3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
15 import getopt, socket, locale
17 # This import only works on Unixes. The intention is to enable
18 # Ctrl-P, Ctrl-N, and friends in Cmd.
24 # Prevent lossage under Python 3
33 docpath = (".", "doc/", "/usr/share/doc/sst/")
36 return gettext.gettext(st)
38 GALSIZE = 8 # Galaxy size in quadrants
39 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
40 MAXUNINHAB = 10 # Maximum uninhabited worlds
41 QUADSIZE = 10 # Quadrant size in sectors
42 BASEMIN = 2 # Minimum starbases
43 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
44 MAXKLGAME = 127 # Maximum Klingons per game
45 MAXKLQUAD = 9 # Maximum Klingons per quadrant
46 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
47 FOREVER = 1e30 # Time for the indefinite future
48 MAXBURST = 3 # Max # of torps you can launch in one turn
49 MINCMDR = 10 # Minimum number of Klingon commanders
50 DOCKFAC = 0.25 # Repair faster when docked
51 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
53 ALGERON = 2311 # Date of the Treaty of Algeron
74 class TrekError(Exception):
77 class JumpOut(Exception):
81 def __init__(self, x=None, y=None):
84 def valid_quadrant(self):
85 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
86 def valid_sector(self):
87 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
89 self.i = self.j = None
91 return self.i != None and self.j != None
92 def __eq__(self, other):
93 return other != None and self.i == other.i and self.j == other.j
94 def __ne__(self, other):
95 return other is None or self.i != other.i or self.j != other.j
96 def __add__(self, other):
97 return Coord(self.i+other.i, self.j+other.j)
98 def __sub__(self, other):
99 return Coord(self.i-other.i, self.j-other.j)
100 def __mul__(self, other):
101 return Coord(self.i*other, self.j*other)
102 def __rmul__(self, other):
103 return Coord(self.i*other, self.j*other)
104 def __div__(self, other):
105 return Coord(self.i/other, self.j/other)
106 def __mod__(self, other):
107 return Coord(self.i % other, self.j % other)
108 def __rdiv__(self, other):
109 return Coord(self.i/other, self.j/other)
110 def roundtogrid(self):
111 return Coord(int(round(self.i)), int(round(self.j)))
112 def distance(self, other=None):
115 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
117 return 1.90985*math.atan2(self.j, self.i)
123 s.i = self.i / abs(self.i)
127 s.j = self.j / abs(self.j)
130 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
131 return self.roundtogrid() / QUADSIZE
133 return self.roundtogrid() % QUADSIZE
136 s.i = self.i + randrange(-1, 2)
137 s.j = self.j + randrange(-1, 2)
140 if self.i is None or self.j is None:
142 return "%s - %s" % (self.i+1, self.j+1)
146 "Do not anger the Space Thingy!"
153 return (q.i, q.j) == (self.i, self.j)
157 self.name = None # string-valued if inhabited
158 self.quadrant = Coord() # quadrant located
159 self.pclass = None # could be ""M", "N", "O", or "destroyed"
160 self.crystals = "absent"# could be "mined", "present", "absent"
161 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
162 self.inhabited = False # is it inhabited?
170 self.starbase = False
173 self.supernova = False
175 self.status = "secure" # Could be "secure", "distressed", "enslaved"
180 self.starbase = False
183 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
185 def fill2d(size, fillfun):
186 "Fill an empty list in 2D."
188 for i in range(size):
190 for j in range(size):
191 lst[i].append(fillfun(i, j))
196 self.snap = False # snapshot taken
197 self.crew = 0 # crew complement
198 self.remkl = 0 # remaining klingons
199 self.nscrem = 0 # remaining super commanders
200 self.starkl = 0 # destroyed stars
201 self.basekl = 0 # destroyed bases
202 self.nromrem = 0 # Romulans remaining
203 self.nplankl = 0 # destroyed uninhabited planets
204 self.nworldkl = 0 # destroyed inhabited planets
205 self.planets = [] # Planet information
206 self.date = 0.0 # stardate
207 self.remres = 0 # remaining resources
208 self.remtime = 0 # remaining time
209 self.baseq = [] # Base quadrant coordinates
210 self.kcmdr = [] # Commander quadrant coordinates
211 self.kscmdr = Coord() # Supercommander quadrant coordinates
213 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
215 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
219 self.date = None # A real number
220 self.quadrant = None # A coord structure
223 OPTION_ALL = 0xffffffff
224 OPTION_TTY = 0x00000001 # old interface
225 OPTION_CURSES = 0x00000002 # new interface
226 OPTION_IOMODES = 0x00000003 # cover both interfaces
227 OPTION_PLANETS = 0x00000004 # planets and mining
228 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
229 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
230 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
231 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
232 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
233 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
234 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
235 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
236 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
237 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
238 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
239 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
240 OPTION_PLAIN = 0x01000000 # user chose plain game
241 OPTION_ALMY = 0x02000000 # user chose Almy variant
242 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
262 NDEVICES = 17 # Number of devices
272 return (game.damage[dev] != 0.0)
274 return not damaged(DRADIO) or game.condition=="docked"
276 # Define future events
277 FSPY = 0 # Spy event happens always (no future[] entry)
278 # can cause SC to tractor beam Enterprise
279 FSNOVA = 1 # Supernova
280 FTBEAM = 2 # Commander tractor beams Enterprise
281 FSNAP = 3 # Snapshot for time warp
282 FBATTAK = 4 # Commander attacks base
283 FCDBAS = 5 # Commander destroys base
284 FSCMOVE = 6 # Supercommander moves (might attack base)
285 FSCDBAS = 7 # Supercommander destroys base
286 FDSPROB = 8 # Move deep space probe
287 FDISTR = 9 # Emit distress call from an inhabited world
288 FENSLV = 10 # Inhabited word is enslaved */
289 FREPRO = 11 # Klingons build a ship in an enslaved system
292 # Abstract out the event handling -- underlying data structures will change
293 # when we implement stateful events
294 def findevent(evtype):
295 return game.future[evtype]
298 def __init__(self, etype=None, loc=None, power=None):
300 self.location = Coord()
305 self.power = power # enemy energy level
306 game.enemies.append(self)
308 motion = (loc != self.location)
309 if self.location.i is not None and self.location.j is not None:
312 game.quad[self.location.i][self.location.j] = '#'
314 game.quad[self.location.i][self.location.j] = '.'
316 self.location = copy.copy(loc)
317 game.quad[self.location.i][self.location.j] = self.type
318 self.kdist = self.kavgd = (game.sector - loc).distance()
320 self.location = Coord()
321 self.kdist = self.kavgd = None
322 game.enemies.remove(self)
325 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
329 self.options = None # Game options
330 self.state = Snapshot() # A snapshot structure
331 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
332 self.quad = None # contents of our quadrant
333 self.damage = [0.0] * NDEVICES # damage encountered
334 self.future = [] # future events
338 self.future.append(Event())
339 self.passwd = None # Self Destruct password
341 self.quadrant = None # where we are in the large
342 self.sector = None # where we are in the small
343 self.tholian = None # Tholian enemy object
344 self.base = None # position of base in current quadrant
345 self.battle = None # base coordinates being attacked
346 self.plnet = None # location of planet in quadrant
347 self.gamewon = False # Finished!
348 self.ididit = False # action taken -- allows enemy to attack
349 self.alive = False # we are alive (not killed)
350 self.justin = False # just entered quadrant
351 self.shldup = False # shields are up
352 self.shldchg = False # shield is changing (affects efficiency)
353 self.iscate = False # super commander is here
354 self.ientesc = False # attempted escape from supercommander
355 self.resting = False # rest time
356 self.icraft = False # Kirk in Galileo
357 self.landed = False # party on planet (true), on ship (false)
358 self.alldone = False # game is now finished
359 self.neutz = False # Romulan Neutral Zone
360 self.isarmed = False # probe is armed
361 self.inorbit = False # orbiting a planet
362 self.imine = False # mining
363 self.icrystl = False # dilithium crystals aboard
364 self.iseenit = False # seen base attack report
365 self.thawed = False # thawed game
366 self.condition = None # "green", "yellow", "red", "docked", "dead"
367 self.iscraft = None # "onship", "offship", "removed"
368 self.skill = None # Player skill level
369 self.inkling = 0 # initial number of klingons
370 self.inbase = 0 # initial number of bases
371 self.incom = 0 # initial number of commanders
372 self.inscom = 0 # initial number of commanders
373 self.inrom = 0 # initial number of commanders
374 self.instar = 0 # initial stars
375 self.intorps = 0 # initial/max torpedoes
376 self.torps = 0 # number of torpedoes
377 self.ship = 0 # ship type -- 'E' is Enterprise
378 self.abandoned = 0 # count of crew abandoned in space
379 self.length = 0 # length of game
380 self.klhere = 0 # klingons here
381 self.casual = 0 # causalties
382 self.nhelp = 0 # calls for help
383 self.nkinks = 0 # count of energy-barrier crossings
384 self.iplnet = None # planet # in quadrant
385 self.inplan = 0 # initial planets
386 self.irhere = 0 # Romulans in quadrant
387 self.isatb = 0 # =2 if super commander is attacking base
388 self.tourn = None # tournament number
389 self.nprobes = 0 # number of probes available
390 self.inresor = 0.0 # initial resources
391 self.intime = 0.0 # initial time
392 self.inenrg = 0.0 # initial/max energy
393 self.inshld = 0.0 # initial/max shield
394 self.inlsr = 0.0 # initial life support resources
395 self.indate = 0.0 # initial date
396 self.energy = 0.0 # energy level
397 self.shield = 0.0 # shield level
398 self.warpfac = 0.0 # warp speed
399 self.lsupres = 0.0 # life support reserves
400 self.optime = 0.0 # time taken by current operation
401 self.damfac = 0.0 # damage factor
402 self.lastchart = 0.0 # time star chart was last updated
403 self.cryprob = 0.0 # probability that crystal will work
404 self.probe = None # object holding probe course info
405 self.height = 0.0 # height of orbit around planet
406 self.score = 0.0 # overall score
407 self.perdate = 0.0 # rate of kills
408 self.idebug = False # Debugging instrumentation enabled?
409 self.statekscmdr = None # No SuperCommander coordinates yet.
410 self.brigcapacity = 400 # Enterprise brig capacity
411 self.brigfree = 400 # How many klingons can we put in the brig?
412 self.kcaptured = 0 # Total Klingons captured, for scoring.
413 self.iscloaked = False # Cloaking device on?
414 self.ncviol = 0 # Algreon treaty violations
415 self.isviolreported = False # We have been warned
417 # Stas thinks this should be (C expression):
418 # game.state.remkl + len(game.state.kcmdr) > 0 ?
419 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
420 # He says the existing expression is prone to divide-by-zero errors
421 # after killing the last klingon when score is shown -- perhaps also
422 # if the only remaining klingon is SCOM.
423 self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
425 "Are there Klingons remaining?"
426 return self.state.remkl + len(self.state.kcmdr) + self.state.nscrem
453 return random.random() < p
455 def randrange(*args):
456 return random.randrange(*args)
461 v *= args[0] # from [0, args[0])
463 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
466 # Code from ai.c begins here
469 "Would this quadrant welcome another Klingon?"
470 return iq.valid_quadrant() and \
471 not game.state.galaxy[iq.i][iq.j].supernova and \
472 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
474 def tryexit(enemy, look, irun):
475 "A bad guy attempts to bug out."
477 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
478 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
479 if not welcoming(iq):
481 if enemy.type == 'R':
482 return False # Romulans cannot escape!
484 # avoid intruding on another commander's territory
485 if enemy.type == 'C':
486 if iq in game.state.kcmdr:
488 # refuse to leave if currently attacking starbase
489 if game.battle == game.quadrant:
491 # don't leave if over 1000 units of energy
492 if enemy.power > 1000.0:
494 oldloc = copy.copy(enemy.location)
495 # handle local matters related to escape
498 if game.condition != "docked":
500 # Handle global matters related to escape
501 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
502 game.state.galaxy[iq.i][iq.j].klingons += 1
503 if enemy.type == 'S':
507 schedule(FSCMOVE, 0.2777)
509 game.state.kscmdr = iq
511 for cmdr in game.state.kcmdr:
512 if cmdr == game.quadrant:
513 game.state.kcmdr.append(iq)
515 # report move out of quadrant.
516 return [(True, enemy, oldloc, iq)]
518 # The bad-guy movement algorithm:
520 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
521 # If both are operating full strength, force is 1000. If both are damaged,
522 # force is -1000. Having shields down subtracts an additional 1000.
524 # 2. Enemy has forces equal to the energy of the attacker plus
525 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
526 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
528 # Attacker Initial energy levels (nominal):
529 # Klingon Romulan Commander Super-Commander
530 # Novice 400 700 1200
532 # Good 450 800 1300 1750
533 # Expert 475 850 1350 1875
534 # Emeritus 500 900 1400 2000
535 # VARIANCE 75 200 200 200
537 # Enemy vessels only move prior to their attack. In Novice - Good games
538 # only commanders move. In Expert games, all enemy vessels move if there
539 # is a commander present. In Emeritus games all enemy vessels move.
541 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
542 # forces are 1000 greater than Enterprise.
544 # Agressive action on average cuts the distance between the ship and
545 # the enemy to 1/4 the original.
547 # 4. At lower energy advantage, movement units are proportional to the
548 # advantage with a 650 advantage being to hold ground, 800 to move forward
549 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
551 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
552 # retreat, especially at high skill levels.
554 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
556 def movebaddy(enemy):
557 "Tactical movement for the bad guys."
561 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
562 if game.skill >= SKILL_EXPERT:
563 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
565 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
566 old_dist = enemy.kdist
567 mdist = int(old_dist + 0.5) # Nearest integer distance
568 # If SC, check with spy to see if should hi-tail it
569 if enemy.type == 'S' and \
570 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
574 # decide whether to advance, retreat, or hold position
575 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
577 forces += 1000 # Good for enemy if shield is down!
578 if not damaged(DPHASER) or not damaged(DPHOTON):
579 if damaged(DPHASER): # phasers damaged
582 forces -= 0.2*(game.energy - 2500.0)
583 if damaged(DPHOTON): # photon torpedoes damaged
586 forces -= 50.0*game.torps
588 # phasers and photon tubes both out!
591 if forces <= 1000.0 and game.condition != "docked": # Typical situation
592 motion = ((forces + randreal(200))/150.0) - 5.0
594 if forces > 1000.0: # Very strong -- move in for kill
595 motion = (1.0 - randreal())**2 * old_dist + 1.0
596 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
597 motion -= game.skill*(2.0-randreal()**2)
599 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
600 # don't move if no motion
603 # Limit motion according to skill
604 if abs(motion) > game.skill:
609 # calculate preferred number of steps
610 nsteps = abs(int(motion))
611 if motion > 0 and nsteps > mdist:
612 nsteps = mdist # don't overshoot
613 if nsteps > QUADSIZE:
614 nsteps = QUADSIZE # This shouldn't be necessary
616 nsteps = 1 # This shouldn't be necessary
618 proutn("NSTEPS = %d:" % nsteps)
619 # Compute preferred values of delta X and Y
620 m = game.sector - enemy.location
621 if 2.0 * abs(m.i) < abs(m.j):
623 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
625 m = (motion * m).sgn()
626 goto = enemy.location
628 for ll in range(nsteps):
630 proutn(" %d" % (ll+1))
631 # Check if preferred position available
642 attempts = 0 # Settle mysterious hang problem
643 while attempts < 20 and not success:
645 if look.i < 0 or look.i >= QUADSIZE:
647 return tryexit(enemy, look, irun)
648 if krawli == m.i or m.j == 0:
650 look.i = goto.i + krawli
652 elif look.j < 0 or look.j >= QUADSIZE:
654 return tryexit(enemy, look, irun)
655 if krawlj == m.j or m.i == 0:
657 look.j = goto.j + krawlj
659 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
660 # See if enemy should ram ship
661 if game.quad[look.i][look.j] == game.ship and \
662 (enemy.type == 'C' or enemy.type == 'S'):
663 collision(rammed=True, enemy=enemy)
665 if krawli != m.i and m.j != 0:
666 look.i = goto.i + krawli
668 elif krawlj != m.j and m.i != 0:
669 look.j = goto.j + krawlj
672 break # we have failed
683 # Enemy moved, but is still in sector
684 return [(False, enemy, old_dist, goto)]
687 "Sequence Klingon tactical movement."
690 # Figure out which Klingon is the commander (or Supercommander)
693 if game.quadrant in game.state.kcmdr:
694 for enemy in game.enemies:
695 if enemy.type == 'C':
696 tacmoves += movebaddy(enemy)
697 if game.state.kscmdr == game.quadrant:
698 for enemy in game.enemies:
699 if enemy.type == 'S':
700 tacmoves += movebaddy(enemy)
702 # If skill level is high, move other Klingons and Romulans too!
703 # Move these last so they can base their actions on what the
705 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
706 for enemy in game.enemies:
707 if enemy.type in ('K', 'R'):
708 tacmoves += movebaddy(enemy)
711 def movescom(iq, avoid):
712 "Commander movement helper."
713 # Avoid quadrants with bases if we want to avoid Enterprise
714 if not welcoming(iq) or (avoid and iq in game.state.baseq):
716 if game.justin and not game.iscate:
719 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
720 game.state.kscmdr = iq
721 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
722 if game.state.kscmdr == game.quadrant:
723 # SC has scooted, remove him from current quadrant
728 for enemy in game.enemies:
729 if enemy.type == 'S':
732 if game.condition != "docked":
735 # check for a helpful planet
736 for i in range(game.inplan):
737 if game.state.planets[i].quadrant == game.state.kscmdr and \
738 game.state.planets[i].crystals == "present":
740 game.state.planets[i].pclass = "destroyed"
741 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
744 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
745 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
746 prout(_(" by the Super-commander.\""))
748 return True # looks good!
750 def supercommander():
751 "Move the Super Commander."
758 prout("== SUPERCOMMANDER")
759 # Decide on being active or passive
760 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
761 (game.state.date-game.indate) < 3.0)
762 if not game.iscate and avoid:
763 # compute move away from Enterprise
764 idelta = game.state.kscmdr-game.quadrant
765 if idelta.distance() > 2.0:
767 idelta.i = game.state.kscmdr.j-game.quadrant.j
768 idelta.j = game.quadrant.i-game.state.kscmdr.i
770 # compute distances to starbases
771 if not game.state.baseq:
775 sc = game.state.kscmdr
776 for (i, base) in enumerate(game.state.baseq):
777 basetbl.append((i, (base - sc).distance()))
778 if game.state.baseq > 1:
779 basetbl.sort(key=lambda x: x[1])
780 # look for nearest base without a commander, no Enterprise, and
781 # without too many Klingons, and not already under attack.
782 ifindit = iwhichb = 0
783 for (i2, base) in enumerate(game.state.baseq):
784 i = basetbl[i2][0] # bug in original had it not finding nearest
785 if base == game.quadrant or base == game.battle or not welcoming(base):
787 # if there is a commander, and no other base is appropriate,
788 # we will take the one with the commander
789 for cmdr in game.state.kcmdr:
790 if base == cmdr and ifindit != 2:
794 else: # no commander -- use this one
799 return # Nothing suitable -- wait until next time
800 ibq = game.state.baseq[iwhichb]
801 # decide how to move toward base
802 idelta = ibq - game.state.kscmdr
803 # Maximum movement is 1 quadrant in either or both axes
804 idelta = idelta.sgn()
805 # try moving in both x and y directions
806 # there was what looked like a bug in the Almy C code here,
807 # but it might be this translation is just wrong.
808 iq = game.state.kscmdr + idelta
809 if not movescom(iq, avoid):
810 # failed -- try some other maneuvers
811 if idelta.i == 0 or idelta.j == 0:
814 iq.j = game.state.kscmdr.j + 1
815 if not movescom(iq, avoid):
816 iq.j = game.state.kscmdr.j - 1
819 iq.i = game.state.kscmdr.i + 1
820 if not movescom(iq, avoid):
821 iq.i = game.state.kscmdr.i - 1
824 # try moving just in x or y
825 iq.j = game.state.kscmdr.j
826 if not movescom(iq, avoid):
827 iq.j = game.state.kscmdr.j + idelta.j
828 iq.i = game.state.kscmdr.i
831 if len(game.state.baseq) == 0:
834 for ibq in game.state.baseq:
835 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
838 return # no, don't attack base!
841 schedule(FSCDBAS, randreal(1.0, 3.0))
842 if is_scheduled(FCDBAS):
843 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
844 if not communicating():
848 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
850 prout(_(" reports that it is under attack from the Klingon Super-commander."))
851 proutn(_(" It can survive until stardate %d.\"") \
852 % int(scheduled(FSCDBAS)))
855 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
859 game.optime = 0.0 # actually finished
861 # Check for intelligence report
862 if not game.idebug and \
864 (not communicating()) or \
865 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
868 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
869 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
874 if not game.tholian or game.justin:
877 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
880 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
883 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
886 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
890 # something is wrong!
891 game.tholian.move(None)
892 prout("***Internal error: Tholian in a bad spot.")
894 # do nothing if we are blocked
895 if game.quad[tid.i][tid.j] not in ('.', '#'):
897 here = copy.copy(game.tholian.location)
898 delta = (tid - game.tholian.location).sgn()
900 while here.i != tid.i:
902 if game.quad[here.i][here.j] == '.':
903 game.tholian.move(here)
905 while here.j != tid.j:
907 if game.quad[here.i][here.j] == '.':
908 game.tholian.move(here)
909 # check to see if all holes plugged
910 for i in range(QUADSIZE):
911 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
913 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
915 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
917 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
919 # All plugged up -- Tholian splits
920 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
922 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
923 game.tholian.move(None)
926 # Code from battle.c begins here
929 "Change cloaking-device status."
931 prout(_("Ye Faerie Queene hath no cloaking device."));
934 key = scanner.nexttok()
941 if scanner.sees("on"):
943 prout(_("The cloaking device has already been switched on."))
946 elif scanner.sees("off"):
947 if not game.iscloaked:
948 prout(_("The cloaking device has already been switched off."))
955 if not game.iscloaked:
956 proutn(_("Switch cloaking device on? "))
961 proutn(_("Switch cloaking device off? "))
968 if action == "CLOFF":
969 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
970 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
973 prout("Engineer Scott- \"Aye, Sir.\"");
974 game.iscloaked = False;
975 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
976 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
978 game.isviolreported = True
980 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
985 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
988 if game.condition == "docked":
989 prout(_("You cannot cloak while docked."))
991 if game.state.date >= ALGERON and not game.isviolreported:
992 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
993 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
994 proutn(_(" are you sure this is wise? "))
997 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
999 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1000 game.iscloaked = True
1002 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1003 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1005 game.isviolreported = True
1007 def doshield(shraise):
1008 "Change shield status."
1014 key = scanner.nexttok()
1015 if key == "IHALPHA":
1016 if scanner.sees("transfer"):
1019 if damaged(DSHIELD):
1020 prout(_("Shields damaged and down."))
1022 if scanner.sees("up"):
1024 elif scanner.sees("down"):
1026 if action == "NONE":
1027 proutn(_("Do you wish to change shield energy? "))
1030 elif damaged(DSHIELD):
1031 prout(_("Shields damaged and down."))
1034 proutn(_("Shields are up. Do you want them down? "))
1041 proutn(_("Shields are down. Do you want them up? "))
1047 if action == "SHUP": # raise shields
1049 prout(_("Shields already up."))
1053 if game.condition != "docked":
1055 prout(_("Shields raised."))
1056 if game.energy <= 0:
1058 prout(_("Shields raising uses up last of energy."))
1063 elif action == "SHDN":
1065 prout(_("Shields already down."))
1069 prout(_("Shields lowered."))
1072 elif action == "NRG":
1073 while scanner.nexttok() != "IHREAL":
1075 proutn(_("Energy to transfer to shields- "))
1080 if nrg > game.energy:
1081 prout(_("Insufficient ship energy."))
1084 if game.shield+nrg >= game.inshld:
1085 prout(_("Shield energy maximized."))
1086 if game.shield+nrg > game.inshld:
1087 prout(_("Excess energy requested returned to ship energy"))
1088 game.energy -= game.inshld-game.shield
1089 game.shield = game.inshld
1091 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1092 # Prevent shield drain loophole
1094 prout(_("Engineering to bridge--"))
1095 prout(_(" Scott here. Power circuit problem, Captain."))
1096 prout(_(" I can't drain the shields."))
1099 if game.shield+nrg < 0:
1100 prout(_("All shield energy transferred to ship."))
1101 game.energy += game.shield
1104 proutn(_("Scotty- \""))
1106 prout(_("Transferring energy to shields.\""))
1108 prout(_("Draining energy from shields.\""))
1114 "Choose a device to damage, at random."
1116 105, # DSRSENS: short range scanners 10.5%
1117 105, # DLRSENS: long range scanners 10.5%
1118 120, # DPHASER: phasers 12.0%
1119 120, # DPHOTON: photon torpedoes 12.0%
1120 25, # DLIFSUP: life support 2.5%
1121 65, # DWARPEN: warp drive 6.5%
1122 70, # DIMPULS: impulse engines 6.5%
1123 145, # DSHIELD: deflector shields 14.5%
1124 30, # DRADIO: subspace radio 3.0%
1125 45, # DSHUTTL: shuttle 4.5%
1126 15, # DCOMPTR: computer 1.5%
1127 20, # NAVCOMP: navigation system 2.0%
1128 75, # DTRANSP: transporter 7.5%
1129 20, # DSHCTRL: high-speed shield controller 2.0%
1130 10, # DDRAY: death ray 1.0%
1131 30, # DDSP: deep-space probes 3.0%
1132 0, # DCLOAK: the cloaking device 0.0
1134 assert(sum(weights) == 1000)
1135 idx = randrange(1000)
1137 for (i, w) in enumerate(weights):
1141 return None # we should never get here
1143 def collision(rammed, enemy):
1144 "Collision handling for rammong events."
1145 prouts(_("***RED ALERT! RED ALERT!"))
1147 prout(_("***COLLISION IMMINENT."))
1151 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1153 proutn(_(" rammed by "))
1156 proutn(crmena(False, enemy.type, "sector", enemy.location))
1158 proutn(_(" (original position)"))
1160 deadkl(enemy.location, enemy.type, game.sector)
1161 proutn("***" + crmshp() + " heavily damaged.")
1162 icas = randrange(10, 30)
1163 prout(_("***Sickbay reports %d casualties") % icas)
1165 game.state.crew -= icas
1166 # In the pre-SST2K version, all devices got equiprobably damaged,
1167 # which was silly. Instead, pick up to half the devices at
1168 # random according to our weighting table,
1169 ncrits = randrange(NDEVICES/2)
1173 if game.damage[dev] < 0:
1175 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1176 # Damage for at least time of travel!
1177 game.damage[dev] += game.optime + extradm
1179 prout(_("***Shields are down."))
1180 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1187 def torpedo(origin, bearing, dispersion, number, nburst):
1188 "Let a photon torpedo fly"
1189 if not damaged(DSRSENS) or game.condition == "docked":
1190 setwnd(srscan_window)
1192 setwnd(message_window)
1193 ac = bearing + 0.25*dispersion # dispersion is a random variable
1194 bullseye = (15.0 - bearing)*0.5235988
1195 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1196 bumpto = Coord(0, 0)
1197 # Loop to move a single torpedo
1198 setwnd(message_window)
1199 for step in range(1, QUADSIZE*2):
1200 if not track.nexttok():
1203 if not w.valid_sector():
1205 iquad = game.quad[w.i][w.j]
1206 tracktorpedo(w, step, number, nburst, iquad)
1210 setwnd(message_window)
1211 if not damaged(DSRSENS) or game.condition == "docked":
1212 skip(1) # start new line after text track
1213 if iquad in ('E', 'F'): # Hit our ship
1215 prout(_("Torpedo hits %s.") % crmshp())
1216 hit = 700.0 + randreal(100) - \
1217 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1218 newcnd() # we're blown out of dock
1219 if game.landed or game.condition == "docked":
1220 return hit # Cheat if on a planet
1221 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1222 # is 143 degrees, which is almost exactly 4.8 clockface units
1223 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1224 displacement.nexttok()
1225 bumpto = displacement.sector()
1226 if not bumpto.valid_sector():
1228 if game.quad[bumpto.i][bumpto.j] == ' ':
1231 if game.quad[bumpto.i][bumpto.j] != '.':
1232 # can't move into object
1234 game.sector = bumpto
1236 game.quad[w.i][w.j] = '.'
1237 game.quad[bumpto.i][bumpto.j] = iquad
1238 prout(_(" displaced by blast to Sector %s ") % bumpto)
1239 for enemy in game.enemies:
1240 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1243 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1245 if iquad in ('C', 'S') and withprob(0.05):
1246 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1247 prout(_(" torpedo neutralized."))
1249 for enemy in game.enemies:
1250 if w == enemy.location:
1251 kp = math.fabs(enemy.power)
1252 h1 = 700.0 + randrange(100) - \
1253 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1261 if enemy.power == 0:
1264 proutn(crmena(True, iquad, "sector", w))
1265 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1266 displacement.nexttok()
1267 bumpto = displacement.sector()
1268 if not bumpto.valid_sector():
1269 prout(_(" damaged but not destroyed."))
1271 if game.quad[bumpto.i][bumpto.j] == ' ':
1272 prout(_(" buffeted into black hole."))
1273 deadkl(w, iquad, bumpto)
1274 if game.quad[bumpto.i][bumpto.j] != '.':
1275 prout(_(" damaged but not destroyed."))
1277 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1278 enemy.location = bumpto
1279 game.quad[w.i][w.j] = '.'
1280 game.quad[bumpto.i][bumpto.j] = iquad
1281 for enemy in game.enemies:
1282 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1286 prout("Internal error, no enemy where expected!")
1289 elif iquad == 'B': # Hit a base
1291 prout(_("***STARBASE DESTROYED.."))
1292 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1293 game.quad[w.i][w.j] = '.'
1294 game.base.invalidate()
1295 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1296 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1297 game.state.basekl += 1
1300 elif iquad == 'P': # Hit a planet
1301 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1302 game.state.nplankl += 1
1303 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1304 game.iplnet.pclass = "destroyed"
1306 game.plnet.invalidate()
1307 game.quad[w.i][w.j] = '.'
1309 # captain perishes on planet
1312 elif iquad == '@': # Hit an inhabited world -- very bad!
1313 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1314 game.state.nworldkl += 1
1315 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1316 game.iplnet.pclass = "destroyed"
1318 game.plnet.invalidate()
1319 game.quad[w.i][w.j] = '.'
1321 # captain perishes on planet
1323 prout(_("The torpedo destroyed an inhabited planet."))
1325 elif iquad == '*': # Hit a star
1329 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1331 elif iquad == '?': # Hit a thingy
1332 if not (game.options & OPTION_THINGY) or withprob(0.3):
1334 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1336 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1338 proutn(_("Mr. Spock-"))
1339 prouts(_(" \"Fascinating!\""))
1343 # Stas Sergeev added the possibility that
1344 # you can shove the Thingy and piss it off.
1345 # It then becomes an enemy and may fire at you.
1348 elif iquad == ' ': # Black hole
1350 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1352 elif iquad == '#': # hit the web
1354 prout(_("***Torpedo absorbed by Tholian web."))
1356 elif iquad == 'T': # Hit a Tholian
1357 h1 = 700.0 + randrange(100) - \
1358 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1361 game.quad[w.i][w.j] = '.'
1366 proutn(crmena(True, 'T', "sector", w))
1368 prout(_(" survives photon blast."))
1370 prout(_(" disappears."))
1371 game.tholian.move(None)
1372 game.quad[w.i][w.j] = '#'
1377 proutn("Don't know how to handle torpedo collision with ")
1378 proutn(crmena(True, iquad, "sector", w))
1383 setwnd(message_window)
1384 prout(_("Torpedo missed."))
1388 "Critical-hit resolution."
1389 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1391 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1392 proutn(_("***CRITICAL HIT--"))
1393 # Select devices and cause damage
1398 # Cheat to prevent shuttle damage unless on ship
1399 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1402 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1403 game.damage[j] += extradm
1406 for (i, j) in enumerate(cdam):
1408 if skipcount % 3 == 2 and i < len(cdam)-1:
1413 prout(_(" damaged."))
1414 if damaged(DSHIELD) and game.shldup:
1415 prout(_("***Shields knocked down."))
1417 if damaged(DCLOAK) and game.iscloaked:
1418 prout(_("***Cloaking device rendered inoperative."))
1419 game.iscloaked = False
1421 def attack(torps_ok):
1422 # bad guy attacks us
1423 # torps_ok == False forces use of phasers in an attack
1426 # game could be over at this point, check
1436 prout("=== ATTACK!")
1437 # Tholian gets to move before attacking
1440 # if you have just entered the RNZ, you'll get a warning
1441 if game.neutz: # The one chance not to be attacked
1444 # commanders get a chance to tac-move towards you
1445 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:
1446 for (bugout, enemy, old, goto) in moveklings():
1448 # we know about this if either short or long range
1449 # sensors are working
1450 if damaged(DSRSENS) and damaged(DLRSENS) \
1451 and game.condition != "docked":
1452 prout(crmena(True, enemy.type, "sector", old) + \
1453 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1454 else: # Enemy still in-sector
1455 if enemy.move(goto):
1456 if not damaged(DSRSENS) or game.condition == "docked":
1457 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1458 if enemy.kdist < old:
1459 proutn(_(" advances to "))
1461 proutn(_(" retreats to "))
1462 prout("Sector %s." % goto)
1464 # if no enemies remain after movement, we're done
1465 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1467 # set up partial hits if attack happens during shield status change
1468 pfac = 1.0/game.inshld
1470 chgfac = 0.25 + randreal(0.5)
1472 # message verbosity control
1473 if game.skill <= SKILL_FAIR:
1475 for enemy in game.enemies:
1477 continue # too weak to attack
1478 # compute hit strength and diminish shield power
1480 # Increase chance of photon torpedos if docked or enemy energy is low
1481 if game.condition == "docked":
1483 if enemy.power < 500:
1485 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1487 # different enemies have different probabilities of throwing a torp
1488 usephasers = not torps_ok or \
1489 (enemy.type == 'K' and r > 0.0005) or \
1490 (enemy.type == 'C' and r > 0.015) or \
1491 (enemy.type == 'R' and r > 0.3) or \
1492 (enemy.type == 'S' and r > 0.07) or \
1493 (enemy.type == '?' and r > 0.05)
1494 if usephasers: # Enemy uses phasers
1495 if game.condition == "docked":
1496 continue # Don't waste the effort!
1497 attempt = True # Attempt to attack
1498 dustfac = randreal(0.8, 0.85)
1499 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1501 else: # Enemy uses photon torpedo
1502 # We should be able to make the bearing() method work here
1503 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1505 proutn(_("***TORPEDO INCOMING"))
1506 if not damaged(DSRSENS):
1507 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1510 dispersion = (randreal()+randreal())*0.5 - 0.5
1511 dispersion += 0.002*enemy.power*dispersion
1512 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1513 if game.unwon() == 0:
1514 finish(FWON) # Klingons did themselves in!
1515 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1516 return # Supernova or finished
1519 # incoming phaser or torpedo, shields may dissipate it
1520 if game.shldup or game.shldchg or game.condition == "docked":
1521 # shields will take hits
1522 propor = pfac * game.shield
1523 if game.condition == "docked":
1527 hitsh = propor*chgfac*hit+1.0
1529 if absorb > game.shield:
1530 absorb = game.shield
1531 game.shield -= absorb
1533 # taking a hit blasts us out of a starbase dock
1534 if game.condition == "docked":
1536 # but the shields may take care of it
1537 if propor > 0.1 and hit < 0.005*game.energy:
1539 # hit from this opponent got through shields, so take damage
1541 proutn(_("%d unit hit") % int(hit))
1542 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1543 proutn(_(" on the ") + crmshp())
1544 if not damaged(DSRSENS) and usephasers:
1545 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1547 # Decide if hit is critical
1553 if game.energy <= 0:
1554 # Returning home upon your shield, not with it...
1557 if not attempt and game.condition == "docked":
1558 prout(_("***Enemies decide against attacking your ship."))
1559 percent = 100.0*pfac*game.shield+0.5
1561 # Shields fully protect ship
1562 proutn(_("Enemy attack reduces shield strength to "))
1564 # Emit message if starship suffered hit(s)
1566 proutn(_("Energy left %2d shields ") % int(game.energy))
1569 elif not damaged(DSHIELD):
1572 proutn(_("damaged, "))
1573 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1574 # Check if anyone was hurt
1575 if hitmax >= 200 or hittot >= 500:
1576 icas = randrange(int(hittot * 0.015))
1579 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1580 prout(_(" in that last attack.\""))
1582 game.state.crew -= icas
1583 # After attack, reset average distance to enemies
1584 for enemy in game.enemies:
1585 enemy.kavgd = enemy.kdist
1589 def deadkl(w, etype, mv):
1590 "Kill a Klingon, Tholian, Romulan, or Thingy."
1591 # Added mv to allow enemy to "move" before dying
1592 proutn(crmena(True, etype, "sector", mv))
1593 # Decide what kind of enemy it is and update appropriately
1595 # Chalk up a Romulan
1596 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1598 game.state.nromrem -= 1
1607 # Killed some type of Klingon
1608 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1611 game.state.kcmdr.remove(game.quadrant)
1613 if game.state.kcmdr:
1614 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1615 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1618 game.state.remkl -= 1
1620 game.state.nscrem -= 1
1621 game.state.kscmdr.invalidate()
1626 # For each kind of enemy, finish message to player
1627 prout(_(" destroyed."))
1628 if game.unwon() == 0:
1631 # Remove enemy ship from arrays describing local conditions
1632 for e in game.enemies:
1639 "Return None if target is invalid, otherwise return a course angle."
1640 if not w.valid_sector():
1644 # C code this was translated from is wacky -- why the sign reversal?
1645 delta.j = (w.j - game.sector.j)
1646 delta.i = (game.sector.i - w.i)
1647 if delta == Coord(0, 0):
1649 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1650 prout(_(" I recommend an immediate review of"))
1651 prout(_(" the Captain's psychological profile.\""))
1654 return delta.bearing()
1657 "Launch photon torpedo salvo."
1660 if damaged(DPHOTON):
1661 prout(_("Photon tubes damaged."))
1665 prout(_("No torpedoes left."))
1668 # First, get torpedo count
1671 if scanner.token == "IHALPHA":
1674 elif scanner.token == "IHEOL" or not scanner.waiting():
1675 prout(_("%d torpedoes left.") % game.torps)
1677 proutn(_("Number of torpedoes to fire- "))
1678 continue # Go back around to get a number
1679 else: # key == "IHREAL"
1681 if n <= 0: # abort command
1686 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1689 scanner.chew() # User requested more torps than available
1690 continue # Go back around
1691 break # All is good, go to next stage
1695 key = scanner.nexttok()
1696 if i == 0 and key == "IHEOL":
1697 break # no coordinate waiting, we will try prompting
1698 if i == 1 and key == "IHEOL":
1699 # direct all torpedoes at one target
1701 target.append(target[0])
1702 tcourse.append(tcourse[0])
1705 scanner.push(scanner.token)
1706 target.append(scanner.getcoord())
1707 if target[-1] is None:
1709 tcourse.append(targetcheck(target[-1]))
1710 if tcourse[-1] is None:
1713 if len(target) == 0:
1714 # prompt for each one
1716 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1718 target.append(scanner.getcoord())
1719 if target[-1] is None:
1721 tcourse.append(targetcheck(target[-1]))
1722 if tcourse[-1] is None:
1725 # Loop for moving <n> torpedoes
1727 if game.condition != "docked":
1729 dispersion = (randreal()+randreal())*0.5 -0.5
1730 if math.fabs(dispersion) >= 0.47:
1732 dispersion *= randreal(1.2, 2.2)
1734 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1736 prouts(_("***TORPEDO MISFIRES."))
