3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
18 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
20 # pylint: disable=multiple-imports
21 import os, sys, math, curses, time, pickle, copy, gettext, getpass
22 import getopt, socket, locale
25 # This import only works on Unixes. The intention is to enable
26 # Ctrl-P, Ctrl-N, and friends in Cmd.
28 # pylint: disable=unused-import
33 # Prevent lossage under Python 3
41 docpath = (".", "doc/", "/usr/share/doc/sst/")
44 return gettext.gettext(st)
46 # Rolling our own LCG because Python changed its incompatibly in 3.2.
47 # Thus, we need to have our own to be 2/3 polyglot, which will also
48 # be helpful when we forwrard-port.
51 # LCG PRNG parameters tested against
52 # Knuth vol. 2. by the authors of ADVENT
60 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
61 return old_x / randomizer.LCG_M
65 v = randomizer.random()
67 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
72 v = randomizer.random()
76 v = args[0] + int(v * (args[1] - args[0]))
78 # logfp.write("#integer%s -> %s\n" % (args, v))
83 v = randomizer.random()
85 v *= args[0] # from [0, args[0])
87 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
89 # logfp.write("#real%s -> %f\n" % (args, v))
95 # logfp.write("#seed(%d)\n" % n)
96 game.lcg_x = n % randomizer.LCG_M
98 GALSIZE = 8 # Galaxy size in quadrants
99 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
100 MAXUNINHAB = 10 # Maximum uninhabited worlds
101 QUADSIZE = 10 # Quadrant size in sectors
102 BASEMIN = 2 # Minimum starbases
103 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
104 MAXKLGAME = 127 # Maximum Klingons per game
105 MAXKLQUAD = 9 # Maximum Klingons per quadrant
106 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
107 FOREVER = 1e30 # Time for the indefinite future
108 MAXBURST = 3 # Max # of torps you can launch in one turn
109 MINCMDR = 10 # Minimum number of Klingon commanders
110 DOCKFAC = 0.25 # Repair faster when docked
111 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
113 ALGERON = 2311 # Date of the Treaty of Algeron
134 class TrekError(Exception):
137 class JumpOut(Exception):
141 def __init__(self, x=None, y=None):
144 def valid_quadrant(self):
145 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
146 def valid_sector(self):
147 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
148 def invalidate(self):
149 self.i = self.j = None
150 def __eq__(self, other):
151 return other is not None and self.i == other.i and self.j == other.j
152 def __ne__(self, other):
153 return other is None or self.i != other.i or self.j != other.j
154 def __add__(self, other):
155 return Coord(self.i+other.i, self.j+other.j)
156 def __sub__(self, other):
157 return Coord(self.i-other.i, self.j-other.j)
158 def __mul__(self, other):
159 return Coord(self.i*other, self.j*other)
160 def __rmul__(self, other):
161 return Coord(self.i*other, self.j*other)
162 def __div__(self, other):
163 return Coord(self.i/other, self.j/other)
164 def __truediv__(self, other):
165 return Coord(self.i/other, self.j/other)
166 def __floordiv__(self, other):
167 return Coord(self.i//other, self.j//other)
168 def __mod__(self, other):
169 return Coord(self.i % other, self.j % other)
170 def __rtruediv__(self, other):
171 return Coord(self.i/other, self.j/other)
172 def __rfloordiv__(self, other):
173 return Coord(self.i//other, self.j//other)
174 def roundtogrid(self):
175 return Coord(int(round(self.i)), int(round(self.j)))
176 def distance(self, other=None):
179 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
181 return 1.90985*math.atan2(self.j, self.i)
198 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
199 return self.roundtogrid() // QUADSIZE
201 return self.roundtogrid() % QUADSIZE
204 s.i = self.i + rnd.integer(-1, 2)
205 s.j = self.j + rnd.integer(-1, 2)
208 if self.i is None or self.j is None:
210 return "%s - %s" % (self.i+1, self.j+1)
214 "Do not anger the Space Thingy!"
221 return (q.i, q.j) == (self.i, self.j)
225 self.name = None # string-valued if inhabited
226 self.quadrant = Coord() # quadrant located
227 self.pclass = None # could be ""M", "N", "O", or "destroyed"
228 self.crystals = "absent"# could be "mined", "present", "absent"
229 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
230 self.inhabited = False # is it inhabited?
238 self.starbase = False
241 self.supernova = False
243 self.status = "secure" # Could be "secure", "distressed", "enslaved"
245 return "<Quadrant: %(klingons)d>" % self.__dict__
251 self.starbase = False
254 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
256 def fill2d(size, fillfun):
257 "Fill an empty list in 2D."
259 for i in range(size):
261 for j in range(size):
262 lst[i].append(fillfun(i, j))
267 self.snap = False # snapshot taken
268 self.crew = 0 # crew complement
269 self.nscrem = 0 # remaining super commanders
270 self.starkl = 0 # destroyed stars
271 self.basekl = 0 # destroyed bases
272 self.nromrem = 0 # Romulans remaining
273 self.nplankl = 0 # destroyed uninhabited planets
274 self.nworldkl = 0 # destroyed inhabited planets
275 self.planets = [] # Planet information
276 self.date = 0.0 # stardate
277 self.remres = 0 # remaining resources
278 self.remtime = 0 # remaining time
279 self.baseq = [] # Base quadrant coordinates
280 self.kcmdr = [] # Commander quadrant coordinates
281 self.kscmdr = Coord() # Supercommander quadrant coordinates
283 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
285 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
287 for i in range(GALSIZE):
288 for j in range(GALSIZE):
289 yield (i, j, self.galaxy[i][j])
293 self.date = None # A real number
294 self.quadrant = None # A coord structure
297 OPTION_ALL = 0xffffffff
298 OPTION_TTY = 0x00000001 # old interface
299 OPTION_CURSES = 0x00000002 # new interface
300 OPTION_IOMODES = 0x00000003 # cover both interfaces
301 OPTION_PLANETS = 0x00000004 # planets and mining
302 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
303 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
304 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
305 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
306 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
307 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
308 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
309 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
310 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
311 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
312 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
313 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_PLAIN = 0x01000000 # user chose plain game
315 OPTION_ALMY = 0x02000000 # user chose Almy variant
316 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
317 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
337 NDEVICES = 17 # Number of devices
347 return (game.damage[dev] != 0.0)
349 return not damaged(DRADIO) or game.condition=="docked"
351 # Define future events
352 FSPY = 0 # Spy event happens always (no future[] entry)
353 # can cause SC to tractor beam Enterprise
354 FSNOVA = 1 # Supernova
355 FTBEAM = 2 # Commander tractor beams Enterprise
356 FSNAP = 3 # Snapshot for time warp
357 FBATTAK = 4 # Commander attacks base
358 FCDBAS = 5 # Commander destroys base
359 FSCMOVE = 6 # Supercommander moves (might attack base)
360 FSCDBAS = 7 # Supercommander destroys base
361 FDSPROB = 8 # Move deep space probe
362 FDISTR = 9 # Emit distress call from an inhabited world
363 FENSLV = 10 # Inhabited word is enslaved
364 FREPRO = 11 # Klingons build a ship in an enslaved system
367 # Abstract out the event handling -- underlying data structures will change
368 # when we implement stateful events
369 def findevent(evtype):
370 return game.future[evtype]
373 def __init__(self, etype=None, loc=None, power=None):
375 self.location = Coord()
380 self.power = power # enemy energy level
381 game.enemies.append(self)
383 motion = (loc != self.location)
384 if self.location.i is not None and self.location.j is not None:
387 game.quad[self.location.i][self.location.j] = '#'
389 game.quad[self.location.i][self.location.j] = '.'
391 self.location = copy.copy(loc)
392 game.quad[self.location.i][self.location.j] = self.type
393 self.kdist = self.kavgd = (game.sector - loc).distance()
395 self.location = Coord()
396 self.kdist = self.kavgd = None
397 # Guard prevents failure on Tholian or thingy
398 if self in game.enemies:
399 game.enemies.remove(self)
402 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
406 self.options = None # Game options
407 self.state = Snapshot() # A snapshot structure
408 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
409 self.quad = None # contents of our quadrant
410 self.damage = [0.0] * NDEVICES # damage encountered
411 self.future = [] # future events
415 self.future.append(Event())
416 self.passwd = None # Self Destruct password
418 self.quadrant = None # where we are in the large
419 self.sector = None # where we are in the small
420 self.tholian = None # Tholian enemy object
421 self.base = None # position of base in current quadrant
422 self.battle = None # base coordinates being attacked
423 self.plnet = None # location of planet in quadrant
424 self.gamewon = False # Finished!
425 self.ididit = False # action taken -- allows enemy to attack
426 self.alive = False # we are alive (not killed)
427 self.justin = False # just entered quadrant
428 self.shldup = False # shields are up
429 self.shldchg = False # shield is changing (affects efficiency)
430 self.iscate = False # super commander is here
431 self.ientesc = False # attempted escape from supercommander
432 self.resting = False # rest time
433 self.icraft = False # Kirk in Galileo
434 self.landed = False # party on planet (true), on ship (false)
435 self.alldone = False # game is now finished
436 self.neutz = False # Romulan Neutral Zone
437 self.isarmed = False # probe is armed
438 self.inorbit = False # orbiting a planet
439 self.imine = False # mining
440 self.icrystl = False # dilithium crystals aboard
441 self.iseenit = False # seen base attack report
442 self.thawed = False # thawed game
443 self.condition = None # "green", "yellow", "red", "docked", "dead"
444 self.iscraft = None # "onship", "offship", "removed"
445 self.skill = SKILL_NONE # Player skill level
446 self.inkling = 0 # initial number of klingons
447 self.inbase = 0 # initial number of bases
448 self.incom = 0 # initial number of commanders
449 self.inscom = 0 # initial number of commanders
450 self.inrom = 0 # initial number of commanders
451 self.instar = 0 # initial stars
452 self.intorps = 0 # initial/max torpedoes
453 self.torps = 0 # number of torpedoes
454 self.ship = 0 # ship type -- 'E' is Enterprise
455 self.abandoned = 0 # count of crew abandoned in space
456 self.length = 0 # length of game
457 self.klhere = 0 # klingons here
458 self.casual = 0 # causalties
459 self.nhelp = 0 # calls for help
460 self.nkinks = 0 # count of energy-barrier crossings
461 self.iplnet = None # planet # in quadrant
462 self.inplan = 0 # initial planets
463 self.irhere = 0 # Romulans in quadrant
464 self.isatb = 0 # =2 if super commander is attacking base
465 self.tourn = None # tournament number
466 self.nprobes = 0 # number of probes available
467 self.inresor = 0.0 # initial resources
468 self.intime = 0.0 # initial time
469 self.inenrg = 0.0 # initial/max energy
470 self.inshld = 0.0 # initial/max shield
471 self.inlsr = 0.0 # initial life support resources
472 self.indate = 0.0 # initial date
473 self.energy = 0.0 # energy level
474 self.shield = 0.0 # shield level
475 self.warpfac = 0.0 # warp speed
476 self.lsupres = 0.0 # life support reserves
477 self.optime = 0.0 # time taken by current operation
478 self.damfac = 0.0 # damage factor
479 self.lastchart = 0.0 # time star chart was last updated
480 self.cryprob = 0.0 # probability that crystal will work
481 self.probe = None # object holding probe course info
482 self.height = 0.0 # height of orbit around planet
483 self.score = 0.0 # overall score
484 self.perdate = 0.0 # rate of kills
485 self.idebug = False # Debugging instrumentation enabled?
486 self.cdebug = False # Debugging instrumentation for curses enabled?
487 self.statekscmdr = None # No SuperCommander coordinates yet.
488 self.brigcapacity = 400 # Enterprise brig capacity
489 self.brigfree = 400 # How many klingons can we put in the brig?
490 self.kcaptured = 0 # Total Klingons captured, for scoring.
491 self.iscloaked = False # Cloaking device on?
492 self.ncviol = 0 # Algreon treaty violations
493 self.isviolreported = False # We have been warned
494 self.lcg_x = 0 # LCG generator value
496 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
498 # Stas thinks this should be (C expression):
499 # game.remkl() + len(game.state.kcmdr) > 0 ?
500 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
501 # He says the existing expression is prone to divide-by-zero errors
502 # after killing the last klingon when score is shown -- perhaps also
503 # if the only remaining klingon is SCOM.
504 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
506 "Are there Klingons remaining?"
533 # Code from ai.c begins here
536 "Would this quadrant welcome another Klingon?"
537 return iq.valid_quadrant() and \
538 not game.state.galaxy[iq.i][iq.j].supernova and \
539 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
541 def tryexit(enemy, look, irun):
542 "A bad guy attempts to bug out."
544 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
545 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
546 if not welcoming(iq):
548 if enemy.type == 'R':
549 return [] # Romulans cannot escape!
551 # avoid intruding on another commander's territory
552 if enemy.type == 'C':
553 if iq in game.state.kcmdr:
555 # refuse to leave if currently attacking starbase
556 if game.battle == game.quadrant:
558 # don't leave if over 1000 units of energy
559 if enemy.power > 1000.0:
561 oldloc = copy.copy(enemy.location)
562 # handle local matters related to escape
565 if game.condition != "docked":
567 # Handle global matters related to escape
568 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
569 game.state.galaxy[iq.i][iq.j].klingons += 1
570 if enemy.type == 'S':
574 schedule(FSCMOVE, 0.2777)
576 game.state.kscmdr = iq
578 for cmdr in game.state.kcmdr:
579 if cmdr == game.quadrant:
580 game.state.kcmdr.append(iq)
582 # report move out of quadrant.
583 return [(True, enemy, oldloc, iq)]
585 # The bad-guy movement algorithm:
587 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
588 # If both are operating full strength, force is 1000. If both are damaged,
589 # force is -1000. Having shields down subtracts an additional 1000.
591 # 2. Enemy has forces equal to the energy of the attacker plus
592 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
593 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
595 # Attacker Initial energy levels (nominal):
596 # Klingon Romulan Commander Super-Commander
597 # Novice 400 700 1200
599 # Good 450 800 1300 1750
600 # Expert 475 850 1350 1875
601 # Emeritus 500 900 1400 2000
602 # VARIANCE 75 200 200 200
604 # Enemy vessels only move prior to their attack. In Novice - Good games
605 # only commanders move. In Expert games, all enemy vessels move if there
606 # is a commander present. In Emeritus games all enemy vessels move.
608 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
609 # forces are 1000 greater than Enterprise.
611 # Agressive action on average cuts the distance between the ship and
612 # the enemy to 1/4 the original.
614 # 4. At lower energy advantage, movement units are proportional to the
615 # advantage with a 650 advantage being to hold ground, 800 to move forward
616 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
618 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
619 # retreat, especially at high skill levels.
621 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
623 def movebaddy(enemy):
624 "Tactical movement for the bad guys."
628 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
629 if game.skill >= SKILL_EXPERT:
630 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)
632 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
633 old_dist = enemy.kdist
634 mdist = int(old_dist + 0.5) # Nearest integer distance
635 # If SC, check with spy to see if should hi-tail it
636 if enemy.type == 'S' and \
637 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
641 # decide whether to advance, retreat, or hold position
642 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
644 forces += 1000 # Good for enemy if shield is down!
645 if not damaged(DPHASER) or not damaged(DPHOTON):
646 if damaged(DPHASER): # phasers damaged
649 forces -= 0.2*(game.energy - 2500.0)
650 if damaged(DPHOTON): # photon torpedoes damaged
653 forces -= 50.0*game.torps
655 # phasers and photon tubes both out!
658 if forces <= 1000.0 and game.condition != "docked": # Typical situation
659 motion = ((forces + rnd.real(200))/150.0) - 5.0
661 if forces > 1000.0: # Very strong -- move in for kill
662 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
663 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
664 motion -= game.skill*(2.0-rnd.real()**2)
666 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
667 # don't move if no motion
670 # Limit motion according to skill
671 if abs(motion) > game.skill:
676 # calculate preferred number of steps
677 nsteps = abs(int(motion))
678 if motion > 0 and nsteps > mdist:
679 nsteps = mdist # don't overshoot
680 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
681 nsteps = max(nsteps, 1) # This shouldn't be necessary
683 proutn("NSTEPS = %d:" % nsteps)
684 # Compute preferred values of delta X and Y
685 m = game.sector - enemy.location
686 if 2.0 * abs(m.i) < abs(m.j):
688 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
690 m = (motion * m).sgn()
691 goto = enemy.location
693 for ll in range(nsteps):
695 proutn(" %d" % (ll+1))
696 # Check if preferred position available
707 attempts = 0 # Settle mysterious hang problem
708 while attempts < 20 and not success:
710 if look.i < 0 or look.i >= QUADSIZE:
712 return tryexit(enemy, look, irun)
713 if krawli == m.i or m.j == 0:
715 look.i = goto.i + krawli
717 elif look.j < 0 or look.j >= QUADSIZE:
719 return tryexit(enemy, look, irun)
720 if krawlj == m.j or m.i == 0:
722 look.j = goto.j + krawlj
724 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
725 # See if enemy should ram ship
726 if game.quad[look.i][look.j] == game.ship and \
727 enemy.type in ('C', 'S'):
728 collision(rammed=True, enemy=enemy)
730 if krawli != m.i and m.j != 0:
731 look.i = goto.i + krawli
733 elif krawlj != m.j and m.i != 0:
734 look.j = goto.j + krawlj
737 break # we have failed
748 # Enemy moved, but is still in sector
749 return [(False, enemy, old_dist, goto)]
752 "Sequence Klingon tactical movement."
755 # Figure out which Klingon is the commander (or Supercommander)
758 if game.quadrant in game.state.kcmdr:
759 for enemy in game.enemies:
760 if enemy.type == 'C':
761 tacmoves += movebaddy(enemy)
762 if game.state.kscmdr == game.quadrant:
763 for enemy in game.enemies:
764 if enemy.type == 'S':
765 tacmoves += movebaddy(enemy)
767 # If skill level is high, move other Klingons and Romulans too!
768 # Move these last so they can base their actions on what the
770 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
771 for enemy in game.enemies:
772 if enemy.type in ('K', 'R'):
773 tacmoves += movebaddy(enemy)
776 def movescom(iq, avoid):
777 "Supercommander movement helper."
778 # Avoid quadrants with bases if we want to avoid Enterprise
779 if not welcoming(iq) or (avoid and iq in game.state.baseq):
781 if game.justin and not game.iscate:
784 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
785 game.state.kscmdr = iq
786 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
787 if game.state.kscmdr == game.quadrant:
788 # SC has scooted, remove him from current quadrant
793 for enemy in game.enemies:
794 if enemy.type == 'S':
797 if game.condition != "docked":
800 # check for a helpful planet
801 for i in range(game.inplan):
802 if game.state.planets[i].quadrant == game.state.kscmdr and \
803 game.state.planets[i].crystals == "present":
805 game.state.planets[i].pclass = "destroyed"
806 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
809 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
810 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
811 prout(_(" by the Super-commander.\""))
813 return True # looks good!
815 def supercommander():
816 "Move the Super Commander."
823 prout("== SUPERCOMMANDER")
824 # Decide on being active or passive
825 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 \
826 (game.state.date-game.indate) < 3.0)
827 if not game.iscate and avoid:
828 # compute move away from Enterprise
829 idelta = game.state.kscmdr-game.quadrant
830 if idelta.distance() > 2.0:
832 idelta.i = game.state.kscmdr.j-game.quadrant.j
833 idelta.j = game.quadrant.i-game.state.kscmdr.i
835 # compute distances to starbases
836 if not game.state.baseq:
840 sc = game.state.kscmdr
841 for (i, base) in enumerate(game.state.baseq):
842 basetbl.append((i, (base - sc).distance()))
843 if len(game.state.baseq) > 1:
844 basetbl.sort(key=lambda x: x[1])
845 # look for nearest base without a commander, no Enterprise, and
846 # without too many Klingons, and not already under attack.
847 ifindit = iwhichb = 0
848 for (i2, base) in enumerate(game.state.baseq):
849 i = basetbl[i2][0] # bug in original had it not finding nearest
850 if base == game.quadrant or base == game.battle or not welcoming(base):
852 # if there is a commander, and no other base is appropriate,
853 # we will take the one with the commander
854 for cmdr in game.state.kcmdr:
855 if base == cmdr and ifindit != 2:
859 else: # no commander -- use this one
864 return # Nothing suitable -- wait until next time
865 ibq = game.state.baseq[iwhichb]
866 # decide how to move toward base
867 idelta = ibq - game.state.kscmdr
868 # Maximum movement is 1 quadrant in either or both axes
869 idelta = idelta.sgn()
870 # try moving in both x and y directions
871 # there was what looked like a bug in the Almy C code here,
872 # but it might be this translation is just wrong.
873 iq = game.state.kscmdr + idelta
874 if not movescom(iq, avoid):
875 # failed -- try some other maneuvers
876 if idelta.i == 0 or idelta.j == 0:
879 iq.j = game.state.kscmdr.j + 1
880 if not movescom(iq, avoid):
881 iq.j = game.state.kscmdr.j - 1
884 iq.i = game.state.kscmdr.i + 1
885 if not movescom(iq, avoid):
886 iq.i = game.state.kscmdr.i - 1
889 # try moving just in x or y
890 iq.j = game.state.kscmdr.j
891 if not movescom(iq, avoid):
892 iq.j = game.state.kscmdr.j + idelta.j
893 iq.i = game.state.kscmdr.i
896 if len(game.state.baseq) == 0:
899 for ibq in game.state.baseq:
900 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
903 return # no, don't attack base!
906 schedule(FSCDBAS, rnd.real(1.0, 3.0))
907 if is_scheduled(FCDBAS):
908 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
909 if not communicating():
913 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
915 prout(_(" reports that it is under attack from the Klingon Super-commander."))
916 prout(_(" It can survive until stardate %d.\"") \
917 % int(scheduled(FSCDBAS)))
920 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
924 game.optime = 0.0 # actually finished
926 # Check for intelligence report
927 if not game.idebug and \
928 (rnd.withprob(0.8) or \
929 (not communicating()) or \
930 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
933 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
934 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
939 if not game.tholian or game.justin:
942 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
945 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
948 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
951 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
955 # something is wrong!
956 game.tholian.move(None)
957 prout("***Internal error: Tholian in a bad spot.")
959 # do nothing if we are blocked
960 if game.quad[tid.i][tid.j] not in ('.', '#'):
962 here = copy.copy(game.tholian.location)
963 delta = (tid - game.tholian.location).sgn()
965 while here.i != tid.i:
967 if game.quad[here.i][here.j] == '.':
968 game.tholian.move(here)
970 while here.j != tid.j:
972 if game.quad[here.i][here.j] == '.':
973 game.tholian.move(here)
974 # check to see if all holes plugged
975 for i in range(QUADSIZE):
976 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
978 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
980 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
982 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
984 # All plugged up -- Tholian splits
985 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
987 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
988 game.tholian.move(None)
991 # Code from battle.c begins here
994 "Change cloaking-device status."
996 prout(_("Ye Faerie Queene hath no cloaking device."))
999 key = scanner.nexttok()
1006 if key == "IHALPHA":
1007 if scanner.sees("on"):
1009 prout(_("The cloaking device has already been switched on."))
1012 elif scanner.sees("off"):
1013 if not game.iscloaked:
1014 prout(_("The cloaking device has already been switched off."))
1021 if not game.iscloaked:
1022 proutn(_("Switch cloaking device on? "))
1027 proutn(_("Switch cloaking device off? "))
1034 if action == "CLOFF":
1035 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1036 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1039 prout("Engineer Scott- \"Aye, Sir.\"")
1040 game.iscloaked = False
1041 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1042 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1044 game.isviolreported = True
1046 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1049 if action == "CLON":
1051 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1054 if game.condition == "docked":
1055 prout(_("You cannot cloak while docked."))
1057 if game.state.date >= ALGERON and not game.isviolreported:
1058 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1059 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1060 proutn(_(" are you sure this is wise? "))
1063 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1065 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1066 game.iscloaked = True
1068 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1069 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1071 game.isviolreported = True
1073 def doshield(shraise):
1074 "Change shield status."
1080 key = scanner.nexttok()
1081 if key == "IHALPHA":
1082 if scanner.sees("transfer"):
1085 if damaged(DSHIELD):
1086 prout(_("Shields damaged and down."))
1088 if scanner.sees("up"):
1090 elif scanner.sees("down"):
1092 if action == "NONE":
1093 proutn(_("Do you wish to change shield energy? "))
1096 elif damaged(DSHIELD):
1097 prout(_("Shields damaged and down."))
1100 proutn(_("Shields are up. Do you want them down? "))
1107 proutn(_("Shields are down. Do you want them up? "))
1113 if action == "SHUP": # raise shields
1115 prout(_("Shields already up."))
1119 if game.condition != "docked":
1121 prout(_("Shields raised."))
1122 if game.energy <= 0:
1124 prout(_("Shields raising uses up last of energy."))
1129 elif action == "SHDN":
1131 prout(_("Shields already down."))
1135 prout(_("Shields lowered."))
1138 elif action == "NRG":
1139 while scanner.nexttok() != "IHREAL":
1141 proutn(_("Energy to transfer to shields- "))
1146 if nrg > game.energy:
1147 prout(_("Insufficient ship energy."))
1150 if game.shield+nrg >= game.inshld:
1151 prout(_("Shield energy maximized."))
1152 if game.shield+nrg > game.inshld:
1153 prout(_("Excess energy requested returned to ship energy"))
1154 game.energy -= game.inshld-game.shield
1155 game.shield = game.inshld
1157 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1158 # Prevent shield drain loophole
1160 prout(_("Engineering to bridge--"))
1161 prout(_(" Scott here. Power circuit problem, Captain."))
1162 prout(_(" I can't drain the shields."))
1165 if game.shield+nrg < 0:
1166 prout(_("All shield energy transferred to ship."))
1167 game.energy += game.shield
1170 proutn(_("Scotty- \""))
1172 prout(_("Transferring energy to shields.\""))
1174 prout(_("Draining energy from shields.\""))
1180 "Choose a device to damage, at random."
1182 105, # DSRSENS: short range scanners 10.5%
1183 105, # DLRSENS: long range scanners 10.5%
1184 120, # DPHASER: phasers 12.0%
1185 120, # DPHOTON: photon torpedoes 12.0%
1186 25, # DLIFSUP: life support 2.5%
1187 65, # DWARPEN: warp drive 6.5%
1188 70, # DIMPULS: impulse engines 6.5%
1189 135, # DSHIELD: deflector shields 13.5%
1190 30, # DRADIO: subspace radio 3.0%
1191 45, # DSHUTTL: shuttle 4.5%
1192 15, # DCOMPTR: computer 1.5%
1193 20, # NAVCOMP: navigation system 2.0%
1194 75, # DTRANSP: transporter 7.5%
1195 20, # DSHCTRL: high-speed shield controller 2.0%
1196 10, # DDRAY: death ray 1.0%
1197 30, # DDSP: deep-space probes 3.0%
1198 10, # DCLOAK: the cloaking device 1.0
1200 assert(sum(weights) == 1000)
1201 idx = rnd.integer(1000)
1203 for (i, w) in enumerate(weights):
1207 return None # we should never get here
1209 def collision(rammed, enemy):
1210 "Collision handling for rammong events."
1211 prouts(_("***RED ALERT! RED ALERT!"))
1213 prout(_("***COLLISION IMMINENT."))
1217 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1219 proutn(_(" rammed by "))
1222 proutn(crmena(False, enemy.type, "sector", enemy.location))
1224 proutn(_(" (original position)"))
1226 deadkl(enemy.location, enemy.type, game.sector)
1227 proutn("***" + crmshp() + " heavily damaged.")
1228 icas = rnd.integer(10, 30)
1229 prout(_("***Sickbay reports %d casualties") % icas)
1231 game.state.crew -= icas
1232 # In the pre-SST2K version, all devices got equiprobably damaged,
1233 # which was silly. Instead, pick up to half the devices at
1234 # random according to our weighting table,
1235 ncrits = rnd.integer(NDEVICES//2)
1239 if game.damage[dev] < 0:
1241 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1242 # Damage for at least time of travel!
1243 game.damage[dev] += game.optime + extradm
1245 prout(_("***Shields are down."))
1252 def torpedo(origin, bearing, dispersion, number, nburst):
1253 "Let a photon torpedo fly"
1254 if not damaged(DSRSENS) or game.condition == "docked":
1255 setwnd(srscan_window)
1257 setwnd(message_window)
1258 ac = bearing + 0.25*dispersion # dispersion is a random variable
1259 bullseye = (15.0 - bearing)*0.5235988
1260 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1261 bumpto = Coord(0, 0)
1262 # Loop to move a single torpedo
1263 setwnd(message_window)
1264 for step in range(1, QUADSIZE*2):
1265 if not track.nexttok():
1268 if not w.valid_sector():
1270 iquad = game.quad[w.i][w.j]
1271 tracktorpedo(w, step, number, nburst, iquad)
1275 setwnd(message_window)
1276 if not damaged(DSRSENS) or game.condition == "docked":
1277 skip(1) # start new line after text track
1278 if iquad in ('E', 'F'): # Hit our ship
1280 prout(_("Torpedo hits %s.") % crmshp())
1281 hit = 700.0 + rnd.real(100) - \
1282 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1283 newcnd() # we're blown out of dock
1284 if game.landed or game.condition == "docked":
1285 return hit # Cheat if on a planet
1286 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1287 # is 143 degrees, which is almost exactly 4.8 clockface units
1288 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1289 displacement.nexttok()
1290 bumpto = displacement.sector()
1291 if not bumpto.valid_sector():
1293 if game.quad[bumpto.i][bumpto.j] == ' ':
1296 if game.quad[bumpto.i][bumpto.j] != '.':
1297 # can't move into object
1299 game.sector = bumpto
1301 game.quad[w.i][w.j] = '.'
1302 game.quad[bumpto.i][bumpto.j] = iquad
1303 prout(_(" displaced by blast to Sector %s ") % bumpto)
1304 for enemy in game.enemies:
1305 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1308 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1310 if iquad in ('C', 'S') and rnd.withprob(0.05):
1311 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1312 prout(_(" torpedo neutralized."))
1314 for enemy in game.enemies:
1315 if w == enemy.location:
1316 kp = math.fabs(enemy.power)
1317 h1 = 700.0 + rnd.integer(100) - \
1318 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1326 if enemy.power == 0:
1329 proutn(crmena(True, iquad, "sector", w))
1330 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1331 displacement.nexttok()
1332 bumpto = displacement.sector()
1333 if game.quad[bumpto.i][bumpto.j] == ' ':
1334 prout(_(" buffeted into black hole."))
1335 deadkl(w, iquad, bumpto)
1337 if not bumpto.valid_sector():
1338 prout(_(" damaged but not destroyed."))
1340 if game.quad[bumpto.i][bumpto.j] != '.':
1341 prout(_(" damaged but not destroyed."))
1343 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1344 enemy.location = bumpto
1345 game.quad[w.i][w.j] = '.'
1346 game.quad[bumpto.i][bumpto.j] = iquad
1347 for tenemy in game.enemies:
1348 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1352 prout("Internal error, no enemy where expected!")
1355 elif iquad == 'B': # Hit a base
1357 prout(_("***STARBASE DESTROYED.."))
1358 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1359 game.quad[w.i][w.j] = '.'
1360 game.base.invalidate()
1361 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1362 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1363 game.state.basekl += 1
1366 elif iquad == 'P': # Hit a planet
1367 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1368 game.state.nplankl += 1
1369 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1370 game.iplnet.pclass = "destroyed"
1372 game.plnet.invalidate()
1373 game.quad[w.i][w.j] = '.'
1375 # captain perishes on planet
1378 elif iquad == '@': # Hit an inhabited world -- very bad!
1379 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1380 game.state.nworldkl += 1
1381 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1382 game.iplnet.pclass = "destroyed"
1384 game.plnet.invalidate()
1385 game.quad[w.i][w.j] = '.'
1387 # captain perishes on planet
1389 prout(_("The torpedo destroyed an inhabited planet."))
1391 elif iquad == '*': # Hit a star
1392 if rnd.withprob(0.9):
1395 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1397 elif iquad == '?': # Hit a thingy
1398 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1400 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1402 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1404 proutn(_("Mr. Spock-"))
1405 prouts(_(" \"Fascinating!\""))
1409 # Stas Sergeev added the possibility that
1410 # you can shove the Thingy and piss it off.
1411 # It then becomes an enemy and may fire at you.
1414 elif iquad == ' ': # Black hole
1416 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1418 elif iquad == '#': # hit the web
1420 prout(_("***Torpedo absorbed by Tholian web."))
1422 elif iquad == 'T': # Hit a Tholian
1423 h1 = 700.0 + rnd.integer(100) - \
1424 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1427 game.quad[w.i][w.j] = '.'
1432 proutn(crmena(True, 'T', "sector", w))
1433 if rnd.withprob(0.05):
1434 prout(_(" survives photon blast."))
1436 prout(_(" disappears."))
1437 game.tholian.move(None)
1438 game.quad[w.i][w.j] = '#'
1443 proutn("Don't know how to handle torpedo collision with ")
1444 proutn(crmena(True, iquad, "sector", w))
1449 setwnd(message_window)
1450 prout(_("Torpedo missed."))
1454 "Critical-hit resolution."
1455 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1457 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1458 proutn(_("***CRITICAL HIT--"))
1459 # Select devices and cause damage
1464 # Cheat to prevent shuttle damage unless on ship
1465 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1468 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1469 game.damage[j] += extradm
1472 for (i, j) in enumerate(cdam):
1474 if skipcount % 3 == 2 and i < len(cdam)-1:
1479 prout(_(" damaged."))
1480 if damaged(DSHIELD) and game.shldup:
1481 prout(_("***Shields knocked down."))
1483 if damaged(DCLOAK) and game.iscloaked:
1484 prout(_("***Cloaking device rendered inoperative."))
1485 game.iscloaked = False
1487 def attack(torps_ok):
1488 # bad guy attacks us
1489 # torps_ok == False forces use of phasers in an attack
1492 # game could be over at this point, check
1502 prout("=== ATTACK!")
1503 # Tholian gets to move before attacking
1506 # if you have just entered the RNZ, you'll get a warning
1507 if game.neutz: # The one chance not to be attacked
1510 # commanders get a chance to tac-move towards you
1511 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:
1512 for (bugout, enemy, old, goto) in moveklings():
1514 # we know about this if either short or long range
1515 # sensors are working
1516 if damaged(DSRSENS) and damaged(DLRSENS) \
1517 and game.condition != "docked":
1518 prout(crmena(True, enemy.type, "sector", old) + \
1519 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1520 else: # Enemy still in-sector
1521 if enemy.move(goto):
1522 if not damaged(DSRSENS) or game.condition == "docked":
1523 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1524 if enemy.kdist < old:
1525 proutn(_(" advances to "))
1527 proutn(_(" retreats to "))
1528 prout("Sector %s." % goto)
1530 # if no enemies remain after movement, we're done
1531 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1533 # set up partial hits if attack happens during shield status change
1534 pfac = 1.0/game.inshld
1536 chgfac = 0.25 + rnd.real(0.5)
1538 # message verbosity control
1539 if game.skill <= SKILL_FAIR:
1541 for enemy in game.enemies:
1543 continue # too weak to attack
1544 # compute hit strength and diminish shield power
1546 # Increase chance of photon torpedos if docked or enemy energy is low
1547 if game.condition == "docked":
1549 if enemy.power < 500:
1551 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1553 # different enemies have different probabilities of throwing a torp
1554 usephasers = not torps_ok or \
1555 (enemy.type == 'K' and r > 0.0005) or \
1556 (enemy.type == 'C' and r > 0.015) or \
1557 (enemy.type == 'R' and r > 0.3) or \
1558 (enemy.type == 'S' and r > 0.07) or \
1559 (enemy.type == '?' and r > 0.05)
1560 if usephasers: # Enemy uses phasers
1561 if game.condition == "docked":
1562 continue # Don't waste the effort!
1563 attempt = True # Attempt to attack
1564 dustfac = rnd.real(0.8, 0.85)
1565 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1567 else: # Enemy uses photon torpedo
1568 # We should be able to make the bearing() method work here
1569 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1571 proutn(_("***TORPEDO INCOMING"))
1572 if not damaged(DSRSENS):
1573 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1576 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1577 dispersion += 0.002*enemy.power*dispersion
1578 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1579 if game.unwon() == 0:
1580 finish(FWON) # Klingons did themselves in!
1581 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1582 return # Supernova or finished
1585 # incoming phaser or torpedo, shields may dissipate it
1586 if game.shldup or game.shldchg or game.condition == "docked":
1587 # shields will take hits
1588 propor = pfac * game.shield
1589 if game.condition == "docked":
1591 propor = max(propor, 0.1)
1592 hitsh = propor*chgfac*hit+1.0
1594 if absorb > game.shield:
1595 absorb = game.shield
1596 game.shield -= absorb
1598 # taking a hit blasts us out of a starbase dock
1599 if game.condition == "docked":
1601 # but the shields may take care of it
1602 if propor > 0.1 and hit < 0.005*game.energy:
1604 # hit from this opponent got through shields, so take damage
1606 proutn(_("%d unit hit") % int(hit))
1607 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1608 proutn(_(" on the ") + crmshp())
1609 if not damaged(DSRSENS) and usephasers:
1610 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1612 # Decide if hit is critical
1618 if game.energy <= 0:
1619 # Returning home upon your shield, not with it...
1622 if not attempt and game.condition == "docked":
1623 prout(_("***Enemies decide against attacking your ship."))
1624 percent = 100.0*pfac*game.shield+0.5
1626 # Shields fully protect ship
1627 proutn(_("Enemy attack reduces shield strength to "))
1629 # Emit message if starship suffered hit(s)
1631 proutn(_("Energy left %2d shields ") % int(game.energy))
1634 elif not damaged(DSHIELD):
1637 proutn(_("damaged, "))
1638 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1639 # Check if anyone was hurt
1640 if hitmax >= 200 or hittot >= 500:
1641 icas = rnd.integer(int(hittot * 0.015))
1644 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1645 prout(_(" in that last attack.\""))
1647 game.state.crew -= icas
1648 # After attack, reset average distance to enemies
1649 for enemy in game.enemies:
1650 enemy.kavgd = enemy.kdist
1654 def deadkl(w, etype, mv):
1655 "Kill a Klingon, Tholian, Romulan, or Thingy."
1656 # Added mv to allow enemy to "move" before dying
1657 proutn(crmena(True, etype, "sector", mv))
1658 # Decide what kind of enemy it is and update appropriately
1660 # Chalk up a Romulan
1661 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1663 game.state.nromrem -= 1
1672 # Killed some type of Klingon
1673 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1676 game.state.kcmdr.remove(game.quadrant)
1678 if game.state.kcmdr:
1679 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1680 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1685 game.state.nscrem -= 1
1686 game.state.kscmdr.invalidate()
1691 # For each kind of enemy, finish message to player
1692 prout(_(" destroyed."))
1693 if game.unwon() == 0:
1696 # Remove enemy ship from arrays describing local conditions
1697 for e in game.enemies:
1704 "Return None if target is invalid, otherwise return a course angle."
1705 if not w.valid_sector():
1709 # C code this was translated from is wacky -- why the sign reversal?
1710 delta.j = (w.j - game.sector.j)
1711 delta.i = (game.sector.i - w.i)
1712 if delta == Coord(0, 0):
1714 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1715 prout(_(" I recommend an immediate review of"))
1716 prout(_(" the Captain's psychological profile.\""))
1719 return delta.bearing()
1722 "Launch photon torpedo salvo."
1725 if damaged(DPHOTON):
1726 prout(_("Photon tubes damaged."))
1730 prout(_("No torpedoes left."))
1733 # First, get torpedo count
1736 if scanner.token == "IHALPHA":
1739 elif scanner.token == "IHEOL" or not scanner.waiting():
1740 prout(_("%d torpedoes left.") % game.torps)
1742 proutn(_("Number of torpedoes to fire- "))
1743 continue # Go back around to get a number
1744 else: # key == "IHREAL"
1750 if n <= 0: # abort command
1755 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1758 scanner.chew() # User requested more torps than available
1759 continue # Go back around
1760 break # All is good, go to next stage
1764 key = scanner.nexttok()
1765 if i == 0 and key == "IHEOL":
1766 break # no coordinate waiting, we will try prompting
1767 if i == 1 and key == "IHEOL":
1768 # direct all torpedoes at one target
1770 target.append(target[0])
1771 tcourse.append(tcourse[0])
1774 scanner.push(scanner.token)
1775 target.append(scanner.getcoord())
1776 if target[-1] is None:
1778 tcourse.append(targetcheck(target[-1]))
1779 if tcourse[-1] is None:
1782 if len(target) == 0:
1783 # prompt for each one
1785 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1787 target.append(scanner.getcoord())
1788 if target[-1] is None:
1790 tcourse.append(targetcheck(target[-1]))
1791 if tcourse[-1] is None:
1794 # Loop for moving <n> torpedoes
1796 if game.condition != "docked":
1798 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1799 if math.fabs(dispersion) >= 0.47:
1801 dispersion *= rnd.real(1.2, 2.2)
1803 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1805 prouts(_("***TORPEDO MISFIRES."))
1808 prout(_(" Remainder of burst aborted."))
1809 if rnd.withprob(0.2):
1810 prout(_("***Photon tubes damaged by misfire."))
1811 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1815 elif game.shldup or game.condition == "docked":
1816 dispersion *= 1.0 + 0.0001*game.shield
1817 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1818 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1824 "Check for phasers overheating."
1826 checkburn = (rpow-1500.0)*0.00038
1827 if rnd.withprob(checkburn):
1828 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1829 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1831 def checkshctrl(rpow):
1832 "Check shield control."
1834 if rnd.withprob(0.998):
1835 prout(_("Shields lowered."))
1837 # Something bad has happened
1838 prouts(_("***RED ALERT! RED ALERT!"))
1840 hit = rpow*game.shield/game.inshld
1841 game.energy -= rpow+hit*0.8
1842 game.shield -= hit*0.2
1843 if game.energy <= 0.0:
1844 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1849 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1851 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1852 icas = rnd.integer(int(hit*0.012))
1857 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1858 prout(_(" %d casualties so far.\"") % icas)
1860 game.state.crew -= icas
1862 prout(_("Phaser energy dispersed by shields."))
1863 prout(_("Enemy unaffected."))
1868 "Register a phaser hit on Klingons and Romulans."
1875 dustfac = rnd.real(0.9, 1.0)
1876 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1877 kpini = game.enemies[kk].power
1878 kp = math.fabs(kpini)
1879 if PHASEFAC*hit < kp:
1881 if game.enemies[kk].power < 0:
1882 game.enemies[kk].power -= -kp
1884 game.enemies[kk].power -= kp
1885 kpow = game.enemies[kk].power
1886 w = game.enemies[kk].location
1888 if not damaged(DSRSENS):
1890 proutn(_("%d unit hit on ") % int(hit))
1892 proutn(_("Very small hit on "))
1893 ienm = game.quad[w.i][w.j]
1896 proutn(crmena(False, ienm, "sector", w))
1905 else: # decide whether or not to emasculate klingon
1906 # pylint: disable=chained-comparison
1907 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1908 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1909 prout(_(" has just lost its firepower.\""))
1910 game.enemies[kk].power = -kpow
1915 "Fire phasers at bad guys."
1919 irec = 0 # Cheating inhibitor
1928 # SR sensors and Computer are needed for automode
1929 if damaged(DSRSENS) or damaged(DCOMPTR):
1931 if game.condition == "docked":
1932 prout(_("Phasers can't be fired through base shields."))
1935 if damaged(DPHASER):
1936 prout(_("Phaser control damaged."))
1940 if damaged(DSHCTRL):
1941 prout(_("High speed shield control damaged."))
1944 if game.energy <= 200.0:
1945 prout(_("Insufficient energy to activate high-speed shield control."))
1948 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1950 # Original code so convoluted, I re-did it all
1951 # (That was Tom Almy talking about the C code, I think -- ESR)
1952 while automode == "NOTSET":
1953 key = scanner.nexttok()
1954 if key == "IHALPHA":
1955 if scanner.sees("manual"):
1956 if len(game.enemies)==0:
1957 prout(_("There is no enemy present to select."))
1960 automode = "AUTOMATIC"
1963 key = scanner.nexttok()
1964 elif scanner.sees("automatic"):
1965 if (not itarg) and len(game.enemies) != 0:
1966 automode = "FORCEMAN"
1968 if len(game.enemies)==0:
1969 prout(_("Energy will be expended into space."))
1970 automode = "AUTOMATIC"
1971 key = scanner.nexttok()
1972 elif scanner.sees("no"):
1977 elif key == "IHREAL":
1978 if len(game.enemies)==0:
1979 prout(_("Energy will be expended into space."))
1980 automode = "AUTOMATIC"
1982 automode = "FORCEMAN"
1984 automode = "AUTOMATIC"
1987 if len(game.enemies)==0:
1988 prout(_("Energy will be expended into space."))
1989 automode = "AUTOMATIC"
1991 automode = "FORCEMAN"
1993 proutn(_("Manual or automatic? "))
1998 if automode == "AUTOMATIC":
1999 if key == "IHALPHA" and scanner.sees("no"):
2001 key = scanner.nexttok()
2002 if key != "IHREAL" and len(game.enemies) != 0:
2003 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2008 for i in range(len(game.enemies)):
2009 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2011 proutn(_("%d units required. ") % irec)
2013 proutn(_("Units to fire= "))
2014 key = scanner.nexttok()
2019 proutn(_("Energy available= %.2f") % avail)
2022 if not rpow > avail:
2028 key = scanner.nexttok()
2029 if key == "IHALPHA" and scanner.sees("no"):
2032 game.energy -= 200 # Go and do it!
2033 if checkshctrl(rpow):
2038 if len(game.enemies):
2041 for i in range(len(game.enemies)):
2045 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2046 over = rnd.real(1.01, 1.06) * hits[i]
2048 powrem -= hits[i] + over
2049 if powrem <= 0 and temp < hits[i]:
2058 if extra > 0 and not game.alldone:
2060 proutn(_("*** Tholian web absorbs "))
2061 if len(game.enemies)>0:
2062 proutn(_("excess "))
2063 prout(_("phaser energy."))
2065 prout(_("%d expended on empty space.") % int(extra))
2066 elif automode == "FORCEMAN":
2069 if damaged(DCOMPTR):
2070 prout(_("Battle computer damaged, manual fire only."))
2073 prouts(_("---WORKING---"))
2075 prout(_("Short-range-sensors-damaged"))
2076 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2077 prout(_("Manual-fire-must-be-used"))
2079 elif automode == "MANUAL":
2081 for k in range(len(game.enemies)):
2082 aim = game.enemies[k].location
2083 ienm = game.quad[aim.i][aim.j]
2085 proutn(_("Energy available= %.2f") % (avail-0.006))
2089 if damaged(DSRSENS) and \
2090 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2091 prout(cramen(ienm) + _(" can't be located without short range scan."))
2094 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2098 if itarg and k > kz:
2099 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2102 if not damaged(DCOMPTR):
2107 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2108 key = scanner.nexttok()
2109 if key == "IHALPHA" and scanner.sees("no"):
2111 key = scanner.nexttok()
2113 if key == "IHALPHA":
2117 if k == 1: # Let me say I'm baffled by this
2120 if scanner.real < 0:
2124 hits.append(scanner.real)
2125 rpow += scanner.real
2126 # If total requested is too much, inform and start over
2128 prout(_("Available energy exceeded -- try again."))
2131 key = scanner.nexttok() # scan for next value
2133 # zero energy -- abort
2136 if key == "IHALPHA" and scanner.sees("no"):
2141 game.energy -= 200.0
2142 if checkshctrl(rpow):
2146 # Say shield raised or malfunction, if necessary
2152 if rnd.withprob(0.01):
2153 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2154 prouts(_(" CLICK CLICK POP . . ."))
2155 prout(_(" No response, sir!"))
2158 prout(_("Shields raised."))
2165 game.ididit = False # Nothing if we fail
2168 # Make sure there is room in the brig
2169 if game.brigfree == 0:
2170 prout(_("Security reports the brig is already full."))
2174 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2177 if damaged(DTRANSP):
2178 prout(_("Scotty- \"Transporter damaged, sir.\""))
2181 # find out if there are any at all
2183 prout(_("Uhura- \"Getting no response, sir.\""))
2186 # if there is more than one Klingon, find out which one
2187 # Cruddy, just takes one at random. Should ask the captain.
2188 # Nah, just select the weakest one since it is most likely to
2189 # surrender (Tom Almy mod)
2190 klingons = [e for e in game.enemies if e.type == 'K']
2191 weakest = sorted(klingons, key=lambda e: e.power)[0]
2192 game.optime = 0.05 # This action will take some time
2193 game.ididit = True # So any others can strike back
2195 # check out that Klingon
2196 # The algorithm isn't that great and could use some more
2197 # intelligent design
2198 # x = 300 + 25*skill;
2199 x = game.energy / (weakest.power * len(klingons))
2200 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2201 # % (game.energy, weakest.power, len(klingons)))
2202 x *= 2.5 # would originally have been equivalent of 1.4,
2203 # but we want command to work more often, more humanely
2204 #prout(_("Prob = %.4f" % x))
2205 # x = 100; // For testing, of course!
2206 if x < rnd.real(100):
2207 # guess what, he surrendered!!!
2208 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2211 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2212 if i > game.brigfree:
2213 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2216 prout(_("%d captives taken") % i)
2217 deadkl(weakest.location, weakest.type, game.sector)
2222 # big surprise, he refuses to surrender
2223 prout(_("Fat chance, captain!"))
2225 # Code from events.c begins here.
2227 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2228 # event of each type active at any given time. Mostly these means we can
2229 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2230 # BSD Trek, from which we swiped the idea, can have up to 5.
2232 def unschedule(evtype):
2233 "Remove an event from the schedule."
2234 game.future[evtype].date = FOREVER
2235 return game.future[evtype]
2237 def is_scheduled(evtype):
2238 "Is an event of specified type scheduled."
2239 return game.future[evtype].date != FOREVER
2241 def scheduled(evtype):
2242 "When will this event happen?"
2243 return game.future[evtype].date
2245 def schedule(evtype, offset):
2246 "Schedule an event of specified type."
2247 game.future[evtype].date = game.state.date + offset
2248 return game.future[evtype]
2250 def postpone(evtype, offset):
2251 "Postpone a scheduled event."
2252 game.future[evtype].date += offset
2255 "Rest period is interrupted by event."
2258 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2260 game.resting = False
2266 "Run through the event queue looking for things to do."
2268 fintim = game.state.date + game.optime
2277 def tractorbeam(yank):
2278 "Tractor-beaming cases merge here."
2280 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2282 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2283 # If Kirk & Co. screwing around on planet, handle
2284 atover(True) # atover(true) is Grab
2287 if game.icraft: # Caught in Galileo?
2290 # Check to see if shuttle is aboard
2291 if game.iscraft == "offship":
2293 if rnd.withprob(0.5):
2294 prout(_("Galileo, left on the planet surface, is captured"))
2295 prout(_("by aliens and made into a flying McDonald's."))
2296 game.damage[DSHUTTL] = -10
2297 game.iscraft = "removed"
2299 prout(_("Galileo, left on the planet surface, is well hidden."))
2301 game.quadrant = game.state.kscmdr
2303 game.quadrant = game.state.kcmdr[i]
2304 game.sector = randplace(QUADSIZE)
2305 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2306 % (game.quadrant, game.sector))
2308 prout(_("(Remainder of rest/repair period cancelled.)"))
2309 game.resting = False
2311 if not damaged(DSHIELD) and game.shield > 0:
2312 doshield(shraise=True) # raise shields
2313 game.shldchg = False
2315 prout(_("(Shields not currently useable.)"))
2317 # Adjust finish time to time of tractor beaming?
2318 # fintim = game.state.date+game.optime
2319 attack(torps_ok=False)
2320 if not game.state.kcmdr:
2323 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2326 "Code merges here for any commander destroying a starbase."
2327 # Not perfect, but will have to do
2328 # Handle case where base is in same quadrant as starship
2329 if game.battle == game.quadrant:
2330 game.state.chart[game.battle.i][game.battle.j].starbase = False
2331 game.quad[game.base.i][game.base.j] = '.'
2332 game.base.invalidate()
2335 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2336 elif game.state.baseq and communicating():
2337 # Get word via subspace radio
2340 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2341 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2343 prout(_("the Klingon Super-Commander"))
2345 prout(_("a Klingon Commander"))
2346 game.state.chart[game.battle.i][game.battle.j].starbase = False
2347 # Remove Starbase from galaxy
2348 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2349 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2351 # reinstate a commander's base attack
2355 game.battle.invalidate()
2357 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2358 for i in range(1, NEVENTS):
2359 if i == FSNOVA: proutn("=== Supernova ")
2360 elif i == FTBEAM: proutn("=== T Beam ")
2361 elif i == FSNAP: proutn("=== Snapshot ")
2362 elif i == FBATTAK: proutn("=== Base Attack ")
2363 elif i == FCDBAS: proutn("=== Base Destroy ")
2364 elif i == FSCMOVE: proutn("=== SC Move ")
2365 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2366 elif i == FDSPROB: proutn("=== Probe Move ")
2367 elif i == FDISTR: proutn("=== Distress Call ")
2368 elif i == FENSLV: proutn("=== Enslavement ")
2369 elif i == FREPRO: proutn("=== Klingon Build ")
2371 prout("%.2f" % (scheduled(i)))
2374 radio_was_broken = damaged(DRADIO)
2377 # Select earliest extraneous event, evcode==0 if no events
2382 for l in range(1, NEVENTS):
2383 if game.future[l].date < datemin:
2386 prout("== Event %d fires" % evcode)
2387 datemin = game.future[l].date
2388 xtime = datemin-game.state.date
2390 game.energy -= xtime*500.0
2391 if game.energy <= 0:
2394 game.state.date = datemin
2395 # Decrement Federation resources and recompute remaining time
2396 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2398 if game.state.remtime <= 0:
2401 # Any crew left alive?
2402 if game.state.crew <= 0:
2405 # Is life support adequate?
2406 if damaged(DLIFSUP) and game.condition != "docked":
2407 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2410 game.lsupres -= xtime
2411 if game.damage[DLIFSUP] <= xtime:
2412 game.lsupres = game.inlsr
2415 if game.condition == "docked":
2417 # Don't fix Deathray here
2418 for l in range(NDEVICES):
2419 if game.damage[l] > 0.0 and l != DDRAY:
2420 if game.damage[l]-repair > 0.0:
2421 game.damage[l] -= repair
2423 game.damage[l] = 0.0
2424 # If radio repaired, update star chart and attack reports
2425 if radio_was_broken and not damaged(DRADIO):
2426 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2427 prout(_(" surveillance reports are coming in."))
2429 if not game.iseenit:
2433 prout(_(" The star chart is now up to date.\""))
2435 # Cause extraneous event EVCODE to occur
2436 game.optime -= xtime
2437 if evcode == FSNOVA: # Supernova
2440 schedule(FSNOVA, expran(0.5*game.intime))
2441 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2443 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2444 if game.state.nscrem == 0 or game.iscloaked or \
2445 ictbeam or istract or \
2446 game.condition == "docked" or game.isatb == 1 or game.iscate:
2448 if game.ientesc or \
2449 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2450 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2451 (damaged(DSHIELD) and \
2452 (game.energy < 2500 or damaged(DPHASER)) and \
2453 (game.torps < 5 or damaged(DPHOTON))):
2455 istract = ictbeam = True
2456 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2459 elif evcode == FTBEAM: # Tractor beam
2460 if not game.state.kcmdr:
2463 i = rnd.integer(len(game.state.kcmdr))
2464 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2465 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2466 # Drats! Have to reschedule
2468 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2472 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2473 game.snapsht = copy.deepcopy(game.state)
2474 game.state.snap = True
2475 schedule(FSNAP, expran(0.5 * game.intime))
2476 elif evcode == FBATTAK: # Commander attacks starbase
2477 if not game.state.kcmdr or not game.state.baseq:
2482 ibq = None # Force battle location to persist past loop
2484 for ibq in game.state.baseq:
2485 for cmdr in game.state.kcmdr:
2486 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2488 # no match found -- try later
2489 schedule(FBATTAK, expran(0.3*game.intime))
2494 # commander + starbase combination found -- launch attack
2496 schedule(FCDBAS, rnd.real(1.0, 4.0))
2497 if game.isatb: # extra time if SC already attacking
2498 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2499 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2500 game.iseenit = False
2501 if not communicating():
2502 continue # No warning :-(
2506 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2507 prout(_(" reports that it is under attack and that it can"))
2508 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2511 elif evcode == FSCDBAS: # Supercommander destroys base
2514 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2515 continue # WAS RETURN!
2517 game.battle = game.state.kscmdr
2519 elif evcode == FCDBAS: # Commander succeeds in destroying base
2520 if evcode == FCDBAS:
2522 if not game.state.baseq \
2523 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2524 game.battle.invalidate()
2526 # find the lucky pair
2527 for cmdr in game.state.kcmdr:
2528 if cmdr == game.battle:
2531 # No action to take after all
2534 elif evcode == FSCMOVE: # Supercommander moves
2535 schedule(FSCMOVE, 0.2777)
2536 if not game.ientesc and not istract and game.isatb != 1 and \
2537 (not game.iscate or not game.justin):
2539 elif evcode == FDSPROB: # Move deep space probe
2540 schedule(FDSPROB, 0.01)
2541 if not game.probe.nexttok():
2542 if not game.probe.quadrant().valid_quadrant() or \
2543 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2544 # Left galaxy or ran into supernova
2548 proutn(_("Lt. Uhura- \"The deep space probe "))
2549 if not game.probe.quadrant().valid_quadrant():
2550 prout(_("has left the galaxy.\""))
2552 prout(_("is no longer transmitting.\""))
2558 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2559 pquad = game.probe.quadrant()
2560 pdest = game.state.galaxy[pquad.i][pquad.j]
2562 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2563 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2564 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2565 pdest.charted = True
2566 game.probe.moves -= 1 # One less to travel
2567 if game.probe.arrived() and game.isarmed and pdest.stars:
2568 supernova(game.probe.quadrant()) # fire in the hole!
2570 if game.state.galaxy[pquad.i][pquad.j].supernova:
2572 elif evcode == FDISTR: # inhabited system issues distress call
2574 # try a whole bunch of times to find something suitable
2575 for i in range(100):
2576 # need a quadrant which is not the current one,
2577 # which has some stars which are inhabited and
2578 # not already under attack, which is not
2579 # supernova'ed, and which has some Klingons in it
2580 w = randplace(GALSIZE)
2581 q = game.state.galaxy[w.i][w.j]
2582 if not (game.quadrant == w or q.planet is None or \
2583 not q.planet.inhabited or \
2584 q.supernova or q.status!="secure" or q.klingons<=0):
2587 # can't seem to find one; ignore this call
2589 prout("=== Couldn't find location for distress event.")
2591 # got one!! Schedule its enslavement
2592 ev = schedule(FENSLV, expran(game.intime))
2594 q.status = "distressed"
2595 # tell the captain about it if we can
2597 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2598 % (q.planet, repr(w)))
2599 prout(_("by a Klingon invasion fleet."))
2602 elif evcode == FENSLV: # starsystem is enslaved
2603 ev = unschedule(FENSLV)
2604 # see if current distress call still active
2605 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2609 q.status = "enslaved"
2611 # play stork and schedule the first baby
2612 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2613 ev2.quadrant = ev.quadrant
2615 # report the disaster if we can
2617 prout(_("Uhura- We've lost contact with starsystem %s") % \
2619 prout(_("in Quadrant %s.\n") % ev.quadrant)
2620 elif evcode == FREPRO: # Klingon reproduces
2621 # If we ever switch to a real event queue, we'll need to
2622 # explicitly retrieve and restore the x and y.
2623 ev = schedule(FREPRO, expran(1.0 * game.intime))
2624 # see if current distress call still active
2625 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2629 if game.remkl() >= MAXKLGAME:
2630 continue # full right now
2631 # reproduce one Klingon
2634 if game.klhere >= MAXKLQUAD:
2636 # this quadrant not ok, pick an adjacent one
2637 for m.i in range(w.i - 1, w.i + 2):
2638 for m.j in range(w.j - 1, w.j + 2):
2639 if not m.valid_quadrant():
2641 q = game.state.galaxy[m.i][m.j]
2642 # check for this quad ok (not full & no snova)
2643 if q.klingons >= MAXKLQUAD or q.supernova:
2646 # search for eligible quadrant failed
2652 if game.quadrant == w:
2654 newkling() # also adds it to game.enemies
2655 # recompute time left
2658 if game.quadrant == w:
2659 prout(_("Spock- sensors indicate the Klingons have"))
2660 prout(_("launched a warship from %s.") % q.planet)
2662 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2663 if q.planet is not None:
2664 proutn(_("near %s ") % q.planet)
2665 prout(_("in Quadrant %s.") % w)
2671 key = scanner.nexttok()
2674 proutn(_("How long? "))
2679 origTime = delay = scanner.real
2682 if delay >= game.state.remtime or len(game.enemies) != 0:
2683 proutn(_("Are you sure? "))
2686 # Alternate resting periods (events) with attacks
2690 game.resting = False
2691 if not game.resting:
2692 prout(_("%d stardates left.") % int(game.state.remtime))
2694 temp = game.optime = delay
2695 if len(game.enemies):
2696 rtime = rnd.real(1.0, 2.0)
2700 if game.optime < delay:
2701 attack(torps_ok=False)
2709 # Repair Deathray if long rest at starbase
2710 if origTime-delay >= 9.99 and game.condition == "docked":
2711 game.damage[DDRAY] = 0.0
2712 # leave if quadrant supernovas
2713 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2715 game.resting = False
2720 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2721 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2722 if rnd.withprob(0.05):
2723 # Wow! We've supernova'ed
2724 supernova(game.quadrant)
2726 # handle initial nova
2727 game.quad[nov.i][nov.j] = '.'
2728 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2729 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2730 game.state.starkl += 1
2731 # Set up queue to recursively trigger adjacent stars
2737 for offset.i in range(-1, 1+1):
2738 for offset.j in range(-1, 1+1):
2739 if offset.j == 0 and offset.i == 0:
2741 neighbor = start + offset
2742 if not neighbor.valid_sector():
2744 iquad = game.quad[neighbor.i][neighbor.j]
2745 # Empty space ends reaction
2746 if iquad in ('.', '?', ' ', 'T', '#'):
2748 elif iquad == '*': # Affect another star
2749 if rnd.withprob(0.05):
2750 # This star supernovas
2751 supernova(game.quadrant)
2754 hits.append(neighbor)
2755 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2756 game.state.starkl += 1
2757 proutn(crmena(True, '*', "sector", neighbor))
2759 game.quad[neighbor.i][neighbor.j] = '.'
2761 elif iquad in ('P', '@'): # Destroy planet
2762 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2764 game.state.nplankl += 1
2766 game.state.nworldkl += 1
2767 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2768 game.iplnet.pclass = "destroyed"
2770 game.plnet.invalidate()
2774 game.quad[neighbor.i][neighbor.j] = '.'
2775 elif iquad == 'B': # Destroy base
2776 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2777 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2778 game.base.invalidate()
2779 game.state.basekl += 1
2781 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2782 game.quad[neighbor.i][neighbor.j] = '.'
2783 elif iquad in ('E', 'F'): # Buffet ship
2784 prout(_("***Starship buffeted by nova."))
2786 if game.shield >= 2000.0:
2787 game.shield -= 2000.0
2789 diff = 2000.0 - game.shield
2793 prout(_("***Shields knocked out."))
2794 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2796 game.energy -= 2000.0
2797 if game.energy <= 0:
2800 # add in course nova contributes to kicking starship
2802 bump += (game.sector-hits[-1]).sgn()
2803 elif iquad == 'K': # kill klingon
2804 deadkl(neighbor, iquad, neighbor)
2805 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2807 for ll in range(len(game.enemies)):
2808 if game.enemies[ll].location == neighbor:
2809 target = game.enemies[ll]
2811 if target is not None:
2812 target.power -= 800.0 # If firepower is lost, die
2813 if target.power <= 0.0:
2814 deadkl(neighbor, iquad, neighbor)
2815 continue # neighbor loop
2816 # Else enemy gets flung by the blast wave
2817 newc = neighbor + neighbor - start
2818 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2819 if not newc.valid_sector():
2820 # can't leave quadrant
2823 iquad1 = game.quad[newc.i][newc.j]
2825 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2827 deadkl(neighbor, iquad, newc)
2830 # can't move into something else
2833 proutn(_(", buffeted to Sector %s") % newc)
2834 game.quad[neighbor.i][neighbor.j] = '.'
2835 game.quad[newc.i][newc.j] = iquad
2837 # Starship affected by nova -- kick it away.
2839 direc = ncourse[3*(bump.i+1)+bump.j+2]
2844 scourse = course(bearing=direc, distance=dist)
2845 game.optime = scourse.time(w=4)
2847 prout(_("Force of nova displaces starship."))
2848 imove(scourse, noattack=True)
2849 game.optime = scourse.time(w=4)
2853 "Star goes supernova."
2858 # Scheduled supernova -- select star at random.
2861 for nq.i in range(GALSIZE):
2862 for nq.j in range(GALSIZE):
2863 nstars += game.state.galaxy[nq.i][nq.j].stars
2865 return # nothing to supernova exists
2866 num = rnd.integer(nstars) + 1
2867 for nq.i in range(GALSIZE):
2868 for nq.j in range(GALSIZE):
2869 num -= game.state.galaxy[nq.i][nq.j].stars
2875 proutn("=== Super nova here?")
2878 if nq != game.quadrant or game.justin:
2879 # it isn't here, or we just entered (treat as enroute)
2882 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2883 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2886 # we are in the quadrant!
2887 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2888 for ns.i in range(QUADSIZE):
2889 for ns.j in range(QUADSIZE):
2890 if game.quad[ns.i][ns.j]=='*':
2897 prouts(_("***RED ALERT! RED ALERT!"))
2899 prout(_("***Incipient supernova detected at Sector %s") % ns)
2900 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2901 proutn(_("Emergency override attempts t"))
2902 prouts("***************")
2906 # destroy any Klingons in supernovaed quadrant
2907 game.state.galaxy[nq.i][nq.j].klingons = 0
2908 if nq == game.state.kscmdr:
2909 # did in the Supercommander!
2910 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2914 # Changing this to [w for w in game.state.kcmdr if w != nq]
2915 # causes regression-test failure
2916 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2917 #comkills = len(game.state.kcmdr) - len(survivors)
2918 game.state.kcmdr = survivors
2919 if not game.state.kcmdr:
2921 # destroy Romulans and planets in supernovaed quadrant
2922 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2923 game.state.galaxy[nq.i][nq.j].romulans = 0
2924 game.state.nromrem -= nrmdead
2926 for loop in range(game.inplan):
2927 if game.state.planets[loop].quadrant == nq:
2928 game.state.planets[loop].pclass = "destroyed"
2930 # Destroy any base in supernovaed quadrant
2931 game.state.baseq = [x for x in game.state.baseq if x != nq]
2932 # If starship caused supernova, tally up destruction
2934 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2935 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2936 game.state.nplankl += npdead
2937 # mark supernova in galaxy and in star chart
2938 if game.quadrant == nq or communicating():
2939 game.state.galaxy[nq.i][nq.j].supernova = True
2940 # If supernova destroys last Klingons give special message
2941 if game.unwon()==0 and nq != game.quadrant:
2944 prout(_("Lucky you!"))
2945 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2948 # if some Klingons remain, continue or die in supernova
2953 # Code from finish.c ends here.
2956 "Self-destruct maneuver. Finish with a BANG!"
2958 if damaged(DCOMPTR):
2959 prout(_("Computer damaged; cannot execute destruct sequence."))
2961 prouts(_("---WORKING---")); skip(1)
2962 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2963 prouts(" 10"); skip(1)
2964 prouts(" 9"); skip(1)
2965 prouts(" 8"); skip(1)
2966 prouts(" 7"); skip(1)
2967 prouts(" 6"); skip(1)
2969 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2971 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2973 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2976 if game.passwd != scanner.token:
2977 prouts(_("PASSWORD-REJECTED;"))
2979 prouts(_("CONTINUITY-EFFECTED"))
2982 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2983 prouts(" 5"); skip(1)
2984 prouts(" 4"); skip(1)
2985 prouts(" 3"); skip(1)
2986 prouts(" 2"); skip(1)
2987 prouts(" 1"); skip(1)
2988 if rnd.withprob(0.15):
2989 prouts(_("GOODBYE-CRUEL-WORLD"))
2997 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3001 if len(game.enemies) != 0:
3002 whammo = 25.0 * game.energy
3003 for e in game.enemies[::-1]:
3004 if e.power*e.kdist <= whammo:
3005 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3009 "Compute our rate of kils over time."
3010 elapsed = game.state.date - game.indate
3011 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3014 starting = (game.inkling + game.incom + game.inscom)
3015 remaining = game.unwon()
3016 return (starting - remaining)/elapsed
3020 badpt = 5.0*game.state.starkl + \
3022 10.0*game.state.nplankl + \
3023 300*game.state.nworldkl + \
3025 100.0*game.state.basekl +\
3026 3.0*game.abandoned +\
3028 if game.ship == 'F':
3030 elif game.ship is None:
3035 # end the game, with appropriate notifications
3039 prout(_("It is stardate %.1f.") % game.state.date)
3041 if ifin == FWON: # Game has been won
3042 if game.state.nromrem != 0:
3043 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3046 prout(_("You have smashed the Klingon invasion fleet and saved"))
3047 prout(_("the Federation."))
3048 if game.alive and game.brigcapacity-game.brigfree > 0:
3049 game.kcaptured += game.brigcapacity-game.brigfree
3050 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3055 badpt = 0.0 # Close enough!
3056 # killsPerDate >= RateMax
3057 if game.state.date-game.indate < 5.0 or \
3058 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3060 prout(_("In fact, you have done so well that Starfleet Command"))
3061 if game.skill == SKILL_NOVICE:
3062 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3063 elif game.skill == SKILL_FAIR:
3064 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3065 elif game.skill == SKILL_GOOD:
3066 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3067 elif game.skill == SKILL_EXPERT:
3068 prout(_("promotes you to Commodore Emeritus."))
3070 prout(_("Now that you think you're really good, try playing"))
3071 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3072 elif game.skill == SKILL_EMERITUS:
3074 proutn(_("Computer- "))
3075 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3077 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3079 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3081 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3083 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3085 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3087 prout(_("Now you can retire and write your own Star Trek game!"))
3089 elif game.skill >= SKILL_EXPERT:
3090 if game.thawed and not game.idebug:
3091 prout(_("You cannot get a citation, so..."))
3093 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3097 # Only grant long life if alive (original didn't!)
3099 prout(_("LIVE LONG AND PROSPER."))
3104 elif ifin == FDEPLETE: # Federation Resources Depleted
3105 prout(_("Your time has run out and the Federation has been"))
3106 prout(_("conquered. Your starship is now Klingon property,"))
3107 prout(_("and you are put on trial as a war criminal. On the"))
3108 proutn(_("basis of your record, you are "))
3109 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3110 prout(_("acquitted."))
3112 prout(_("LIVE LONG AND PROSPER."))
3114 prout(_("found guilty and"))
3115 prout(_("sentenced to death by slow torture."))
3119 elif ifin == FLIFESUP:
3120 prout(_("Your life support reserves have run out, and"))
3121 prout(_("you die of thirst, starvation, and asphyxiation."))
3122 prout(_("Your starship is a derelict in space."))
3124 prout(_("Your energy supply is exhausted."))
3126 prout(_("Your starship is a derelict in space."))
3127 elif ifin == FBATTLE:
3128 prout(_("The %s has been destroyed in battle.") % crmshp())
3130 prout(_("Dulce et decorum est pro patria mori."))
3132 prout(_("You have made three attempts to cross the negative energy"))
3133 prout(_("barrier which surrounds the galaxy."))
3135 prout(_("Your navigation is abominable."))
3138 prout(_("Your starship has been destroyed by a nova."))
3139 prout(_("That was a great shot."))
3141 elif ifin == FSNOVAED:
3142 prout(_("The %s has been fried by a supernova.") % crmshp())
3143 prout(_("...Not even cinders remain..."))
3144 elif ifin == FABANDN:
3145 prout(_("You have been captured by the Klingons. If you still"))
3146 prout(_("had a starbase to be returned to, you would have been"))
3147 prout(_("repatriated and given another chance. Since you have"))
3148 prout(_("no starbases, you will be mercilessly tortured to death."))
3149 elif ifin == FDILITHIUM:
3150 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3151 elif ifin == FMATERIALIZE:
3152 prout(_("Starbase was unable to re-materialize your starship."))
3153 prout(_("Sic transit gloria mundi"))
3154 elif ifin == FPHASER:
3155 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3157 prout(_("You and your landing party have been"))
3158 prout(_("converted to energy, dissipating through space."))
3159 elif ifin == FMINING:
3160 prout(_("You are left with your landing party on"))
3161 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3163 prout(_("They are very fond of \"Captain Kirk\" soup."))
3165 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3166 elif ifin == FDPLANET:
3167 prout(_("You and your mining party perish."))
3169 prout(_("That was a great shot."))
3172 prout(_("The Galileo is instantly annihilated by the supernova."))
3173 prout(_("You and your mining party are atomized."))
3175 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3176 prout(_("joins the Romulans, wreaking terror on the Federation."))
3177 elif ifin == FPNOVA:
3178 prout(_("You and your mining party are atomized."))
3180 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3181 prout(_("joins the Romulans, wreaking terror on the Federation."))
3182 elif ifin == FSTRACTOR:
3183 prout(_("The shuttle craft Galileo is also caught,"))
3184 prout(_("and breaks up under the strain."))
3186 prout(_("Your debris is scattered for millions of miles."))
3187 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3189 prout(_("The mutants attack and kill Spock."))
3190 prout(_("Your ship is captured by Klingons, and"))
3191 prout(_("your crew is put on display in a Klingon zoo."))
3192 elif ifin == FTRIBBLE:
3193 prout(_("Tribbles consume all remaining water,"))
3194 prout(_("food, and oxygen on your ship."))
3196 prout(_("You die of thirst, starvation, and asphyxiation."))
3197 prout(_("Your starship is a derelict in space."))
3199 prout(_("Your ship is drawn to the center of the black hole."))
3200 prout(_("You are crushed into extremely dense matter."))
3201 elif ifin == FCLOAK:
3203 prout(_("You have violated the Treaty of Algeron."))
3204 prout(_("The Romulan Empire can never trust you again."))
3206 prout(_("Your last crew member has died."))
3207 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3208 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3209 prout(_("You may have missed some warning messages."))
3211 if game.ship == 'F':
3213 elif game.ship == 'E':
3216 if game.unwon() != 0:
3217 goodies = game.state.remres/game.inresor
3218 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3219 if goodies/baddies >= rnd.real(1.0, 1.5):
3220 prout(_("As a result of your actions, a treaty with the Klingon"))
3221 prout(_("Empire has been signed. The terms of the treaty are"))
3222 if goodies/baddies >= rnd.real(3.0):
3223 prout(_("favorable to the Federation."))
3225 prout(_("Congratulations!"))
3227 prout(_("highly unfavorable to the Federation."))
3229 prout(_("The Federation will be destroyed."))
3231 prout(_("Since you took the last Klingon with you, you are a"))
3232 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3233 prout(_("statue in your memory. Rest in peace, and try not"))
3234 prout(_("to think about pigeons."))
3237 scanner.chew() # Clean up leftovers
3240 "Compute player's score."
3241 timused = game.state.date - game.indate
3242 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3244 game.perdate = killrate()
3245 ithperd = 500*game.perdate + 0.5
3248 iwon = 100*game.skill
3249 if game.ship == 'E':
3251 elif game.ship == 'F':
3255 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3256 game.score = 10*(dead_ordinaries)\
3257 + 50*(game.incom - len(game.state.kcmdr)) \
3259 + 20*(game.inrom - game.state.nromrem) \
3260 + 200*(game.inscom - game.state.nscrem) \
3261 - game.state.nromrem \
3262 + 3 * game.kcaptured \
3267 prout(_("Your score --"))
3268 if game.inrom - game.state.nromrem:
3269 prout(_("%6d Romulans destroyed %5d") %
3270 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3271 if game.state.nromrem and game.gamewon:
3272 prout(_("%6d Romulans captured %5d") %
3273 (game.state.nromrem, game.state.nromrem))
3275 prout(_("%6d ordinary Klingons destroyed %5d") %
3276 (dead_ordinaries, 10*dead_ordinaries))
3277 if game.incom - len(game.state.kcmdr):
3278 prout(_("%6d Klingon commanders destroyed %5d") %
3279 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3281 prout(_("%d Klingons captured %5d") %
3282 (game.kcaptured, 3 * game.kcaptured))
3283 if game.inscom - game.state.nscrem:
3284 prout(_("%6d Super-Commander destroyed %5d") %
3285 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3287 prout(_("%6.2f Klingons per stardate %5d") %
3288 (game.perdate, ithperd))
3289 if game.state.starkl:
3290 prout(_("%6d stars destroyed by your action %5d") %
3291 (game.state.starkl, -5*game.state.starkl))
3292 if game.state.nplankl:
3293 prout(_("%6d planets destroyed by your action %5d") %
3294 (game.state.nplankl, -10*game.state.nplankl))
3295 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3296 prout(_("%6d inhabited planets destroyed by your action %5d") %
3297 (game.state.nworldkl, -300*game.state.nworldkl))
3298 if game.state.basekl:
3299 prout(_("%6d bases destroyed by your action %5d") %
3300 (game.state.basekl, -100*game.state.basekl))
3302 prout(_("%6d calls for help from starbase %5d") %
3303 (game.nhelp, -45*game.nhelp))
3305 prout(_("%6d casualties incurred %5d") %
3306 (game.casual, -game.casual))
3308 prout(_("%6d crew abandoned in space %5d") %
3309 (game.abandoned, -3*game.abandoned))
3311 prout(_("%6d ship(s) lost or destroyed %5d") %
3312 (klship, -100*klship))
3314 if game.ncviol == 1:
3315 prout(_("1 Treaty of Algeron violation -100"))
3317 prout(_("%6d Treaty of Algeron violations %5d\n") %
3318 (game.ncviol, -100*game.ncviol))
3320 prout(_("Penalty for getting yourself killed -200"))
3322 proutn(_("Bonus for winning "))
3323 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3324 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3325 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3326 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3327 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3328 prout(" %5d" % iwon)
3330 prout(_("TOTAL SCORE %5d") % game.score)
3333 "Emit winner's commemmorative plaque."
3336 proutn(_("File or device name for your plaque: "))
3339 fp = open(winner, "w")
3342 prout(_("Invalid name."))
3344 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3346 # The 38 below must be 64 for 132-column paper
3347 nskip = 38 - len(winner)/2
3348 # This is where the ASCII art picture was emitted.
3349 # It got garbled somewhere in the chain of transmission to the Almy version.
3350 # We should restore it if we can find old enough FORTRAN sources.
3352 fp.write(_(" U. S. S. ENTERPRISE\n"))
3353 fp.write("\n\n\n\n")
3354 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3356 fp.write(_(" Starfleet Command bestows to you\n"))
3358 fp.write("%*s%s\n\n" % (nskip, "", winner))
3359 fp.write(_(" the rank of\n\n"))
3360 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3362 if game.skill == SKILL_EXPERT:
3363 fp.write(_(" Expert level\n\n"))
3364 elif game.skill == SKILL_EMERITUS:
3365 fp.write(_("Emeritus level\n\n"))
3367 fp.write(_(" Cheat level\n\n"))
3368 timestring = time.ctime()
3369 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3370 (timestring+4, timestring+20, timestring+11))
3371 fp.write(_(" Your score: %d\n\n") % game.score)
3372 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3375 # Code from io.c begins here
3377 rows = linecount = 0 # for paging
3380 fullscreen_window = None
3381 srscan_window = None # Short range scan
3382 report_window = None # Report legends for status window
3383 status_window = None # The status window itself
3384 lrscan_window = None # Long range scan
3385 message_window = None # Main window for scrolling text
3386 prompt_window = None # Prompt window at bottom of display
3391 # for some recent versions of python2, the following enables UTF8
3392 # for the older ones we probably need to set C locale, and python3
3393 # has no problems at all
3394 if sys.version_info[0] < 3:
3395 locale.setlocale(locale.LC_ALL, "")
3396 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3397 gettext.textdomain("sst")
3398 if not (game.options & OPTION_CURSES):
3399 ln_env = os.getenv("LINES")
3405 stdscr = curses.initscr()
3409 if game.options & OPTION_COLOR:
3410 curses.start_color()
3411 curses.use_default_colors()
3412 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3413 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3414 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3415 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3416 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3417 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3418 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3419 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3420 global fullscreen_window, srscan_window, report_window, status_window
3421 global lrscan_window, message_window, prompt_window
3422 (rows, _columns) = stdscr.getmaxyx()
3423 fullscreen_window = stdscr
3424 srscan_window = curses.newwin(12, 25, 0, 0)
3425 report_window = curses.newwin(11, 0, 1, 25)
3426 status_window = curses.newwin(10, 0, 1, 39)
3427 lrscan_window = curses.newwin(5, 0, 0, 64)
3428 message_window = curses.newwin(0, 0, 12, 0)
3429 prompt_window = curses.newwin(1, 0, rows-2, 0)
3430 message_window.scrollok(True)
3431 setwnd(fullscreen_window)
3435 if game.options & OPTION_CURSES:
3436 stdscr.keypad(False)
3442 "Wait for user action -- OK to do nothing if on a TTY"
3443 if game.options & OPTION_CURSES:
3448 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3452 if game.skill > SKILL_FAIR:
3453 prompt = _("[CONTINUE?]")
3455 prompt = _("[PRESS ENTER TO CONTINUE]")
3457 if game.options & OPTION_CURSES:
3459 setwnd(prompt_window)
3460 prompt_window.clear()
3461 prompt_window.addstr(prompt)
3462 prompt_window.getstr()
3463 prompt_window.clear()
3464 prompt_window.refresh()
3465 setwnd(message_window)
3468 sys.stdout.write('\n')
3472 sys.stdout.write('\n' * rows)
3476 "Skip i lines. Pause game if this would cause a scrolling event."
3477 for _dummy in range(i):
3478 if game.options & OPTION_CURSES:
3479 (y, _x) = curwnd.getyx()
3482 except curses.error:
3487 if rows and linecount >= rows:
3490 sys.stdout.write('\n')
3492 def proutn(proutntline):
3493 "Utter a line with no following line feed."
3494 if game.options & OPTION_CURSES:
3495 (y, x) = curwnd.getyx()
3496 (my, _mx) = curwnd.getmaxyx()
3497 if curwnd == message_window and y >= my - 2:
3500 if logfp and game.cdebug:
3501 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3502 curwnd.addstr(proutntline)
3505 sys.stdout.write(proutntline)
3508 def prout(proutline):
3512 def prouts(proutsline):
3514 for c in proutsline:
3515 if not replayfp or replayfp.closed: # Don't slow down replays
3518 if game.options & OPTION_CURSES:
3522 if not replayfp or replayfp.closed:
3526 "Get a line of input."
3527 if game.options & OPTION_CURSES:
3528 linein = codecs.decode(curwnd.getstr()) + "\n"
3531 if replayfp and not replayfp.closed:
3533 linein = replayfp.readline()
3536 prout("*** Replay finished")
3539 elif linein[0] != "#":
3543 linein = my_input() + "\n"
3552 "Change windows -- OK for this to be a no-op in tty mode."
3554 if game.options & OPTION_CURSES:
3555 if game.cdebug and logfp:
3556 if wnd == fullscreen_window:
3557 legend = "fullscreen"
3558 elif wnd == srscan_window:
3560 elif wnd == report_window:
3562 elif wnd == status_window:
3564 elif wnd == lrscan_window:
3566 elif wnd == message_window:
3568 elif wnd == prompt_window:
3572 logfp.write("#curses: setwnd(%s)\n" % legend)
3574 # Some curses implementations get confused when you try this.
3576 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3577 except curses.error:
3581 "Clear to end of line -- can be a no-op in tty mode"
3582 if game.options & OPTION_CURSES:
3587 "Clear screen -- can be a no-op in tty mode."
3589 if game.options & OPTION_CURSES:
3595 def textcolor(color=DEFAULT):
3596 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3597 if color == DEFAULT:
3599 elif color == BLACK:
3600 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3602 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3603 elif color == GREEN:
3604 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3606 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3608 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3609 elif color == MAGENTA:
3610 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3611 elif color == BROWN:
3612 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3613 elif color == LIGHTGRAY:
3614 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3615 elif color == DARKGRAY:
3616 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3617 elif color == LIGHTBLUE:
3618 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3619 elif color == LIGHTGREEN:
3620 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3621 elif color == LIGHTCYAN:
3622 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3623 elif color == LIGHTRED:
3624 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3625 elif color == LIGHTMAGENTA:
3626 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3627 elif color == YELLOW:
3628 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3629 elif color == WHITE:
3630 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3633 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3634 curwnd.attron(curses.A_REVERSE)
3637 # Things past this point have policy implications.
3641 "Hook to be called after moving to redraw maps."
3642 if game.options & OPTION_CURSES:
3645 setwnd(srscan_window)
3649 setwnd(status_window)
3650 status_window.clear()
3651 status_window.move(0, 0)
3652 setwnd(report_window)
3653 report_window.clear()
3654 report_window.move(0, 0)
3656 setwnd(lrscan_window)
3657 lrscan_window.clear()
3658 lrscan_window.move(0, 0)
3659 lrscan(silent=False)
3661 def put_srscan_sym(w, sym):
3662 "Emit symbol for short-range scan."
3663 srscan_window.move(w.i+1, w.j*2+2)
3664 srscan_window.addch(sym)
3665 srscan_window.refresh()
3668 "Enemy fall down, go boom."
3669 if game.options & OPTION_CURSES:
3671 setwnd(srscan_window)
3672 srscan_window.attron(curses.A_REVERSE)
3673 put_srscan_sym(w, game.quad[w.i][w.j])
3677 srscan_window.attroff(curses.A_REVERSE)
3678 put_srscan_sym(w, game.quad[w.i][w.j])
3679 curses.delay_output(500)
3680 setwnd(message_window)
3683 "Sound and visual effects for teleportation."
3684 if game.options & OPTION_CURSES:
3686 setwnd(message_window)
3688 prouts(" . . . . . ")
3689 if game.options & OPTION_CURSES:
3690 #curses.delay_output(1000)
3694 def tracktorpedo(w, step, i, n, iquad):
3695 "Torpedo-track animation."
3696 if not game.options & OPTION_CURSES:
3700 proutn(_("Track for torpedo number %d- ") % (i+1))
3703 proutn(_("Torpedo track- "))
3704 elif step in {4, 9}:
3708 if not damaged(DSRSENS) or game.condition=="docked":
3709 if i != 0 and step == 1:
3712 if iquad in {'.', ' '}:
3713 put_srscan_sym(w, '+')
3717 put_srscan_sym(w, iquad)
3719 curwnd.attron(curses.A_REVERSE)
3720 put_srscan_sym(w, iquad)
3724 curwnd.attroff(curses.A_REVERSE)
3725 put_srscan_sym(w, iquad)
3730 "Display the current galaxy chart."
3731 if game.options & OPTION_CURSES:
3732 setwnd(message_window)
3733 message_window.clear()
3735 if game.options & OPTION_TTY:
3740 def prstat(txt, data):
3742 if game.options & OPTION_CURSES:
3744 setwnd(status_window)
3746 proutn(" " * (NSYM - len(txt)))
3749 if game.options & OPTION_CURSES:
3750 setwnd(report_window)
3752 # Code from moving.c begins here
3754 def imove(icourse=None, noattack=False):
3755 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3758 def newquadrant(noattack):
3759 # Leaving quadrant -- allow final enemy attack
3760 # Don't set up attack if being pushed by nova or cloaked
3761 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3763 for enemy in game.enemies:
3764 finald = (w - enemy.location).distance()
3765 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3766 # Stas Sergeev added the condition
3767 # that attacks only happen if Klingons
3768 # are present and your skill is good.
3769 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3770 attack(torps_ok=False)
3773 # check for edge of galaxy
3777 if icourse.final.i < 0:
3778 icourse.final.i = -icourse.final.i
3780 if icourse.final.j < 0:
3781 icourse.final.j = -icourse.final.j
3783 if icourse.final.i >= GALSIZE*QUADSIZE:
3784 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3786 if icourse.final.j >= GALSIZE*QUADSIZE:
3787 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3795 if game.nkinks == 3:
3796 # Three strikes -- you're out!
3800 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3801 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3802 prout(_("YOU WILL BE DESTROYED."))
3803 # Compute final position in new quadrant
3804 if trbeam: # Don't bother if we are to be beamed
3806 game.quadrant = icourse.final.quadrant()
3807 game.sector = icourse.final.sector()
3809 prout(_("Entering Quadrant %s.") % game.quadrant)
3810 game.quad[game.sector.i][game.sector.j] = game.ship
3812 if game.skill>SKILL_NOVICE:
3813 attack(torps_ok=False)
3815 def check_collision(h):
3816 iquad = game.quad[h.i][h.j]
3818 # object encountered in flight path
3819 stopegy = 50.0*icourse.distance/game.optime
3820 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3821 for enemy in game.enemies:
3822 if enemy.location == game.sector:
3823 collision(rammed=False, enemy=enemy)
3825 # This should not happen
3826 prout(_("Which way did he go?"))
3830 prouts(_("***RED ALERT! RED ALERT!"))
3832 proutn("***" + crmshp())
3833 proutn(_(" pulled into black hole at Sector %s") % h)
3834 # Getting pulled into a black hole was certain
3835 # death in Almy's original. Stas Sergeev added a
3836 # possibility that you'll get timewarped instead.
3838 for m in range(NDEVICES):
3839 if game.damage[m]>0:
3841 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3842 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3852 prout(_(" encounters Tholian web at %s;") % h)
3854 prout(_(" blocked by object at %s;") % h)
3855 proutn(_("Emergency stop required "))
3856 prout(_("%2d units of energy.") % int(stopegy))
3857 game.energy -= stopegy
3858 if game.energy <= 0:
3865 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3866 game.inorbit = False
3867 # If tractor beam is to occur, don't move full distance
3868 if game.state.date+game.optime >= scheduled(FTBEAM):
3870 # We can't be tractor beamed if cloaked,
3871 # so move the event into the future
3872 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3875 game.condition = "red"
3876 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3877 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3879 game.quad[game.sector.i][game.sector.j] = '.'
3880 for _m in range(icourse.moves):
3882 w = icourse.sector()
3883 if icourse.origin.quadrant() != icourse.location.quadrant():
3884 newquadrant(noattack)
3886 elif check_collision(w):
3887 prout(_("Collision detected"))
3891 # We're in destination quadrant -- compute new average enemy distances
3892 game.quad[game.sector.i][game.sector.j] = game.ship
3894 for enemy in game.enemies:
3895 finald = (w-enemy.location).distance()
3896 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3897 enemy.kdist = finald
3899 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3900 attack(torps_ok=False)
3901 for enemy in game.enemies:
3902 enemy.kavgd = enemy.kdist
3905 setwnd(message_window)
3908 "Dock our ship at a starbase."
3910 if game.condition == "docked" and verbose:
3911 prout(_("Already docked."))
3914 prout(_("You must first leave standard orbit."))
3916 if game.base is None or not game.base.valid_sector():
3917 prout(_("No starbase available for docking in this quadrant."))
3919 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3920 prout(crmshp() + _(" not adjacent to base."))
3923 prout(_("You cannot dock while cloaked."))
3925 game.condition = "docked"
3929 if game.energy < game.inenrg:
3930 game.energy = game.inenrg
3931 game.shield = game.inshld
3932 game.torps = game.intorps
3933 game.lsupres = game.inlsr
3934 game.state.crew = FULLCREW
3935 if game.brigcapacity-game.brigfree > 0:
3936 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3937 game.kcaptured += game.brigcapacity-game.brigfree
3938 game.brigfree = game.brigcapacity
3939 if communicating() and \
3940 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3941 # get attack report from base
3942 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3946 def cartesian(loc1=None, loc2=None):
3948 return game.quadrant * QUADSIZE + game.sector
3950 return game.quadrant * QUADSIZE + loc1
3952 return loc1 * QUADSIZE + loc2
3954 def getcourse(isprobe):
3955 "Get a course and distance from the user."
3957 dquad = copy.copy(game.quadrant)
3958 navmode = "unspecified"
3962 if game.landed and not isprobe:
3963 prout(_("Dummy! You can't leave standard orbit until you"))
3964 proutn(_("are back aboard the ship."))
3967 while navmode == "unspecified":
3968 if damaged(DNAVSYS):
3970 prout(_("Computer damaged; manual navigation only"))
3972 prout(_("Computer damaged; manual movement only"))
3977 key = scanner.nexttok()
3979 proutn(_("Manual or automatic- "))
3982 elif key == "IHALPHA":
3983 if scanner.sees("manual"):
3985 key = scanner.nexttok()
3987 elif scanner.sees("automatic"):
3988 navmode = "automatic"
3989 key = scanner.nexttok()
3997 prout(_("(Manual navigation assumed.)"))
3999 prout(_("(Manual movement assumed.)"))
4003 if navmode == "automatic":
4004 while key == "IHEOL":
4006 proutn(_("Target quadrant or quadrant§or- "))
4008 proutn(_("Destination sector or quadrant§or- "))
4011 key = scanner.nexttok()
4015 xi = int(round(scanner.real))-1
4016 key = scanner.nexttok()
4020 xj = int(round(scanner.real))-1
4021 key = scanner.nexttok()
4023 # both quadrant and sector specified
4024 xk = int(round(scanner.real))-1
4025 key = scanner.nexttok()
4029 xl = int(round(scanner.real))-1
4035 # only one pair of numbers was specified
4037 # only quadrant specified -- go to center of dest quad
4040 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4042 # only sector specified
4046 if not dquad.valid_quadrant() or not dsect.valid_sector():
4053 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4055 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4056 # the actual deltas get computed here
4057 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4058 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4060 while key == "IHEOL":
4061 proutn(_("X and Y displacements- "))
4064 key = scanner.nexttok()
4067 delta.j = scanner.real
4071 key = scanner.nexttok()
4073 delta.i = scanner.real
4074 elif key == "IHEOL":
4080 # Check for zero movement
4081 if delta.i == 0 and delta.j == 0:
4084 if itemp == "verbose" and not isprobe:
4086 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4088 return course(bearing=delta.bearing(), distance=delta.distance())
4091 def __init__(self, bearing, distance, origin=None):
4092 self.distance = distance
4093 self.bearing = bearing
4095 self.origin = cartesian(game.quadrant, game.sector)
4097 self.origin = origin
4098 # The bearing() code we inherited from FORTRAN is actually computing
4099 # clockface directions!
4100 if self.bearing < 0.0:
4101 self.bearing += 12.0
4102 self.angle = ((15.0 - self.bearing) * 0.5235988)
4103 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4104 bigger = max(abs(self.increment.i), abs(self.increment.j))
4105 self.increment /= bigger
4106 self.moves = int(round(10*self.distance*bigger))
4108 self.final = (self.location + self.moves*self.increment).roundtogrid()
4109 self.location = self.origin
4110 self.nextlocation = None
4112 self.location = self.origin
4115 return self.location.roundtogrid() == self.final
4117 "Next step on course."
4119 self.nextlocation = self.location + self.increment
4120 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4121 self.location = self.nextlocation
4124 return self.location.quadrant()
4126 return self.location.sector()
4128 return self.distance*(w**3)*(game.shldup+1)
4130 return 10.0*self.distance/w**2
4133 "Move under impulse power."
4135 if damaged(DIMPULS):
4138 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4140 if game.energy > 30.0:
4142 icourse = getcourse(isprobe=False)
4145 power = 20.0 + 100.0*icourse.distance
4148 if power >= game.energy:
4149 # Insufficient power for trip
4151 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4152 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4153 if game.energy > 30:
4154 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4155 int(0.01 * (game.energy-20.0)-0.05))
4156 prout(_(" quadrants.\""))
4158 prout(_("quadrant. They are, therefore, useless.\""))
4161 # Make sure enough time is left for the trip
4162 game.optime = icourse.distance/0.095
4163 if game.optime >= game.state.remtime:
4164 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4165 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4166 proutn(_("we dare spend the time?\" "))
4169 # Activate impulse engines and pay the cost
4170 imove(icourse, noattack=False)
4174 power = 20.0 + 100.0*icourse.distance
4175 game.energy -= power
4176 game.optime = icourse.distance/0.095
4177 if game.energy <= 0:
4181 def warp(wcourse, involuntary):
4182 "ove under warp drive."
4183 blooey = False; twarp = False
4184 if not involuntary: # Not WARPX entry
4189 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4191 if game.damage[DWARPEN] > 10.0:
4194 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4196 if damaged(DWARPEN) and game.warpfac > 4.0:
4199 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4200 prout(_(" is repaired, I can only give you warp 4.\""))
4202 # Read in course and distance
4205 wcourse = getcourse(isprobe=False)
4208 # Make sure starship has enough energy for the trip
4209 # Note: this formula is slightly different from the C version,
4210 # and lets you skate a bit closer to the edge.
4211 if wcourse.power(game.warpfac) >= game.energy:
4212 # Insufficient power for trip
4215 prout(_("Engineering to bridge--"))
4216 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4217 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4219 prout(_("We can't do it, Captain. We don't have enough energy."))
4221 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4224 prout(_("if you'll lower the shields."))
4228 prout(_("We haven't the energy to go that far with the shields up."))
4230 # Make sure enough time is left for the trip
4231 game.optime = wcourse.time(game.warpfac)
4232 if game.optime >= 0.8*game.state.remtime:
4234 prout(_("First Officer Spock- \"Captain, I compute that such"))
4235 proutn(_(" a trip would require approximately %2.0f") %
4236 (100.0*game.optime/game.state.remtime))
4237 prout(_(" percent of our"))
4238 proutn(_(" remaining time. Are you sure this is wise?\" "))
4244 if game.warpfac > 6.0:
4245 # Decide if engine damage will occur
4246 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4247 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4248 if prob > rnd.real():
4250 wcourse.distance = rnd.real(wcourse.distance)
4251 # Decide if time warp will occur
4252 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4254 if game.idebug and game.warpfac==10 and not twarp:
4256 proutn("=== Force time warp? ")
4260 # If time warp or engine damage, check path
4261 # If it is obstructed, don't do warp or damage
4262 look = wcourse.moves
4266 w = wcourse.sector()
4267 if not w.valid_sector():
4269 if game.quad[w.i][w.j] != '.':
4273 # Activate Warp Engines and pay the cost
4274 imove(wcourse, noattack=False)
4277 game.energy -= wcourse.power(game.warpfac)
4278 if game.energy <= 0:
4280 game.optime = wcourse.time(game.warpfac)
4284 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4286 prout(_("Engineering to bridge--"))
4287 prout(_(" Scott here. The warp engines are damaged."))
4288 prout(_(" We'll have to reduce speed to warp 4."))
4293 "Change the warp factor."
4295 key=scanner.nexttok()
4299 proutn(_("Warp factor- "))
4303 if game.damage[DWARPEN] > 10.0:
4304 prout(_("Warp engines inoperative."))
4306 if damaged(DWARPEN) and scanner.real > 4.0:
4307 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4308 prout(_(" but right now we can only go warp 4.\""))
4310 if scanner.real > 10.0:
4311 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4313 if scanner.real < 1.0:
4314 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4316 oldfac = game.warpfac
4317 game.warpfac = scanner.real
4318 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4319 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4322 if game.warpfac < 8.00:
4323 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4325 if game.warpfac == 10.0:
4326 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4328 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4332 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4334 # is captain on planet?
4336 if damaged(DTRANSP):
4339 prout(_("Scotty rushes to the transporter controls."))
4341 prout(_("But with the shields up it's hopeless."))
4343 prouts(_("His desperate attempt to rescue you . . ."))
4344 if rnd.withprob(0.5):
4348 prout(_("SUCCEEDS!"))
4351 proutn(_("The crystals mined were "))
4352 if rnd.withprob(0.25):
4359 # Check to see if captain in shuttle craft
4364 # Inform captain of attempt to reach safety
4368 prouts(_("***RED ALERT! RED ALERT!"))
4370 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4371 prouts(_(" a supernova."))
4373 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4374 prout(_("safely out of quadrant."))
4375 if not damaged(DRADIO):
4376 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4377 # Try to use warp engines
4378 if damaged(DWARPEN):
4380 prout(_("Warp engines damaged."))
4383 game.warpfac = rnd.real(6.0, 8.0)
4384 prout(_("Warp factor set to %d") % int(game.warpfac))
4385 power = 0.75*game.energy
4386 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4387 dist = max(dist, rnd.real(math.sqrt(2)))
4388 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4389 game.optime = bugout.time(game.warpfac)
4391 game.inorbit = False
4392 warp(bugout, involuntary=True)
4394 # This is bad news, we didn't leave quadrant.
4398 prout(_("Insufficient energy to leave quadrant."))
4401 # Repeat if another snova
4402 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4405 finish(FWON) # Snova killed remaining enemy.
4408 "Let's do the time warp again."
4409 prout(_("***TIME WARP ENTERED."))
4410 if game.state.snap and rnd.withprob(0.5):
4412 prout(_("You are traveling backwards in time %d stardates.") %
4413 int(game.state.date-game.snapsht.date))
4414 game.state = game.snapsht
4415 game.state.snap = False
4416 if len(game.state.kcmdr):
4417 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4418 schedule(FBATTAK, expran(0.3*game.intime))
4419 schedule(FSNOVA, expran(0.5*game.intime))
4420 # next snapshot will be sooner
4421 schedule(FSNAP, expran(0.25*game.state.remtime))
4423 if game.state.nscrem:
4424 schedule(FSCMOVE, 0.2777)
4428 game.battle.invalidate()
4429 # Make sure Galileo is consistant -- Snapshot may have been taken
4430 # when on planet, which would give us two Galileos!
4432 for l in range(game.inplan):
4433 if game.state.planets[l].known == "shuttle_down":
4435 if game.iscraft == "onship" and game.ship=='E':
4436 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4437 game.iscraft = "offship"
4438 # Likewise, if in the original time the Galileo was abandoned, but
4439 # was on ship earlier, it would have vanished -- let's restore it.
4440 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4441 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4442 game.iscraft = "onship"
4443 # There used to be code to do the actual reconstrction here,
4444 # but the starchart is now part of the snapshotted galaxy state.
4445 prout(_("Spock has reconstructed a correct star chart from memory"))
4447 # Go forward in time
4448 game.optime = expran(0.5*game.intime)
4449 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4450 # cheat to make sure no tractor beams occur during time warp
4451 postpone(FTBEAM, game.optime)
4452 game.damage[DRADIO] += game.optime
4454 events() # Stas Sergeev added this -- do pending events
4457 "Launch deep-space probe."
4458 # New code to launch a deep space probe
4459 if game.nprobes == 0:
4462 if game.ship == 'E':
4463 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4465 prout(_("Ye Faerie Queene has no deep space probes."))
4470 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4472 if is_scheduled(FDSPROB):
4475 if damaged(DRADIO) and game.condition != "docked":
4476 prout(_("Spock- \"Records show the previous probe has not yet"))
4477 prout(_(" reached its destination.\""))
4479 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4481 key = scanner.nexttok()
4483 if game.nprobes == 1:
4484 prout(_("1 probe left."))
4486 prout(_("%d probes left") % game.nprobes)
4487 proutn(_("Are you sure you want to fire a probe? "))
4490 game.isarmed = False
4491 if key == "IHALPHA" and scanner.token == "armed":
4493 key = scanner.nexttok()
4494 elif key == "IHEOL":
4495 proutn(_("Arm NOVAMAX warhead? "))
4497 elif key == "IHREAL": # first element of course
4498 scanner.push(scanner.token)
4500 game.probe = getcourse(isprobe=True)
4504 schedule(FDSPROB, 0.01) # Time to move one sector
4505 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4510 "Yell for help from nearest starbase."
4511 # There's more than one way to move in this game!
4513 # Test for conditions which prevent calling for help
4514 if game.condition == "docked":
4515 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4518 prout(_("Subspace radio damaged."))
4520 if not game.state.baseq:
4521 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4524 prout(_("You must be aboard the %s.") % crmshp())
4526 # OK -- call for help from nearest starbase
4529 # There's one in this quadrant
4530 ddist = (game.base - game.sector).distance()
4532 ibq = None # Force base-quadrant game to persist past loop
4534 for ibq in game.state.baseq:
4535 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4539 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4541 # Since starbase not in quadrant, set up new quadrant
4544 # dematerialize starship
4545 game.quad[game.sector.i][game.sector.j]='.'
4546 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4547 % (game.quadrant, crmshp()))
4548 game.sector.invalidate()
4549 for m in range(1, 5+1):
4550 w = game.base.scatter()
4551 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4552 # found one -- finish up
4555 if game.sector is None:
4556 prout(_("You have been lost in space..."))
4557 finish(FMATERIALIZE)
4559 # Give starbase three chances to rematerialize starship
4560 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4561 for m in range(1, 3+1):
4562 if m == 1: proutn(_("1st"))
4563 elif m == 2: proutn(_("2nd"))
4564 elif m == 3: proutn(_("3rd"))
4565 proutn(_(" attempt to re-materialize ") + crmshp())
4566 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4569 if rnd.real() > probf:
4573 if game.options & OPTION_CURSES:
4574 curses.delay_output(500)
4576 game.quad[game.sector.i][game.sector.j]='?'
4579 setwnd(message_window)
4580 finish(FMATERIALIZE)
4582 game.quad[game.sector.i][game.sector.j]=game.ship
4584 prout(_("succeeds."))
4588 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4593 if game.condition=="docked":
4595 prout(_("You cannot abandon Ye Faerie Queene."))
4598 # Must take shuttle craft to exit
4599 if game.damage[DSHUTTL]==-1:
4600 prout(_("Ye Faerie Queene has no shuttle craft."))
4602 if game.damage[DSHUTTL]<0:
4603 prout(_("Shuttle craft now serving Big Macs."))
4605 if game.damage[DSHUTTL]>0:
4606 prout(_("Shuttle craft damaged."))
4609 prout(_("You must be aboard the ship."))
4611 if game.iscraft != "onship":
4612 prout(_("Shuttle craft not currently available."))
4614 # Emit abandon ship messages
4616 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4618 prouts(_("***ALL HANDS ABANDON SHIP!"))
4620 prout(_("Captain and crew escape in shuttle craft."))
4621 if not game.state.baseq:
4622 # Oops! no place to go...
4625 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4627 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4628 prout(_("Remainder of ship's complement beam down"))
4629 prout(_("to nearest habitable planet."))
4630 elif q.planet is not None and not damaged(DTRANSP):
4631 prout(_("Remainder of ship's complement beam down to %s.") %
4634 prout(_("Entire crew of %d left to die in outer space.") %
4636 game.casual += game.state.crew
4637 game.abandoned += game.state.crew
4638 # If at least one base left, give 'em the Faerie Queene
4640 game.icrystl = False # crystals are lost
4641 game.nprobes = 0 # No probes
4642 prout(_("You are captured by Klingons and released to"))
4643 prout(_("the Federation in a prisoner-of-war exchange."))
4644 nb = rnd.integer(len(game.state.baseq))
4645 # Set up quadrant and position FQ adjacient to base
4646 if not game.quadrant == game.state.baseq[nb]:
4647 game.quadrant = game.state.baseq[nb]
4648 game.sector.i = game.sector.j = 5
4651 # position next to base by trial and error
4652 game.quad[game.sector.i][game.sector.j] = '.'
4654 for l in range(QUADSIZE):
4655 game.sector = game.base.scatter()
4656 if game.sector.valid_sector() and \
4657 game.quad[game.sector.i][game.sector.j] == '.':
4660 break # found a spot
4661 game.sector.i=QUADSIZE/2
4662 game.sector.j=QUADSIZE/2
4664 # Get new commission
4665 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4666 game.state.crew = FULLCREW
4667 prout(_("Starfleet puts you in command of another ship,"))
4668 prout(_("the Faerie Queene, which is antiquated but,"))
4669 prout(_("still useable."))
4671 prout(_("The dilithium crystals have been moved."))
4673 game.iscraft = "offship" # Galileo disappears
4675 game.condition="docked"
4676 for l in range(NDEVICES):
4677 game.damage[l] = 0.0
4678 game.damage[DSHUTTL] = -1
4679 game.energy = game.inenrg = 3000.0
4680 game.shield = game.inshld = 1250.0
4681 game.torps = game.intorps = 6
4682 game.lsupres=game.inlsr=3.0
4685 game.brigfree = game.brigcapacity = 300
4688 # Code from planets.c begins here.
4691 "Abort a lengthy operation if an event interrupts it."
4694 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4699 "Report on (uninhabited) planets in the galaxy."
4703 prout(_("Spock- \"Planet report follows, Captain.\""))
4705 for i in range(game.inplan):
4706 if game.state.planets[i].pclass == "destroyed":
4708 if (game.state.planets[i].known != "unknown" \
4709 and not game.state.planets[i].inhabited) \
4712 if game.idebug and game.state.planets[i].known=="unknown":
4713 proutn("(Unknown) ")
4714 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4715 proutn(_(" class "))
4716 proutn(game.state.planets[i].pclass)
4718 if game.state.planets[i].crystals != "present":
4720 prout(_("dilithium crystals present."))
4721 if game.state.planets[i].known=="shuttle_down":
4722 prout(_(" Shuttle Craft Galileo on surface."))
4724 prout(_("No information available."))
4727 "Enter standard orbit."
4731 prout(_("Already in standard orbit."))
4733 if damaged(DWARPEN) and damaged(DIMPULS):
4734 prout(_("Both warp and impulse engines damaged."))
4736 if game.plnet is None:
4737 prout("There is no planet in this sector.")
4739 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4740 prout(crmshp() + _(" not adjacent to planet."))
4743 game.optime = rnd.real(0.02, 0.05)
4744 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4748 game.height = rnd.real(1400, 8600)
4749 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4754 "Examine planets in this quadrant."
4755 if damaged(DSRSENS):
4756 if game.options & OPTION_TTY:
4757 prout(_("Short range sensors damaged."))
4759 if game.iplnet is None:
4760 if game.options & OPTION_TTY:
4761 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4763 if game.iplnet.known == "unknown":
4764 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4766 prout(_(" Planet at Sector %s is of class %s.") %
4767 (game.plnet, game.iplnet.pclass))
4768 if game.iplnet.known=="shuttle_down":
4769 prout(_(" Sensors show Galileo still on surface."))
4770 proutn(_(" Readings indicate"))
4771 if game.iplnet.crystals != "present":
4773 prout(_(" dilithium crystals present.\""))
4774 if game.iplnet.known == "unknown":
4775 game.iplnet.known = "known"
4776 elif game.iplnet.inhabited:
4777 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4778 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4781 "Use the transporter."
4785 if damaged(DTRANSP):
4786 prout(_("Transporter damaged."))
4787 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4789 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4793 if not game.inorbit:
4794 prout(crmshp() + _(" not in standard orbit."))
4797 prout(_("Impossible to transport through shields."))
4799 if game.iplnet.known=="unknown":
4800 prout(_("Spock- \"Captain, we have no information on this planet"))
4801 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4802 prout(_(" you may not go down.\""))
4804 if not game.landed and game.iplnet.crystals=="absent":
4805 prout(_("Spock- \"Captain, I fail to see the logic in"))
4806 prout(_(" exploring a planet with no dilithium crystals."))
4807 proutn(_(" Are you sure this is wise?\" "))
4811 if not (game.options & OPTION_PLAIN):
4812 nrgneed = 50 * game.skill + game.height / 100.0
4813 if nrgneed > game.energy:
4814 prout(_("Engineering to bridge--"))
4815 prout(_(" Captain, we don't have enough energy for transportation."))
4817 if not game.landed and nrgneed * 2 > game.energy:
4818 prout(_("Engineering to bridge--"))
4819 prout(_(" Captain, we have enough energy only to transport you down to"))
4820 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4821 if game.iplnet.known == "shuttle_down":
4822 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4823 proutn(_(" Are you sure this is wise?\" "))
4828 # Coming from planet
4829 if game.iplnet.known=="shuttle_down":
4830 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4834 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4835 prout(_("Landing party assembled, ready to beam up."))
4837 prout(_("Kirk whips out communicator..."))
4838 prouts(_("BEEP BEEP BEEP"))
4840 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4843 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4845 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4847 prout(_("Kirk- \"Energize.\""))
4850 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4852 if not rnd.withprob(0.98):
4853 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4855 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4858 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4859 game.landed = not game.landed
4860 game.energy -= nrgneed
4862 prout(_("Transport complete."))
4863 if game.landed and game.iplnet.known=="shuttle_down":
4864 prout(_("The shuttle craft Galileo is here!"))
4865 if not game.landed and game.imine:
4872 "Strip-mine a world for dilithium."
4876 prout(_("Mining party not on planet."))
4878 if game.iplnet.crystals == "mined":
4879 prout(_("This planet has already been strip-mined for dilithium."))
4881 elif game.iplnet.crystals == "absent":
4882 prout(_("No dilithium crystals on this planet."))
4885 prout(_("You've already mined enough crystals for this trip."))
4887 if game.icrystl and game.cryprob == 0.05:
4888 prout(_("With all those fresh crystals aboard the ") + crmshp())
4889 prout(_("there's no reason to mine more at this time."))
4891 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4894 prout(_("Mining operation complete."))
4895 game.iplnet.crystals = "mined"
4896 game.imine = game.ididit = True
4899 "Use dilithium crystals."
4903 if not game.icrystl:
4904 prout(_("No dilithium crystals available."))
4906 if game.energy >= 1000:
4907 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4908 prout(_(" except when Condition Yellow exists."))
4910 prout(_("Spock- \"Captain, I must warn you that loading"))
4911 prout(_(" raw dilithium crystals into the ship's power"))
4912 prout(_(" system may risk a severe explosion."))
4913 proutn(_(" Are you sure this is wise?\" "))
4918 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4919 prout(_(" Mr. Spock and I will try it.\""))
4921 prout(_("Spock- \"Crystals in place, Sir."))
4922 prout(_(" Ready to activate circuit.\""))
4924 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4926 if rnd.withprob(game.cryprob):
4927 prouts(_(" \"Activating now! - - No good! It's***"))
4929 prouts(_("***RED ALERT! RED A*L********************************"))
4932 prouts(_("****************** KA-BOOM!!!! *******************"))
4936 game.energy += rnd.real(5000.0, 5500.0)
4937 prouts(_(" \"Activating now! - - "))
4938 prout(_("The instruments"))
4939 prout(_(" are going crazy, but I think it's"))
4940 prout(_(" going to work!! Congratulations, Sir!\""))
4945 "Use shuttlecraft for planetary jaunt."
4948 if damaged(DSHUTTL):
4949 if game.damage[DSHUTTL] == -1.0:
4950 if game.inorbit and game.iplnet.known == "shuttle_down":
4951 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4953 prout(_("Ye Faerie Queene had no shuttle craft."))
4954 elif game.damage[DSHUTTL] > 0:
4955 prout(_("The Galileo is damaged."))
4956 else: # game.damage[DSHUTTL] < 0
4957 prout(_("Shuttle craft is now serving Big Macs."))
4959 if not game.inorbit:
4960 prout(crmshp() + _(" not in standard orbit."))
4962 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4963 prout(_("Shuttle craft not currently available."))
4965 if not game.landed and game.iplnet.known=="shuttle_down":
4966 prout(_("You will have to beam down to retrieve the shuttle craft."))
4968 if game.shldup or game.condition == "docked":
4969 prout(_("Shuttle craft cannot pass through shields."))
4971 if game.iplnet.known=="unknown":
4972 prout(_("Spock- \"Captain, we have no information on this planet"))
4973 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4974 prout(_(" you may not fly down.\""))
4976 game.optime = 3.0e-5*game.height
4977 if game.optime >= 0.8*game.state.remtime:
4978 prout(_("First Officer Spock- \"Captain, I compute that such"))
4979 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4980 int(100*game.optime/game.state.remtime))
4981 prout(_("remaining time."))
4982 proutn(_("Are you sure this is wise?\" "))
4988 if game.iscraft == "onship":
4990 if not damaged(DTRANSP):
4991 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4995 proutn(_("Shuttle crew"))
4997 proutn(_("Rescue party"))
4998 prout(_(" boards Galileo and swoops toward planet surface."))
4999 game.iscraft = "offship"
5003 game.iplnet.known="shuttle_down"
5004 prout(_("Trip complete."))
5007 # Ready to go back to ship
5008 prout(_("You and your mining party board the"))
5009 prout(_("shuttle craft for the trip back to the Enterprise."))
5011 prouts(_("The short hop begins . . ."))
5013 game.iplnet.known="known"
5019 game.iscraft = "onship"
5025 prout(_("Trip complete."))
5028 # Kirk on ship and so is Galileo
5029 prout(_("Mining party assembles in the hangar deck,"))
5030 prout(_("ready to board the shuttle craft \"Galileo\"."))
5032 prouts(_("The hangar doors open; the trip begins."))
5035 game.iscraft = "offship"
5038 game.iplnet.known = "shuttle_down"
5041 prout(_("Trip complete."))
5045 "Use the big zapper."
5049 if game.ship != 'E':
5050 prout(_("Ye Faerie Queene has no death ray."))
5052 if len(game.enemies)==0:
5053 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5056 prout(_("Death Ray is damaged."))
5058 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5059 prout(_(" is highly unpredictible. Considering the alternatives,"))
5060 proutn(_(" are you sure this is wise?\" "))
5063 prout(_("Spock- \"Acknowledged.\""))
5066 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5068 prout(_("Crew scrambles in emergency preparation."))
5069 prout(_("Spock and Scotty ready the death ray and"))
5070 prout(_("prepare to channel all ship's power to the device."))
5072 prout(_("Spock- \"Preparations complete, sir.\""))
5073 prout(_("Kirk- \"Engage!\""))
5075 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5078 if game.options & OPTION_PLAIN:
5082 prouts(_("Sulu- \"Captain! It's working!\""))
5084 while len(game.enemies) > 0:
5085 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5086 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5087 if game.unwon() == 0:
5089 if (game.options & OPTION_PLAIN) == 0:
5090 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5091 if rnd.withprob(0.05):
5092 prout(_(" is still operational.\""))
5094 prout(_(" has been rendered nonfunctional.\""))
5095 game.damage[DDRAY] = 39.95
5097 r = rnd.real() # Pick failure method
5099 prouts(_("Sulu- \"Captain! It's working!\""))
5101 prouts(_("***RED ALERT! RED ALERT!"))
5103 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5105 prouts(_("***RED ALERT! RED A*L********************************"))
5108 prouts(_("****************** KA-BOOM!!!! *******************"))
5113 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5115 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5117 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5118 prout(_(" have apparently been transformed into strange mutations."))
5119 prout(_(" Vulcans do not seem to be affected."))
5121 prout(_("Kirk- \"Raauch! Raauch!\""))
5125 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5127 proutn(_("Spock- \"I believe the word is"))
5128 prouts(_(" *ASTONISHING*"))
5129 prout(_(" Mr. Sulu."))
5130 for i in range(QUADSIZE):
5131 for j in range(QUADSIZE):
5132 if game.quad[i][j] == '.':
5133 game.quad[i][j] = '?'
5134 prout(_(" Captain, our quadrant is now infested with"))
5135 prouts(_(" - - - - - - *THINGS*."))
5137 prout(_(" I have no logical explanation.\""))
5139 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5141 prout(_("Scotty- \"There are so many tribbles down here"))
5142 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5146 # Code from reports.c begins here
5148 def attackreport(curt):
5149 "eport status of bases under attack."
5151 if is_scheduled(FCDBAS):
5152 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5153 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5154 elif game.isatb == 1:
5155 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5156 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5158 prout(_("No Starbase is currently under attack."))
5160 if is_scheduled(FCDBAS):
5161 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5163 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5167 # report on general game status
5169 # pylint: disable=consider-using-ternary
5170 s1 = (game.thawed and _("thawed ")) or ""
5171 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5172 s3 = (None, _("novice"), _("fair"),
5173 _("good"), _("expert"), _("emeritus"))[game.skill]
5174 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5175 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5176 prout(_("No plaque is allowed."))
5178 prout(_("This is tournament game %d.") % game.tourn)
5179 prout(_("Your secret password is \"%s\"") % game.passwd)
5180 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5181 (game.inkling + game.incom + game.inscom)))
5182 if game.incom - len(game.state.kcmdr):
5183 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5184 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5185 prout(_(", but no Commanders."))
5188 if game.skill > SKILL_FAIR:
5189 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5190 if len(game.state.baseq) != game.inbase:
5192 if game.inbase-len(game.state.baseq)==1:
5193 proutn(_("has been 1 base"))
5195 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5196 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5198 prout(_("There are %d bases.") % game.inbase)
5199 if communicating() or game.iseenit:
5200 # Don't report this if not seen and
5201 # either the radio is dead or not at base!
5205 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5206 if game.brigcapacity != game.brigfree:
5207 embriggened = game.brigcapacity-game.brigfree
5208 if embriggened == 1:
5209 prout(_("1 Klingon in brig"))
5211 prout(_("%d Klingons in brig.") % embriggened)
5212 if game.kcaptured == 0:
5214 elif game.kcaptured == 1:
5215 prout(_("1 captured Klingon turned in to Starfleet."))
5217 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5219 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5220 if game.ship == 'E':
5221 proutn(_("You have "))
5223 proutn("%d" % (game.nprobes))
5226 proutn(_(" deep space probe"))
5230 if communicating() and is_scheduled(FDSPROB):
5232 proutn(_("An armed deep space probe is in "))
5234 proutn(_("A deep space probe is in "))
5235 prout("Quadrant %s." % game.probe.quadrant())
5237 if game.cryprob <= .05:
5238 prout(_("Dilithium crystals aboard ship... not yet used."))
5242 while game.cryprob > ai:
5245 prout(_("Dilithium crystals have been used %d time%s.") % \
5246 (i, (_("s"), "")[i==1]))
5250 "Long-range sensor scan."
5251 if damaged(DLRSENS):
5252 # Now allow base's sensors if docked
5253 if game.condition != "docked":
5255 prout(_("LONG-RANGE SENSORS DAMAGED."))
5258 prout(_("Starbase's long-range scan"))
5260 prout(_("Long-range scan"))
5261 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5264 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5265 if not Coord(x, y).valid_quadrant():
5269 if not damaged(DRADIO):
5270 game.state.galaxy[x][y].charted = True
5271 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5272 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5273 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5274 if not silent and game.state.galaxy[x][y].supernova:
5277 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5278 proutn(((3 - len(cn)) * '.') + cn)
5286 for i in range(NDEVICES):
5289 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5290 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5292 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5293 game.damage[i]+0.05,
5294 DOCKFAC*game.damage[i]+0.005))
5296 prout(_("All devices functional."))
5299 "Update the chart in the Enterprise's computer from galaxy data."
5300 game.lastchart = game.state.date
5301 for i in range(GALSIZE):
5302 for j in range(GALSIZE):
5303 if game.state.galaxy[i][j].charted:
5304 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5305 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5306 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5309 "Display the star chart."
5311 if (game.options & OPTION_AUTOSCAN):
5315 if game.lastchart < game.state.date and game.condition == "docked":
5316 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5318 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5319 if game.state.date > game.lastchart:
5320 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5321 prout(" 1 2 3 4 5 6 7 8")
5322 for i in range(GALSIZE):
5323 proutn("%d |" % (i+1))
5324 for j in range(GALSIZE):
5325 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5329 if game.state.galaxy[i][j].supernova:
5331 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5333 elif game.state.galaxy[i][j].charted:
5334 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5335 if (game.options & OPTION_DOTFILL):
5336 show = show.replace(" ", ".")
5340 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5348 def sectscan(goodScan, i, j):
5349 "Light up an individual dot in a sector."
5350 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5351 if game.quad[i][j] in ('E', 'F'):
5354 textcolor({"green":GREEN,
5358 "dead":BROWN}[game.condition])
5360 textcolor({'?':LIGHTMAGENTA,
5368 }.get(game.quad[i][j], DEFAULT))
5369 proutn("%c " % game.quad[i][j])
5375 "Emit status report lines"
5376 if not req or req == 1:
5377 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5378 % (game.state.date, game.state.remtime))
5379 if not req or req == 2:
5380 if game.condition != "docked":
5382 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5383 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5385 prout(_(", CLOAKED"))
5386 if not req or req == 3:
5387 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5388 if not req or req == 4:
5389 if damaged(DLIFSUP):
5390 if game.condition == "docked":
5391 s = _("DAMAGED, Base provides")
5393 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5396 prstat(_("Life Support"), s)
5397 if not req or req == 5:
5398 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5399 if not req or req == 6:
5401 if game.icrystl and (game.options & OPTION_SHOWME):
5402 extra = _(" (have crystals)")
5403 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5404 if not req or req == 7:
5405 prstat(_("Torpedoes"), "%d" % (game.torps))
5406 if not req or req == 8:
5407 if damaged(DSHIELD):
5413 data = _(" %d%% %.1f units") \
5414 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5415 prstat(_("Shields"), s+data)
5416 if not req or req == 9:
5417 prstat(_("Klingons Left"), "%d" % game.unwon())
5418 if not req or req == 10:
5419 if game.options & OPTION_WORLDS:
5420 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5421 if plnet and plnet.inhabited:
5422 prstat(_("Major system"), plnet.name)
5424 prout(_("Sector is uninhabited"))
5425 elif not req or req == 11:
5426 attackreport(not req)
5429 "Request specified status data, a historical relic from slow TTYs."
5430 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5431 while scanner.nexttok() == "IHEOL":
5432 proutn(_("Information desired? "))
5434 if scanner.token in requests:
5435 status(requests.index(scanner.token))
5437 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5438 prout((" date, condition, position, lsupport, warpfactor,"))
5439 prout((" energy, torpedoes, shields, klingons, system, time."))
5444 if damaged(DSRSENS):
5445 # Allow base's sensors if docked
5446 if game.condition != "docked":
5447 prout(_(" S.R. SENSORS DAMAGED!"))
5450 prout(_(" [Using Base's sensors]"))
5452 prout(_(" Short-range scan"))
5453 if goodScan and communicating():
5454 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5455 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5456 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5457 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5458 prout(" 1 2 3 4 5 6 7 8 9 10")
5459 if game.condition != "docked":
5461 for i in range(QUADSIZE):
5462 proutn("%2d " % (i+1))
5463 for j in range(QUADSIZE):
5464 sectscan(goodScan, i, j)
5468 "Use computer to get estimated time of arrival for a warp jump."
5469 w1 = Coord(); w2 = Coord()
5471 if damaged(DCOMPTR):
5472 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5475 if scanner.nexttok() != "IHREAL":
5478 proutn(_("Destination quadrant and/or sector? "))
5479 if scanner.nexttok()!="IHREAL":
5482 w1.j = int(scanner.real-0.5)
5483 if scanner.nexttok() != "IHREAL":
5486 w1.i = int(scanner.real-0.5)
5487 if scanner.nexttok() == "IHREAL":
5488 w2.j = int(scanner.real-0.5)
5489 if scanner.nexttok() != "IHREAL":
5492 w2.i = int(scanner.real-0.5)
5494 if game.quadrant.j>w1.i:
5498 if game.quadrant.i>w1.j:
5502 if not w1.valid_quadrant() or not w2.valid_sector():
5505 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5506 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5509 prout(_("Answer \"no\" if you don't know the value:"))
5512 proutn(_("Time or arrival date? "))
5513 if scanner.nexttok()=="IHREAL":
5514 ttime = scanner.real
5515 if ttime > game.state.date:
5516 ttime -= game.state.date # Actually a star date
5517 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5518 if ttime <= 1e-10 or twarp > 10:
5519 prout(_("We'll never make it, sir."))
5522 twarp = max(twarp, 1.0)
5525 proutn(_("Warp factor? "))
5526 if scanner.nexttok()== "IHREAL":
5528 twarp = scanner.real
5529 if twarp<1.0 or twarp > 10.0:
5533 prout(_("Captain, certainly you can give me one of these."))
5536 ttime = (10.0*dist)/twarp**2
5537 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5538 if tpower >= game.energy:
5539 prout(_("Insufficient energy, sir."))
5540 if not game.shldup or tpower > game.energy*2.0:
5543 proutn(_("New warp factor to try? "))
5544 if scanner.nexttok() == "IHREAL":
5546 twarp = scanner.real
5547 if twarp<1.0 or twarp > 10.0:
5555 prout(_("But if you lower your shields,"))
5556 proutn(_("remaining"))
5559 proutn(_("Remaining"))
5560 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5562 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5564 prout(_("Any warp speed is adequate."))
5566 prout(_("Minimum warp needed is %.2f,") % (twarp))
5567 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5568 if game.state.remtime < ttime:
5569 prout(_("Unfortunately, the Federation will be destroyed by then."))
5571 prout(_("You'll be taking risks at that speed, Captain"))
5572 if (game.isatb==1 and game.state.kscmdr == w1 and \
5573 scheduled(FSCDBAS)< ttime+game.state.date) or \
5574 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5575 prout(_("The starbase there will be destroyed by then."))
5576 proutn(_("New warp factor to try? "))
5577 if scanner.nexttok() == "IHREAL":
5579 twarp = scanner.real
5580 if twarp<1.0 or twarp > 10.0:
5588 # Code from setup.c begins here
5591 "Issue a historically correct banner."
5593 prout(_("-SUPER- STAR TREK"))
5595 # From the FORTRAN original
5596 # prout(_("Latest update-21 Sept 78"))
5602 scanner.push("emsave.trk")
5603 key = scanner.nexttok()
5605 proutn(_("File name: "))
5606 key = scanner.nexttok()
5607 if key != "IHALPHA":
5610 if '.' not in scanner.token:
5611 scanner.token += ".trk"
5613 fp = open(scanner.token, "wb")
5615 prout(_("Can't freeze game as file %s") % scanner.token)
5617 pickle.dump(game, fp)
5622 "Retrieve saved game."
5625 key = scanner.nexttok()
5627 proutn(_("File name: "))
5628 key = scanner.nexttok()
5629 if key != "IHALPHA":
5632 if '.' not in scanner.token:
5633 scanner.token += ".trk"
5635 fp = open(scanner.token, "rb")
5637 prout(_("Can't thaw game in %s") % scanner.token)
5639 game = pickle.load(fp)
5644 # I used <http://www.memory-alpha.org> to find planets
5645 # with references in ST:TOS. Earth and the Alpha Centauri
5646 # Colony have been omitted.
5648 # Some planets marked Class G and P here will be displayed as class M
5649 # because of the way planets are generated. This is a known bug.
5652 _("Andoria (Fesoan)"), # several episodes
5653 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5654 _("Vulcan (T'Khasi)"), # many episodes
5655 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5656 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5657 _("Ardana"), # TOS: "The Cloud Minders"
5658 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5659 _("Gideon"), # TOS: "The Mark of Gideon"
5660 _("Aldebaran III"), # TOS: "The Deadly Years"
5661 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5662 _("Altair IV"), # TOS: "Amok Time
5663 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5664 _("Benecia"), # TOS: "The Conscience of the King"
5665 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5666 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5667 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5668 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5669 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5670 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5671 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5672 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5673 _("Ingraham B"), # TOS: "Operation: Annihilate"
5674 _("Janus IV"), # TOS: "The Devil in the Dark"
5675 _("Makus III"), # TOS: "The Galileo Seven"
5676 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5677 _("Omega IV"), # TOS: "The Omega Glory"
5678 _("Regulus V"), # TOS: "Amok Time
5679 _("Deneva"), # TOS: "Operation -- Annihilate!"
5680 # Worlds from BSD Trek
5681 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5682 _("Beta III"), # TOS: "The Return of the Archons"
5683 _("Triacus"), # TOS: "And the Children Shall Lead",
5684 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5686 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5687 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5688 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5689 # _("Izar"), # TOS: "Whom Gods Destroy"
5690 # _("Tiburon"), # TOS: "The Way to Eden"
5691 # _("Merak II"), # TOS: "The Cloud Minders"
5692 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5693 # _("Iotia"), # TOS: "A Piece of the Action"
5697 _("S. R. Sensors"), \
5698 _("L. R. Sensors"), \
5700 _("Photon Tubes"), \
5701 _("Life Support"), \
5702 _("Warp Engines"), \
5703 _("Impulse Engines"), \
5705 _("Subspace Radio"), \
5706 _("Shuttle Craft"), \
5708 _("Navigation System"), \
5710 _("Shield Control"), \
5713 _("Cloaking Device"), \
5717 "Prepare to play, set up cosmos."
5719 # Decide how many of everything
5721 return # frozen game
5722 # Prepare the Enterprise
5723 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5725 game.state.crew = FULLCREW
5726 game.energy = game.inenrg = 5000.0
5727 game.shield = game.inshld = 2500.0
5730 game.quadrant = randplace(GALSIZE)
5731 game.sector = randplace(QUADSIZE)
5732 game.torps = game.intorps = 10
5733 game.nprobes = rnd.integer(2, 5)
5735 for i in range(NDEVICES):
5736 game.damage[i] = 0.0
5737 # Set up assorted game parameters
5738 game.battle = Coord()
5739 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5740 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5741 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5742 game.isatb = game.state.nplankl = 0
5743 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5744 game.iscraft = "onship"
5749 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5751 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5753 game.state.planets = [] # Planet information
5754 game.state.baseq = [] # Base quadrant coordinates
5755 game.state.kcmdr = [] # Commander quadrant coordinates
5756 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5758 # Starchart is functional but we've never seen it
5759 game.lastchart = FOREVER
5760 # Put stars in the galaxy
5762 for i in range(GALSIZE):
5763 for j in range(GALSIZE):
5764 # Can't have more stars per quadrant than fit in one decimal digit,
5765 # if we do the chart representation will break.
5766 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5768 game.state.galaxy[i][j].stars = k
5769 # Locate star bases in galaxy
5771 prout("=== Allocating %d bases" % game.inbase)
5772 for i in range(game.inbase):
5775 w = randplace(GALSIZE)
5776 if not game.state.galaxy[w.i][w.j].starbase:
5779 # C version: for (j = i-1; j > 0; j--)
5780 # so it did them in the opposite order.
5781 for j in range(1, i):
5782 # Improved placement algorithm to spread out bases
5783 distq = (w - game.state.baseq[j]).distance()
5784 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5787 prout("=== Abandoning base #%d at %s" % (i, w))
5789 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5791 prout("=== Saving base #%d, close to #%d" % (i, j))
5795 prout("=== Placing base #%d in quadrant %s" % (i, w))
5796 game.state.baseq.append(w)
5797 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5798 # Position ordinary Klingon Battle Cruisers
5800 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5801 klumper = min(klumper, MAXKLQUAD)
5804 klump = int((1.0 - r*r)*klumper)
5805 klump = min(klump, krem)
5808 w = randplace(GALSIZE)
5809 if not game.state.galaxy[w.i][w.j].supernova and \
5810 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5812 game.state.galaxy[w.i][w.j].klingons += klump
5815 # Position Klingon Commander Ships
5816 for i in range(game.incom):
5818 w = randplace(GALSIZE)
5819 if not welcoming(w) or w in game.state.kcmdr:
5821 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5823 game.state.galaxy[w.i][w.j].klingons += 1
5824 game.state.kcmdr.append(w)
5825 # Locate planets in galaxy
5826 for i in range(game.inplan):
5828 w = randplace(GALSIZE)
5829 if game.state.galaxy[w.i][w.j].planet is None:
5833 new.crystals = "absent"
5834 if (game.options & OPTION_WORLDS) and i < NINHAB:
5835 new.pclass = "M" # All inhabited planets are class M
5836 new.crystals = "absent"
5838 new.name = systnames[i]
5839 new.inhabited = True
5841 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5842 if rnd.withprob(0.33):
5843 new.crystals = "present"
5844 new.known = "unknown"
5845 new.inhabited = False
5846 game.state.galaxy[w.i][w.j].planet = new
5847 game.state.planets.append(new)
5849 for i in range(game.state.nromrem):
5850 w = randplace(GALSIZE)
5851 game.state.galaxy[w.i][w.j].romulans += 1
5852 # Place the Super-Commander if needed
5853 if game.state.nscrem > 0:
5855 w = randplace(GALSIZE)
5858 game.state.kscmdr = w
5859 game.state.galaxy[w.i][w.j].klingons += 1
5860 # Initialize times for extraneous events
5861 schedule(FSNOVA, expran(0.5 * game.intime))
5862 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5863 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5864 schedule(FBATTAK, expran(0.3*game.intime))
5866 if game.state.nscrem:
5867 schedule(FSCMOVE, 0.2777)
5872 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5873 schedule(FDISTR, expran(1.0 + game.intime))
5878 # Place thing (in tournament game, we don't want one!)
5879 # New in SST2K: never place the Thing near a starbase.
5880 # This makes sense and avoids a special case in the old code.
5882 if game.tourn is None:
5884 thing = randplace(GALSIZE)
5885 if thing not in game.state.baseq:
5888 game.state.snap = False
5889 if game.skill == SKILL_NOVICE:
5890 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5891 prout(_("a deadly Klingon invasion force. As captain of the United"))
5892 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5893 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5894 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5895 prout(_("your mission. As you proceed you may be given more time."))
5897 prout(_("You will have %d supporting starbases.") % (game.inbase))
5898 proutn(_("Starbase locations- "))
5900 prout(_("Stardate %d.") % int(game.state.date))
5902 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5903 prout(_("An unknown number of Romulans."))
5904 if game.state.nscrem:
5905 prout(_("And one (GULP) Super-Commander."))
5906 prout(_("%d stardates.") % int(game.intime))
5907 proutn(_("%d starbases in ") % game.inbase)
5908 for i in range(game.inbase):
5909 proutn(repr(game.state.baseq[i]))
5912 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5913 proutn(_(" Sector %s") % game.sector)
5915 prout(_("Good Luck!"))
5916 if game.state.nscrem:
5917 prout(_(" YOU'LL NEED IT."))
5920 setwnd(message_window)
5922 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5924 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5925 attack(torps_ok=False)
5928 "Choose your game type."
5930 game.tourn = game.length = 0
5932 game.skill = SKILL_NONE
5933 # Do not chew here, we want to use command-line tokens
5934 if not scanner.inqueue: # Can start with command line options
5935 proutn(_("Would you like a regular, tournament, or saved game? "))
5937 if scanner.sees("tournament"):
5938 while scanner.nexttok() == "IHEOL":
5939 proutn(_("Type in tournament number-"))
5940 if scanner.real == 0:
5942 continue # We don't want a blank entry
5943 game.tourn = int(round(scanner.real))
5944 rnd.seed(scanner.real)
5946 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5948 if scanner.sees("saved") or scanner.sees("frozen"):
5952 if game.passwd is None:
5954 if not game.alldone:
5955 game.thawed = True # No plaque if not finished
5959 if scanner.sees("regular"):
5961 proutn(_("What is \"%s\"? ") % scanner.token)
5963 while game.length==0 or game.skill==SKILL_NONE:
5964 if scanner.nexttok() == "IHALPHA":
5965 if scanner.sees("short"):
5967 elif scanner.sees("medium"):
5969 elif scanner.sees("long"):
5971 elif scanner.sees("novice"):
5972 game.skill = SKILL_NOVICE
5973 elif scanner.sees("fair"):
5974 game.skill = SKILL_FAIR
5975 elif scanner.sees("good"):
5976 game.skill = SKILL_GOOD
5977 elif scanner.sees("expert"):
5978 game.skill = SKILL_EXPERT
5979 elif scanner.sees("emeritus"):
5980 game.skill = SKILL_EMERITUS
5982 proutn(_("What is \""))
5983 proutn(scanner.token)
5988 proutn(_("Would you like a Short, Medium, or Long game? "))
5989 elif game.skill == SKILL_NONE:
5990 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5991 # Choose game options -- added by ESR for SST2K
5992 if scanner.nexttok() != "IHALPHA":
5994 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5996 if scanner.sees("plain"):
5997 # Approximates the UT FORTRAN version.
5998 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
5999 game.options |= OPTION_PLAIN
6000 elif scanner.sees("almy"):
6001 # Approximates Tom Almy's version.
6002 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
6003 game.options |= OPTION_ALMY
6004 elif scanner.sees("fancy") or scanner.sees("\n"):
6006 elif len(scanner.token):
6007 proutn(_("What is \"%s\"?") % scanner.token)
6009 if game.passwd == "debug":
6011 prout("=== Debug mode enabled.")
6012 # Use parameters to generate initial values of things
6013 game.damfac = 0.5 * game.skill
6014 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6016 if game.options & OPTION_PLANETS:
6017 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6018 if game.options & OPTION_WORLDS:
6019 game.inplan += int(NINHAB)
6020 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6021 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6022 game.state.remtime = 7.0 * game.length
6023 game.intime = game.state.remtime
6024 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6025 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6026 game.state.remres = (game.inkling+4*game.incom)*game.intime
6027 game.inresor = game.state.remres
6028 if game.inkling > 50:
6032 def dropin(iquad=None):
6033 "Drop a feature on a random dot in the current quadrant."
6035 w = randplace(QUADSIZE)
6036 if game.quad[w.i][w.j] == '.':
6038 if iquad is not None:
6039 game.quad[w.i][w.j] = iquad
6043 "Update our alert status."
6044 game.condition = "green"
6045 if game.energy < 1000.0:
6046 game.condition = "yellow"
6047 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6048 game.condition = "red"
6050 game.condition="dead"
6053 "Drop new Klingon into current quadrant."
6054 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6057 "Sort enemies by distance so 'nearest' is meaningful."
6058 game.enemies.sort(key=lambda x: x.kdist)
6061 "Set up a new state of quadrant, for when we enter or re-enter it."
6064 game.neutz = game.inorbit = game.landed = False
6065 game.ientesc = game.iseenit = game.isviolreported = False
6067 # Create a blank quadrant
6068 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6070 # Attempt to escape Super-commander, so tbeam back!
6073 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6074 # cope with supernova
6077 game.klhere = q.klingons
6078 game.irhere = q.romulans
6080 game.quad[game.sector.i][game.sector.j] = game.ship
6083 # Position ordinary Klingons
6084 for _i in range(game.klhere):
6086 # If we need a commander, promote a Klingon
6087 for cmdr in game.state.kcmdr:
6088 if cmdr == game.quadrant:
6089 e = game.enemies[game.klhere-1]
6090 game.quad[e.location.i][e.location.j] = 'C'
6091 e.power = rnd.real(950,1350) + 50.0*game.skill
6093 # If we need a super-commander, promote a Klingon
6094 if game.quadrant == game.state.kscmdr:
6096 game.quad[e.location.i][e.location.j] = 'S'
6097 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6098 game.iscate = (game.remkl() > 1)
6099 # Put in Romulans if needed
6100 for _i in range(q.romulans):
6101 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6102 # If quadrant needs a starbase, put it in
6104 game.base = dropin('B')
6105 # If quadrant needs a planet, put it in
6107 game.iplnet = q.planet
6108 if not q.planet.inhabited:
6109 game.plnet = dropin('P')
6111 game.plnet = dropin('@')
6112 # Check for condition
6115 if game.irhere > 0 and game.klhere == 0:
6117 if not damaged(DRADIO):
6119 prout(_("LT. Uhura- \"Captain, an urgent message."))
6120 prout(_(" I'll put it on audio.\" CLICK"))
6122 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6123 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6124 # Put in THING if needed
6125 if thing == game.quadrant:
6126 Enemy(etype='?', loc=dropin(),
6127 power=rnd.real(6000,6500.0)+250.0*game.skill)
6128 if not damaged(DSRSENS):
6130 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6131 prout(_(" Please examine your short-range scan.\""))
6132 # Decide if quadrant needs a Tholian; lighten up if skill is low
6133 if game.options & OPTION_THOLIAN:
6134 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6135 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6136 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6139 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6140 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6141 if game.quad[w.i][w.j] == '.':
6143 game.tholian = Enemy(etype='T', loc=w,
6144 power=rnd.integer(100, 500) + 25.0*game.skill)
6145 # Reserve unoccupied corners
6146 if game.quad[0][0]=='.':
6147 game.quad[0][0] = 'X'
6148 if game.quad[0][QUADSIZE-1]=='.':
6149 game.quad[0][QUADSIZE-1] = 'X'
6150 if game.quad[QUADSIZE-1][0]=='.':
6151 game.quad[QUADSIZE-1][0] = 'X'
6152 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6153 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6155 # And finally the stars
6156 for _i in range(q.stars):
6158 # Put in a few black holes
6159 for _i in range(1, 3+1):
6160 if rnd.withprob(0.5):
6162 # Take out X's in corners if Tholian present
6164 if game.quad[0][0]=='X':
6165 game.quad[0][0] = '.'
6166 if game.quad[0][QUADSIZE-1]=='X':
6167 game.quad[0][QUADSIZE-1] = '.'
6168 if game.quad[QUADSIZE-1][0]=='X':
6169 game.quad[QUADSIZE-1][0] = '.'
6170 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6171 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6172 # This should guarantee that replay games don't lose info about the chart
6173 if (game.options & OPTION_AUTOSCAN) or replayfp:
6177 "Set the self-destruct password."
6178 if game.options & OPTION_PLAIN:
6181 proutn(_("Please type in a secret password- "))
6183 game.passwd = scanner.token
6184 if game.passwd is not None:
6188 game.passwd += chr(ord('a')+rnd.integer(26))
6189 game.passwd += chr(ord('a')+rnd.integer(26))
6190 game.passwd += chr(ord('a')+rnd.integer(26))
6192 # Code from sst.c begins here
6195 ("SRSCAN", OPTION_TTY),
6196 ("STATUS", OPTION_TTY),
6197 ("REQUEST", OPTION_TTY),
6198 ("LRSCAN", OPTION_TTY),
6210 ("SENSORS", OPTION_PLANETS),
6211 ("ORBIT", OPTION_PLANETS),
6212 ("TRANSPORT", OPTION_PLANETS),
6213 ("MINE", OPTION_PLANETS),
6214 ("CRYSTALS", OPTION_PLANETS),
6215 ("SHUTTLE", OPTION_PLANETS),
6216 ("PLANETS", OPTION_PLANETS),
6221 ("PROBE", OPTION_PROBE),
6223 ("FREEZE", 0), # Synonym for SAVE
6227 ("CAPTURE", OPTION_CAPTURE),
6228 ("CLOAK", OPTION_CLOAK),
6231 ("SOS", 0), # Synonym for MAYDAY
6232 ("CALL", 0), # Synonym for MAYDAY
6241 "Generate a list of legal commands."
6242 prout(_("LEGAL COMMANDS ARE:"))
6244 for (key, opt) in commands:
6245 if not opt or (opt & game.options):
6246 proutn("%-12s " % key)
6248 if emitted % 5 == 4:
6253 "Browse on-line help."
6254 key = scanner.nexttok()
6257 setwnd(prompt_window)
6258 proutn(_("Help on what command? "))
6259 key = scanner.nexttok()
6260 setwnd(message_window)
6263 cmds = [x[0] for x in commands]
6264 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6271 cmd = scanner.token.upper()
6272 for directory in docpath:
6274 fp = open(os.path.join(directory, "sst.doc"), "r")
6279 prout(_("Spock- \"Captain, that information is missing from the"))
6280 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6281 proutn(_(" in these directories: %s") % ":".join(docpath))
6283 # This used to continue: "You need to find SST.DOC and put
6284 # it in the current directory."
6287 linebuf = fp.readline()
6289 prout(_("Spock- \"Captain, there is no information on that command.\""))
6292 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6293 linebuf = linebuf[3:].strip()
6294 if cmd.upper() == linebuf:
6297 prout(_("Spock- \"Captain, I've found the following information:\""))
6300 linebuf = fp.readline()
6301 if "******" in linebuf:
6307 "Command-interpretation loop."
6309 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6310 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6312 game.isviolreported = True
6313 while True: # command loop
6315 while True: # get a command
6317 game.optime = game.justin = False
6319 setwnd(prompt_window)
6322 if scanner.nexttok() == "IHEOL":
6323 if game.options & OPTION_CURSES:
6326 elif scanner.token == "":
6330 setwnd(message_window)
6332 abandon_passed = False
6333 cmd = "" # Force cmd to persist after loop
6334 opt = 0 # Force opt to persist after loop
6335 for (cmd, opt) in commands:
6336 # commands after ABANDON cannot be abbreviated
6337 if cmd == "ABANDON":
6338 abandon_passed = True
6339 if cmd == scanner.token.upper() or (not abandon_passed \
6340 and cmd.startswith(scanner.token.upper())):
6345 elif opt and not (opt & game.options):
6349 if game.options & OPTION_CURSES:
6350 prout("COMMAND> %s" % cmd)
6351 if cmd == "SRSCAN": # srscan
6353 elif cmd == "STATUS": # status
6355 elif cmd == "REQUEST": # status request
6357 elif cmd == "LRSCAN": # long range scan
6358 lrscan(silent=False)
6359 elif cmd == "PHASERS": # phasers
6364 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6369 elif cmd == "MOVE": # move under warp
6370 warp(wcourse=None, involuntary=False)
6371 elif cmd == "SHIELDS": # shields
6372 doshield(shraise=False)
6375 game.shldchg = False
6376 elif cmd == "DOCK": # dock at starbase
6379 attack(torps_ok=False)
6380 elif cmd == "DAMAGES": # damage reports
6382 elif cmd == "CHART": # chart
6384 elif cmd == "IMPULSE": # impulse
6386 elif cmd == "REST": # rest
6390 elif cmd == "WARP": # warp
6392 elif cmd == "SENSORS": # sensors
6394 elif cmd == "ORBIT": # orbit
6398 elif cmd == "TRANSPORT": # transport "beam"
6400 elif cmd == "MINE": # mine
6404 elif cmd == "CRYSTALS": # crystals
6408 elif cmd == "SHUTTLE": # shuttle
6412 elif cmd == "PLANETS": # Planet list
6414 elif cmd == "REPORT": # Game Report
6416 elif cmd == "COMPUTER": # use COMPUTER!
6418 elif cmd == "COMMANDS":
6420 elif cmd == "EMEXIT": # Emergency exit
6421 clrscr() # Hide screen
6422 freeze(True) # forced save
6423 raise SystemExit(1) # And quick exit
6424 elif cmd == "PROBE":
6425 probe() # Launch probe
6428 elif cmd == "ABANDON": # Abandon Ship
6430 elif cmd == "DESTRUCT": # Self Destruct
6432 elif cmd == "SAVE": # Save Game
6435 if game.skill > SKILL_GOOD:
6436 prout(_("WARNING--Saved games produce no plaques!"))
6437 elif cmd == "DEATHRAY": # Try a desparation measure
6441 elif cmd == "CAPTURE":
6443 elif cmd == "CLOAK":
6445 elif cmd == "DEBUGCMD": # What do we want for debug???
6447 elif cmd == "MAYDAY": # Call for help
6452 game.alldone = True # quit the game
6455 elif cmd == "SCORE":
6456 score() # see current score
6457 elif cmd == "CURSES":
6458 game.options |= (OPTION_CURSES | OPTION_COLOR)
6462 break # Game has ended
6463 if game.optime != 0.0:
6466 break # Events did us in
6467 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6470 if hitme and not game.justin:
6471 attack(torps_ok=True)
6474 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6485 "Emit the name of an enemy or feature."
6486 if ch == 'R': s = _("Romulan")
6487 elif ch == 'K': s = _("Klingon")
6488 elif ch == 'C': s = _("Commander")
6489 elif ch == 'S': s = _("Super-commander")
6490 elif ch == '*': s = _("Star")
6491 elif ch == 'P': s = _("Planet")
6492 elif ch == 'B': s = _("Starbase")
6493 elif ch == ' ': s = _("Black hole")
6494 elif ch == 'T': s = _("Tholian")
6495 elif ch == '#': s = _("Tholian web")
6496 elif ch == '?': s = _("Stranger")
6497 elif ch == '@': s = _("Inhabited World")
6498 else: s = "Unknown??"
6501 def crmena(loud, enemy, loctype, w):
6502 "Emit the name of an enemy and his location."
6506 buf += cramen(enemy) + _(" at ")
6507 if loctype == "quadrant":
6508 buf += _("Quadrant ")
6509 elif loctype == "sector":
6511 return buf + repr(w)
6514 "Emit our ship name."
6515 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6518 "Emit a line of stars"
6519 prouts("******************************************************")
6523 return -avrage*math.log(1e-7 + rnd.real())
6525 def randplace(size):
6526 "Choose a random location."
6528 w.i = rnd.integer(size)
6529 w.j = rnd.integer(size)
6539 # Get a token from the user
6542 # Fill the token quue if nothing here
6543 while not self.inqueue:
6545 if curwnd==prompt_window:
6547 setwnd(message_window)
6554 self.inqueue = sline.lstrip().split() + ["\n"]
6555 # From here on in it's all looking at the queue
6556 self.token = self.inqueue.pop(0)
6557 if self.token == "\n":
6561 self.real = float(self.token)
6562 self.type = "IHREAL"
6567 self.token = self.token.lower()
6568 self.type = "IHALPHA"
6571 def append(self, tok):
6572 self.inqueue.append(tok)
6573 def push(self, tok):
6574 self.inqueue.insert(0, tok)
6578 # Demand input for next scan
6580 self.real = self.token = None
6582 # compares s to item and returns true if it matches to the length of s
6583 return s.startswith(self.token)
6585 # Round token value to nearest integer
6586 return int(round(self.real))
6590 if self.type != "IHREAL":
6595 if self.type != "IHREAL":
6601 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6604 "Yes-or-no confirmation."
6608 if scanner.token == 'y':
6610 if scanner.token == 'n':
6613 proutn(_("Please answer with \"y\" or \"n\": "))
6616 "Complain about unparseable input."
6619 prout(_("Beg your pardon, Captain?"))
6622 "Access to the internals for debugging."
6623 proutn("Reset levels? ")
6625 if game.energy < game.inenrg:
6626 game.energy = game.inenrg
6627 game.shield = game.inshld
6628 game.torps = game.intorps
6629 game.lsupres = game.inlsr
6630 proutn("Reset damage? ")
6632 for i in range(NDEVICES):
6633 if game.damage[i] > 0.0:
6634 game.damage[i] = 0.0
6635 proutn("Toggle debug flag? ")
6637 game.idebug = not game.idebug
6639 prout("Debug output ON")
6641 prout("Debug output OFF")
6642 proutn("Cause selective damage? ")
6644 for i in range(NDEVICES):
6645 proutn("Kill %s?" % device[i])
6647 key = scanner.nexttok()
6648 if key == "IHALPHA" and scanner.sees("y"):
6649 game.damage[i] = 10.0
6650 proutn("Examine/change events? ")
6655 FSNOVA: "Supernova ",
6658 FBATTAK: "Base Attack ",
6659 FCDBAS: "Base Destroy ",
6660 FSCMOVE: "SC Move ",
6661 FSCDBAS: "SC Base Destroy ",
6662 FDSPROB: "Probe Move ",
6663 FDISTR: "Distress Call ",
6664 FENSLV: "Enslavement ",
6665 FREPRO: "Klingon Build ",
6667 for i in range(1, NEVENTS):
6670 proutn("%.2f" % (scheduled(i)-game.state.date))
6671 if i in {FENSLV, FREPRO}:
6673 proutn(" in %s" % ev.quadrant)
6678 key = scanner.nexttok()
6682 elif key == "IHREAL":
6683 ev = schedule(i, scanner.real)
6684 if i in {FENSLV, FREPRO}:
6686 proutn("In quadrant- ")
6687 key = scanner.nexttok()
6688 # "IHEOL" says to leave coordinates as they are
6691 prout("Event %d canceled, no x coordinate." % (i))
6694 w.i = int(round(scanner.real))
6695 key = scanner.nexttok()
6697 prout("Event %d canceled, no y coordinate." % (i))
6700 w.j = int(round(scanner.real))
6703 proutn("Induce supernova here? ")
6705 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6708 if __name__ == '__main__':
6710 #global line, thing, game
6716 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6717 if os.getenv("TERM"):
6718 game.options |= OPTION_CURSES
6720 game.options |= OPTION_TTY
6721 seed = int(time.time())
6722 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6724 for (switch, val) in options:
6726 # pylint: disable=raise-missing-from
6728 replayfp = open(val, "r")
6730 sys.stderr.write("sst: can't open replay file %s\n" % val)
6732 # pylint: disable=raise-missing-from
6734 line = replayfp.readline().strip()
6735 (leader, __, seed) = line.split()
6736 # pylint: disable=eval-used
6738 line = replayfp.readline().strip()
6739 arguments += line.split()[2:]
6742 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6744 game.options |= OPTION_TTY
6745 game.options &=~ OPTION_CURSES
6746 elif switch == '-s':
6748 elif switch == '-t':
6749 game.options |= OPTION_TTY
6750 game.options &=~ OPTION_CURSES
6751 elif switch == '-x':
6753 elif switch == '-c': # Enable curses debugging - undocumented
6755 elif switch == '-V':
6756 print("SST2K", version)
6759 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6761 # where to save the input in case of bugs
6762 if "TMPDIR" in os.environ:
6763 tmpdir = os.environ['TMPDIR']
6767 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6769 sys.stderr.write("sst: warning, can't open logfile\n")
6772 logfp.write("# seed %s\n" % seed)
6773 logfp.write("# options %s\n" % " ".join(arguments))
6774 logfp.write("# SST2K version %s\n" % version)
6775 logfp.write("# recorded by %s@%s on %s\n" % \
6776 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6778 scanner = sstscanner()
6779 for arg in arguments:
6783 while True: # Play a game
6784 setwnd(fullscreen_window)
6790 game.alldone = False
6798 if game.tourn and game.alldone:
6799 proutn(_("Do you want your score recorded?"))
6805 proutn(_("Do you want to play again? "))
6809 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6813 except KeyboardInterrupt: