             for nq.j in range(GALSIZE):
2866                 num -= game.state.galaxy[nq.i][nq.j].stars
2867                 if num <= 0:
2868                     break
2869             if num <=0:
2870                 break
2871         if game.idebug:
2872             proutn("=== Super nova here?")
2873             if ja():
2874                 nq = game.quadrant
2875     if not nq == game.quadrant or game.justin:
2876         # it isn't here, or we just entered (treat as enroute)
2877         if communicating():
2878             skip(1)
2879             prout(_("Message from Starfleet Command       Stardate %.2f") % game.state.date)
2880             prout(_("     Supernova in Quadrant %s; caution advised.") % nq)
2881     else:
2882         ns = Coord()
2883         # we are in the quadrant!
2884         num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2885         for ns.i in range(QUADSIZE):
2886             for ns.j in range(QUADSIZE):
2887                 if game.quad[ns.i][ns.j]=='*':
2888                     num -= 1
2889                     if num==0:
2890                         break
2891             if num==0:
2892                 break
2893         skip(1)
2894         prouts(_("***RED ALERT!  RED ALERT!"))
2895         skip(1)
2896         prout(_("***Incipient supernova detected at Sector %s") % ns)
2897         if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2898             proutn(_("Emergency override attempts t"))
2899             prouts("***************")
2900             skip(1)
2901             stars()
2902             game.alldone = True
2903     # destroy any Klingons in supernovaed quadrant
2904     game.state.galaxy[nq.i][nq.j].klingons = 0
2905     if nq == game.state.kscmdr:
2906         # did in the Supercommander!
2907         game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
2908         game.iscate = False
2909         unschedule(FSCMOVE)
2910         unschedule(FSCDBAS)
2911     # Changing this to [w for w in game.state.kcmdr if w != nq]
2912     # causes regression-test failure
2913     survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2914     #comkills = len(game.state.kcmdr) - len(survivors)
2915     game.state.kcmdr = survivors
2916     if not game.state.kcmdr:
2917         unschedule(FTBEAM)
2918     # destroy Romulans and planets in supernovaed quadrant
2919     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2920     game.state.galaxy[nq.i][nq.j].romulans = 0
2921     game.state.nromrem -= nrmdead
2922     # Destroy planets
2923     for loop in range(game.inplan):
2924         if game.state.planets[loop].quadrant == nq:
2925             game.state.planets[loop].pclass = "destroyed"
2926             npdead += 1
2927     # Destroy any base in supernovaed quadrant
2928     game.state.baseq = [x for x in game.state.baseq if x != nq]
2929     # If starship caused supernova, tally up destruction
2930     if w is not None:
2931         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2932         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2933         game.state.nplankl += npdead
2934     # mark supernova in galaxy and in star chart
2935     if game.quadrant == nq or communicating():
2936         game.state.galaxy[nq.i][nq.j].supernova = True
2937     # If supernova destroys last Klingons give special message
2938     if game.unwon()==0 and not nq == game.quadrant:
2939         skip(2)
2940         if w is None:
2941             prout(_("Lucky you!"))
2942         proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2943         finish(FWON)
2944         return
2945     # if some Klingons remain, continue or die in supernova
2946     if game.alldone:
2947         finish(FSNOVAED)
2948     return
2949
2950 # Code from finish.c ends here.
2951
2952 def selfdestruct():
2953     "Self-destruct maneuver. Finish with a BANG!"
2954     scanner.chew()
2955     if damaged(DCOMPTR):
2956         prout(_("Computer damaged; cannot execute destruct sequence."))
2957         return
2958     prouts(_("---WORKING---")); skip(1)
2959     prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2960     prouts("   10"); skip(1)
2961     prouts("       9"); skip(1)
2962     prouts("          8"); skip(1)
2963     prouts("             7"); skip(1)
2964     prouts("                6"); skip(1)
2965     skip(1)
2966     prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2967     skip(1)
2968     prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2969     skip(1)
2970     prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2971     skip(1)
2972     scanner.nexttok()
2973     if game.passwd != scanner.token:
2974         prouts(_("PASSWORD-REJECTED;"))
2975         skip(1)
2976         prouts(_("CONTINUITY-EFFECTED"))
2977         skip(2)
2978         return
2979     prouts(_("PASSWORD-ACCEPTED")); skip(1)
2980     prouts("                   5"); skip(1)
2981     prouts("                      4"); skip(1)
2982     prouts("                         3"); skip(1)
2983     prouts("                            2"); skip(1)
2984     prouts("                              1"); skip(1)
2985     if rnd.withprob(0.15):
2986         prouts(_("GOODBYE-CRUEL-WORLD"))
2987         skip(1)
2988     kaboom()
2989
2990 def kaboom():
2991     stars()
2992     if game.ship=='E':
2993         prouts("***")
2994     prouts(_("********* Entropy of %s maximized *********") % crmshp())
2995     skip(1)
2996     stars()
2997     skip(1)
2998     if len(game.enemies) != 0:
2999         whammo = 25.0 * game.energy
3000         for e in game.enemies[::-1]:
3001             if e.power*e.kdist <= whammo:
3002                 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3003     finish(FDILITHIUM)
3004
3005 def killrate():
3006     "Compute our rate of kils over time."
3007     elapsed = game.state.date - game.indate
3008     if elapsed == 0:        # Avoid divide-by-zero error if calculated on turn 0
3009         return 0
3010     else:
3011         starting = (game.inkling + game.incom + game.inscom)
3012         remaining = game.unwon()
3013         return (starting - remaining)/elapsed
3014
3015 def badpoints():
3016     "Compute demerits."
3017     badpt = 5.0*game.state.starkl + \
3018             game.casual + \
3019             10.0*game.state.nplankl + \
3020             300*game.state.nworldkl + \
3021             45.0*game.nhelp +\
3022             100.0*game.state.basekl +\
3023             3.0*game.abandoned +\
3024             100*game.ncviol
3025     if game.ship == 'F':
3026         badpt += 100.0
3027     elif game.ship is None:
3028         badpt += 200.0
3029     return badpt
3030
3031 def finish(ifin):
3032     # end the game, with appropriate notifications
3033     igotit = False
3034     game.alldone = True
3035     skip(3)
3036     prout(_("It is stardate %.1f.") % game.state.date)
3037     skip(1)
3038     if ifin == FWON: # Game has been won
3039         if game.state.nromrem != 0:
3040             prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3041                   game.state.nromrem)
3042
3043         prout(_("You have smashed the Klingon invasion fleet and saved"))
3044         prout(_("the Federation."))
3045         if game.alive and game.brigcapacity-game.brigfree > 0:
3046             game.kcaptured += game.brigcapacity-game.brigfree
3047             prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3048         game.gamewon = True
3049         if game.alive:
3050             badpt = badpoints()
3051             if badpt < 100.0:
3052                 badpt = 0.0        # Close enough!
3053             # killsPerDate >= RateMax
3054             if game.state.date-game.indate < 5.0 or \
3055                 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3056                 skip(1)
3057                 prout(_("In fact, you have done so well that Starfleet Command"))
3058                 if game.skill == SKILL_NOVICE:
3059                     prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3060                 elif game.skill == SKILL_FAIR:
3061                     prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3062                 elif game.skill == SKILL_GOOD:
3063                     prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3064                 elif game.skill == SKILL_EXPERT:
3065                     prout(_("promotes you to Commodore Emeritus."))
3066                     skip(1)
3067                     prout(_("Now that you think you're really good, try playing"))
3068                     prout(_("the \"Emeritus\" game. It will splatter your ego."))
3069                 elif game.skill == SKILL_EMERITUS:
3070                     skip(1)
3071                     proutn(_("Computer-  "))
3072                     prouts(_("ERROR-ERROR-ERROR-ERROR"))
3073                     skip(2)
3074                     prouts(_("  YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3075                     skip(1)
3076                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3077                     skip(1)
3078                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3079                     skip(1)
3080                     prouts(_("  THIS-PROGRAM-MUST-SURVIVE"))
3081                     skip(1)
3082                     prouts(_("  THIS-PROGRAM-MUST?- MUST ? - SUR? ? -?  VI"))
3083                     skip(2)
3084                     prout(_("Now you can retire and write your own Star Trek game!"))
3085                     skip(1)
3086                 elif game.skill >= SKILL_EXPERT:
3087                     if game.thawed and not game.idebug:
3088                         prout(_("You cannot get a citation, so..."))
3089                     else:
3090                         proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3091                         scanner.chew()
3092                         if ja():
3093                             igotit = True
3094             # Only grant long life if alive (original didn't!)
3095             skip(1)
3096             prout(_("LIVE LONG AND PROSPER."))
3097         score()
3098         if igotit:
3099             plaque()
3100         return
3101     elif ifin == FDEPLETE: # Federation Resources Depleted
3102         prout(_("Your time has run out and the Federation has been"))
3103         prout(_("conquered.  Your starship is now Klingon property,"))
3104         prout(_("and you are put on trial as a war criminal.  On the"))
3105         proutn(_("basis of your record, you are "))
3106         if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3107             prout(_("acquitted."))
3108             skip(1)
3109             prout(_("LIVE LONG AND PROSPER."))
3110         else:
3111             prout(_("found guilty and"))
3112             prout(_("sentenced to death by slow torture."))
3113             game.alive = False
3114         score()
3115         return
3116     elif ifin == FLIFESUP:
3117         prout(_("Your life support reserves have run out, and"))
3118         prout(_("you die of thirst, starvation, and asphyxiation."))
3119         prout(_("Your starship is a derelict in space."))
3120     elif ifin == FNRG:
3121         prout(_("Your energy supply is exhausted."))
3122         skip(1)
3123         prout(_("Your starship is a derelict in space."))
3124     elif ifin == FBATTLE:
3125         prout(_("The %s has been destroyed in battle.") % crmshp())
3126         skip(1)
3127         prout(_("Dulce et decorum est pro patria mori."))
3128     elif ifin == FNEG3:
3129         prout(_("You have made three attempts to cross the negative energy"))
3130         prout(_("barrier which surrounds the galaxy."))
3131         skip(1)
3132         prout(_("Your navigation is abominable."))
3133         score()
3134     elif ifin == FNOVA:
3135         prout(_("Your starship has been destroyed by a nova."))
3136         prout(_("That was a great shot."))
3137         skip(1)
3138     elif ifin == FSNOVAED:
3139         prout(_("The %s has been fried by a supernova.") % crmshp())
3140         prout(_("...Not even cinders remain..."))
3141     elif ifin == FABANDN:
3142         prout(_("You have been captured by the Klingons. If you still"))
3143         prout(_("had a starbase to be returned to, you would have been"))
3144         prout(_("repatriated and given another chance. Since you have"))
3145         prout(_("no starbases, you will be mercilessly tortured to death."))
3146     elif ifin == FDILITHIUM:
3147         prout(_("Your starship is now an expanding cloud of subatomic particles"))
3148     elif ifin == FMATERIALIZE:
3149         prout(_("Starbase was unable to re-materialize your starship."))
3150         prout(_("Sic transit gloria mundi"))
3151     elif ifin == FPHASER:
3152         prout(_("The %s has been cremated by its own phasers.") % crmshp())
3153     elif ifin == FLOST:
3154         prout(_("You and your landing party have been"))
3155         prout(_("converted to energy, dissipating through space."))
3156     elif ifin == FMINING:
3157         prout(_("You are left with your landing party on"))
3158         prout(_("a wild jungle planet inhabited by primitive cannibals."))
3159         skip(1)
3160         prout(_("They are very fond of \"Captain Kirk\" soup."))
3161         skip(1)
3162         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3163     elif ifin == FDPLANET:
3164         prout(_("You and your mining party perish."))
3165         skip(1)
3166         prout(_("That was a great shot."))
3167         skip(1)
3168     elif ifin == FSSC:
3169         prout(_("The Galileo is instantly annihilated by the supernova."))
3170         prout(_("You and your mining party are atomized."))
3171         skip(1)
3172         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3173         prout(_("joins the Romulans, wreaking terror on the Federation."))
3174     elif ifin == FPNOVA:
3175         prout(_("You and your mining party are atomized."))
3176         skip(1)
3177         prout(_("Mr. Spock takes command of the %s and") % crmshp())
3178         prout(_("joins the Romulans, wreaking terror on the Federation."))
3179     elif ifin == FSTRACTOR:
3180         prout(_("The shuttle craft Galileo is also caught,"))
3181         prout(_("and breaks up under the strain."))
3182         skip(1)
3183         prout(_("Your debris is scattered for millions of miles."))
3184         prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3185     elif ifin == FDRAY:
3186         prout(_("The mutants attack and kill Spock."))
3187         prout(_("Your ship is captured by Klingons, and"))
3188         prout(_("your crew is put on display in a Klingon zoo."))
3189     elif ifin == FTRIBBLE:
3190         prout(_("Tribbles consume all remaining water,"))
3191         prout(_("food, and oxygen on your ship."))
3192         skip(1)
3193         prout(_("You die of thirst, starvation, and asphyxiation."))
3194         prout(_("Your starship is a derelict in space."))
3195     elif ifin == FHOLE:
3196         prout(_("Your ship is drawn to the center of the black hole."))
3197         prout(_("You are crushed into extremely dense matter."))
3198     elif ifin == FCLOAK:
3199         game.ncviol += 1
3200         prout(_("You have violated the Treaty of Algeron."))
3201         prout(_("The Romulan Empire can never trust you again."))
3202     elif ifin == FCREW:
3203         prout(_("Your last crew member has died."))
3204     if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3205         prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3206         prout(_("You may have missed some warning messages."))
3207         skip(1)
3208     if game.ship == 'F':
3209         game.ship = None
3210     elif game.ship == 'E':
3211         game.ship = 'F'
3212     game.alive = False
3213     if game.unwon() != 0:
3214         goodies = game.state.remres/game.inresor
3215         baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3216         if goodies/baddies >= rnd.real(1.0, 1.5):
3217             prout(_("As a result of your actions, a treaty with the Klingon"))
3218             prout(_("Empire has been signed. The terms of the treaty are"))
3219             if goodies/baddies >= rnd.real(3.0):
3220                 prout(_("favorable to the Federation."))
3221                 skip(1)
3222                 prout(_("Congratulations!"))
3223             else:
3224                 prout(_("highly unfavorable to the Federation."))
3225         else:
3226             prout(_("The Federation will be destroyed."))
3227     else:
3228         prout(_("Since you took the last Klingon with you, you are a"))
3229         prout(_("martyr and a hero. Someday maybe they'll erect a"))
3230         prout(_("statue in your memory. Rest in peace, and try not"))
3231         prout(_("to think about pigeons."))
3232         game.gamewon = True
3233     score()
3234     scanner.chew()      # Clean up leftovers
3235
3236 def score():
3237     "Compute player's score."
3238     timused = game.state.date - game.indate
3239     if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3240         timused = 5.0
3241     game.perdate = killrate()
3242     ithperd = 500*game.perdate + 0.5
3243     iwon = 0
3244     if game.gamewon:
3245         iwon = 100*game.skill
3246     if game.ship == 'E':
3247         klship = 0
3248     elif game.ship == 'F':
3249         klship = 1
3250     else:
3251         klship = 2
3252     dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3253     game.score = 10*(dead_ordinaries)\
3254              + 50*(game.incom - len(game.state.kcmdr)) \
3255              + ithperd + iwon \
3256              + 20*(game.inrom - game.state.nromrem) \
3257              + 200*(game.inscom - game.state.nscrem) \
3258                  - game.state.nromrem \
3259              + 3 * game.kcaptured \
3260              - badpoints()
3261     if not game.alive:
3262         game.score -= 200
3263     skip(2)
3264     prout(_("Your score --"))
3265     if game.inrom - game.state.nromrem:
3266         prout(_("%6d Romulans destroyed                 %5d") %
3267               (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3268     if game.state.nromrem and game.gamewon:
3269         prout(_("%6d Romulans captured                  %5d") %
3270               (game.state.nromrem, game.state.nromrem))
3271     if dead_ordinaries:
3272         prout(_("%6d ordinary Klingons destroyed        %5d") %
3273               (dead_ordinaries, 10*dead_ordinaries))
3274     if game.incom - len(game.state.kcmdr):
3275         prout(_("%6d Klingon commanders destroyed       %5d") %
3276               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3277     if game.kcaptured:
3278         prout(_("%d Klingons captured                   %5d") %
3279               (game.kcaptured, 3 * game.kcaptured))
3280     if game.inscom - game.state.nscrem:
3281         prout(_("%6d Super-Commander destroyed          %5d") %
3282               (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3283     if ithperd:
3284         prout(_("%6.2f Klingons per stardate              %5d") %
3285               (game.perdate, ithperd))
3286     if game.state.starkl:
3287         prout(_("%6d stars destroyed by your action     %5d") %
3288               (game.state.starkl, -5*game.state.starkl))
3289     if game.state.nplankl:
3290         prout(_("%6d planets destroyed by your action   %5d") %
3291               (game.state.nplankl, -10*game.state.nplankl))
3292     if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3293         prout(_("%6d inhabited planets destroyed by your action   %5d") %
3294               (game.state.nworldkl, -300*game.state.nworldkl))
3295     if game.state.basekl:
3296         prout(_("%6d bases destroyed by your action     %5d") %
3297               (game.state.basekl, -100*game.state.basekl))
3298     if game.nhelp:
3299         prout(_("%6d calls for help from starbase       %5d") %
3300               (game.nhelp, -45*game.nhelp))
3301     if game.casual:
3302         prout(_("%6d casualties incurred                %5d") %
3303               (game.casual, -game.casual))
3304     if game.abandoned:
3305         prout(_("%6d crew abandoned in space            %5d") %
3306               (game.abandoned, -3*game.abandoned))
3307     if klship:
3308         prout(_("%6d ship(s) lost or destroyed          %5d") %
3309               (klship, -100*klship))
3310     if game.ncviol > 0:
3311         if game.ncviol == 1:
3312             prout(_("1 Treaty of Algeron violation          -100"))
3313         else:
3314             prout(_("%6d Treaty of Algeron violations       %5d\n") %
3315                   (game.ncviol, -100*game.ncviol))
3316     if not game.alive:
3317         prout(_("Penalty for getting yourself killed        -200"))
3318     if game.gamewon:
3319         proutn(_("Bonus for winning "))
3320         if game.skill   == SKILL_NOVICE:        proutn(_("Novice game  "))
3321         elif game.skill == SKILL_FAIR:          proutn(_("Fair game    "))
3322         elif game.skill ==  SKILL_GOOD:         proutn(_("Good game    "))
3323         elif game.skill ==  SKILL_EXPERT:        proutn(_("Expert game  "))
3324         elif game.skill ==  SKILL_EMERITUS:        proutn(_("Emeritus game"))
3325         prout("           %5d" % iwon)
3326     skip(1)
3327     prout(_("TOTAL SCORE                               %5d") % game.score)
3328
3329 def plaque():
3330     "Emit winner's commemmorative plaque."
3331     skip(2)
3332     while True:
3333         proutn(_("File or device name for your plaque: "))
3334         winner = cgetline()
3335         try:
3336             fp = open(winner, "w")
3337             break