1739 prout(_(" Remainder of burst aborted."))
1741 prout(_("***Photon tubes damaged by misfire."))
1742 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1746 elif game.shldup or game.condition == "docked":
1747 dispersion *= 1.0 + 0.0001*game.shield
1748 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1749 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1755 "Check for phasers overheating."
1757 checkburn = (rpow-1500.0)*0.00038
1758 if withprob(checkburn):
1759 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1760 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1762 def checkshctrl(rpow):
1763 "Check shield control."
1766 prout(_("Shields lowered."))
1768 # Something bad has happened
1769 prouts(_("***RED ALERT! RED ALERT!"))
1771 hit = rpow*game.shield/game.inshld
1772 game.energy -= rpow+hit*0.8
1773 game.shield -= hit*0.2
1774 if game.energy <= 0.0:
1775 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1780 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1782 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1783 icas = randrange(int(hit*0.012))
1788 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1789 prout(_(" %d casualties so far.\"") % icas)
1791 game.state.crew -= icas
1793 prout(_("Phaser energy dispersed by shields."))
1794 prout(_("Enemy unaffected."))
1799 "Register a phaser hit on Klingons and Romulans."
1806 dustfac = randreal(0.9, 1.0)
1807 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1808 kpini = game.enemies[kk].power
1809 kp = math.fabs(kpini)
1810 if PHASEFAC*hit < kp:
1812 if game.enemies[kk].power < 0:
1813 game.enemies[kk].power -= -kp
1815 game.enemies[kk].power -= kp
1816 kpow = game.enemies[kk].power
1817 w = game.enemies[kk].location
1819 if not damaged(DSRSENS):
1821 proutn(_("%d unit hit on ") % int(hit))
1823 proutn(_("Very small hit on "))
1824 ienm = game.quad[w.i][w.j]
1827 proutn(crmena(False, ienm, "sector", w))
1835 kk -= 1 # don't do the increment
1837 else: # decide whether or not to emasculate klingon
1838 if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1839 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1840 prout(_(" has just lost its firepower.\""))
1841 game.enemies[kk].power = -kpow
1846 "Fire phasers at bad guys."
1850 irec = 0 # Cheating inhibitor
1859 # SR sensors and Computer are needed for automode
1860 if damaged(DSRSENS) or damaged(DCOMPTR):
1862 if game.condition == "docked":
1863 prout(_("Phasers can't be fired through base shields."))
1866 if damaged(DPHASER):
1867 prout(_("Phaser control damaged."))
1871 if damaged(DSHCTRL):
1872 prout(_("High speed shield control damaged."))
1875 if game.energy <= 200.0:
1876 prout(_("Insufficient energy to activate high-speed shield control."))
1879 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1881 # Original code so convoluted, I re-did it all
1882 # (That was Tom Almy talking about the C code, I think -- ESR)
1883 while automode == "NOTSET":
1884 key = scanner.nexttok()
1885 if key == "IHALPHA":
1886 if scanner.sees("manual"):
1887 if len(game.enemies)==0:
1888 prout(_("There is no enemy present to select."))
1891 automode = "AUTOMATIC"
1894 key = scanner.nexttok()
1895 elif scanner.sees("automatic"):
1896 if (not itarg) and len(game.enemies) != 0:
1897 automode = "FORCEMAN"
1899 if len(game.enemies)==0:
1900 prout(_("Energy will be expended into space."))
1901 automode = "AUTOMATIC"
1902 key = scanner.nexttok()
1903 elif scanner.sees("no"):
1908 elif key == "IHREAL":
1909 if len(game.enemies)==0:
1910 prout(_("Energy will be expended into space."))
1911 automode = "AUTOMATIC"
1913 automode = "FORCEMAN"
1915 automode = "AUTOMATIC"
1918 if len(game.enemies)==0:
1919 prout(_("Energy will be expended into space."))
1920 automode = "AUTOMATIC"
1922 automode = "FORCEMAN"
1924 proutn(_("Manual or automatic? "))
1929 if automode == "AUTOMATIC":
1930 if key == "IHALPHA" and scanner.sees("no"):
1932 key = scanner.nexttok()
1933 if key != "IHREAL" and len(game.enemies) != 0:
1934 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1939 for i in range(len(game.enemies)):
1940 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1942 proutn(_("%d units required. ") % irec)
1944 proutn(_("Units to fire= "))
1945 key = scanner.nexttok()
1950 proutn(_("Energy available= %.2f") % avail)
1953 if not rpow > avail:
1959 key = scanner.nexttok()
1960 if key == "IHALPHA" and scanner.sees("no"):
1963 game.energy -= 200 # Go and do it!
1964 if checkshctrl(rpow):
1969 if len(game.enemies):
1972 for i in range(len(game.enemies)):
1976 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1977 over = randreal(1.01, 1.06) * hits[i]
1979 powrem -= hits[i] + over
1980 if powrem <= 0 and temp < hits[i]:
1989 if extra > 0 and not game.alldone:
1991 proutn(_("*** Tholian web absorbs "))
1992 if len(game.enemies)>0:
1993 proutn(_("excess "))
1994 prout(_("phaser energy."))
1996 prout(_("%d expended on empty space.") % int(extra))
1997 elif automode == "FORCEMAN":
2000 if damaged(DCOMPTR):
2001 prout(_("Battle computer damaged, manual fire only."))
2004 prouts(_("---WORKING---"))
2006 prout(_("Short-range-sensors-damaged"))
2007 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2008 prout(_("Manual-fire-must-be-used"))
2010 elif automode == "MANUAL":
2012 for k in range(len(game.enemies)):
2013 aim = game.enemies[k].location
2014 ienm = game.quad[aim.i][aim.j]
2016 proutn(_("Energy available= %.2f") % (avail-0.006))
2020 if damaged(DSRSENS) and \
2021 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2022 prout(cramen(ienm) + _(" can't be located without short range scan."))
2025 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2030 if itarg and k > kz:
2031 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2034 if not damaged(DCOMPTR):
2039 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2040 key = scanner.nexttok()
2041 if key == "IHALPHA" and scanner.sees("no"):
2043 key = scanner.nexttok()
2045 if key == "IHALPHA":
2049 if k == 1: # Let me say I'm baffled by this
2052 if scanner.real < 0:
2056 hits[k] = scanner.real
2057 rpow += scanner.real
2058 # If total requested is too much, inform and start over
2060 prout(_("Available energy exceeded -- try again."))
2063 key = scanner.nexttok() # scan for next value
2066 # zero energy -- abort
2069 if key == "IHALPHA" and scanner.sees("no"):
2074 game.energy -= 200.0
2075 if checkshctrl(rpow):
2079 # Say shield raised or malfunction, if necessary
2086 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2087 prouts(_(" CLICK CLICK POP . . ."))
2088 prout(_(" No response, sir!"))
2091 prout(_("Shields raised."))
2098 game.ididit = False # Nothing if we fail
2101 # Make sure there is room in the brig */
2102 if game.brigfree == 0:
2103 prout(_("Security reports the brig is already full."))
2107 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2110 if damaged(DTRANSP):
2111 prout(_("Scotty- \"Transporter damaged, sir.\""))
2114 # find out if there are any at all
2116 prout(_("Uhura- \"Getting no response, sir.\""))
2119 # if there is more than one Klingon, find out which one */
2120 # Cruddy, just takes one at random. Should ask the captain.
2121 # Nah, just select the weakest one since it is most likely to
2122 # surrender (Tom Almy mod)
2123 klingons = [e for e in game.enemies if e.type == 'K']
2124 weakest = sorted(klingons, key=lambda e: e.power)[0]
2125 game.optime = 0.05 # This action will take some time
2126 game.ididit = True # So any others can strike back
2128 # check out that Klingon
2129 # The algorithm isn't that great and could use some more
2130 # intelligent design
2131 # x = 300 + 25*skill;
2132 x = game.energy / (weakest.power * len(klingons))
2133 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2134 # % (game.energy, weakest.power, len(klingons)))
2135 x *= 2.5 # would originally have been equivalent of 1.4,
2136 # but we want command to work more often, more humanely */
2137 #prout(_("Prob = %.4f" % x))
2138 # x = 100; // For testing, of course!
2139 if x < randreal(100):
2140 # guess what, he surrendered!!! */
2141 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2144 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2145 if i > game.brigfree:
2146 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
2149 prout(_("%d captives taken") % i)
2150 deadkl(weakest.location, weakest.type, game.sector)
2155 # big surprise, he refuses to surrender */
2156 prout(_("Fat chance, captain!"))
2158 # Code from events.c begins here.
2160 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2161 # event of each type active at any given time. Mostly these means we can
2162 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2163 # BSD Trek, from which we swiped the idea, can have up to 5.
2165 def unschedule(evtype):
2166 "Remove an event from the schedule."
2167 game.future[evtype].date = FOREVER
2168 return game.future[evtype]
2170 def is_scheduled(evtype):
2171 "Is an event of specified type scheduled."
2172 return game.future[evtype].date != FOREVER
2174 def scheduled(evtype):
2175 "When will this event happen?"
2176 return game.future[evtype].date
2178 def schedule(evtype, offset):
2179 "Schedule an event of specified type."
2180 game.future[evtype].date = game.state.date + offset
2181 return game.future[evtype]
2183 def postpone(evtype, offset):
2184 "Postpone a scheduled event."
2185 game.future[evtype].date += offset
2188 "Rest period is interrupted by event."
2191 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2193 game.resting = False
2199 "Run through the event queue looking for things to do."
2201 fintim = game.state.date + game.optime
2210 def tractorbeam(yank):
2211 "Tractor-beaming cases merge here."
2213 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2215 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2216 # If Kirk & Co. screwing around on planet, handle
2217 atover(True) # atover(true) is Grab
2220 if game.icraft: # Caught in Galileo?
2223 # Check to see if shuttle is aboard
2224 if game.iscraft == "offship":
2227 prout(_("Galileo, left on the planet surface, is captured"))
2228 prout(_("by aliens and made into a flying McDonald's."))
2229 game.damage[DSHUTTL] = -10
2230 game.iscraft = "removed"
2232 prout(_("Galileo, left on the planet surface, is well hidden."))
2234 game.quadrant = game.state.kscmdr
2236 game.quadrant = game.state.kcmdr[i]
2237 game.sector = randplace(QUADSIZE)
2238 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2239 % (game.quadrant, game.sector))
2241 prout(_("(Remainder of rest/repair period cancelled.)"))
2242 game.resting = False
2244 if not damaged(DSHIELD) and game.shield > 0:
2245 doshield(shraise=True) # raise shields
2246 game.shldchg = False
2248 prout(_("(Shields not currently useable.)"))
2250 # Adjust finish time to time of tractor beaming?
2251 # fintim = game.state.date+game.optime
2252 attack(torps_ok=False)
2253 if not game.state.kcmdr:
2256 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2259 "Code merges here for any commander destroying a starbase."
2260 # Not perfect, but will have to do
2261 # Handle case where base is in same quadrant as starship
2262 if game.battle == game.quadrant:
2263 game.state.chart[game.battle.i][game.battle.j].starbase = False
2264 game.quad[game.base.i][game.base.j] = '.'
2265 game.base.invalidate()
2268 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2269 elif game.state.baseq and communicating():
2270 # Get word via subspace radio
2273 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2274 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2276 prout(_("the Klingon Super-Commander"))
2278 prout(_("a Klingon Commander"))
2279 game.state.chart[game.battle.i][game.battle.j].starbase = False
2280 # Remove Starbase from galaxy
2281 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2282 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2284 # reinstate a commander's base attack
2288 game.battle.invalidate()
2290 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2291 for i in range(1, NEVENTS):
2292 if i == FSNOVA: proutn("=== Supernova ")
2293 elif i == FTBEAM: proutn("=== T Beam ")
2294 elif i == FSNAP: proutn("=== Snapshot ")
2295 elif i == FBATTAK: proutn("=== Base Attack ")
2296 elif i == FCDBAS: proutn("=== Base Destroy ")
2297 elif i == FSCMOVE: proutn("=== SC Move ")
2298 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2299 elif i == FDSPROB: proutn("=== Probe Move ")
2300 elif i == FDISTR: proutn("=== Distress Call ")
2301 elif i == FENSLV: proutn("=== Enslavement ")
2302 elif i == FREPRO: proutn("=== Klingon Build ")
2304 prout("%.2f" % (scheduled(i)))
2307 radio_was_broken = damaged(DRADIO)
2310 # Select earliest extraneous event, evcode==0 if no events
2315 for l in range(1, NEVENTS):
2316 if game.future[l].date < datemin:
2319 prout("== Event %d fires" % evcode)
2320 datemin = game.future[l].date
2321 xtime = datemin-game.state.date
2323 game.energy -= xtime*500.0
2324 if game.energy <= 0:
2327 game.state.date = datemin
2328 # Decrement Federation resources and recompute remaining time
2329 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2331 if game.state.remtime <= 0:
2334 # Any crew left alive?
2335 if game.state.crew <= 0:
2338 # Is life support adequate?
2339 if damaged(DLIFSUP) and game.condition != "docked":
2340 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2343 game.lsupres -= xtime
2344 if game.damage[DLIFSUP] <= xtime:
2345 game.lsupres = game.inlsr
2348 if game.condition == "docked":
2350 # Don't fix Deathray here
2351 for l in range(NDEVICES):
2352 if game.damage[l] > 0.0 and l != DDRAY:
2353 if game.damage[l]-repair > 0.0:
2354 game.damage[l] -= repair
2356 game.damage[l] = 0.0
2357 # If radio repaired, update star chart and attack reports
2358 if radio_was_broken and not damaged(DRADIO):
2359 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2360 prout(_(" surveillance reports are coming in."))
2362 if not game.iseenit:
2366 prout(_(" The star chart is now up to date.\""))
2368 # Cause extraneous event EVCODE to occur
2369 game.optime -= xtime
2370 if evcode == FSNOVA: # Supernova
2373 schedule(FSNOVA, expran(0.5*game.intime))
2374 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2376 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2377 if game.state.nscrem == 0 or game.iscloaked or \
2378 ictbeam or istract or \
2379 game.condition == "docked" or game.isatb == 1 or game.iscate:
2381 if game.ientesc or \
2382 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2383 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2384 (damaged(DSHIELD) and \
2385 (game.energy < 2500 or damaged(DPHASER)) and \
2386 (game.torps < 5 or damaged(DPHOTON))):
2388 istract = ictbeam = True
2389 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2392 elif evcode == FTBEAM: # Tractor beam
2393 if not game.state.kcmdr:
2396 i = randrange(len(game.state.kcmdr))
2397 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2398 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2399 # Drats! Have to reschedule
2401 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2405 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2406 game.snapsht = copy.deepcopy(game.state)
2407 game.state.snap = True
2408 schedule(FSNAP, expran(0.5 * game.intime))
2409 elif evcode == FBATTAK: # Commander attacks starbase
2410 if not game.state.kcmdr or not game.state.baseq:
2415 ibq = None # Force battle location to persist past loop
2417 for ibq in game.state.baseq:
2418 for cmdr in game.state.kcmdr:
2419 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2421 # no match found -- try later
2422 schedule(FBATTAK, expran(0.3*game.intime))
2427 # commander + starbase combination found -- launch attack
2429 schedule(FCDBAS, randreal(1.0, 4.0))
2430 if game.isatb: # extra time if SC already attacking
2431 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2432 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2433 game.iseenit = False
2434 if not communicating():
2435 continue # No warning :-(
2439 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2440 prout(_(" reports that it is under attack and that it can"))
2441 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2444 elif evcode == FSCDBAS: # Supercommander destroys base
2447 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2448 continue # WAS RETURN!
2450 game.battle = game.state.kscmdr
2452 elif evcode == FCDBAS: # Commander succeeds in destroying base
2453 if evcode == FCDBAS:
2455 if not game.state.baseq() \
2456 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2457 game.battle.invalidate()
2459 # find the lucky pair
2460 for cmdr in game.state.kcmdr:
2461 if cmdr == game.battle:
2464 # No action to take after all
2467 elif evcode == FSCMOVE: # Supercommander moves
2468 schedule(FSCMOVE, 0.2777)
2469 if not game.ientesc and not istract and game.isatb != 1 and \
2470 (not game.iscate or not game.justin):
2472 elif evcode == FDSPROB: # Move deep space probe
2473 schedule(FDSPROB, 0.01)
2474 if not game.probe.nexttok():
2475 if not game.probe.quadrant().valid_quadrant() or \
2476 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2477 # Left galaxy or ran into supernova
2481 proutn(_("Lt. Uhura- \"The deep space probe "))
2482 if not game.probe.quadrant().valid_quadrant():
2483 prout(_("has left the galaxy.\""))
2485 prout(_("is no longer transmitting.\""))
2491 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2492 pquad = game.probe.quadrant()
2493 pdest = game.state.galaxy[pquad.i][pquad.j]
2495 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2496 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2497 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2498 pdest.charted = True
2499 game.probe.moves -= 1 # One less to travel
2500 if game.probe.arrived() and game.isarmed and pdest.stars:
2501 supernova(game.probe) # fire in the hole!
2503 if game.state.galaxy[pquad.i][pquad.j].supernova:
2505 elif evcode == FDISTR: # inhabited system issues distress call
2507 # try a whole bunch of times to find something suitable
2508 for i in range(100):
2509 # need a quadrant which is not the current one,
2510 # which has some stars which are inhabited and
2511 # not already under attack, which is not
2512 # supernova'ed, and which has some Klingons in it
2513 w = randplace(GALSIZE)
2514 q = game.state.galaxy[w.i][w.j]
2515 if not (game.quadrant == w or q.planet is None or \
2516 not q.planet.inhabited or \
2517 q.supernova or q.status!="secure" or q.klingons<=0):
2520 # can't seem to find one; ignore this call
2522 prout("=== Couldn't find location for distress event.")
2524 # got one!! Schedule its enslavement
2525 ev = schedule(FENSLV, expran(game.intime))
2527 q.status = "distressed"
2528 # tell the captain about it if we can
2530 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2531 % (q.planet, repr(w)))
2532 prout(_("by a Klingon invasion fleet."))
2535 elif evcode == FENSLV: # starsystem is enslaved
2536 ev = unschedule(FENSLV)
2537 # see if current distress call still active
2538 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2542 q.status = "enslaved"
2544 # play stork and schedule the first baby
2545 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2546 ev2.quadrant = ev.quadrant
2548 # report the disaster if we can
2550 prout(_("Uhura- We've lost contact with starsystem %s") % \
2552 prout(_("in Quadrant %s.\n") % ev.quadrant)
2553 elif evcode == FREPRO: # Klingon reproduces
2554 # If we ever switch to a real event queue, we'll need to
2555 # explicitly retrieve and restore the x and y.
2556 ev = schedule(FREPRO, expran(1.0 * game.intime))
2557 # see if current distress call still active
2558 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2562 if game.state.remkl >= MAXKLGAME:
2563 continue # full right now
2564 # reproduce one Klingon
2567 if game.klhere >= MAXKLQUAD:
2569 # this quadrant not ok, pick an adjacent one
2570 for m.i in range(w.i - 1, w.i + 2):
2571 for m.j in range(w.j - 1, w.j + 2):
2572 if not m.valid_quadrant():
2574 q = game.state.galaxy[m.i][m.j]
2575 # check for this quad ok (not full & no snova)
2576 if q.klingons >= MAXKLQUAD or q.supernova:
2579 # search for eligible quadrant failed
2584 game.state.remkl += 1
2586 if game.quadrant == w:
2588 game.enemies.append(newkling())
2589 # recompute time left
2592 if game.quadrant == w:
2593 prout(_("Spock- sensors indicate the Klingons have"))
2594 prout(_("launched a warship from %s.") % q.planet)
2596 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2597 if q.planet != None:
2598 proutn(_("near %s ") % q.planet)
2599 prout(_("in Quadrant %s.") % w)
2605 key = scanner.nexttok()
2608 proutn(_("How long? "))
2613 origTime = delay = scanner.real
2616 if delay >= game.state.remtime or len(game.enemies) != 0:
2617 proutn(_("Are you sure? "))
2620 # Alternate resting periods (events) with attacks
2624 game.resting = False
2625 if not game.resting:
2626 prout(_("%d stardates left.") % int(game.state.remtime))
2628 temp = game.optime = delay
2629 if len(game.enemies):
2630 rtime = randreal(1.0, 2.0)
2634 if game.optime < delay:
2635 attack(torps_ok=False)
2643 # Repair Deathray if long rest at starbase
2644 if origTime-delay >= 9.99 and game.condition == "docked":
2645 game.damage[DDRAY] = 0.0
2646 # leave if quadrant supernovas
2647 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2649 game.resting = False
2654 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2655 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2657 # Wow! We've supernova'ed
2658 supernova(game.quadrant)
2660 # handle initial nova
2661 game.quad[nov.i][nov.j] = '.'
2662 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2663 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2664 game.state.starkl += 1
2665 # Set up queue to recursively trigger adjacent stars
2671 for offset.i in range(-1, 1+1):
2672 for offset.j in range(-1, 1+1):
2673 if offset.j == 0 and offset.i == 0:
2675 neighbor = start + offset
2676 if not neighbor.valid_sector():
2678 iquad = game.quad[neighbor.i][neighbor.j]
2679 # Empty space ends reaction
2680 if iquad in ('.', '?', ' ', 'T', '#'):
2682 elif iquad == '*': # Affect another star
2684 # This star supernovas
2685 supernova(game.quadrant)
2688 hits.append(neighbor)
2689 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2690 game.state.starkl += 1
2691 proutn(crmena(True, '*', "sector", neighbor))
2693 game.quad[neighbor.i][neighbor.j] = '.'
2695 elif iquad in ('P', '@'): # Destroy planet
2696 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2698 game.state.nplankl += 1
2700 game.state.nworldkl += 1
2701 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2702 game.iplnet.pclass = "destroyed"
2704 game.plnet.invalidate()
2708 game.quad[neighbor.i][neighbor.j] = '.'
2709 elif iquad == 'B': # Destroy base
2710 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2711 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2712 game.base.invalidate()
2713 game.state.basekl += 1
2715 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2716 game.quad[neighbor.i][neighbor.j] = '.'
2717 elif iquad in ('E', 'F'): # Buffet ship
2718 prout(_("***Starship buffeted by nova."))
2720 if game.shield >= 2000.0:
2721 game.shield -= 2000.0
2723 diff = 2000.0 - game.shield
2727 prout(_("***Shields knocked out."))
2728 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2730 game.energy -= 2000.0
2731 if game.energy <= 0:
2734 # add in course nova contributes to kicking starship
2735 bump += (game.sector-hits[-1]).sgn()
2736 elif iquad == 'K': # kill klingon
2737 deadkl(neighbor, iquad, neighbor)
2738 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2740 for ll in range(len(game.enemies)):
2741 if game.enemies[ll].location == neighbor:
2742 target = game.enemies[ll]
2744 if target is not None:
2745 target.power -= 800.0 # If firepower is lost, die
2746 if target.power <= 0.0:
2747 deadkl(neighbor, iquad, neighbor)
2748 continue # neighbor loop
2749 # Else enemy gets flung by the blast wave
2750 newc = neighbor + neighbor - hits[-1]
2751 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2752 if not newc.valid_sector():
2753 # can't leave quadrant
2756 iquad1 = game.quad[newc.i][newc.j]
2758 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2760 deadkl(neighbor, iquad, newc)
2763 # can't move into something else
2766 proutn(_(", buffeted to Sector %s") % newc)
2767 game.quad[neighbor.i][neighbor.j] = '.'
2768 game.quad[newc.i][newc.j] = iquad
2770 # Starship affected by nova -- kick it away.
2772 direc = ncourse[3*(bump.i+1)+bump.j+2]
2777 scourse = course(bearing=direc, distance=dist)
2778 game.optime = scourse.time(w=4)
2780 prout(_("Force of nova displaces starship."))
2781 imove(scourse, noattack=True)
2782 game.optime = scourse.time(w=4)
2786 "Star goes supernova."
2791 # Scheduled supernova -- select star at random.
2794 for nq.i in range(GALSIZE):
2795 for nq.j in range(GALSIZE):
2796 nstars += game.state.galaxy[nq.i][nq.j].stars
2798 return # nothing to supernova exists
2799 num = randrange(nstars) + 1
2800 for nq.i in range(GALSIZE):
2801 for nq.j in range(GALSIZE):
2802 num -= game.state.galaxy[nq.i][nq.j].stars
2808 proutn("=== Super nova here?")
2811 if not nq == game.quadrant or game.justin:
2812 # it isn't here, or we just entered (treat as enroute)
2815 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2816 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2819 # we are in the quadrant!
2820 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2821 for ns.i in range(QUADSIZE):
2822 for ns.j in range(QUADSIZE):
2823 if game.quad[ns.i][ns.j]=='*':
2830 prouts(_("***RED ALERT! RED ALERT!"))
2832 prout(_("***Incipient supernova detected at Sector %s") % ns)
2833 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2834 proutn(_("Emergency override attempts t"))
2835 prouts("***************")
2839 # destroy any Klingons in supernovaed quadrant
2840 kldead = game.state.galaxy[nq.i][nq.j].klingons
2841 game.state.galaxy[nq.i][nq.j].klingons = 0
2842 if nq == game.state.kscmdr:
2843 # did in the Supercommander!
2844 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2848 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2849 comkills = len(game.state.kcmdr) - len(survivors)
2850 game.state.kcmdr = survivors
2852 if not game.state.kcmdr:
2854 game.state.remkl -= kldead
2855 # destroy Romulans and planets in supernovaed quadrant
2856 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2857 game.state.galaxy[nq.i][nq.j].romulans = 0
2858 game.state.nromrem -= nrmdead
2860 for loop in range(game.inplan):
2861 if game.state.planets[loop].quadrant == nq:
2862 game.state.planets[loop].pclass = "destroyed"
2864 # Destroy any base in supernovaed quadrant
2865 game.state.baseq = [x for x in game.state.baseq if x != nq]
2866 # If starship caused supernova, tally up destruction
2868 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2869 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2870 game.state.nplankl += npdead
2871 # mark supernova in galaxy and in star chart
2872 if game.quadrant == nq or communicating():
2873 game.state.galaxy[nq.i][nq.j].supernova = True
2874 # If supernova destroys last Klingons give special message
2875 if game.unwon()==0 and not nq == game.quadrant:
2878 prout(_("Lucky you!"))
2879 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2882 # if some Klingons remain, continue or die in supernova
2887 # Code from finish.c ends here.
2890 "Self-destruct maneuver. Finish with a BANG!"
2892 if damaged(DCOMPTR):
2893 prout(_("Computer damaged; cannot execute destruct sequence."))
2895 prouts(_("---WORKING---")); skip(1)
2896 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2897 prouts(" 10"); skip(1)
2898 prouts(" 9"); skip(1)
2899 prouts(" 8"); skip(1)
2900 prouts(" 7"); skip(1)
2901 prouts(" 6"); skip(1)
2903 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2905 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2907 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2910 if game.passwd != scanner.token:
2911 prouts(_("PASSWORD-REJECTED;"))
2913 prouts(_("CONTINUITY-EFFECTED"))
2916 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2917 prouts(" 5"); skip(1)
2918 prouts(" 4"); skip(1)
2919 prouts(" 3"); skip(1)
2920 prouts(" 2"); skip(1)
2921 prouts(" 1"); skip(1)
2923 prouts(_("GOODBYE-CRUEL-WORLD"))
2931 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2935 if len(game.enemies) != 0:
2936 whammo = 25.0 * game.energy
2937 for l in range(len(game.enemies)):
2938 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2939 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2943 "Compute our rate of kils over time."
2944 elapsed = game.state.date - game.indate
2945 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2948 starting = (game.inkling + game.incom + game.inscom)
2949 remaining = game.unwon()
2950 return (starting - remaining)/elapsed
2954 badpt = 5.0*game.state.starkl + \
2956 10.0*game.state.nplankl + \
2957 300*game.state.nworldkl + \
2959 100.0*game.state.basekl +\
2960 3.0*game.abandoned +\
2962 if game.ship == 'F':
2964 elif game.ship is None:
2969 # end the game, with appropriate notifications
2973 prout(_("It is stardate %.1f.") % game.state.date)
2975 if ifin == FWON: # Game has been won
2976 if game.state.nromrem != 0:
2977 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2980 prout(_("You have smashed the Klingon invasion fleet and saved"))
2981 prout(_("the Federation."))
2982 if game.alive and game.brigcapacity-game.brigfree > 0:
2983 game.kcaptured += game.brigcapacity-game.brigfree
2984 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
2989 badpt = 0.0 # Close enough!
2990 # killsPerDate >= RateMax
2991 if game.state.date-game.indate < 5.0 or \
2992 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2994 prout(_("In fact, you have done so well that Starfleet Command"))
2995 if game.skill == SKILL_NOVICE:
2996 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2997 elif game.skill == SKILL_FAIR:
2998 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2999 elif game.skill == SKILL_GOOD:
3000 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3001 elif game.skill == SKILL_EXPERT:
3002 prout(_("promotes you to Commodore Emeritus."))
3004 prout(_("Now that you think you're really good, try playing"))
3005 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3006 elif game.skill == SKILL_EMERITUS:
3008 proutn(_("Computer- "))
3009 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3011 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3013 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3015 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3017 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3019 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3021 prout(_("Now you can retire and write your own Star Trek game!"))
3023 elif game.skill >= SKILL_EXPERT:
3024 if game.thawed and not game.idebug:
3025 prout(_("You cannot get a citation, so..."))
3027 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3031 # Only grant long life if alive (original didn't!)
3033 prout(_("LIVE LONG AND PROSPER."))
3038 elif ifin == FDEPLETE: # Federation Resources Depleted
3039 prout(_("Your time has run out and the Federation has been"))
3040 prout(_("conquered. Your starship is now Klingon property,"))
3041 prout(_("and you are put on trial as a war criminal. On the"))
3042 proutn(_("basis of your record, you are "))
3043 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3044 prout(_("acquitted."))
3046 prout(_("LIVE LONG AND PROSPER."))
3048 prout(_("found guilty and"))
3049 prout(_("sentenced to death by slow torture."))
3053 elif ifin == FLIFESUP:
3054 prout(_("Your life support reserves have run out, and"))
3055 prout(_("you die of thirst, starvation, and asphyxiation."))
3056 prout(_("Your starship is a derelict in space."))
3058 prout(_("Your energy supply is exhausted."))
3060 prout(_("Your starship is a derelict in space."))
3061 elif ifin == FBATTLE:
3062 prout(_("The %s has been destroyed in battle.") % crmshp())
3064 prout(_("Dulce et decorum est pro patria mori."))
3066 prout(_("You have made three attempts to cross the negative energy"))
3067 prout(_("barrier which surrounds the galaxy."))
3069 prout(_("Your navigation is abominable."))
3072 prout(_("Your starship has been destroyed by a nova."))
3073 prout(_("That was a great shot."))
3075 elif ifin == FSNOVAED:
3076 prout(_("The %s has been fried by a supernova.") % crmshp())
3077 prout(_("...Not even cinders remain..."))
3078 elif ifin == FABANDN:
3079 prout(_("You have been captured by the Klingons. If you still"))
3080 prout(_("had a starbase to be returned to, you would have been"))
3081 prout(_("repatriated and given another chance. Since you have"))
3082 prout(_("no starbases, you will be mercilessly tortured to death."))
3083 elif ifin == FDILITHIUM:
3084 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3085 elif ifin == FMATERIALIZE:
3086 prout(_("Starbase was unable to re-materialize your starship."))
3087 prout(_("Sic transit gloria mundi"))
3088 elif ifin == FPHASER:
3089 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3091 prout(_("You and your landing party have been"))
3092 prout(_("converted to energy, dissipating through space."))
3093 elif ifin == FMINING:
3094 prout(_("You are left with your landing party on"))
3095 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3097 prout(_("They are very fond of \"Captain Kirk\" soup."))
3099 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3100 elif ifin == FDPLANET:
3101 prout(_("You and your mining party perish."))
3103 prout(_("That was a great shot."))
3106 prout(_("The Galileo is instantly annihilated by the supernova."))
3107 prout(_("You and your mining party are atomized."))
3109 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3110 prout(_("joins the Romulans, wreaking terror on the Federation."))
3111 elif ifin == FPNOVA:
3112 prout(_("You and your mining party are atomized."))
3114 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3115 prout(_("joins the Romulans, wreaking terror on the Federation."))
3116 elif ifin == FSTRACTOR:
3117 prout(_("The shuttle craft Galileo is also caught,"))
3118 prout(_("and breaks up under the strain."))
3120 prout(_("Your debris is scattered for millions of miles."))
3121 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3123 prout(_("The mutants attack and kill Spock."))
3124 prout(_("Your ship is captured by Klingons, and"))
3125 prout(_("your crew is put on display in a Klingon zoo."))
3126 elif ifin == FTRIBBLE:
3127 prout(_("Tribbles consume all remaining water,"))
3128 prout(_("food, and oxygen on your ship."))
3130 prout(_("You die of thirst, starvation, and asphyxiation."))
3131 prout(_("Your starship is a derelict in space."))
3133 prout(_("Your ship is drawn to the center of the black hole."))
3134 prout(_("You are crushed into extremely dense matter."))
3135 elif ifin == FCLOAK:
3137 prout(_("You have violated the Treaty of Algeron."))
3138 prout(_("The Romulan Empire can never trust you again."))
3140 prout(_("Your last crew member has died."))
3141 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3142 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3143 prout(_("You may have missed some warning messages."))
3145 if game.ship == 'F':
3147 elif game.ship == 'E':
3150 if game.unwon() != 0:
3151 goodies = game.state.remres/game.inresor
3152 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3153 if goodies/baddies >= randreal(1.0, 1.5):
3154 prout(_("As a result of your actions, a treaty with the Klingon"))
3155 prout(_("Empire has been signed. The terms of the treaty are"))
3156 if goodies/baddies >= randreal(3.0):
3157 prout(_("favorable to the Federation."))
3159 prout(_("Congratulations!"))
3161 prout(_("highly unfavorable to the Federation."))
3163 prout(_("The Federation will be destroyed."))
3165 prout(_("Since you took the last Klingon with you, you are a"))
3166 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3167 prout(_("statue in your memory. Rest in peace, and try not"))
3168 prout(_("to think about pigeons."))
3171 scanner.chew() # Clean up leftovers
3174 "Compute player's score."
3175 timused = game.state.date - game.indate
3176 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3178 game.perdate = killrate()
3179 ithperd = 500*game.perdate + 0.5
3182 iwon = 100*game.skill
3183 if game.ship == 'E':
3185 elif game.ship == 'F':
3189 game.score = 10*(game.inkling - game.state.remkl) \
3190 + 50*(game.incom - len(game.state.kcmdr)) \
3192 + 20*(game.inrom - game.state.nromrem) \
3193 + 200*(game.inscom - game.state.nscrem) \
3194 - game.state.nromrem \
3195 + 3 * game.kcaptured \
3200 prout(_("Your score --"))
3201 if game.inrom - game.state.nromrem:
3202 prout(_("%6d Romulans destroyed %5d") %
3203 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3204 if game.state.nromrem and game.gamewon:
3205 prout(_("%6d Romulans captured %5d") %
3206 (game.state.nromrem, game.state.nromrem))
3207 if game.inkling - game.state.remkl:
3208 prout(_("%6d ordinary Klingons destroyed %5d") %
3209 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3210 if game.incom - len(game.state.kcmdr):
3211 prout(_("%6d Klingon commanders destroyed %5d") %
3212 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3214 prout(_("%d Klingons captured %5d") %
3215 (game.kcaptured, 3 * game.kcaptured))
3216 if game.inscom - game.state.nscrem:
3217 prout(_("%6d Super-Commander destroyed %5d") %
3218 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3220 prout(_("%6.2f Klingons per stardate %5d") %
3221 (game.perdate, ithperd))
3222 if game.state.starkl:
3223 prout(_("%6d stars destroyed by your action %5d") %
3224 (game.state.starkl, -5*game.state.starkl))
3225 if game.state.nplankl:
3226 prout(_("%6d planets destroyed by your action %5d") %
3227 (game.state.nplankl, -10*game.state.nplankl))
3228 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3229 prout(_("%6d inhabited planets destroyed by your action %5d") %
3230 (game.state.nworldkl, -300*game.state.nworldkl))
3231 if game.state.basekl:
3232 prout(_("%6d bases destroyed by your action %5d") %
3233 (game.state.basekl, -100*game.state.basekl))
3235 prout(_("%6d calls for help from starbase %5d") %
3236 (game.nhelp, -45*game.nhelp))
3238 prout(_("%6d casualties incurred %5d") %
3239 (game.casual, -game.casual))
3241 prout(_("%6d crew abandoned in space %5d") %
3242 (game.abandoned, -3*game.abandoned))
3244 prout(_("%6d ship(s) lost or destroyed %5d") %
3245 (klship, -100*klship))
3248 prout(_("1 Treaty of Algeron violation -100"))
3250 prout(_("%6d Treaty of Algeron violations %5d\n") %
3251 (ncviol, -100*ncviol))
3253 prout(_("Penalty for getting yourself killed -200"))
3255 proutn(_("Bonus for winning "))
3256 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3257 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3258 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3259 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3260 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3261 prout(" %5d" % iwon)
3263 prout(_("TOTAL SCORE %5d") % game.score)
3266 "Emit winner's commemmorative plaque."
3269 proutn(_("File or device name for your plaque: "))
3272 fp = open(winner, "w")
3275 prout(_("Invalid name."))
3277 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3279 # The 38 below must be 64 for 132-column paper
3280 nskip = 38 - len(winner)/2
3281 fp.write("\n\n\n\n")
3282 # --------DRAW ENTERPRISE PICTURE.
3283 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3284 fp.write(" EEE E : : : E\n" )
3285 fp.write(" EE EEE E : : NCC-1701 : E\n")
3286 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3287 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3288 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3289 fp.write(" EEEEEEE EEEEE E E E E\n")
3290 fp.write(" EEE E E E E\n")
3291 fp.write(" E E E E\n")
3292 fp.write(" EEEEEEEEEEEEE E E\n")
3293 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3294 fp.write(" :E : EEEE E\n")
3295 fp.write(" .-E -:----- E\n")
3296 fp.write(" :E : E\n")
3297 fp.write(" EE : EEEEEEEE\n")
3298 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3300 fp.write(_(" U. S. S. ENTERPRISE\n"))
3301 fp.write("\n\n\n\n")
3302 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3304 fp.write(_(" Starfleet Command bestows to you\n"))
3306 fp.write("%*s%s\n\n" % (nskip, "", winner))
3307 fp.write(_(" the rank of\n\n"))
3308 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3310 if game.skill == SKILL_EXPERT:
3311 fp.write(_(" Expert level\n\n"))
3312 elif game.skill == SKILL_EMERITUS:
3313 fp.write(_("Emeritus level\n\n"))
3315 fp.write(_(" Cheat level\n\n"))
3316 timestring = time.ctime()
3317 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3318 (timestring+4, timestring+20, timestring+11))
3319 fp.write(_(" Your score: %d\n\n") % game.score)
3320 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3323 # Code from io.c begins here
3325 rows = linecount = 0 # for paging
3328 fullscreen_window = None
3329 srscan_window = None # Short range scan
3330 report_window = None # Report legends for status window
3331 status_window = None # The status window itself
3332 lrscan_window = None # Long range scan
3333 message_window = None # Main window for scrolling text
3334 prompt_window = None # Prompt window at bottom of display
3339 # for some recent versions of python2, the following enables UTF8
3340 # for the older ones we probably need to set C locale, and python3
3341 # has no problems at all
3342 if sys.version_info[0] < 3:
3343 locale.setlocale(locale.LC_ALL, "")
3344 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3345 gettext.textdomain("sst")
3346 if not (game.options & OPTION_CURSES):
3347 ln_env = os.getenv("LINES")
3353 stdscr = curses.initscr()
3357 if game.options & OPTION_COLOR:
3358 curses.start_color()
3359 curses.use_default_colors()
3360 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3361 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3362 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3363 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3364 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3365 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3366 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3367 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3368 global fullscreen_window, srscan_window, report_window, status_window
3369 global lrscan_window, message_window, prompt_window
3370 (rows, _columns) = stdscr.getmaxyx()
3371 fullscreen_window = stdscr
3372 srscan_window = curses.newwin(12, 25, 0, 0)
3373 report_window = curses.newwin(11, 0, 1, 25)
3374 status_window = curses.newwin(10, 0, 1, 39)
3375 lrscan_window = curses.newwin(5, 0, 0, 64)
3376 message_window = curses.newwin(0, 0, 12, 0)
3377 prompt_window = curses.newwin(1, 0, rows-2, 0)
3378 message_window.scrollok(True)
3379 setwnd(fullscreen_window)
3383 if game.options & OPTION_CURSES:
3384 stdscr.keypad(False)
3390 "Wait for user action -- OK to do nothing if on a TTY"
3391 if game.options & OPTION_CURSES:
3396 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3400 if game.skill > SKILL_FAIR:
3401 prompt = _("[CONTINUE?]")
3403 prompt = _("[PRESS ENTER TO CONTINUE]")
3405 if game.options & OPTION_CURSES:
3407 setwnd(prompt_window)
3408 prompt_window.clear()
3409 prompt_window.addstr(prompt)
3410 prompt_window.getstr()
3411 prompt_window.clear()
3412 prompt_window.refresh()
3413 setwnd(message_window)
3416 sys.stdout.write('\n')
3420 sys.stdout.write('\n' * rows)
3424 "Skip i lines. Pause game if this would cause a scrolling event."
3425 for _dummy in range(i):
3426 if game.options & OPTION_CURSES:
3427 (y, _x) = curwnd.getyx()
3430 except curses.error:
3435 if rows and linecount >= rows:
3438 sys.stdout.write('\n')
3440 def proutn(proutntline):
3441 "Utter a line with no following line feed."
3442 if game.options & OPTION_CURSES:
3443 (y, x) = curwnd.getyx()
3444 (my, _mx) = curwnd.getmaxyx()
3445 if curwnd == message_window and y >= my - 2:
3448 # Uncomment this to debug curses problems
3450 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3451 curwnd.addstr(proutntline)
3454 sys.stdout.write(proutntline)
3457 def prout(proutline):
3461 def prouts(proutsline):
3463 for c in proutsline:
3464 if not replayfp or replayfp.closed: # Don't slow down replays
3467 if game.options & OPTION_CURSES:
3471 if not replayfp or replayfp.closed:
3475 "Get a line of input."
3476 if game.options & OPTION_CURSES:
3477 linein = curwnd.getstr() + "\n"
3480 if replayfp and not replayfp.closed:
3482 linein = replayfp.readline()
3485 prout("*** Replay finished")
3488 elif linein[0] != "#":
3492 linein = my_input() + "\n"
3501 "Change windows -- OK for this to be a no-op in tty mode."
3503 if game.options & OPTION_CURSES:
3504 # Uncomment this to debug curses problems
3506 if wnd == fullscreen_window:
3507 legend = "fullscreen"
3508 elif wnd == srscan_window:
3510 elif wnd == report_window:
3512 elif wnd == status_window:
3514 elif wnd == lrscan_window:
3516 elif wnd == message_window:
3518 elif wnd == prompt_window:
3522 logfp.write("#curses: setwnd(%s)\n" % legend)
3524 # Some curses implementations get confused when you try this.
3526 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3527 except curses.error:
3531 "Clear to end of line -- can be a no-op in tty mode"
3532 if game.options & OPTION_CURSES:
3537 "Clear screen -- can be a no-op in tty mode."
3539 if game.options & OPTION_CURSES:
3545 def textcolor(color=DEFAULT):
3546 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3547 if color == DEFAULT:
3549 elif color == BLACK:
3550 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3552 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3553 elif color == GREEN:
3554 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3556 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3558 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3559 elif color == MAGENTA:
3560 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3561 elif color == BROWN:
3562 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3563 elif color == LIGHTGRAY:
3564 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3565 elif color == DARKGRAY:
3566 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3567 elif color == LIGHTBLUE:
3568 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3569 elif color == LIGHTGREEN:
3570 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3571 elif color == LIGHTCYAN:
3572 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3573 elif color == LIGHTRED:
3574 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3575 elif color == LIGHTMAGENTA:
3576 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3577 elif color == YELLOW:
3578 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3579 elif color == WHITE:
3580 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3583 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3584 curwnd.attron(curses.A_REVERSE)
3587 # Things past this point have policy implications.
3591 "Hook to be called after moving to redraw maps."
3592 if game.options & OPTION_CURSES:
3595 setwnd(srscan_window)
3599 setwnd(status_window)
3600 status_window.clear()
3601 status_window.move(0, 0)
3602 setwnd(report_window)
3603 report_window.clear()
3604 report_window.move(0, 0)
3606 setwnd(lrscan_window)
3607 lrscan_window.clear()
3608 lrscan_window.move(0, 0)
3609 lrscan(silent=False)
3611 def put_srscan_sym(w, sym):
3612 "Emit symbol for short-range scan."
3613 srscan_window.move(w.i+1, w.j*2+2)
3614 srscan_window.addch(sym)
3615 srscan_window.refresh()
3618 "Enemy fall down, go boom."
3619 if game.options & OPTION_CURSES:
3621 setwnd(srscan_window)
3622 srscan_window.attron(curses.A_REVERSE)
3623 put_srscan_sym(w, game.quad[w.i][w.j])
3627 srscan_window.attroff(curses.A_REVERSE)
3628 put_srscan_sym(w, game.quad[w.i][w.j])
3629 curses.delay_output(500)
3630 setwnd(message_window)
3633 "Sound and visual effects for teleportation."
3634 if game.options & OPTION_CURSES:
3636 setwnd(message_window)
3638 prouts(" . . . . . ")
3639 if game.options & OPTION_CURSES:
3640 #curses.delay_output(1000)
3644 def tracktorpedo(w, step, i, n, iquad):
3645 "Torpedo-track animation."
3646 if not game.options & OPTION_CURSES:
3650 proutn(_("Track for torpedo number %d- ") % (i+1))
3653 proutn(_("Torpedo track- "))
3654 elif step==4 or step==9:
3658 if not damaged(DSRSENS) or game.condition=="docked":
3659 if i != 0 and step == 1:
3662 if (iquad=='.') or (iquad==' '):
3663 put_srscan_sym(w, '+')
3667 put_srscan_sym(w, iquad)
3669 curwnd.attron(curses.A_REVERSE)
3670 put_srscan_sym(w, iquad)
3674 curwnd.attroff(curses.A_REVERSE)
3675 put_srscan_sym(w, iquad)
3680 "Display the current galaxy chart."
3681 if game.options & OPTION_CURSES:
3682 setwnd(message_window)
3683 message_window.clear()
3685 if game.options & OPTION_TTY:
3690 def prstat(txt, data):
3692 if game.options & OPTION_CURSES:
3694 setwnd(status_window)
3696 proutn(" " * (NSYM - len(txt)))
3699 if game.options & OPTION_CURSES:
3700 setwnd(report_window)
3702 # Code from moving.c begins here
3704 def imove(icourse=None, noattack=False):
3705 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3708 def newquadrant(noattack):
3709 # Leaving quadrant -- allow final enemy attack
3710 # Don't set up attack if being pushed by nova or cloaked
3711 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3713 for enemy in game.enemies:
3714 finald = (w - enemy.location).distance()
3715 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3716 # Stas Sergeev added the condition
3717 # that attacks only happen if Klingons
3718 # are present and your skill is good.
3719 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3720 attack(torps_ok=False)
3723 # check for edge of galaxy
3729 if icourse.final.i < 0:
3730 icourse.final.i = -icourse.final.i
3732 if icourse.final.j < 0:
3733 icourse.final.j = -icourse.final.j
3735 if icourse.final.i >= GALSIZE*QUADSIZE:
3736 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3738 if icourse.final.j >= GALSIZE*QUADSIZE:
3739 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3747 if game.nkinks == 3:
3748 # Three strikes -- you're out!
3752 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3753 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3754 prout(_("YOU WILL BE DESTROYED."))
3755 # Compute final position in new quadrant
3756 if trbeam: # Don't bother if we are to be beamed
3758 game.quadrant = icourse.final.quadrant()
3759 game.sector = icourse.final.sector()
3761 prout(_("Entering Quadrant %s.") % game.quadrant)
3762 game.quad[game.sector.i][game.sector.j] = game.ship
3764 if game.skill>SKILL_NOVICE:
3765 attack(torps_ok=False)
3767 def check_collision(h):
3768 iquad = game.quad[h.i][h.j]
3770 # object encountered in flight path
3771 stopegy = 50.0*icourse.distance/game.optime
3772 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3773 for enemy in game.enemies:
3774 if enemy.location == game.sector:
3775 collision(rammed=False, enemy=enemy)
3777 # This should not happen
3778 prout(_("Which way did he go?"))
3782 prouts(_("***RED ALERT! RED ALERT!"))
3784 proutn("***" + crmshp())
3785 proutn(_(" pulled into black hole at Sector %s") % h)
3786 # Getting pulled into a black hole was certain
3787 # death in Almy's original. Stas Sergeev added a
3788 # possibility that you'll get timewarped instead.
3790 for m in range(NDEVICES):
3791 if game.damage[m]>0:
3793 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3794 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3804 prout(_(" encounters Tholian web at %s;") % h)
3806 prout(_(" blocked by object at %s;") % h)
3807 proutn(_("Emergency stop required "))
3808 prout(_("%2d units of energy.") % int(stopegy))
3809 game.energy -= stopegy
3810 if game.energy <= 0:
3817 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3818 game.inorbit = False
3819 # If tractor beam is to occur, don't move full distance
3820 if game.state.date+game.optime >= scheduled(FTBEAM):
3822 # We can't be tractor beamed if cloaked,
3823 # so move the event into the future
3824 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3828 game.condition = "red"
3829 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3830 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3832 game.quad[game.sector.i][game.sector.j] = '.'
3833 for _m in range(icourse.moves):
3835 w = icourse.sector()
3836 if icourse.origin.quadrant() != icourse.location.quadrant():
3837 newquadrant(noattack)
3839 elif check_collision(w):
3840 print("Collision detected")
3844 # We're in destination quadrant -- compute new average enemy distances
3845 game.quad[game.sector.i][game.sector.j] = game.ship
3847 for enemy in game.enemies:
3848 finald = (w-enemy.location).distance()
3849 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3850 enemy.kdist = finald
3852 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3853 attack(torps_ok=False)
3854 for enemy in game.enemies:
3855 enemy.kavgd = enemy.kdist
3858 setwnd(message_window)
3862 "Dock our ship at a starbase."
3864 if game.condition == "docked" and verbose:
3865 prout(_("Already docked."))
3868 prout(_("You must first leave standard orbit."))
3870 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3871 prout(crmshp() + _(" not adjacent to base."))
3874 prout(_("You cannot dock while cloaked."))
3876 game.condition = "docked"
3880 if game.energy < game.inenrg:
3881 game.energy = game.inenrg
3882 game.shield = game.inshld
3883 game.torps = game.intorps
3884 game.lsupres = game.inlsr
3885 game.state.crew = FULLCREW
3886 if game.brigcapacity-game.brigfree > 0:
3887 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3888 game.kcaptured += game.brigcapacity-game.brigfree
3889 game.brigfree = game.brigcapacity
3890 if not damaged(DRADIO) and \
3891 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3892 # get attack report from base
3893 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3897 def cartesian(loc1=None, loc2=None):
3899 return game.quadrant * QUADSIZE + game.sector
3901 return game.quadrant * QUADSIZE + loc1
3903 return loc1 * QUADSIZE + loc2
3905 def getcourse(isprobe):
3906 "Get a course and distance from the user."
3908 dquad = copy.copy(game.quadrant)
3909 navmode = "unspecified"
3913 if game.landed and not isprobe:
3914 prout(_("Dummy! You can't leave standard orbit until you"))
3915 proutn(_("are back aboard the ship."))
3918 while navmode == "unspecified":
3919 if damaged(DNAVSYS):
3921 prout(_("Computer damaged; manual navigation only"))
3923 prout(_("Computer damaged; manual movement only"))
3928 key = scanner.nexttok()
3930 proutn(_("Manual or automatic- "))
3933 elif key == "IHALPHA":
3934 if scanner.sees("manual"):
3936 key = scanner.nexttok()
3938 elif scanner.sees("automatic"):
3939 navmode = "automatic"
3940 key = scanner.nexttok()
3948 prout(_("(Manual navigation assumed.)"))
3950 prout(_("(Manual movement assumed.)"))
3954 if navmode == "automatic":
3955 while key == "IHEOL":
3957 proutn(_("Target quadrant or quadrant§or- "))
3959 proutn(_("Destination sector or quadrant§or- "))
3962 key = scanner.nexttok()
3966 xi = int(round(scanner.real))-1
3967 key = scanner.nexttok()
3971 xj = int(round(scanner.real))-1
3972 key = scanner.nexttok()
3974 # both quadrant and sector specified
3975 xk = int(round(scanner.real))-1
3976 key = scanner.nexttok()
3980 xl = int(round(scanner.real))-1
3986 # only one pair of numbers was specified
3988 # only quadrant specified -- go to center of dest quad
3991 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3993 # only sector specified
3997 if not dquad.valid_quadrant() or not dsect.valid_sector():
4004 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4006 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4007 # the actual deltas get computed here
4008 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4009 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4011 while key == "IHEOL":
4012 proutn(_("X and Y displacements- "))
4015 key = scanner.nexttok()
4018 delta.j = scanner.real
4022 key = scanner.nexttok()
4024 delta.i = scanner.real
4027 # Check for zero movement
4028 if delta.i == 0 and delta.j == 0:
4031 if itemp == "verbose" and not isprobe:
4033 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4035 return course(bearing=delta.bearing(), distance=delta.distance())
4038 def __init__(self, bearing, distance, origin=None):
4039 self.distance = distance
4040 self.bearing = bearing
4042 self.origin = cartesian(game.quadrant, game.sector)
4044 self.origin = origin
4045 # The bearing() code we inherited from FORTRAN is actually computing
4046 # clockface directions!
4047 if self.bearing < 0.0:
4048 self.bearing += 12.0
4049 self.angle = ((15.0 - self.bearing) * 0.5235988)
4050 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4051 bigger = max(abs(self.increment.i), abs(self.increment.j))
4052 self.increment /= bigger
4053 self.moves = int(round(10*self.distance*bigger))
4055 self.final = (self.location + self.moves*self.increment).roundtogrid()
4056 self.location = self.origin
4057 self.nextlocation = None
4059 self.location = self.origin
4062 return self.location.roundtogrid() == self.final
4064 "Next step on course."
4066 self.nextlocation = self.location + self.increment
4067 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4068 self.location = self.nextlocation
4071 return self.location.quadrant()
4073 return self.location.sector()
4075 return self.distance*(w**3)*(game.shldup+1)
4077 return 10.0*self.distance/w**2
4080 "Move under impulse power."
4082 if damaged(DIMPULS):
4085 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4087 if game.energy > 30.0:
4089 icourse = getcourse(isprobe=False)
4092 power = 20.0 + 100.0*icourse.distance
4095 if power >= game.energy:
4096 # Insufficient power for trip
4098 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4099 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4100 if game.energy > 30:
4101 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4102 int(0.01 * (game.energy-20.0)-0.05))
4103 prout(_(" quadrants.\""))
4105 prout(_("quadrant. They are, therefore, useless.\""))
4108 # Make sure enough time is left for the trip
4109 game.optime = icourse.distance/0.095
4110 if game.optime >= game.state.remtime:
4111 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4112 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4113 proutn(_("we dare spend the time?\" "))
4116 # Activate impulse engines and pay the cost
4117 imove(icourse, noattack=False)
4121 power = 20.0 + 100.0*icourse.distance
4122 game.energy -= power
4123 game.optime = icourse.distance/0.095
4124 if game.energy <= 0:
4128 def warp(wcourse, involuntary):
4129 "ove under warp drive."
4130 blooey = False; twarp = False
4131 if not involuntary: # Not WARPX entry
4136 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4138 if game.damage[DWARPEN] > 10.0:
4141 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4143 if damaged(DWARPEN) and game.warpfac > 4.0:
4146 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4147 prout(_(" is repaired, I can only give you warp 4.\""))
4149 # Read in course and distance
4152 wcourse = getcourse(isprobe=False)
4155 # Make sure starship has enough energy for the trip
4156 # Note: this formula is slightly different from the C version,
4157 # and lets you skate a bit closer to the edge.
4158 if wcourse.power(game.warpfac) >= game.energy:
4159 # Insufficient power for trip
4162 prout(_("Engineering to bridge--"))
4163 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4164 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4166 prout(_("We can't do it, Captain. We don't have enough energy."))
4168 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4171 prout(_("if you'll lower the shields."))
4175 prout(_("We haven't the energy to go that far with the shields up."))
4177 # Make sure enough time is left for the trip
4178 game.optime = wcourse.time(game.warpfac)
4179 if game.optime >= 0.8*game.state.remtime:
4181 prout(_("First Officer Spock- \"Captain, I compute that such"))
4182 proutn(_(" a trip would require approximately %2.0f") %
4183 (100.0*game.optime/game.state.remtime))
4184 prout(_(" percent of our"))
4185 proutn(_(" remaining time. Are you sure this is wise?\" "))
4191 if game.warpfac > 6.0:
4192 # Decide if engine damage will occur
4193 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4194 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4195 if prob > randreal():
4197 wcourse.distance = randreal(wcourse.distance)
4198 # Decide if time warp will occur
4199 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4201 if game.idebug and game.warpfac==10 and not twarp:
4203 proutn("=== Force time warp? ")
4207 # If time warp or engine damage, check path
4208 # If it is obstructed, don't do warp or damage
4209 look = wcourse.moves
4213 w = wcourse.sector()
4214 if not w.valid_sector():
4216 if game.quad[w.i][w.j] != '.':
4220 # Activate Warp Engines and pay the cost
4221 imove(wcourse, noattack=False)
4224 game.energy -= wcourse.power(game.warpfac)
4225 if game.energy <= 0:
4227 game.optime = wcourse.time(game.warpfac)
4231 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4233 prout(_("Engineering to bridge--"))
4234 prout(_(" Scott here. The warp engines are damaged."))
4235 prout(_(" We'll have to reduce speed to warp 4."))
4240 "Change the warp factor."
4242 key=scanner.nexttok()
4246 proutn(_("Warp factor- "))
4250 if game.damage[DWARPEN] > 10.0:
4251 prout(_("Warp engines inoperative."))
4253 if damaged(DWARPEN) and scanner.real > 4.0:
4254 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4255 prout(_(" but right now we can only go warp 4.\""))
4257 if scanner.real > 10.0:
4258 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4260 if scanner.real < 1.0:
4261 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4263 oldfac = game.warpfac
4264 game.warpfac = scanner.real
4265 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4266 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4269 if game.warpfac < 8.00:
4270 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4272 if game.warpfac == 10.0:
4273 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4275 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4279 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4281 # is captain on planet?
4283 if damaged(DTRANSP):
4286 prout(_("Scotty rushes to the transporter controls."))
4288 prout(_("But with the shields up it's hopeless."))
4290 prouts(_("His desperate attempt to rescue you . . ."))
4295 prout(_("SUCCEEDS!"))
4298 proutn(_("The crystals mined were "))
4306 # Check to see if captain in shuttle craft
4311 # Inform captain of attempt to reach safety
4315 prouts(_("***RED ALERT! RED ALERT!"))
4317 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4318 prouts(_(" a supernova."))
4320 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4321 prout(_("safely out of quadrant."))
4322 if not damaged(DRADIO):
4323 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4324 # Try to use warp engines
4325 if damaged(DWARPEN):
4327 prout(_("Warp engines damaged."))
4330 game.warpfac = randreal(6.0, 8.0)
4331 prout(_("Warp factor set to %d") % int(game.warpfac))
4332 power = 0.75*game.energy
4333 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4334 dist = max(dist, randreal(math.sqrt(2)))
4335 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4336 game.optime = bugout.time(game.warpfac)
4338 game.inorbit = False
4339 warp(bugout, involuntary=True)
4341 # This is bad news, we didn't leave quadrant.
4345 prout(_("Insufficient energy to leave quadrant."))
4348 # Repeat if another snova
4349 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4352 finish(FWON) # Snova killed remaining enemy.
4355 "Let's do the time warp again."
4356 prout(_("***TIME WARP ENTERED."))
4357 if game.state.snap and withprob(0.5):
4359 prout(_("You are traveling backwards in time %d stardates.") %
4360 int(game.state.date-game.snapsht.date))
4361 game.state = game.snapsht
4362 game.state.snap = False
4363 if len(game.state.kcmdr):
4364 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4365 schedule(FBATTAK, expran(0.3*game.intime))
4366 schedule(FSNOVA, expran(0.5*game.intime))
4367 # next snapshot will be sooner
4368 schedule(FSNAP, expran(0.25*game.state.remtime))
4370 if game.state.nscrem:
4371 schedule(FSCMOVE, 0.2777)
4375 game.battle.invalidate()
4376 # Make sure Galileo is consistant -- Snapshot may have been taken
4377 # when on planet, which would give us two Galileos!
4379 for l in range(game.inplan):
4380 if game.state.planets[l].known == "shuttle_down":
4382 if game.iscraft == "onship" and game.ship=='E':
4383 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4384 game.iscraft = "offship"
4385 # Likewise, if in the original time the Galileo was abandoned, but
4386 # was on ship earlier, it would have vanished -- let's restore it.
4387 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4388 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4389 game.iscraft = "onship"
4390 # There used to be code to do the actual reconstrction here,
4391 # but the starchart is now part of the snapshotted galaxy state.
4392 prout(_("Spock has reconstructed a correct star chart from memory"))
4394 # Go forward in time
4395 game.optime = expran(0.5*game.intime)
4396 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4397 # cheat to make sure no tractor beams occur during time warp
4398 postpone(FTBEAM, game.optime)
4399 game.damage[DRADIO] += game.optime
4401 events() # Stas Sergeev added this -- do pending events
4404 "Launch deep-space probe."
4405 # New code to launch a deep space probe
4406 if game.nprobes == 0:
4409 if game.ship == 'E':
4410 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4412 prout(_("Ye Faerie Queene has no deep space probes."))
4417 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4419 if is_scheduled(FDSPROB):
4422 if damaged(DRADIO) and game.condition != "docked":
4423 prout(_("Spock- \"Records show the previous probe has not yet"))
4424 prout(_(" reached its destination.\""))
4426 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4428 key = scanner.nexttok()
4430 if game.nprobes == 1:
4431 prout(_("1 probe left."))
4433 prout(_("%d probes left") % game.nprobes)
4434 proutn(_("Are you sure you want to fire a probe? "))
4437 game.isarmed = False
4438 if key == "IHALPHA" and scanner.token == "armed":
4440 key = scanner.nexttok()
4441 elif key == "IHEOL":
4442 proutn(_("Arm NOVAMAX warhead? "))
4444 elif key == "IHREAL": # first element of course
4445 scanner.push(scanner.token)
4447 game.probe = getcourse(isprobe=True)
4451 schedule(FDSPROB, 0.01) # Time to move one sector
4452 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4457 "Yell for help from nearest starbase."
4458 # There's more than one way to move in this game!
4460 # Test for conditions which prevent calling for help
4461 if game.condition == "docked":
4462 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4465 prout(_("Subspace radio damaged."))
4467 if not game.state.baseq:
4468 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4471 prout(_("You must be aboard the %s.") % crmshp())
4473 # OK -- call for help from nearest starbase
4476 # There's one in this quadrant
4477 ddist = (game.base - game.sector).distance()
4479 ibq = None # Force base-quadrant game to persist past loop
4481 for ibq in game.state.baseq:
4482 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4486 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4488 # Since starbase not in quadrant, set up new quadrant
4491 # dematerialize starship
4492 game.quad[game.sector.i][game.sector.j]='.'
4493 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4494 % (game.quadrant, crmshp()))
4495 game.sector.invalidate()
4496 for m in range(1, 5+1):
4497 w = game.base.scatter()
4498 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4499 # found one -- finish up
4502 if not game.sector.is_valid():
4503 prout(_("You have been lost in space..."))
4504 finish(FMATERIALIZE)
4506 # Give starbase three chances to rematerialize starship
4507 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4508 for m in range(1, 3+1):
4509 if m == 1: proutn(_("1st"))
4510 elif m == 2: proutn(_("2nd"))
4511 elif m == 3: proutn(_("3rd"))
4512 proutn(_(" attempt to re-materialize ") + crmshp())
4513 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4516 if randreal() > probf:
4520 curses.delay_output(500)
4522 game.quad[game.sector.i][game.sector.j]='?'
4525 setwnd(message_window)
4526 finish(FMATERIALIZE)
4528 game.quad[game.sector.i][game.sector.j]=game.ship
4530 prout(_("succeeds."))
4534 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4539 if game.condition=="docked":
4541 prout(_("You cannot abandon Ye Faerie Queene."))
4544 # Must take shuttle craft to exit
4545 if game.damage[DSHUTTL]==-1:
4546 prout(_("Ye Faerie Queene has no shuttle craft."))
4548 if game.damage[DSHUTTL]<0:
4549 prout(_("Shuttle craft now serving Big Macs."))
4551 if game.damage[DSHUTTL]>0:
4552 prout(_("Shuttle craft damaged."))
4555 prout(_("You must be aboard the ship."))
4557 if game.iscraft != "onship":
4558 prout(_("Shuttle craft not currently available."))
4560 # Emit abandon ship messages
4562 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4564 prouts(_("***ALL HANDS ABANDON SHIP!"))
4566 prout(_("Captain and crew escape in shuttle craft."))
4567 if not game.state.baseq:
4568 # Oops! no place to go...
4571 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4573 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4574 prout(_("Remainder of ship's complement beam down"))
4575 prout(_("to nearest habitable planet."))
4576 elif q.planet != None and not damaged(DTRANSP):
4577 prout(_("Remainder of ship's complement beam down to %s.") %
4580 prout(_("Entire crew of %d left to die in outer space.") %
4582 game.casual += game.state.crew
4583 game.abandoned += game.state.crew
4584 # If at least one base left, give 'em the Faerie Queene
4586 game.icrystl = False # crystals are lost
4587 game.nprobes = 0 # No probes
4588 prout(_("You are captured by Klingons and released to"))
4589 prout(_("the Federation in a prisoner-of-war exchange."))
4590 nb = randrange(len(game.state.baseq))
4591 # Set up quadrant and position FQ adjacient to base
4592 if not game.quadrant == game.state.baseq[nb]:
4593 game.quadrant = game.state.baseq[nb]
4594 game.sector.i = game.sector.j = 5
4597 # position next to base by trial and error
4598 game.quad[game.sector.i][game.sector.j] = '.'
4600 for l in range(QUADSIZE):
4601 game.sector = game.base.scatter()
4602 if game.sector.valid_sector() and \
4603 game.quad[game.sector.i][game.sector.j] == '.':
4606 break # found a spot
4607 game.sector.i=QUADSIZE/2
4608 game.sector.j=QUADSIZE/2
4610 # Get new commission
4611 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4612 game.state.crew = FULLCREW
4613 prout(_("Starfleet puts you in command of another ship,"))
4614 prout(_("the Faerie Queene, which is antiquated but,"))
4615 prout(_("still useable."))
4617 prout(_("The dilithium crystals have been moved."))
4619 game.iscraft = "offship" # Galileo disappears
4621 game.condition="docked"
4622 for l in range(NDEVICES):
4623 game.damage[l] = 0.0
4624 game.damage[DSHUTTL] = -1
4625 game.energy = game.inenrg = 3000.0
4626 game.shield = game.inshld = 1250.0
4627 game.torps = game.intorps = 6
4628 game.lsupres=game.inlsr=3.0
4631 game.brigfree = game.brigcapacity = 300
4634 # Code from planets.c begins here.
4637 "Abort a lengthy operation if an event interrupts it."
4640 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4645 "Report on (uninhabited) planets in the galaxy."
4649 prout(_("Spock- \"Planet report follows, Captain.\""))
4651 for i in range(game.inplan):
4652 if game.state.planets[i].pclass == "destroyed":
4654 if (game.state.planets[i].known != "unknown" \
4655 and not game.state.planets[i].inhabited) \
4658 if game.idebug and game.state.planets[i].known=="unknown":
4659 proutn("(Unknown) ")
4660 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4661 proutn(_(" class "))
4662 proutn(game.state.planets[i].pclass)
4664 if game.state.planets[i].crystals != "present":
4666 prout(_("dilithium crystals present."))
4667 if game.state.planets[i].known=="shuttle_down":
4668 prout(_(" Shuttle Craft Galileo on surface."))
4670 prout(_("No information available."))
4673 "Enter standard orbit."
4677 prout(_("Already in standard orbit."))
4679 if damaged(DWARPEN) and damaged(DIMPULS):
4680 prout(_("Both warp and impulse engines damaged."))
4682 if not game.plnet.is_valid():
4683 prout("There is no planet in this sector.")
4685 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4686 prout(crmshp() + _(" not adjacent to planet."))
4689 game.optime = randreal(0.02, 0.05)
4690 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4694 game.height = randreal(1400, 8600)
4695 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4700 "Examine planets in this quadrant."
4701 if damaged(DSRSENS):
4702 if game.options & OPTION_TTY:
4703 prout(_("Short range sensors damaged."))
4705 if game.iplnet is None:
4706 if game.options & OPTION_TTY:
4707 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4709 if game.iplnet.known == "unknown":
4710 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4712 prout(_(" Planet at Sector %s is of class %s.") %
4713 (game.plnet, game.iplnet.pclass))
4714 if game.iplnet.known=="shuttle_down":
4715 prout(_(" Sensors show Galileo still on surface."))
4716 proutn(_(" Readings indicate"))
4717 if game.iplnet.crystals != "present":
4719 prout(_(" dilithium crystals present.\""))
4720 if game.iplnet.known == "unknown":
4721 game.iplnet.known = "known"
4722 elif game.iplnet.inhabited:
4723 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4724 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4727 "Use the transporter."
4731 if damaged(DTRANSP):
4732 prout(_("Transporter damaged."))
4733 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4735 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4739 if not game.inorbit:
4740 prout(crmshp() + _(" not in standard orbit."))
4743 prout(_("Impossible to transport through shields."))
4745 if game.iplnet.known=="unknown":
4746 prout(_("Spock- \"Captain, we have no information on this planet"))
4747 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4748 prout(_(" you may not go down.\""))
4750 if not game.landed and game.iplnet.crystals=="absent":
4751 prout(_("Spock- \"Captain, I fail to see the logic in"))
4752 prout(_(" exploring a planet with no dilithium crystals."))
4753 proutn(_(" Are you sure this is wise?\" "))
4757 if not (game.options & OPTION_PLAIN):
4758 nrgneed = 50 * game.skill + game.height / 100.0
4759 if nrgneed > game.energy:
4760 prout(_("Engineering to bridge--"))
4761 prout(_(" Captain, we don't have enough energy for transportation."))
4763 if not game.landed and nrgneed * 2 > game.energy:
4764 prout(_("Engineering to bridge--"))
4765 prout(_(" Captain, we have enough energy only to transport you down to"))
4766 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4767 if game.iplnet.known == "shuttle_down":
4768 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4769 proutn(_(" Are you sure this is wise?\" "))
4774 # Coming from planet
4775 if game.iplnet.known=="shuttle_down":
4776 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4780 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4781 prout(_("Landing party assembled, ready to beam up."))
4783 prout(_("Kirk whips out communicator..."))
4784 prouts(_("BEEP BEEP BEEP"))
4786 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4789 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4791 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4793 prout(_("Kirk- \"Energize.\""))
4796 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4798 if not withprob(0.98):
4799 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4801 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4804 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4805 game.landed = not game.landed
4806 game.energy -= nrgneed
4808 prout(_("Transport complete."))
4809 if game.landed and game.iplnet.known=="shuttle_down":
4810 prout(_("The shuttle craft Galileo is here!"))
4811 if not game.landed and game.imine:
4818 "Strip-mine a world for dilithium."
4822 prout(_("Mining party not on planet."))
4824 if game.iplnet.crystals == "mined":
4825 prout(_("This planet has already been strip-mined for dilithium."))
4827 elif game.iplnet.crystals == "absent":
4828 prout(_("No dilithium crystals on this planet."))
4831 prout(_("You've already mined enough crystals for this trip."))
4833 if game.icrystl and game.cryprob == 0.05:
4834 prout(_("With all those fresh crystals aboard the ") + crmshp())
4835 prout(_("there's no reason to mine more at this time."))
4837 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4840 prout(_("Mining operation complete."))
4841 game.iplnet.crystals = "mined"
4842 game.imine = game.ididit = True
4845 "Use dilithium crystals."
4849 if not game.icrystl:
4850 prout(_("No dilithium crystals available."))
4852 if game.energy >= 1000:
4853 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4854 prout(_(" except when Condition Yellow exists."))
4856 prout(_("Spock- \"Captain, I must warn you that loading"))
4857 prout(_(" raw dilithium crystals into the ship's power"))
4858 prout(_(" system may risk a severe explosion."))
4859 proutn(_(" Are you sure this is wise?\" "))
4864 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4865 prout(_(" Mr. Spock and I will try it.\""))
4867 prout(_("Spock- \"Crystals in place, Sir."))
4868 prout(_(" Ready to activate circuit.\""))
4870 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4872 if withprob(game.cryprob):
4873 prouts(_(" \"Activating now! - - No good! It's***"))
4875 prouts(_("***RED ALERT! RED A*L********************************"))
4878 prouts(_("****************** KA-BOOM!!!! *******************"))
4882 game.energy += randreal(5000.0, 5500.0)
4883 prouts(_(" \"Activating now! - - "))
4884 prout(_("The instruments"))
4885 prout(_(" are going crazy, but I think it's"))
4886 prout(_(" going to work!! Congratulations, Sir!\""))
4891 "Use shuttlecraft for planetary jaunt."
4894 if damaged(DSHUTTL):
4895 if game.damage[DSHUTTL] == -1.0:
4896 if game.inorbit and game.iplnet.known == "shuttle_down":
4897 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4899 prout(_("Ye Faerie Queene had no shuttle craft."))
4900 elif game.damage[DSHUTTL] > 0:
4901 prout(_("The Galileo is damaged."))
4902 else: # game.damage[DSHUTTL] < 0
4903 prout(_("Shuttle craft is now serving Big Macs."))
4905 if not game.inorbit:
4906 prout(crmshp() + _(" not in standard orbit."))
4908 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4909 prout(_("Shuttle craft not currently available."))
4911 if not game.landed and game.iplnet.known=="shuttle_down":
4912 prout(_("You will have to beam down to retrieve the shuttle craft."))
4914 if game.shldup or game.condition == "docked":
4915 prout(_("Shuttle craft cannot pass through shields."))
4917 if game.iplnet.known=="unknown":
4918 prout(_("Spock- \"Captain, we have no information on this planet"))
4919 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4920 prout(_(" you may not fly down.\""))
4922 game.optime = 3.0e-5*game.height
4923 if game.optime >= 0.8*game.state.remtime:
4924 prout(_("First Officer Spock- \"Captain, I compute that such"))
4925 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4926 int(100*game.optime/game.state.remtime))
4927 prout(_("remaining time."))
4928 proutn(_("Are you sure this is wise?\" "))
4934 if game.iscraft == "onship":
4936 if not damaged(DTRANSP):
4937 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4941 proutn(_("Shuttle crew"))
4943 proutn(_("Rescue party"))
4944 prout(_(" boards Galileo and swoops toward planet surface."))
4945 game.iscraft = "offship"
4949 game.iplnet.known="shuttle_down"
4950 prout(_("Trip complete."))
4953 # Ready to go back to ship
4954 prout(_("You and your mining party board the"))
4955 prout(_("shuttle craft for the trip back to the Enterprise."))
4957 prouts(_("The short hop begins . . ."))
4959 game.iplnet.known="known"
4965 game.iscraft = "onship"
4971 prout(_("Trip complete."))
4974 # Kirk on ship and so is Galileo
4975 prout(_("Mining party assembles in the hangar deck,"))
4976 prout(_("ready to board the shuttle craft \"Galileo\"."))
4978 prouts(_("The hangar doors open; the trip begins."))
4981 game.iscraft = "offship"
4984 game.iplnet.known = "shuttle_down"
4987 prout(_("Trip complete."))
4991 "Use the big zapper."
4995 if game.ship != 'E':
4996 prout(_("Ye Faerie Queene has no death ray."))
4998 if len(game.enemies)==0:
4999 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5002 prout(_("Death Ray is damaged."))
5004 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5005 prout(_(" is highly unpredictible. Considering the alternatives,"))
5006 proutn(_(" are you sure this is wise?\" "))
5009 prout(_("Spock- \"Acknowledged.\""))
5012 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5014 prout(_("Crew scrambles in emergency preparation."))
5015 prout(_("Spock and Scotty ready the death ray and"))
5016 prout(_("prepare to channel all ship's power to the device."))
5018 prout(_("Spock- \"Preparations complete, sir.\""))
5019 prout(_("Kirk- \"Engage!\""))
5021 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5024 if game.options & OPTION_PLAIN:
5028 prouts(_("Sulu- \"Captain! It's working!\""))
5030 while len(game.enemies) > 0:
5031 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
5032 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5033 if game.unwon() == 0:
5035 if (game.options & OPTION_PLAIN) == 0:
5036 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5038 prout(_(" is still operational.\""))
5040 prout(_(" has been rendered nonfunctional.\""))
5041 game.damage[DDRAY] = 39.95
5043 r = randreal() # Pick failure method
5045 prouts(_("Sulu- \"Captain! It's working!\""))
5047 prouts(_("***RED ALERT! RED ALERT!"))
5049 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5051 prouts(_("***RED ALERT! RED A*L********************************"))
5054 prouts(_("****************** KA-BOOM!!!! *******************"))
5059 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5061 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5063 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5064 prout(_(" have apparently been transformed into strange mutations."))
5065 prout(_(" Vulcans do not seem to be affected."))
5067 prout(_("Kirk- \"Raauch! Raauch!\""))
5071 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5073 proutn(_("Spock- \"I believe the word is"))
5074 prouts(_(" *ASTONISHING*"))
5075 prout(_(" Mr. Sulu."))
5076 for i in range(QUADSIZE):
5077 for j in range(QUADSIZE):
5078 if game.quad[i][j] == '.':
5079 game.quad[i][j] = '?'
5080 prout(_(" Captain, our quadrant is now infested with"))
5081 prouts(_(" - - - - - - *THINGS*."))
5083 prout(_(" I have no logical explanation.\""))
5085 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5087 prout(_("Scotty- \"There are so many tribbles down here"))
5088 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5092 # Code from reports.c begins here
5094 def attackreport(curt):
5095 "eport status of bases under attack."
5097 if is_scheduled(FCDBAS):
5098 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5099 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5100 elif game.isatb == 1:
5101 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5102 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5104 prout(_("No Starbase is currently under attack."))
5106 if is_scheduled(FCDBAS):
5107 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5109 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5113 # report on general game status
5115 s1 = (game.thawed and _("thawed ")) or ""
5116 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5117 s3 = (None, _("novice"), _("fair"),
5118 _("good"), _("expert"), _("emeritus"))[game.skill]
5119 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5120 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5121 prout(_("No plaque is allowed."))
5123 prout(_("This is tournament game %d.") % game.tourn)
5124 prout(_("Your secret password is \"%s\"") % game.passwd)
5125 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5126 (game.inkling + game.incom + game.inscom)))
5127 if game.incom - len(game.state.kcmdr):
5128 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5129 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5130 prout(_(", but no Commanders."))
5133 if game.skill > SKILL_FAIR:
5134 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5135 if len(game.state.baseq) != game.inbase:
5137 if game.inbase-len(game.state.baseq)==1:
5138 proutn(_("has been 1 base"))
5140 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5141 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5143 prout(_("There are %d bases.") % game.inbase)
5144 if communicating() or game.iseenit:
5145 # Don't report this if not seen and
5146 # either the radio is dead or not at base!
5150 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5151 if game.brigcapacity != game.brigfree:
5152 embriggened = brigcapacity-brigfree
5153 if embriggened == 1:
5154 prout(_("1 Klingon in brig"))
5156 prout(_("%d Klingons in brig.") % embriggened)
5157 if game.kcaptured == 0:
5159 elif game.kcaptured == 1:
5160 prout(_("1 captured Klingon turned in to Starfleet."))
5162 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5164 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5165 if game.ship == 'E':
5166 proutn(_("You have "))
5168 proutn("%d" % (game.nprobes))
5171 proutn(_(" deep space probe"))
5175 if communicating() and is_scheduled(FDSPROB):
5177 proutn(_("An armed deep space probe is in "))
5179 proutn(_("A deep space probe is in "))
5180 prout("Quadrant %s." % game.probe.quadrant())
5182 if game.cryprob <= .05:
5183 prout(_("Dilithium crystals aboard ship... not yet used."))
5187 while game.cryprob > ai:
5190 prout(_("Dilithium crystals have been used %d time%s.") % \
5191 (i, (_("s"), "")[i==1]))
5195 "Long-range sensor scan."
5196 if damaged(DLRSENS):
5197 # Now allow base's sensors if docked
5198 if game.condition != "docked":
5200 prout(_("LONG-RANGE SENSORS DAMAGED."))
5203 prout(_("Starbase's long-range scan"))
5205 prout(_("Long-range scan"))
5206 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5209 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5210 if not Coord(x, y).valid_quadrant():
5214 if not damaged(DRADIO):
5215 game.state.galaxy[x][y].charted = True
5216 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5217 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5218 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5219 if not silent and game.state.galaxy[x][y].supernova:
5222 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5230 for i in range(NDEVICES):
5233 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5234 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5236 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5237 game.damage[i]+0.05,
5238 DOCKFAC*game.damage[i]+0.005))
5240 prout(_("All devices functional."))
5243 "Update the chart in the Enterprise's computer from galaxy data."
5244 game.lastchart = game.state.date
5245 for i in range(GALSIZE):
5246 for j in range(GALSIZE):
5247 if game.state.galaxy[i][j].charted:
5248 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5249 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5250 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5253 "Display the star chart."
5255 if (game.options & OPTION_AUTOSCAN):
5257 if not damaged(DRADIO):
5259 if game.lastchart < game.state.date and game.condition == "docked":
5260 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5262 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5263 if game.state.date > game.lastchart:
5264 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5265 prout(" 1 2 3 4 5 6 7 8")
5266 for i in range(GALSIZE):
5267 proutn("%d |" % (i+1))
5268 for j in range(GALSIZE):
5269 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5273 if game.state.galaxy[i][j].supernova:
5275 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5277 elif game.state.galaxy[i][j].charted:
5278 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5282 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5290 def sectscan(goodScan, i, j):
5291 "Light up an individual dot in a sector."
5292 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5293 if game.quad[i][j] in ('E', 'F'):
5296 textcolor({"green":GREEN,
5300 "dead":BROWN}[game.condition])
5302 textcolor({'?':LIGHTMAGENTA,
5308 }.get(game.quad[i][j], DEFAULT))
5309 proutn("%c " % game.quad[i][j])
5315 "Emit status report lines"
5316 if not req or req == 1:
5317 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5318 % (game.state.date, game.state.remtime))
5319 if not req or req == 2:
5320 if game.condition != "docked":
5322 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5323 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5325 prout(_(", CLOAKED"))
5326 if not req or req == 3:
5327 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5328 if not req or req == 4:
5329 if damaged(DLIFSUP):
5330 if game.condition == "docked":
5331 s = _("DAMAGED, Base provides")
5333 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5336 prstat(_("Life Support"), s)
5337 if not req or req == 5:
5338 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5339 if not req or req == 6:
5341 if game.icrystl and (game.options & OPTION_SHOWME):
5342 extra = _(" (have crystals)")
5343 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5344 if not req or req == 7:
5345 prstat(_("Torpedoes"), "%d" % (game.torps))
5346 if not req or req == 8:
5347 if damaged(DSHIELD):
5353 data = _(" %d%% %.1f units") \
5354 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5355 prstat(_("Shields"), s+data)
5356 if not req or req == 9:
5357 prstat(_("Klingons Left"), "%d" \
5358 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5359 if not req or req == 10:
5360 if game.options & OPTION_WORLDS:
5361 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5362 if plnet and plnet.inhabited:
5363 prstat(_("Major system"), plnet.name)
5365 prout(_("Sector is uninhabited"))
5366 elif not req or req == 11:
5367 attackreport(not req)
5370 "Request specified status data, a historical relic from slow TTYs."
5371 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5372 while scanner.nexttok() == "IHEOL":
5373 proutn(_("Information desired? "))
5375 if scanner.token in requests:
5376 status(requests.index(scanner.token))
5378 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5379 prout((" date, condition, position, lsupport, warpfactor,"))
5380 prout((" energy, torpedoes, shields, klingons, system, time."))
5385 if damaged(DSRSENS):
5386 # Allow base's sensors if docked
5387 if game.condition != "docked":
5388 prout(_(" S.R. SENSORS DAMAGED!"))
5391 prout(_(" [Using Base's sensors]"))
5393 prout(_(" Short-range scan"))
5394 if goodScan and not damaged(DRADIO):
5395 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5396 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5397 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5398 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5399 prout(" 1 2 3 4 5 6 7 8 9 10")
5400 if game.condition != "docked":
5402 for i in range(QUADSIZE):
5403 proutn("%2d " % (i+1))
5404 for j in range(QUADSIZE):
5405 sectscan(goodScan, i, j)
5409 "Use computer to get estimated time of arrival for a warp jump."
5410 w1 = Coord(); w2 = Coord()
5412 if damaged(DCOMPTR):
5413 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5416 if scanner.nexttok() != "IHREAL":
5419 proutn(_("Destination quadrant and/or sector? "))
5420 if scanner.nexttok()!="IHREAL":
5423 w1.j = int(scanner.real-0.5)
5424 if scanner.nexttok() != "IHREAL":
5427 w1.i = int(scanner.real-0.5)
5428 if scanner.nexttok() == "IHREAL":
5429 w2.j = int(scanner.real-0.5)
5430 if scanner.nexttok() != "IHREAL":
5433 w2.i = int(scanner.real-0.5)
5435 if game.quadrant.j>w1.i:
5439 if game.quadrant.i>w1.j:
5443 if not w1.valid_quadrant() or not w2.valid_sector():
5446 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5447 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5450 prout(_("Answer \"no\" if you don't know the value:"))
5453 proutn(_("Time or arrival date? "))
5454 if scanner.nexttok()=="IHREAL":
5455 ttime = scanner.real
5456 if ttime > game.state.date:
5457 ttime -= game.state.date # Actually a star date
5458 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5459 if ttime <= 1e-10 or twarp > 10:
5460 prout(_("We'll never make it, sir."))
5467 proutn(_("Warp factor? "))
5468 if scanner.nexttok()== "IHREAL":
5470 twarp = scanner.real
5471 if twarp<1.0 or twarp > 10.0:
5475 prout(_("Captain, certainly you can give me one of these."))
5478 ttime = (10.0*dist)/twarp**2
5479 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5480 if tpower >= game.energy:
5481 prout(_("Insufficient energy, sir."))
5482 if not game.shldup or tpower > game.energy*2.0:
5485 proutn(_("New warp factor to try? "))
5486 if scanner.nexttok() == "IHREAL":
5488 twarp = scanner.real
5489 if twarp<1.0 or twarp > 10.0:
5497 prout(_("But if you lower your shields,"))
5498 proutn(_("remaining"))
5501 proutn(_("Remaining"))
5502 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5504 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5506 prout(_("Any warp speed is adequate."))
5508 prout(_("Minimum warp needed is %.2f,") % (twarp))
5509 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5510 if game.state.remtime < ttime:
5511 prout(_("Unfortunately, the Federation will be destroyed by then."))
5513 prout(_("You'll be taking risks at that speed, Captain"))
5514 if (game.isatb==1 and game.state.kscmdr == w1 and \
5515 scheduled(FSCDBAS)< ttime+game.state.date) or \
5516 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5517 prout(_("The starbase there will be destroyed by then."))
5518 proutn(_("New warp factor to try? "))
5519 if scanner.nexttok() == "IHREAL":
5521 twarp = scanner.real
5522 if twarp<1.0 or twarp > 10.0:
5530 # Code from setup.c begins here
5533 "Issue a historically correct banner."
5535 prout(_("-SUPER- STAR TREK"))
5537 # From the FORTRAN original
5538 # prout(_("Latest update-21 Sept 78"))
5544 scanner.push("emsave.trk")
5545 key = scanner.nexttok()
5547 proutn(_("File name: "))
5548 key = scanner.nexttok()
5549 if key != "IHALPHA":
5552 if '.' not in scanner.token:
5553 scanner.token += ".trk"
5555 fp = open(scanner.token, "wb")
5557 prout(_("Can't freeze game as file %s") % scanner.token)
5559 pickle.dump(game, fp)
5564 "Retrieve saved game."
5567 key = scanner.nexttok()
5569 proutn(_("File name: "))
5570 key = scanner.nexttok()
5571 if key != "IHALPHA":
5574 if '.' not in scanner.token:
5575 scanner.token += ".trk"
5577 fp = open(scanner.token, "rb")
5579 prout(_("Can't thaw game in %s") % scanner.token)
5581 game = pickle.load(fp)
5586 # I used <http://www.memory-alpha.org> to find planets
5587 # with references in ST:TOS. Earth and the Alpha Centauri
5588 # Colony have been omitted.
5590 # Some planets marked Class G and P here will be displayed as class M
5591 # because of the way planets are generated. This is a known bug.
5594 _("Andoria (Fesoan)"), # several episodes
5595 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5596 _("Vulcan (T'Khasi)"), # many episodes
5597 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5598 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5599 _("Ardana"), # TOS: "The Cloud Minders"
5600 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5601 _("Gideon"), # TOS: "The Mark of Gideon"
5602 _("Aldebaran III"), # TOS: "The Deadly Years"
5603 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5604 _("Altair IV"), # TOS: "Amok Time
5605 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5606 _("Benecia"), # TOS: "The Conscience of the King"
5607 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5608 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5609 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5610 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5611 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5612 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5613 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5614 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5615 _("Ingraham B"), # TOS: "Operation: Annihilate"
5616 _("Janus IV"), # TOS: "The Devil in the Dark"
5617 _("Makus III"), # TOS: "The Galileo Seven"
5618 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5619 _("Omega IV"), # TOS: "The Omega Glory"
5620 _("Regulus V"), # TOS: "Amok Time
5621 _("Deneva"), # TOS: "Operation -- Annihilate!"
5622 # Worlds from BSD Trek
5623 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5624 _("Beta III"), # TOS: "The Return of the Archons"
5625 _("Triacus"), # TOS: "And the Children Shall Lead",
5626 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5628 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5629 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5630 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5631 # _("Izar"), # TOS: "Whom Gods Destroy"
5632 # _("Tiburon"), # TOS: "The Way to Eden"
5633 # _("Merak II"), # TOS: "The Cloud Minders"
5634 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5635 # _("Iotia"), # TOS: "A Piece of the Action"
5639 _("S. R. Sensors"), \
5640 _("L. R. Sensors"), \
5642 _("Photon Tubes"), \
5643 _("Life Support"), \
5644 _("Warp Engines"), \
5645 _("Impulse Engines"), \
5647 _("Subspace Radio"), \
5648 _("Shuttle Craft"), \
5650 _("Navigation System"), \
5652 _("Shield Control"), \
5655 _("Cloaking Device"), \
5659 "Prepare to play, set up cosmos."
5661 # Decide how many of everything
5663 return # frozen game
5664 # Prepare the Enterprise
5665 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5667 game.state.crew = FULLCREW
5668 game.energy = game.inenrg = 5000.0
5669 game.shield = game.inshld = 2500.0
5672 game.quadrant = randplace(GALSIZE)
5673 game.sector = randplace(QUADSIZE)
5674 game.torps = game.intorps = 10
5675 game.nprobes = randrange(2, 5)
5677 for i in range(NDEVICES):
5678 game.damage[i] = 0.0
5679 # Set up assorted game parameters
5680 game.battle = Coord()
5681 game.state.date = game.indate = 100.0 * randreal(20, 51)
5682 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5683 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5684 game.isatb = game.state.nplankl = 0
5685 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5686 game.iscraft = "onship"
5691 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5693 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5695 game.state.planets = [] # Planet information
5696 game.state.baseq = [] # Base quadrant coordinates
5697 game.state.kcmdr = [] # Commander quadrant coordinates
5698 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5700 # Starchart is functional but we've never seen it
5701 game.lastchart = FOREVER
5702 # Put stars in the galaxy
5704 for i in range(GALSIZE):
5705 for j in range(GALSIZE):
5706 # Can't have more stars per quadrant than fit in one decimal digit,
5707 # if we do the chart representation will break.
5708 k = randrange(1, min(10, QUADSIZE**2/10))
5710 game.state.galaxy[i][j].stars = k
5711 # Locate star bases in galaxy
5713 prout("=== Allocating %d bases" % game.inbase)
5714 for i in range(game.inbase):
5717 w = randplace(GALSIZE)
5718 if not game.state.galaxy[w.i][w.j].starbase:
5721 # C version: for (j = i-1; j > 0; j--)
5722 # so it did them in the opposite order.
5723 for j in range(1, i):
5724 # Improved placement algorithm to spread out bases
5725 distq = (w - game.state.baseq[j]).distance()
5726 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5729 prout("=== Abandoning base #%d at %s" % (i, w))
5731 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5733 prout("=== Saving base #%d, close to #%d" % (i, j))
5737 prout("=== Placing base #%d in quadrant %s" % (i, w))
5738 game.state.baseq.append(w)
5739 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5740 # Position ordinary Klingon Battle Cruisers
5742 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5743 if klumper > MAXKLQUAD:
5747 klump = (1.0 - r*r)*klumper
5752 w = randplace(GALSIZE)
5753 if not game.state.galaxy[w.i][w.j].supernova and \
5754 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5756 game.state.galaxy[w.i][w.j].klingons += int(klump)
5759 # Position Klingon Commander Ships
5760 for i in range(game.incom):
5762 w = randplace(GALSIZE)
5763 if not welcoming(w) or w in game.state.kcmdr:
5765 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5767 game.state.galaxy[w.i][w.j].klingons += 1
5768 game.state.kcmdr.append(w)
5769 # Locate planets in galaxy
5770 for i in range(game.inplan):
5772 w = randplace(GALSIZE)
5773 if game.state.galaxy[w.i][w.j].planet is None:
5777 new.crystals = "absent"
5778 if (game.options & OPTION_WORLDS) and i < NINHAB:
5779 new.pclass = "M" # All inhabited planets are class M
5780 new.crystals = "absent"
5782 new.name = systnames[i]
5783 new.inhabited = True
5785 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5787 new.crystals = "present"
5788 new.known = "unknown"
5789 new.inhabited = False
5790 game.state.galaxy[w.i][w.j].planet = new
5791 game.state.planets.append(new)
5793 for i in range(game.state.nromrem):
5794 w = randplace(GALSIZE)
5795 game.state.galaxy[w.i][w.j].romulans += 1
5796 # Place the Super-Commander if needed
5797 if game.state.nscrem > 0:
5799 w = randplace(GALSIZE)
5802 game.state.kscmdr = w
5803 game.state.galaxy[w.i][w.j].klingons += 1
5804 # Initialize times for extraneous events
5805 schedule(FSNOVA, expran(0.5 * game.intime))
5806 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5807 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5808 schedule(FBATTAK, expran(0.3*game.intime))
5810 if game.state.nscrem:
5811 schedule(FSCMOVE, 0.2777)
5816 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5817 schedule(FDISTR, expran(1.0 + game.intime))
5822 # Place thing (in tournament game, we don't want one!)
5823 # New in SST2K: never place the Thing near a starbase.
5824 # This makes sense and avoids a special case in the old code.
5826 if game.tourn is None:
5828 thing = randplace(GALSIZE)
5829 if thing not in game.state.baseq:
5832 game.state.snap = False
5833 if game.skill == SKILL_NOVICE:
5834 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5835 prout(_("a deadly Klingon invasion force. As captain of the United"))
5836 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5837 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5838 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5839 prout(_("your mission. As you proceed you may be given more time."))
5841 prout(_("You will have %d supporting starbases.") % (game.inbase))
5842 proutn(_("Starbase locations- "))
5844 prout(_("Stardate %d.") % int(game.state.date))
5846 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5847 prout(_("An unknown number of Romulans."))
5848 if game.state.nscrem:
5849 prout(_("And one (GULP) Super-Commander."))
5850 prout(_("%d stardates.") % int(game.intime))
5851 proutn(_("%d starbases in ") % game.inbase)
5852 for i in range(game.inbase):
5853 proutn(repr(game.state.baseq[i]))
5856 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5857 proutn(_(" Sector %s") % game.sector)
5859 prout(_("Good Luck!"))
5860 if game.state.nscrem:
5861 prout(_(" YOU'LL NEED IT."))
5864 setwnd(message_window)
5866 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5868 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5869 attack(torps_ok=False)
5872 "Choose your game type."
5874 game.tourn = game.length = 0
5876 game.skill = SKILL_NONE
5877 # Do not chew here, we want to use command-line tokens
5878 if not scanner.inqueue: # Can start with command line options
5879 proutn(_("Would you like a regular, tournament, or saved game? "))
5881 if scanner.sees("tournament"):
5882 while scanner.nexttok() == "IHEOL":
5883 proutn(_("Type in tournament number-"))
5884 if scanner.real == 0:
5886 continue # We don't want a blank entry
5887 game.tourn = int(round(scanner.real))
5888 random.seed(scanner.real)
5890 logfp.write("# random.seed(%d)\n" % scanner.real)
5892 if scanner.sees("saved") or scanner.sees("frozen"):
5896 if game.passwd is None:
5898 if not game.alldone:
5899 game.thawed = True # No plaque if not finished
5903 if scanner.sees("regular"):
5905 proutn(_("What is \"%s\"? ") % scanner.token)
5907 while game.length==0 or game.skill==SKILL_NONE:
5908 if scanner.nexttok() == "IHALPHA":
5909 if scanner.sees("short"):
5911 elif scanner.sees("medium"):
5913 elif scanner.sees("long"):
5915 elif scanner.sees("novice"):
5916 game.skill = SKILL_NOVICE
5917 elif scanner.sees("fair"):
5918 game.skill = SKILL_FAIR
5919 elif scanner.sees("good"):
5920 game.skill = SKILL_GOOD
5921 elif scanner.sees("expert"):
5922 game.skill = SKILL_EXPERT
5923 elif scanner.sees("emeritus"):
5924 game.skill = SKILL_EMERITUS
5926 proutn(_("What is \""))
5927 proutn(scanner.token)
5932 proutn(_("Would you like a Short, Medium, or Long game? "))
5933 elif game.skill == SKILL_NONE:
5934 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5935 # Choose game options -- added by ESR for SST2K
5936 if scanner.nexttok() != "IHALPHA":
5938 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5940 if scanner.sees("plain"):
5941 # Approximates the UT FORTRAN version.
5942 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)
5943 game.options |= OPTION_PLAIN
5944 elif scanner.sees("almy"):
5945 # Approximates Tom Almy's version.
5946 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5947 game.options |= OPTION_ALMY
5948 elif scanner.sees("fancy") or scanner.sees("\n"):
5950 elif len(scanner.token):
5951 proutn(_("What is \"%s\"?") % scanner.token)
5953 if game.passwd == "debug":
5955 prout("=== Debug mode enabled.")
5956 # Use parameters to generate initial values of things
5957 game.damfac = 0.5 * game.skill
5958 game.inbase = randrange(BASEMIN, BASEMAX+1)
5960 if game.options & OPTION_PLANETS:
5961 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5962 if game.options & OPTION_WORLDS:
5963 game.inplan += int(NINHAB)
5964 game.state.nromrem = game.inrom = randrange(2 * game.skill)
5965 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5966 game.state.remtime = 7.0 * game.length
5967 game.intime = game.state.remtime
5968 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5969 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5970 game.state.remres = (game.inkling+4*game.incom)*game.intime
5971 game.inresor = game.state.remres
5972 if game.inkling > 50:
5976 def dropin(iquad=None):
5977 "Drop a feature on a random dot in the current quadrant."
5979 w = randplace(QUADSIZE)
5980 if game.quad[w.i][w.j] == '.':
5982 if iquad is not None:
5983 game.quad[w.i][w.j] = iquad
5987 "Update our alert status."
5988 game.condition = "green"
5989 if game.energy < 1000.0:
5990 game.condition = "yellow"
5991 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5992 game.condition = "red"
5994 game.condition="dead"
5997 "Drop new Klingon into current quadrant."
5998 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6001 "Sort enemies by distance so 'nearest' is meaningful."
6002 game.enemies.sort(key=lambda x: x.kdist)
6005 "Set up a new state of quadrant, for when we enter or re-enter it."
6008 game.neutz = game.inorbit = game.landed = False
6009 game.ientesc = game.iseenit = game.isviolreported = False
6010 # Create a blank quadrant
6011 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6013 # Attempt to escape Super-commander, so tbeam back!
6016 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6017 # cope with supernova
6020 game.klhere = q.klingons
6021 game.irhere = q.romulans
6023 game.quad[game.sector.i][game.sector.j] = game.ship
6026 # Position ordinary Klingons
6027 for _i in range(game.klhere):
6029 # If we need a commander, promote a Klingon
6030 for cmdr in game.state.kcmdr:
6031 if cmdr == game.quadrant:
6032 e = game.enemies[game.klhere-1]
6033 game.quad[e.location.i][e.location.j] = 'C'
6034 e.power = randreal(950,1350) + 50.0*game.skill
6036 # If we need a super-commander, promote a Klingon
6037 if game.quadrant == game.state.kscmdr:
6039 game.quad[e.location.i][e.location.j] = 'S'
6040 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
6041 game.iscate = (game.state.remkl > 1)
6042 # Put in Romulans if needed
6043 for _i in range(q.romulans):
6044 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6045 # If quadrant needs a starbase, put it in
6047 game.base = dropin('B')
6048 # If quadrant needs a planet, put it in
6050 game.iplnet = q.planet
6051 if not q.planet.inhabited:
6052 game.plnet = dropin('P')
6054 game.plnet = dropin('@')
6055 # Check for condition
6058 if game.irhere > 0 and game.klhere == 0:
6060 if not damaged(DRADIO):
6062 prout(_("LT. Uhura- \"Captain, an urgent message."))
6063 prout(_(" I'll put it on audio.\" CLICK"))
6065 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6066 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6067 # Put in THING if needed
6068 if thing == game.quadrant:
6069 Enemy(etype='?', loc=dropin(),
6070 power=randreal(6000,6500.0)+250.0*game.skill)
6071 if not damaged(DSRSENS):
6073 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6074 prout(_(" Please examine your short-range scan.\""))
6075 # Decide if quadrant needs a Tholian; lighten up if skill is low
6076 if game.options & OPTION_THOLIAN:
6077 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6078 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6079 (game.skill > SKILL_GOOD and withprob(0.08)):
6082 w.i = withprob(0.5) * (QUADSIZE-1)
6083 w.j = withprob(0.5) * (QUADSIZE-1)
6084 if game.quad[w.i][w.j] == '.':
6086 game.tholian = Enemy(etype='T', loc=w,
6087 power=randrange(100, 500) + 25.0*game.skill)
6088 # Reserve unoccupied corners
6089 if game.quad[0][0]=='.':
6090 game.quad[0][0] = 'X'
6091 if game.quad[0][QUADSIZE-1]=='.':
6092 game.quad[0][QUADSIZE-1] = 'X'
6093 if game.quad[QUADSIZE-1][0]=='.':
6094 game.quad[QUADSIZE-1][0] = 'X'
6095 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6096 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6098 # And finally the stars
6099 for _i in range(q.stars):
6101 # Put in a few black holes
6102 for _i in range(1, 3+1):
6105 # Take out X's in corners if Tholian present
6107 if game.quad[0][0]=='X':
6108 game.quad[0][0] = '.'
6109 if game.quad[0][QUADSIZE-1]=='X':
6110 game.quad[0][QUADSIZE-1] = '.'
6111 if game.quad[QUADSIZE-1][0]=='X':
6112 game.quad[QUADSIZE-1][0] = '.'
6113 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6114 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6117 "Set the self-destruct password."
6118 if game.options & OPTION_PLAIN:
6121 proutn(_("Please type in a secret password- "))
6123 game.passwd = scanner.token
6124 if game.passwd != None:
6128 game.passwd += chr(ord('a')+randrange(26))
6129 game.passwd += chr(ord('a')+randrange(26))
6130 game.passwd += chr(ord('a')+randrange(26))
6132 # Code from sst.c begins here
6135 ("SRSCAN", OPTION_TTY),
6136 ("STATUS", OPTION_TTY),
6137 ("REQUEST", OPTION_TTY),
6138 ("LRSCAN", OPTION_TTY),
6150 ("SENSORS", OPTION_PLANETS),
6151 ("ORBIT", OPTION_PLANETS),
6152 ("TRANSPORT", OPTION_PLANETS),
6153 ("MINE", OPTION_PLANETS),
6154 ("CRYSTALS", OPTION_PLANETS),
6155 ("SHUTTLE", OPTION_PLANETS),
6156 ("PLANETS", OPTION_PLANETS),
6161 ("PROBE", OPTION_PROBE),
6163 ("FREEZE", 0), # Synonym for SAVE
6167 ("CAPTURE", OPTION_CAPTURE),
6168 ("CLOAK", OPTION_CLOAK),
6171 ("SOS", 0), # Synonym for MAYDAY
6172 ("CALL", 0), # Synonym for MAYDAY
6180 "Generate a list of legal commands."
6181 prout(_("LEGAL COMMANDS ARE:"))
6183 for (key, opt) in commands:
6184 if not opt or (opt & game.options):
6185 proutn("%-12s " % key)
6187 if emitted % 5 == 4:
6192 "Browse on-line help."
6193 key = scanner.nexttok()
6196 setwnd(prompt_window)
6197 proutn(_("Help on what command? "))
6198 key = scanner.nexttok()
6199 setwnd(message_window)
6202 cmds = [x[0] for x in commands]
6203 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6210 cmd = scanner.token.upper()
6211 for directory in docpath:
6213 fp = open(os.path.join(directory, "sst.doc"), "r")
6218 prout(_("Spock- \"Captain, that information is missing from the"))
6219 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6220 proutn(_(" in these directories: %s") % ":".join(docpath))
6222 # This used to continue: "You need to find SST.DOC and put
6223 # it in the current directory."
6226 linebuf = fp.readline()
6228 prout(_("Spock- \"Captain, there is no information on that command.\""))
6231 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6232 linebuf = linebuf[3:].strip()
6233 if cmd.upper() == linebuf:
6236 prout(_("Spock- \"Captain, I've found the following information:\""))
6239 linebuf = fp.readline()
6240 if "******" in linebuf:
6246 "Command-interpretation loop."
6248 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6249 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6251 game.isviolreported = True
6252 while True: # command loop
6254 while True: # get a command
6256 game.optime = game.justin = False
6258 setwnd(prompt_window)
6261 if scanner.nexttok() == "IHEOL":
6262 if game.options & OPTION_CURSES:
6265 elif scanner.token == "":
6269 setwnd(message_window)
6271 abandon_passed = False
6272 cmd = "" # Force cmd to persist after loop
6273 opt = 0 # Force opt to persist after loop
6274 for (cmd, opt) in commands:
6275 # commands after ABANDON cannot be abbreviated
6276 if cmd == "ABANDON":
6277 abandon_passed = True
6278 if cmd == scanner.token.upper() or (not abandon_passed \
6279 and cmd.startswith(scanner.token.upper())):
6284 elif opt and not (opt & game.options):
6288 if cmd == "SRSCAN": # srscan
6290 elif cmd == "STATUS": # status
6292 elif cmd == "REQUEST": # status request
6294 elif cmd == "LRSCAN": # long range scan
6295 lrscan(silent=False)
6296 elif cmd == "PHASERS": # phasers
6301 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6306 elif cmd == "MOVE": # move under warp
6307 warp(wcourse=None, involuntary=False)
6308 elif cmd == "SHIELDS": # shields
6309 doshield(shraise=False)
6312 game.shldchg = False
6313 elif cmd == "DOCK": # dock at starbase
6316 attack(torps_ok=False)
6317 elif cmd == "DAMAGES": # damage reports
6319 elif cmd == "CHART": # chart
6321 elif cmd == "IMPULSE": # impulse
6323 elif cmd == "REST": # rest
6327 elif cmd == "WARP": # warp
6329 elif cmd == "SENSORS": # sensors
6331 elif cmd == "ORBIT": # orbit
6335 elif cmd == "TRANSPORT": # transport "beam"
6337 elif cmd == "MINE": # mine
6341 elif cmd == "CRYSTALS": # crystals
6345 elif cmd == "SHUTTLE": # shuttle
6349 elif cmd == "PLANETS": # Planet list
6351 elif cmd == "REPORT": # Game Report
6353 elif cmd == "COMPUTER": # use COMPUTER!
6355 elif cmd == "COMMANDS":
6357 elif cmd == "EMEXIT": # Emergency exit
6358 clrscr() # Hide screen
6359 freeze(True) # forced save
6360 raise SystemExit(1) # And quick exit
6361 elif cmd == "PROBE":
6362 probe() # Launch probe
6365 elif cmd == "ABANDON": # Abandon Ship
6367 elif cmd == "DESTRUCT": # Self Destruct
6369 elif cmd == "SAVE": # Save Game
6372 if game.skill > SKILL_GOOD:
6373 prout(_("WARNING--Saved games produce no plaques!"))
6374 elif cmd == "DEATHRAY": # Try a desparation measure
6378 elif cmd == "CAPTURE":
6380 elif cmd == "CLOAK":
6382 elif cmd == "DEBUGCMD": # What do we want for debug???
6384 elif cmd == "MAYDAY": # Call for help
6389 game.alldone = True # quit the game
6392 elif cmd == "SCORE":
6393 score() # see current score
6396 break # Game has ended
6397 if game.optime != 0.0:
6400 break # Events did us in
6401 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6404 if hitme and not game.justin:
6405 attack(torps_ok=True)
6408 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6419 "Emit the name of an enemy or feature."
6420 if ch == 'R': s = _("Romulan")
6421 elif ch == 'K': s = _("Klingon")
6422 elif ch == 'C': s = _("Commander")
6423 elif ch == 'S': s = _("Super-commander")
6424 elif ch == '*': s = _("Star")
6425 elif ch == 'P': s = _("Planet")
6426 elif ch == 'B': s = _("Starbase")
6427 elif ch == ' ': s = _("Black hole")
6428 elif ch == 'T': s = _("Tholian")
6429 elif ch == '#': s = _("Tholian web")
6430 elif ch == '?': s = _("Stranger")
6431 elif ch == '@': s = _("Inhabited World")
6432 else: s = "Unknown??"
6435 def crmena(loud, enemy, loctype, w):
6436 "Emit the name of an enemy and his location."
6440 buf += cramen(enemy) + _(" at ")
6441 if loctype == "quadrant":
6442 buf += _("Quadrant ")
6443 elif loctype == "sector":
6445 return buf + repr(w)
6448 "Emit our ship name."
6449 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6452 "Emit a line of stars"
6453 prouts("******************************************************")
6457 return -avrage*math.log(1e-7 + randreal())
6459 def randplace(size):
6460 "Choose a random location."
6462 w.i = randrange(size)
6463 w.j = randrange(size)
6473 # Get a token from the user
6476 # Fill the token quue if nothing here
6477 while not self.inqueue:
6479 if curwnd==prompt_window:
6481 setwnd(message_window)
6488 self.inqueue = sline.lstrip().split() + ["\n"]
6489 # From here on in it's all looking at the queue
6490 self.token = self.inqueue.pop(0)
6491 if self.token == "\n":
6495 self.real = float(self.token)
6496 self.type = "IHREAL"
6501 self.token = self.token.lower()
6502 self.type = "IHALPHA"
6505 def append(self, tok):
6506 self.inqueue.append(tok)
6507 def push(self, tok):
6508 self.inqueue.insert(0, tok)
6512 # Demand input for next scan
6514 self.real = self.token = None
6516 # compares s to item and returns true if it matches to the length of s
6517 return s.startswith(self.token)
6519 # Round token value to nearest integer
6520 return int(round(self.real))
6524 if self.type != "IHREAL":
6529 if self.type != "IHREAL":
6535 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6538 "Yes-or-no confirmation."
6542 if scanner.token == 'y':
6544 if scanner.token == 'n':
6547 proutn(_("Please answer with \"y\" or \"n\": "))
6550 "Complain about unparseable input."
6553 prout(_("Beg your pardon, Captain?"))
6556 "Access to the internals for debugging."
6557 proutn("Reset levels? ")
6559 if game.energy < game.inenrg:
6560 game.energy = game.inenrg
6561 game.shield = game.inshld
6562 game.torps = game.intorps
6563 game.lsupres = game.inlsr
6564 proutn("Reset damage? ")
6566 for i in range(NDEVICES):
6567 if game.damage[i] > 0.0:
6568 game.damage[i] = 0.0
6569 proutn("Toggle debug flag? ")
6571 game.idebug = not game.idebug
6573 prout("Debug output ON")
6575 prout("Debug output OFF")
6576 proutn("Cause selective damage? ")
6578 for i in range(NDEVICES):
6579 proutn("Kill %s?" % device[i])
6581 key = scanner.nexttok()
6582 if key == "IHALPHA" and scanner.sees("y"):
6583 game.damage[i] = 10.0
6584 proutn("Examine/change events? ")
6589 FSNOVA: "Supernova ",
6592 FBATTAK: "Base Attack ",
6593 FCDBAS: "Base Destroy ",
6594 FSCMOVE: "SC Move ",
6595 FSCDBAS: "SC Base Destroy ",
6596 FDSPROB: "Probe Move ",
6597 FDISTR: "Distress Call ",
6598 FENSLV: "Enslavement ",
6599 FREPRO: "Klingon Build ",
6601 for i in range(1, NEVENTS):
6604 proutn("%.2f" % (scheduled(i)-game.state.date))
6605 if i == FENSLV or i == FREPRO:
6607 proutn(" in %s" % ev.quadrant)
6612 key = scanner.nexttok()
6616 elif key == "IHREAL":
6617 ev = schedule(i, scanner.real)
6618 if i == FENSLV or i == FREPRO:
6620 proutn("In quadrant- ")
6621 key = scanner.nexttok()
6622 # "IHEOL" says to leave coordinates as they are
6625 prout("Event %d canceled, no x coordinate." % (i))
6628 w.i = int(round(scanner.real))
6629 key = scanner.nexttok()
6631 prout("Event %d canceled, no y coordinate." % (i))
6634 w.j = int(round(scanner.real))
6637 proutn("Induce supernova here? ")
6639 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6642 if __name__ == '__main__':
6644 #global line, thing, game
6648 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6649 if os.getenv("TERM"):
6650 game.options |= OPTION_CURSES
6652 game.options |= OPTION_TTY
6653 seed = int(time.time())
6654 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6656 for (switch, val) in options:
6659 replayfp = open(val, "r")
6661 sys.stderr.write("sst: can't open replay file %s\n" % val)
6664 line = replayfp.readline().strip()
6665 (leader, __, seed) = line.split()
6667 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6668 line = replayfp.readline().strip()
6669 arguments += line.split()[2:]
6672 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6674 game.options |= OPTION_TTY
6675 game.options &=~ OPTION_CURSES
6676 elif switch == '-s':
6678 elif switch == '-t':
6679 game.options |= OPTION_TTY
6680 game.options &=~ OPTION_CURSES
6681 elif switch == '-x':
6683 elif switch == '-V':
6684 print("SST2K", version)
6687 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6689 # where to save the input in case of bugs
6690 if "TMPDIR" in os.environ:
6691 tmpdir = os.environ['TMPDIR']
6695 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6697 sys.stderr.write("sst: warning, can't open logfile\n")
6700 logfp.write("# seed %s\n" % seed)
6701 logfp.write("# options %s\n" % " ".join(arguments))
6702 logfp.write("# SST2K version %s\n" % version)
6703 logfp.write("# recorded by %s@%s on %s\n" % \
6704 (getpass.getuser(),socket.gethostname(),time.ctime()))
6706 scanner = sstscanner()
6707 for arg in arguments:
6711 while True: # Play a game
6712 setwnd(fullscreen_window)
6718 game.alldone = False
6726 if game.tourn and game.alldone:
6727 proutn(_("Do you want your score recorded?"))
6733 proutn(_("Do you want to play again? "))
6737 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6741 except KeyboardInterrupt: