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 # Copyright by Eric S. Raymond
15 # SPDX-License-Identifier: BSD-2-clause
17 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
19 # pylint: disable=multiple-imports
20 import os, sys, math, curses, time, pickle, copy, gettext, getpass
24 # This import only works on Unixes. The intention is to enable
25 # Ctrl-P, Ctrl-N, and friends in Cmd.
27 # pylint: disable=unused-import
29 except ImportError: # pragma: no cover
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
91 GALSIZE = 8 # Galaxy size in quadrants
92 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
93 MAXUNINHAB = 10 # Maximum uninhabited worlds
94 QUADSIZE = 10 # Quadrant size in sectors
95 BASEMIN = 2 # Minimum starbases
96 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
97 MAXKLGAME = 127 # Maximum Klingons per game
98 MAXKLQUAD = 9 # Maximum Klingons per quadrant
99 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
100 FOREVER = 1e30 # Time for the indefinite future
101 MAXBURST = 3 # Max # of torps you can launch in one turn
102 MINCMDR = 10 # Minimum number of Klingon commanders
103 DOCKFAC = 0.25 # Repair faster when docked
104 PHASEFAC = 2.0 # Phaser attenuation factor
106 ALGERON = 2311 # Date of the Treaty of Algeron
127 class TrekError(Exception):
130 class JumpOut(Exception):
134 return chr(ord('a') + n - 1)
137 def __init__(self, x=None, y=None):
140 def valid_quadrant(self):
141 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
142 def valid_sector(self):
143 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
144 def invalidate(self):
145 self.i = self.j = None
146 def __eq__(self, other):
147 return other is not None and self.i == other.i and self.j == other.j
148 def __ne__(self, other):
149 return other is None or self.i != other.i or self.j != other.j
150 def __add__(self, other):
151 return Coord(self.i+other.i, self.j+other.j)
152 def __sub__(self, other):
153 return Coord(self.i-other.i, self.j-other.j)
154 def __mul__(self, other):
155 return Coord(self.i*other, self.j*other)
156 def __rmul__(self, other):
157 return Coord(self.i*other, self.j*other)
158 def __div__(self, other): # pragma: no cover
159 return Coord(self.i/other, self.j/other)
160 def __truediv__(self, other): # pragma: no cover
161 return Coord(self.i/other, self.j/other)
162 def __floordiv__(self, other): # pragma: no cover
163 return Coord(self.i//other, self.j//other)
164 def __mod__(self, other):
165 return Coord(self.i % other, self.j % other)
166 def __rtruediv__(self, other): # pragma: no cover
167 return Coord(self.i/other, self.j/other)
168 def __rfloordiv__(self, other): # pragma: no cover
169 return Coord(self.i//other, self.j//other)
170 def roundtogrid(self):
171 return Coord(int(round(self.i)), int(round(self.j)))
172 def distance(self, other=None):
175 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
177 return 1.90985*math.atan2(self.j, self.i)
194 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
195 return self.roundtogrid() // QUADSIZE
197 return self.roundtogrid() % QUADSIZE
199 if self.i is None or self.j is None:
200 return "Nowhere" # pragma: no cover
201 if (game.options & OPTION_ALPHAMERIC):
202 return letterize(self.i + 1) + str(self.j + 1)
203 return "%s - %s" % (self.i+1, self.j+1)
207 "Do not anger the Space Thingy!"
214 return (q.i, q.j) == (self.i, self.j)
218 self.name = None # string-valued if inhabited
219 self.quadrant = Coord() # quadrant located
220 self.pclass = None # could be ""M", "N", "O", or "destroyed"
221 self.crystals = "absent"# could be "mined", "present", "absent"
222 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
223 self.inhabited = False # is it inhabited?
231 self.starbase = False
234 self.supernova = False
236 self.status = "secure" # Could be "secure", "distressed", "enslaved"
238 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
244 self.starbase = False
247 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
249 def fill2d(size, fillfun):
250 "Fill an empty list in 2D."
252 for i in range(size):
254 for j in range(size):
255 lst[i].append(fillfun(i, j))
260 self.snap = False # snapshot taken
261 self.crew = 0 # crew complement
262 self.nscrem = 0 # remaining super commanders
263 self.starkl = 0 # destroyed stars
264 self.basekl = 0 # destroyed bases
265 self.nromrem = 0 # Romulans remaining
266 self.nplankl = 0 # destroyed uninhabited planets
267 self.nworldkl = 0 # destroyed inhabited planets
268 self.planets = [] # Planet information
269 self.date = 0.0 # stardate
270 self.remres = 0 # remaining resources
271 self.remtime = 0 # remaining time
272 self.baseq = [] # Base quadrant coordinates
273 self.kcmdr = [] # Commander quadrant coordinates
274 self.kscmdr = Coord() # Supercommander quadrant coordinates
276 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
278 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
280 for i in range(GALSIZE):
281 for j in range(GALSIZE):
282 yield (i, j, self.galaxy[i][j])
286 self.date = None # A real number
287 self.quadrant = None # A coord structure
290 OPTION_ALL = 0xffffffff
291 OPTION_TTY = 0x00000001 # old interface
292 OPTION_CURSES = 0x00000002 # new interface
293 OPTION_IOMODES = 0x00000003 # cover both interfaces
294 OPTION_PLANETS = 0x00000004 # planets and mining
295 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
296 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
297 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
298 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
299 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
300 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
301 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
302 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
303 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
304 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
305 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
306 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
307 OPTION_PLAIN = 0x01000000 # user chose plain game
308 OPTION_ALMY = 0x02000000 # user chose Almy variant
309 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
310 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
311 OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023)
316 "IOMODES": OPTION_IOMODES,
317 "PLANETS": OPTION_PLANETS,
318 "THOLIAN": OPTION_THOLIAN,
319 "THINGY": OPTION_THINGY,
320 "PROBE": OPTION_PROBE,
321 "SHOWME": OPTION_SHOWME,
322 "RAMMING": OPTION_RAMMING,
323 "MVBADDY": OPTION_MVBADDY,
324 "BLKHOLE": OPTION_BLKHOLE,
326 "WORLDS": OPTION_WORLDS,
327 "AUTOSCAN": OPTION_AUTOSCAN,
328 "CAPTURE": OPTION_CAPTURE,
329 "CLOAK": OPTION_CLOAK,
330 "PLAIN": OPTION_PLAIN,
332 "COLOR": OPTION_COLOR,
333 "DOTFILL": OPTION_DOTFILL,
354 NDEVICES = 17 # Number of devices
364 return (game.damage[dev] != 0.0)
366 return not damaged(DRADIO) or game.condition=="docked"
368 # Define future events
369 FSPY = 0 # Spy event happens always (no future[] entry)
370 # can cause SC to tractor beam Enterprise
371 FSNOVA = 1 # Supernova
372 FTBEAM = 2 # Commander tractor beams Enterprise
373 FSNAP = 3 # Snapshot for time warp
374 FBATTAK = 4 # Commander attacks base
375 FCDBAS = 5 # Commander destroys base
376 FSCMOVE = 6 # Supercommander moves (might attack base)
377 FSCDBAS = 7 # Supercommander destroys base
378 FDSPROB = 8 # Move deep space probe
379 FDISTR = 9 # Emit distress call from an inhabited world
380 FENSLV = 10 # Inhabited word is enslaved
381 FREPRO = 11 # Klingons build a ship in an enslaved system
384 # Abstract out the event handling -- underlying data structures will change
385 # when we implement stateful events
386 def findevent(evtype): # pragma: no cover
387 return game.future[evtype]
390 def __init__(self, etype=None, loc=None, power=None):
392 self.location = Coord()
397 self.power = power # enemy energy level
398 game.enemies.append(self)
400 motion = (loc != self.location)
401 if self.location.i is not None and self.location.j is not None:
404 game.quad[self.location.i][self.location.j] = '#'
406 game.quad[self.location.i][self.location.j] = '.'
408 self.location = copy.copy(loc)
409 game.quad[self.location.i][self.location.j] = self.type
410 self.kdist = self.kavgd = (game.sector - loc).distance()
412 self.location = Coord()
413 self.kdist = self.kavgd = None
414 # Guard prevents failure on Tholian or thingy
415 if self in game.enemies:
416 game.enemies.remove(self)
419 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
423 self.options = None # Game options
424 self.state = Snapshot() # A snapshot structure
425 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
426 self.quad = None # contents of our quadrant
427 self.damage = [0.0] * NDEVICES # damage encountered
428 self.future = [] # future events
432 self.future.append(Event())
433 self.passwd = None # Self Destruct password
435 self.quadrant = None # where we are in the large
436 self.sector = None # where we are in the small
437 self.tholian = None # Tholian enemy object
438 self.base = None # position of base in current quadrant
439 self.battle = None # base coordinates being attacked
440 self.plnet = None # location of planet in quadrant
441 self.gamewon = False # Finished!
442 self.ididit = False # action taken -- allows enemy to attack
443 self.alive = False # we are alive (not killed)
444 self.justin = False # just entered quadrant
445 self.shldup = False # shields are up
446 self.shldchg = False # shield is changing (affects efficiency)
447 self.iscate = False # super commander is here
448 self.ientesc = False # attempted escape from supercommander
449 self.resting = False # rest time
450 self.icraft = False # Kirk in Galileo
451 self.landed = False # party on planet (true), on ship (false)
452 self.alldone = False # game is now finished
453 self.neutz = False # Romulan Neutral Zone
454 self.isarmed = False # probe is armed
455 self.inorbit = False # orbiting a planet
456 self.imine = False # mining
457 self.icrystl = False # dilithium crystals aboard
458 self.iseenit = False # seen base attack report
459 self.thawed = False # thawed game
460 self.condition = None # "green", "yellow", "red", "docked", "dead"
461 self.iscraft = None # "onship", "offship", "removed"
462 self.skill = SKILL_NONE # Player skill level
463 self.inkling = 0 # initial number of klingons
464 self.inbase = 0 # initial number of bases
465 self.incom = 0 # initial number of commanders
466 self.inscom = 0 # initial number of commanders
467 self.inrom = 0 # initial number of commanders
468 self.instar = 0 # initial stars
469 self.intorps = 0 # initial/max torpedoes
470 self.torps = 0 # number of torpedoes
471 self.ship = 0 # ship type -- 'E' is Enterprise
472 self.abandoned = 0 # count of crew abandoned in space
473 self.length = 0 # length of game
474 self.klhere = 0 # klingons here
475 self.casual = 0 # causalties
476 self.nhelp = 0 # calls for help
477 self.nkinks = 0 # count of energy-barrier crossings
478 self.iplnet = None # planet # in quadrant
479 self.inplan = 0 # initial planets
480 self.irhere = 0 # Romulans in quadrant
481 self.isatb = 0 # =2 if super commander is attacking base
482 self.tourn = None # tournament number
483 self.nprobes = 0 # number of probes available
484 self.inresor = 0.0 # initial resources
485 self.intime = 0.0 # initial time
486 self.inenrg = 0.0 # initial/max energy
487 self.inshld = 0.0 # initial/max shield
488 self.inlsr = 0.0 # initial life support resources
489 self.indate = 0.0 # initial date
490 self.energy = 0.0 # energy level
491 self.shield = 0.0 # shield level
492 self.warpfac = 0.0 # warp speed
493 self.lsupres = 0.0 # life support reserves
494 self.optime = 0.0 # time taken by current operation
495 self.damfac = 0.0 # damage factor
496 self.lastchart = 0.0 # time star chart was last updated
497 self.cryprob = 0.0 # probability that crystal will work
498 self.probe = None # object holding probe course info
499 self.height = 0.0 # height of orbit around planet
500 self.score = 0.0 # overall score
501 self.perdate = 0.0 # rate of kills
502 self.idebug = False # Debugging instrumentation enabled?
503 self.cdebug = False # Debugging instrumentation for curses enabled?
504 self.statekscmdr = None # No SuperCommander coordinates yet.
505 self.brigcapacity = 400 # Enterprise brig capacity
506 self.brigfree = 400 # How many klingons can we put in the brig?
507 self.kcaptured = 0 # Total Klingons captured, for scoring.
508 self.iscloaked = False # Cloaking device on?
509 self.ncviol = 0 # Algreon treaty violations
510 self.isviolreported = False # We have been warned
511 self.lcg_x = 0 # LCG generator value
513 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
515 # Stas thinks this should be (C expression):
516 # game.remkl() + len(game.state.kcmdr) > 0 ?
517 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
518 # He says the existing expression is prone to divide-by-zero errors
519 # after killing the last klingon when score is shown -- perhaps also
520 # if the only remaining klingon is SCOM.
521 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
523 "Are there Klingons remaining?"
550 # Code from ai.c begins here
553 "Would this quadrant welcome another Klingon?"
554 return iq.valid_quadrant() and \
555 not game.state.galaxy[iq.i][iq.j].supernova and \
556 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
558 def tryexit(enemy, look, irun):
559 "A bad guy attempts to bug out."
561 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
562 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
563 if not welcoming(iq):
565 if enemy.type == 'R':
566 return [] # Romulans cannot escape!
568 # avoid intruding on another commander's territory
569 if enemy.type == 'C':
570 if iq in game.state.kcmdr:
572 # refuse to leave if currently attacking starbase
573 if game.battle == game.quadrant:
575 # don't leave if over 1000 units of energy
576 if enemy.power > 1000.0:
578 oldloc = copy.copy(enemy.location)
579 # handle local matters related to escape
582 if game.condition != "docked":
584 # Handle global matters related to escape
585 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
586 game.state.galaxy[iq.i][iq.j].klingons += 1
587 if enemy.type == 'S':
591 schedule(FSCMOVE, 0.2777)
593 game.state.kscmdr = iq
595 for cmdr in game.state.kcmdr:
596 if cmdr == game.quadrant:
597 game.state.kcmdr.append(iq)
599 # report move out of quadrant.
600 return [(True, enemy, oldloc, iq)]
602 # The bad-guy movement algorithm:
604 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
605 # If both are operating full strength, force is 1000. If both are damaged,
606 # force is -1000. Having shields down subtracts an additional 1000.
608 # 2. Enemy has forces equal to the energy of the attacker plus
609 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
610 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
612 # Attacker Initial energy levels (nominal):
613 # Klingon Romulan Commander Super-Commander
614 # Novice 400 700 1200
616 # Good 450 800 1300 1750
617 # Expert 475 850 1350 1875
618 # Emeritus 500 900 1400 2000
619 # VARIANCE 75 200 200 200
621 # Enemy vessels only move prior to their attack. In Novice - Good games
622 # only commanders move. In Expert games, all enemy vessels move if there
623 # is a commander present. In Emeritus games all enemy vessels move.
625 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
626 # forces are 1000 greater than Enterprise.
628 # Agressive action on average cuts the distance between the ship and
629 # the enemy to 1/4 the original.
631 # 4. At lower energy advantage, movement units are proportional to the
632 # advantage with a 650 advantage being to hold ground, 800 to move forward
633 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
635 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
636 # retreat, especially at high skill levels.
638 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
640 def movebaddy(enemy):
641 "Tactical movement for the bad guys."
645 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
646 if game.skill >= SKILL_EXPERT:
647 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
649 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
650 old_dist = enemy.kdist
651 mdist = int(old_dist + 0.5) # Nearest integer distance
652 # If SC, check with spy to see if should hi-tail it
653 if enemy.type == 'S' and \
654 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
658 # decide whether to advance, retreat, or hold position
659 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
661 forces += 1000 # Good for enemy if shield is down!
662 if not damaged(DPHASER) or not damaged(DPHOTON):
663 if damaged(DPHASER): # phasers damaged
666 forces -= 0.2*(game.energy - 2500.0)
667 if damaged(DPHOTON): # photon torpedoes damaged
670 forces -= 50.0*game.torps
672 # phasers and photon tubes both out!
675 if forces <= 1000.0 and game.condition != "docked": # Typical situation
676 motion = ((forces + rnd.real(200))/150.0) - 5.0
678 if forces > 1000.0: # Very strong -- move in for kill
679 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
680 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
681 motion -= game.skill*(2.0-rnd.real()**2)
683 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
684 # don't move if no motion
687 # Limit motion according to skill
688 if abs(motion) > game.skill:
693 # calculate preferred number of steps
694 nsteps = abs(int(motion))
695 if motion > 0 and nsteps > mdist:
696 nsteps = mdist # don't overshoot
697 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
698 nsteps = max(nsteps, 1) # This shouldn't be necessary
700 proutn("NSTEPS = %d:" % nsteps)
701 # Compute preferred values of delta X and Y
702 m = game.sector - enemy.location
703 if 2.0 * abs(m.i) < abs(m.j):
705 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
707 m = (motion * m).sgn()
708 goto = enemy.location
710 for ll in range(nsteps):
712 proutn(" %d" % (ll+1))
713 # Check if preferred position available
724 attempts = 0 # Settle mysterious hang problem
725 while attempts < 20 and not success:
727 if look.i < 0 or look.i >= QUADSIZE:
729 return tryexit(enemy, look, irun)
730 if krawli == m.i or m.j == 0:
732 look.i = goto.i + krawli
734 elif look.j < 0 or look.j >= QUADSIZE:
736 return tryexit(enemy, look, irun)
737 if krawlj == m.j or m.i == 0:
739 look.j = goto.j + krawlj
741 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
742 # See if enemy should ram ship
743 if game.quad[look.i][look.j] == game.ship and \
744 enemy.type in ('C', 'S'):
745 collision(rammed=True, enemy=enemy)
747 if krawli != m.i and m.j != 0:
748 look.i = goto.i + krawli
750 elif krawlj != m.j and m.i != 0:
751 look.j = goto.j + krawlj
754 break # we have failed
765 # Enemy moved, but is still in sector
766 return [(False, enemy, old_dist, goto)]
769 "Sequence Klingon tactical movement."
771 prout("== MOVCOM") # pragma: no cover
772 # Figure out which Klingon is the commander (or Supercommander)
775 if game.quadrant in game.state.kcmdr:
776 for enemy in game.enemies:
777 if enemy.type == 'C':
778 tacmoves += movebaddy(enemy)
779 if game.state.kscmdr == game.quadrant:
780 for enemy in game.enemies:
781 if enemy.type == 'S':
782 tacmoves += movebaddy(enemy)
784 # If skill level is high, move other Klingons and Romulans too!
785 # Move these last so they can base their actions on what the
787 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
788 for enemy in game.enemies:
789 if enemy.type in ('K', 'R'):
790 tacmoves += movebaddy(enemy)
793 def movescom(iq, avoid):
794 "Supercommander movement helper."
795 # Avoid quadrants with bases if we want to avoid Enterprise
796 if not welcoming(iq) or (avoid and iq in game.state.baseq):
798 if game.justin and not game.iscate:
801 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
802 game.state.kscmdr = iq
803 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
804 if game.state.kscmdr == game.quadrant:
805 # SC has scooted, remove him from current quadrant
810 for enemy in game.enemies:
811 if enemy.type == 'S':
814 if game.condition != "docked":
817 # check for a helpful planet
818 for i in range(game.inplan):
819 if game.state.planets[i].quadrant == game.state.kscmdr and \
820 game.state.planets[i].crystals == "present":
822 game.state.planets[i].pclass = "destroyed"
823 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
826 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
827 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
828 prout(_(" by the Super-commander.\""))
830 return True # looks good!
832 def supercommander():
833 "Move the Super Commander."
840 prout("== SUPERCOMMANDER")
841 # Decide on being active or passive
842 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
843 (game.state.date-game.indate) < 3.0)
844 if not game.iscate and avoid:
845 # compute move away from Enterprise
846 idelta = game.state.kscmdr-game.quadrant
847 if idelta.distance() > 2.0:
849 idelta.i = game.state.kscmdr.j-game.quadrant.j
850 idelta.j = game.quadrant.i-game.state.kscmdr.i
852 # compute distances to starbases
853 if not game.state.baseq:
857 sc = game.state.kscmdr
858 for (i, base) in enumerate(game.state.baseq):
859 basetbl.append((i, (base - sc).distance()))
860 if len(game.state.baseq) > 1:
861 basetbl.sort(key=lambda x: x[1])
862 # look for nearest base without a commander, no Enterprise, and
863 # without too many Klingons, and not already under attack.
864 ifindit = iwhichb = 0
865 for (i2, base) in enumerate(game.state.baseq):
866 i = basetbl[i2][0] # bug in original had it not finding nearest
867 if base == game.quadrant or base == game.battle or not welcoming(base):
869 # if there is a commander, and no other base is appropriate,
870 # we will take the one with the commander
871 for cmdr in game.state.kcmdr:
872 if base == cmdr and ifindit != 2:
876 else: # no commander -- use this one
881 return # Nothing suitable -- wait until next time
882 ibq = game.state.baseq[iwhichb]
883 # decide how to move toward base
884 idelta = ibq - game.state.kscmdr
885 # Maximum movement is 1 quadrant in either or both axes
886 idelta = idelta.sgn()
887 # try moving in both x and y directions
888 # there was what looked like a bug in the Almy C code here,
889 # but it might be this translation is just wrong.
890 iq = game.state.kscmdr + idelta
891 if not movescom(iq, avoid):
892 # failed -- try some other maneuvers
893 if idelta.i == 0 or idelta.j == 0:
896 iq.j = game.state.kscmdr.j + 1
897 if not movescom(iq, avoid):
898 iq.j = game.state.kscmdr.j - 1
901 iq.i = game.state.kscmdr.i + 1
902 if not movescom(iq, avoid):
903 iq.i = game.state.kscmdr.i - 1
906 # try moving just in x or y
907 iq.j = game.state.kscmdr.j
908 if not movescom(iq, avoid):
909 iq.j = game.state.kscmdr.j + idelta.j
910 iq.i = game.state.kscmdr.i
913 if len(game.state.baseq) == 0:
916 for ibq in game.state.baseq:
917 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
920 return # no, don't attack base!
923 schedule(FSCDBAS, rnd.real(1.0, 3.0))
924 if is_scheduled(FCDBAS):
925 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
926 if not communicating():
930 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
932 prout(_(" reports that it is under attack from the Klingon Super-commander."))
933 prout(_(" It can survive until stardate %d.\"") \
934 % int(scheduled(FSCDBAS)))
937 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
941 game.optime = 0.0 # actually finished
943 # Check for intelligence report
944 if not game.idebug and \
945 (rnd.withprob(0.8) or \
946 (not communicating()) or \
947 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
950 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
951 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
956 if not game.tholian or game.justin:
959 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
962 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
965 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
968 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
971 else: # pragma: no cover
972 # something is wrong!
973 game.tholian.move(None)
974 prout("***Internal error: Tholian in a bad spot.")
976 # do nothing if we are blocked
977 if game.quad[tid.i][tid.j] not in ('.', '#'):
979 here = copy.copy(game.tholian.location)
980 delta = (tid - game.tholian.location).sgn()
982 while here.i != tid.i:
984 if game.quad[here.i][here.j] == '.':
985 game.tholian.move(here)
987 while here.j != tid.j:
989 if game.quad[here.i][here.j] == '.':
990 game.tholian.move(here)
991 # check to see if all holes plugged
992 for i in range(QUADSIZE):
993 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
995 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
997 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
999 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1001 # All plugged up -- Tholian splits
1002 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1004 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1005 game.tholian.move(None)
1008 # Code from battle.c begins here
1011 "Change cloaking-device status."
1012 if game.ship == 'F':
1013 prout(_("Ye Faerie Queene hath no cloaking device."))
1016 key = scanner.nexttok()
1023 if key == "IHALPHA":
1024 if scanner.sees("on"):
1026 prout(_("The cloaking device has already been switched on."))
1029 elif scanner.sees("off"):
1030 if not game.iscloaked:
1031 prout(_("The cloaking device has already been switched off."))
1038 if not game.iscloaked:
1039 proutn(_("Switch cloaking device on? "))
1044 proutn(_("Switch cloaking device off? "))
1051 if action == "CLOFF":
1052 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1053 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1056 prout("Engineer Scott- \"Aye, Sir.\"")
1057 game.iscloaked = False
1058 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1059 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1061 game.isviolreported = True
1063 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1066 if action == "CLON":
1068 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1071 if game.condition == "docked":
1072 prout(_("You cannot cloak while docked."))
1074 if game.state.date >= ALGERON and not game.isviolreported:
1075 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1076 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1077 proutn(_(" are you sure this is wise? "))
1080 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1082 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1083 game.iscloaked = True
1085 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1086 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1088 game.isviolreported = True
1090 def doshield(shraise):
1091 "Change shield status."
1097 key = scanner.nexttok()
1098 if key == "IHALPHA":
1099 if scanner.sees("transfer"):
1102 if damaged(DSHIELD):
1103 prout(_("Shields damaged and down."))
1105 if scanner.sees("up"):
1107 elif scanner.sees("down"):
1109 if action == "NONE":
1110 proutn(_("Do you wish to change shield energy? "))
1113 elif damaged(DSHIELD):
1114 prout(_("Shields damaged and down."))
1117 proutn(_("Shields are up. Do you want them down? "))
1124 proutn(_("Shields are down. Do you want them up? "))
1130 if action == "SHUP": # raise shields
1132 prout(_("Shields already up."))
1136 if game.condition != "docked":
1138 prout(_("Shields raised."))
1139 if game.energy <= 0:
1141 prout(_("Shields raising uses up last of energy."))
1146 elif action == "SHDN":
1148 prout(_("Shields already down."))
1152 prout(_("Shields lowered."))
1155 elif action == "NRG":
1156 while scanner.nexttok() != "IHREAL":
1158 proutn(_("Energy to transfer to shields- "))
1163 if nrg > game.energy:
1164 prout(_("Insufficient ship energy."))
1167 if game.shield+nrg >= game.inshld:
1168 prout(_("Shield energy maximized."))
1169 if game.shield+nrg > game.inshld:
1170 prout(_("Excess energy requested returned to ship energy"))
1171 game.energy -= game.inshld-game.shield
1172 game.shield = game.inshld
1174 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1175 # Prevent shield drain loophole
1177 prout(_("Engineering to bridge--"))
1178 prout(_(" Scott here. Power circuit problem, Captain."))
1179 prout(_(" I can't drain the shields."))
1182 if game.shield+nrg < 0:
1183 prout(_("All shield energy transferred to ship."))
1184 game.energy += game.shield
1187 proutn(_("Scotty- \""))
1189 prout(_("Transferring energy to shields.\""))
1191 prout(_("Draining energy from shields.\""))
1197 "Choose a device to damage, at random."
1199 105, # DSRSENS: short range scanners 10.5%
1200 105, # DLRSENS: long range scanners 10.5%
1201 120, # DPHASER: phasers 12.0%
1202 120, # DPHOTON: photon torpedoes 12.0%
1203 25, # DLIFSUP: life support 2.5%
1204 65, # DWARPEN: warp drive 6.5%
1205 70, # DIMPULS: impulse engines 6.5%
1206 135, # DSHIELD: deflector shields 13.5%
1207 30, # DRADIO: subspace radio 3.0%
1208 45, # DSHUTTL: shuttle 4.5%
1209 15, # DCOMPTR: computer 1.5%
1210 20, # NAVCOMP: navigation system 2.0%
1211 75, # DTRANSP: transporter 7.5%
1212 20, # DSHCTRL: high-speed shield controller 2.0%
1213 10, # DDRAY: death ray 1.0%
1214 30, # DDSP: deep-space probes 3.0%
1215 10, # DCLOAK: the cloaking device 1.0
1217 assert(sum(weights) == 1000)
1218 idx = rnd.integer(1000)
1220 for (i, w) in enumerate(weights):
1224 return None # pragma: no cover
1226 def collision(rammed, enemy):
1227 "Collision handling for ramming events."
1228 prouts(_("***RED ALERT! RED ALERT!"))
1230 prout(_("***COLLISION IMMINENT."))
1234 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1236 proutn(_(" rammed by "))
1239 proutn(crmena(False, enemy.type, "sector", enemy.location))
1241 proutn(_(" (original position)"))
1243 deadkl(enemy.location, enemy.type, game.sector)
1244 prout("***" + crmshp() + " heavily damaged.")
1245 icas = rnd.integer(10, 30)
1246 prout(_("***Sickbay reports %d casualties") % icas)
1248 game.state.crew -= icas
1249 # In the pre-SST2K versions, all devices got equiprobably damaged,
1250 # which was silly. Instead, pick up to half the devices at
1251 # random according to our weighting table,
1252 ncrits = rnd.integer(NDEVICES//2)
1256 if game.damage[dev] < 0:
1258 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1259 # Damage for at least time of travel!
1260 game.damage[dev] += game.optime + extradm
1262 prout(_("***Shields are down."))
1269 def torpedo(origin, bearing, dispersion, number, nburst):
1270 "Let a photon torpedo fly"
1271 if not damaged(DSRSENS) or game.condition == "docked":
1272 setwnd(srscan_window)
1274 setwnd(message_window)
1275 ac = bearing + 0.25*dispersion # dispersion is a random variable
1276 bullseye = (15.0 - bearing)*0.5235988
1277 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1278 bumpto = Coord(0, 0)
1279 # Loop to move a single torpedo
1280 setwnd(message_window)
1281 for step in range(1, QUADSIZE*2):
1282 if not track.nexttok():
1285 if not w.valid_sector():
1287 iquad = game.quad[w.i][w.j]
1288 tracktorpedo(w, step, number, nburst, iquad)
1292 setwnd(message_window)
1293 if not damaged(DSRSENS) or game.condition == "docked":
1294 skip(1) # start new line after text track
1295 if iquad in ('E', 'F'): # Hit our ship
1297 prout(_("Torpedo hits %s.") % crmshp())
1298 hit = 700.0 + rnd.real(100) - \
1299 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1300 newcnd() # we're blown out of dock
1301 if game.landed or game.condition == "docked":
1302 return hit # Cheat if on a planet
1303 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1304 # is 143 degrees, which is almost exactly 4.8 clockface units
1305 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1306 displacement.nexttok()
1307 bumpto = displacement.sector()
1308 if not bumpto.valid_sector():
1310 if game.quad[bumpto.i][bumpto.j] == ' ':
1313 if game.quad[bumpto.i][bumpto.j] != '.':
1314 # can't move into object
1316 game.sector = bumpto
1318 game.quad[w.i][w.j] = '.'
1319 game.quad[bumpto.i][bumpto.j] = iquad
1320 prout(_(" displaced by blast to Sector %s ") % bumpto)
1321 for enemy in game.enemies:
1322 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1325 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1327 if iquad in ('C', 'S') and rnd.withprob(0.05):
1328 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1329 prout(_(" torpedo neutralized."))
1331 for enemy in game.enemies:
1332 if w == enemy.location:
1333 kp = math.fabs(enemy.power)
1334 h1 = 700.0 + rnd.integer(100) - \
1335 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1343 if enemy.power == 0:
1346 proutn(crmena(True, iquad, "sector", w))
1347 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1348 displacement.nexttok()
1349 bumpto = displacement.sector()
1350 if game.quad[bumpto.i][bumpto.j] == ' ':
1351 prout(_(" buffeted into black hole."))
1352 deadkl(w, iquad, bumpto)
1354 if not bumpto.valid_sector():
1355 prout(_(" damaged but not destroyed."))
1357 if game.quad[bumpto.i][bumpto.j] != '.':
1358 prout(_(" damaged but not destroyed."))
1360 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1361 enemy.location = bumpto
1362 game.quad[w.i][w.j] = '.'
1363 game.quad[bumpto.i][bumpto.j] = iquad
1364 for tenemy in game.enemies:
1365 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1368 else: # pragma: no cover
1369 prout("Internal error, no enemy where expected!")
1372 elif iquad == 'B': # Hit a base
1374 prout(_("***STARBASE DESTROYED.."))
1375 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1376 game.quad[w.i][w.j] = '.'
1377 game.base.invalidate()
1378 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1379 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1380 game.state.basekl += 1
1383 elif iquad == 'P': # Hit a planet
1384 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1385 game.state.nplankl += 1
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1387 game.iplnet.pclass = "destroyed"
1389 game.plnet.invalidate()
1390 game.quad[w.i][w.j] = '.'
1392 # captain perishes on planet
1395 elif iquad == '@': # Hit an inhabited world -- very bad!
1396 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1397 game.state.nworldkl += 1
1398 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1399 game.iplnet.pclass = "destroyed"
1401 game.plnet.invalidate()
1402 game.quad[w.i][w.j] = '.'
1404 # captain perishes on planet
1406 prout(_("The torpedo destroyed an inhabited planet."))
1408 elif iquad == '*': # Hit a star
1409 if rnd.withprob(0.9):
1412 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1414 elif iquad == '?': # Hit a thingy
1415 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1417 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1419 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1421 proutn(_("Mr. Spock-"))
1422 prouts(_(" \"Fascinating!\""))
1426 # Stas Sergeev added the possibility that
1427 # you can shove the Thingy and piss it off.
1428 # It then becomes an enemy and may fire at you.
1431 elif iquad == ' ': # Black hole
1433 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1435 elif iquad == '#': # hit the web
1437 prout(_("***Torpedo absorbed by Tholian web."))
1439 elif iquad == 'T': # Hit a Tholian
1440 h1 = 700.0 + rnd.integer(100) - \
1441 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1444 game.quad[w.i][w.j] = '.'
1449 proutn(crmena(True, 'T', "sector", w))
1450 if rnd.withprob(0.05):
1451 prout(_(" survives photon blast."))
1453 prout(_(" disappears."))
1454 game.tholian.move(None)
1455 game.quad[w.i][w.j] = '#'
1460 proutn("Don't know how to handle torpedo collision with ")
1461 proutn(crmena(True, iquad, "sector", w))
1466 setwnd(message_window)
1467 prout(_("Torpedo missed."))
1471 "Critical-hit resolution."
1472 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1474 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1475 proutn(_("***CRITICAL HIT--"))
1476 # Select devices and cause damage
1481 # Cheat to prevent shuttle damage unless on ship
1482 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1485 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1486 game.damage[j] += extradm
1489 for (i, j) in enumerate(cdam):
1491 if skipcount % 3 == 2 and i < len(cdam)-1:
1496 prout(_(" damaged."))
1497 if damaged(DSHIELD) and game.shldup:
1498 prout(_("***Shields knocked down."))
1500 if damaged(DCLOAK) and game.iscloaked:
1501 prout(_("***Cloaking device rendered inoperative."))
1502 game.iscloaked = False
1504 def attack(torps_ok):
1505 # bad guy attacks us
1506 # torps_ok == False forces use of phasers in an attack
1509 # game could be over at this point, check
1519 prout("=== ATTACK!") # pragma: no cover
1520 # Tholian gets to move before attacking
1523 # if you have just entered the RNZ, you'll get a warning
1524 if game.neutz: # The one chance not to be attacked
1527 # commanders get a chance to tac-move towards you
1528 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:
1529 for (bugout, enemy, old, goto) in moveklings():
1531 # we know about this if either short or long range
1532 # sensors are working
1533 if damaged(DSRSENS) and damaged(DLRSENS) \
1534 and game.condition != "docked":
1535 prout(crmena(True, enemy.type, "sector", old) + \
1536 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1537 else: # Enemy still in-sector
1538 if enemy.move(goto):
1539 if not damaged(DSRSENS) or game.condition == "docked":
1540 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1541 if enemy.kdist < old:
1542 proutn(_(" advances to "))
1544 proutn(_(" retreats to "))
1545 prout("Sector %s." % goto)
1547 # if no enemies remain after movement, we're done
1548 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1550 # set up partial hits if attack happens during shield status change
1551 pfac = 1.0/game.inshld
1553 chgfac = 0.25 + rnd.real(0.5)
1555 # message verbosity control
1556 if game.skill <= SKILL_FAIR:
1558 for enemy in game.enemies:
1560 continue # too weak to attack
1561 # compute hit strength and diminish shield power
1563 # Increase chance of photon torpedos if docked or enemy energy is low
1564 if game.condition == "docked":
1566 if enemy.power < 500:
1568 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1570 # different enemies have different probabilities of throwing a torp
1571 usephasers = not torps_ok or \
1572 (enemy.type == 'K' and r > 0.0005) or \
1573 (enemy.type == 'C' and r > 0.015) or \
1574 (enemy.type == 'R' and r > 0.3) or \
1575 (enemy.type == 'S' and r > 0.07) or \
1576 (enemy.type == '?' and r > 0.05)
1577 if usephasers: # Enemy uses phasers
1578 if game.condition == "docked":
1579 continue # Don't waste the effort!
1580 attempt = True # Attempt to attack
1581 dustfac = rnd.real(0.8, 0.85)
1582 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1584 else: # Enemy uses photon torpedo
1585 # We should be able to make the bearing() method work here
1586 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1588 proutn(_("***TORPEDO INCOMING"))
1589 if not damaged(DSRSENS):
1590 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1593 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1594 dispersion += 0.002*enemy.power*dispersion
1595 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1596 if game.unwon() == 0:
1597 finish(FWON) # Klingons did themselves in!
1598 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1599 return # Supernova or finished
1602 # incoming phaser or torpedo, shields may dissipate it
1603 if game.shldup or game.shldchg or game.condition == "docked":
1604 # shields will take hits
1605 propor = pfac * game.shield
1606 if game.condition == "docked":
1608 propor = max(propor, 0.1)
1609 hitsh = propor*chgfac*hit+1.0
1611 if absorb > game.shield:
1612 absorb = game.shield
1613 game.shield -= absorb
1615 # taking a hit blasts us out of a starbase dock
1616 if game.condition == "docked":
1618 # but the shields may take care of it
1619 if propor > 0.1 and hit < 0.005*game.energy:
1621 # hit from this opponent got through shields, so take damage
1623 proutn(_("%d unit hit") % int(hit))
1624 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1625 proutn(_(" on the ") + crmshp())
1626 if not damaged(DSRSENS) and usephasers:
1627 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1629 # Decide if hit is critical
1635 if game.energy <= 0:
1636 # Returning home upon your shield, not with it...
1639 if not attempt and game.condition == "docked":
1640 prout(_("***Enemies decide against attacking your ship."))
1641 percent = 100.0*pfac*game.shield+0.5
1643 # Shields fully protect ship
1644 proutn(_("Enemy attack reduces shield strength to "))
1646 # Emit message if starship suffered hit(s)
1648 proutn(_("Energy left %2d shields ") % int(game.energy))
1651 elif not damaged(DSHIELD):
1654 proutn(_("damaged, "))
1655 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1656 # Check if anyone was hurt
1657 if hitmax >= 200 or hittot >= 500:
1658 icas = rnd.integer(int(hittot * 0.015))
1661 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1662 prout(_(" in that last attack.\""))
1664 game.state.crew -= icas
1665 # After attack, reset average distance to enemies
1666 for enemy in game.enemies:
1667 enemy.kavgd = enemy.kdist
1671 def deadkl(w, etype, mv):
1672 "Kill a Klingon, Tholian, Romulan, or Thingy."
1673 # Added mv to allow enemy to "move" before dying
1674 proutn(crmena(True, etype, "sector", mv))
1675 # Decide what kind of enemy it is and update appropriately
1677 # Chalk up a Romulan
1678 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1680 game.state.nromrem -= 1
1689 # Killed some type of Klingon
1690 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1693 game.state.kcmdr.remove(game.quadrant)
1695 if game.state.kcmdr:
1696 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1697 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1702 game.state.nscrem -= 1
1703 game.state.kscmdr.invalidate()
1708 # For each kind of enemy, finish message to player
1709 prout(_(" destroyed."))
1710 if game.unwon() == 0:
1713 # Remove enemy ship from arrays describing local conditions
1714 for e in game.enemies:
1721 "Return None if target is invalid, otherwise return a course angle."
1722 if not w.valid_sector():
1726 # C code this was translated from is wacky -- why the sign reversal?
1727 delta.j = (w.j - game.sector.j)
1728 delta.i = (game.sector.i - w.i)
1729 if delta == Coord(0, 0):
1731 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1732 prout(_(" I recommend an immediate review of"))
1733 prout(_(" the Captain's psychological profile.\""))
1736 return delta.bearing()
1739 "Launch photon torpedo salvo."
1742 if damaged(DPHOTON):
1743 prout(_("Photon tubes damaged."))
1747 prout(_("No torpedoes left."))
1750 # First, get torpedo count
1753 if scanner.token == "IHALPHA":
1756 elif scanner.token == "IHEOL" or not scanner.waiting():
1757 prout(_("%d torpedoes left.") % game.torps)
1759 proutn(_("Number of torpedoes to fire- "))
1760 continue # Go back around to get a number
1761 else: # key == "IHREAL"
1767 if n <= 0: # abort command
1772 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1775 scanner.chew() # User requested more torps than available
1776 continue # Go back around
1777 break # All is good, go to next stage
1781 key = scanner.nexttok()
1782 if i == 0 and key == "IHEOL":
1783 break # no coordinate waiting, we will try prompting
1784 if i == 1 and key == "IHEOL":
1785 # direct all torpedoes at one target
1787 target.append(target[0])
1788 tcourse.append(tcourse[0])
1791 scanner.push(scanner.token)
1792 target.append(scanner.getcoord())
1793 if target[-1] is None:
1795 tcourse.append(targetcheck(target[-1]))
1796 if tcourse[-1] is None:
1799 if len(target) == 0:
1800 # prompt for each one
1802 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1804 target.append(scanner.getcoord())
1805 if target[-1] is None:
1807 tcourse.append(targetcheck(target[-1]))
1808 if tcourse[-1] is None:
1811 # Loop for moving <n> torpedoes
1813 if game.condition != "docked":
1815 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1816 if math.fabs(dispersion) >= 0.47:
1818 dispersion *= rnd.real(1.2, 2.2)
1820 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1822 prouts(_("***TORPEDO MISFIRES."))
1825 prout(_(" Remainder of burst aborted."))
1826 if rnd.withprob(0.2):
1827 prout(_("***Photon tubes damaged by misfire."))
1828 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1832 elif game.shldup or game.condition == "docked":
1833 dispersion *= 1.0 + 0.0001*game.shield
1834 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1835 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1841 "Check for phasers overheating."
1843 checkburn = (rpow-1500.0)*0.00038
1844 if rnd.withprob(checkburn):
1845 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1846 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1848 def checkshctrl(rpow):
1849 "Check shield control."
1851 if rnd.withprob(0.998):
1852 prout(_("Shields lowered."))
1854 # Something bad has happened
1855 prouts(_("***RED ALERT! RED ALERT!"))
1857 hit = rpow*game.shield/game.inshld
1858 game.energy -= rpow+hit*0.8
1859 game.shield -= hit*0.2
1860 if game.energy <= 0.0:
1861 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1866 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1868 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1869 icas = rnd.integer(int(hit*0.012))
1874 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1875 prout(_(" %d casualties so far.\"") % icas)
1877 game.state.crew -= icas
1879 prout(_("Phaser energy dispersed by shields."))
1880 prout(_("Enemy unaffected."))
1885 "Register a phaser hit on Klingons and Romulans."
1892 dustfac = rnd.real(0.9, 1.0)
1893 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1894 kpini = game.enemies[kk].power
1895 kp = math.fabs(kpini)
1896 if PHASEFAC*hit < kp:
1898 if game.enemies[kk].power < 0:
1899 game.enemies[kk].power -= -kp
1901 game.enemies[kk].power -= kp
1902 kpow = game.enemies[kk].power
1903 w = game.enemies[kk].location
1905 if not damaged(DSRSENS):
1907 proutn(_("%d unit hit on ") % int(hit))
1909 proutn(_("Very small hit on "))
1910 ienm = game.quad[w.i][w.j]
1913 proutn(crmena(False, ienm, "sector", w))
1922 else: # decide whether or not to emasculate klingon
1923 # pylint: disable=chained-comparison
1924 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1925 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1926 prout(_(" has just lost its firepower.\""))
1927 game.enemies[kk].power = -kpow
1932 "Fire phasers at bad guys."
1936 irec = 0 # Cheating inhibitor
1945 # SR sensors and Computer are needed for automode
1946 if damaged(DSRSENS) or damaged(DCOMPTR):
1948 if game.condition == "docked":
1949 prout(_("Phasers can't be fired through base shields."))
1952 if damaged(DPHASER):
1953 prout(_("Phaser control damaged."))
1957 if damaged(DSHCTRL):
1958 prout(_("High speed shield control damaged."))
1961 if game.energy <= 200.0:
1962 prout(_("Insufficient energy to activate high-speed shield control."))
1965 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1967 # Original code so convoluted, I re-did it all
1968 # (That was Tom Almy talking about the C code, I think -- ESR)
1969 while automode == "NOTSET":
1970 key = scanner.nexttok()
1971 if key == "IHALPHA":
1972 if scanner.sees("manual"):
1973 if len(game.enemies)==0:
1974 prout(_("There is no enemy present to select."))
1977 automode = "AUTOMATIC"
1980 key = scanner.nexttok()
1981 elif scanner.sees("automatic"):
1982 if (not itarg) and len(game.enemies) != 0:
1983 automode = "FORCEMAN"
1985 if len(game.enemies)==0:
1986 prout(_("Energy will be expended into space."))
1987 automode = "AUTOMATIC"
1988 key = scanner.nexttok()
1989 elif scanner.sees("no"):
1994 elif key == "IHREAL":
1995 if len(game.enemies)==0:
1996 prout(_("Energy will be expended into space."))
1997 automode = "AUTOMATIC"
1999 automode = "FORCEMAN"
2001 automode = "AUTOMATIC"
2004 if len(game.enemies)==0:
2005 prout(_("Energy will be expended into space."))
2006 automode = "AUTOMATIC"
2008 automode = "FORCEMAN"
2010 proutn(_("Manual or automatic? "))
2015 if automode == "AUTOMATIC":
2016 if key == "IHALPHA" and scanner.sees("no"):
2018 key = scanner.nexttok()
2019 if key != "IHREAL" and len(game.enemies) != 0:
2020 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2025 for i in range(len(game.enemies)):
2026 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2028 proutn(_("%d units required. ") % irec)
2030 proutn(_("Units to fire= "))
2031 key = scanner.nexttok()
2036 proutn(_("Energy available= %.2f") % avail)
2039 if not rpow > avail:
2045 key = scanner.nexttok()
2046 if key == "IHALPHA" and scanner.sees("no"):
2049 game.energy -= 200 # Go and do it!
2050 if checkshctrl(rpow):
2055 if len(game.enemies):
2058 for i in range(len(game.enemies)):
2062 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2063 over = rnd.real(1.01, 1.06) * hits[i]
2065 powrem -= hits[i] + over
2066 if powrem <= 0 and temp < hits[i]:
2075 if extra > 0 and not game.alldone:
2077 proutn(_("*** Tholian web absorbs "))
2078 if len(game.enemies)>0:
2079 proutn(_("excess "))
2080 prout(_("phaser energy."))
2082 prout(_("%d expended on empty space.") % int(extra))
2083 elif automode == "FORCEMAN":
2086 if damaged(DCOMPTR):
2087 prout(_("Battle computer damaged, manual fire only."))
2090 prouts(_("---WORKING---"))
2092 prout(_("Short-range-sensors-damaged"))
2093 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2094 prout(_("Manual-fire-must-be-used"))
2096 elif automode == "MANUAL":
2098 for k in range(len(game.enemies)):
2099 aim = game.enemies[k].location
2100 ienm = game.quad[aim.i][aim.j]
2102 proutn(_("Energy available= %.2f") % (avail-0.006))
2106 if damaged(DSRSENS) and \
2107 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2108 prout(cramen(ienm) + _(" can't be located without short range scan."))
2111 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2115 if itarg and k > kz:
2116 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2119 if not damaged(DCOMPTR):
2124 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2125 key = scanner.nexttok()
2126 if key == "IHALPHA" and scanner.sees("no"):
2128 key = scanner.nexttok()
2130 if key == "IHALPHA":
2134 if k == 1: # Let me say I'm baffled by this
2137 if scanner.real < 0:
2141 hits.append(scanner.real)
2142 rpow += scanner.real
2143 # If total requested is too much, inform and start over
2145 prout(_("Available energy exceeded -- try again."))
2148 key = scanner.nexttok() # scan for next value
2150 # zero energy -- abort
2153 if key == "IHALPHA" and scanner.sees("no"):
2158 game.energy -= 200.0
2159 if checkshctrl(rpow):
2163 # Say shield raised or malfunction, if necessary
2169 if rnd.withprob(0.01):
2170 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2171 prouts(_(" CLICK CLICK POP . . ."))
2172 prout(_(" No response, sir!"))
2175 prout(_("Shields raised."))
2182 game.ididit = False # Nothing if we fail
2185 # Make sure there is room in the brig
2186 if game.brigfree == 0:
2187 prout(_("Security reports the brig is already full."))
2191 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2194 if damaged(DTRANSP):
2195 prout(_("Scotty- \"Transporter damaged, sir.\""))
2198 # find out if there are any at all
2200 prout(_("Uhura- \"Getting no response, sir.\""))
2203 # if there is more than one Klingon, find out which one
2204 # Cruddy, just takes one at random. Should ask the captain.
2205 # Nah, just select the weakest one since it is most likely to
2206 # surrender (Tom Almy mod)
2207 klingons = [e for e in game.enemies if e.type == 'K']
2208 weakest = sorted(klingons, key=lambda e: e.power)[0]
2209 game.optime = 0.05 # This action will take some time
2210 game.ididit = True # So any others can strike back
2212 # check out that Klingon
2213 # The algorithm isn't that great and could use some more
2214 # intelligent design
2215 # x = 300 + 25*skill;
2216 x = game.energy / (weakest.power * len(klingons))
2217 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2218 # % (game.energy, weakest.power, len(klingons)))
2219 x *= 2.5 # would originally have been equivalent of 1.4,
2220 # but we want command to work more often, more humanely
2221 #prout(_("Prob = %.4f" % x))
2222 # x = 100; // For testing, of course!
2223 if x < rnd.real(100):
2224 # guess what, he surrendered!!!
2225 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2228 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2229 if i > game.brigfree:
2230 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2233 prout(_("%d captives taken") % i)
2234 deadkl(weakest.location, weakest.type, game.sector)
2239 # big surprise, he refuses to surrender
2240 prout(_("Fat chance, captain!"))
2242 # Code from events.c begins here.
2244 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2245 # event of each type active at any given time. Mostly these means we can
2246 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2247 # BSD Trek, from which we swiped the idea, can have up to 5.
2249 def unschedule(evtype):
2250 "Remove an event from the schedule."
2251 game.future[evtype].date = FOREVER
2252 return game.future[evtype]
2254 def is_scheduled(evtype):
2255 "Is an event of specified type scheduled."
2256 return game.future[evtype].date != FOREVER
2258 def scheduled(evtype):
2259 "When will this event happen?"
2260 return game.future[evtype].date
2262 def schedule(evtype, offset):
2263 "Schedule an event of specified type."
2264 game.future[evtype].date = game.state.date + offset
2265 return game.future[evtype]
2267 def postpone(evtype, offset):
2268 "Postpone a scheduled event."
2269 game.future[evtype].date += offset
2272 "Rest period is interrupted by event."
2275 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2277 game.resting = False
2283 "Run through the event queue looking for things to do."
2285 fintim = game.state.date + game.optime
2294 def tractorbeam(yank):
2295 "Tractor-beaming cases merge here."
2297 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2299 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2300 # If Kirk & Co. screwing around on planet, handle
2301 atover(True) # atover(true) is Grab
2304 if game.icraft: # Caught in Galileo?
2307 # Check to see if shuttle is aboard
2308 if game.iscraft == "offship":
2310 if rnd.withprob(0.5):
2311 prout(_("Galileo, left on the planet surface, is captured"))
2312 prout(_("by aliens and made into a flying McDonald's."))
2313 game.damage[DSHUTTL] = -10
2314 game.iscraft = "removed"
2316 prout(_("Galileo, left on the planet surface, is well hidden."))
2318 game.quadrant = game.state.kscmdr
2320 game.quadrant = game.state.kcmdr[i]
2321 game.sector = randplace(QUADSIZE)
2322 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2323 % (game.quadrant, game.sector))
2325 prout(_("(Remainder of rest/repair period cancelled.)"))
2326 game.resting = False
2328 if not damaged(DSHIELD) and game.shield > 0:
2329 doshield(shraise=True) # raise shields
2330 game.shldchg = False
2332 prout(_("(Shields not currently useable.)"))
2334 # Adjust finish time to time of tractor beaming?
2335 # fintim = game.state.date+game.optime
2336 attack(torps_ok=False)
2337 if not game.state.kcmdr:
2340 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2343 "Code merges here for any commander destroying a starbase."
2344 # Not perfect, but will have to do
2345 # Handle case where base is in same quadrant as starship
2346 if game.battle == game.quadrant:
2347 game.state.chart[game.battle.i][game.battle.j].starbase = False
2348 game.quad[game.base.i][game.base.j] = '.'
2349 game.base.invalidate()
2352 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2353 elif game.state.baseq and communicating():
2354 # Get word via subspace radio
2357 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2358 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2360 prout(_("the Klingon Super-Commander"))
2362 prout(_("a Klingon Commander"))
2363 game.state.chart[game.battle.i][game.battle.j].starbase = False
2364 # Remove Starbase from galaxy
2365 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2366 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2368 # reinstate a commander's base attack
2372 game.battle.invalidate()
2373 if game.idebug: # pragma: no cover
2374 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2375 for i in range(1, NEVENTS):
2376 if i == FSNOVA: proutn("=== Supernova ")
2377 elif i == FTBEAM: proutn("=== T Beam ")
2378 elif i == FSNAP: proutn("=== Snapshot ")
2379 elif i == FBATTAK: proutn("=== Base Attack ")
2380 elif i == FCDBAS: proutn("=== Base Destroy ")
2381 elif i == FSCMOVE: proutn("=== SC Move ")
2382 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2383 elif i == FDSPROB: proutn("=== Probe Move ")
2384 elif i == FDISTR: proutn("=== Distress Call ")
2385 elif i == FENSLV: proutn("=== Enslavement ")
2386 elif i == FREPRO: proutn("=== Klingon Build ")
2388 prout("%.2f" % (scheduled(i)))
2391 radio_was_broken = damaged(DRADIO)
2394 # Select earliest extraneous event, evcode==0 if no events
2399 for l in range(1, NEVENTS):
2400 if game.future[l].date < datemin:
2403 prout("== Event %d fires" % evcode) # pragma: no cover
2404 datemin = game.future[l].date
2405 xtime = datemin-game.state.date
2407 game.energy -= xtime*500.0
2408 if game.energy <= 0:
2411 game.state.date = datemin
2412 # Decrement Federation resources and recompute remaining time
2413 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2415 if game.state.remtime <= 0:
2418 # Any crew left alive?
2419 if game.state.crew <= 0:
2422 # Is life support adequate?
2423 if damaged(DLIFSUP) and game.condition != "docked":
2424 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2427 game.lsupres -= xtime
2428 if game.damage[DLIFSUP] <= xtime:
2429 game.lsupres = game.inlsr
2432 if game.condition == "docked":
2434 # Don't fix Deathray here
2435 for l in range(NDEVICES):
2436 if game.damage[l] > 0.0 and l != DDRAY:
2437 if game.damage[l]-repair > 0.0:
2438 game.damage[l] -= repair
2440 game.damage[l] = 0.0
2441 # If radio repaired, update star chart and attack reports
2442 if radio_was_broken and not damaged(DRADIO):
2443 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2444 prout(_(" surveillance reports are coming in."))
2446 if not game.iseenit:
2450 prout(_(" The star chart is now up to date.\""))
2452 # Cause extraneous event EVCODE to occur
2453 game.optime -= xtime
2454 if evcode == FSNOVA: # Supernova
2457 schedule(FSNOVA, expran(0.5*game.intime))
2458 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2460 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2461 if game.state.nscrem == 0 or game.iscloaked or \
2462 ictbeam or istract or \
2463 game.condition == "docked" or game.isatb == 1 or game.iscate:
2465 if game.ientesc or \
2466 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2467 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2468 (damaged(DSHIELD) and \
2469 (game.energy < 2500 or damaged(DPHASER)) and \
2470 (game.torps < 5 or damaged(DPHOTON))):
2472 istract = ictbeam = True
2473 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2476 elif evcode == FTBEAM: # Tractor beam
2477 if not game.state.kcmdr:
2480 i = rnd.integer(len(game.state.kcmdr))
2481 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2482 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2483 # Drats! Have to reschedule
2485 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2489 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2490 game.snapsht = copy.deepcopy(game.state)
2491 game.state.snap = True
2492 schedule(FSNAP, expran(0.5 * game.intime))
2493 elif evcode == FBATTAK: # Commander attacks starbase
2494 if not game.state.kcmdr or not game.state.baseq:
2499 ibq = None # Force battle location to persist past loop
2501 for ibq in game.state.baseq:
2502 for cmdr in game.state.kcmdr:
2503 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2505 # no match found -- try later
2506 schedule(FBATTAK, expran(0.3*game.intime))
2511 # commander + starbase combination found -- launch attack
2513 schedule(FCDBAS, rnd.real(1.0, 4.0))
2514 if game.isatb: # extra time if SC already attacking
2515 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2516 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2517 game.iseenit = False
2518 if not communicating():
2519 continue # No warning :-(
2523 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2524 prout(_(" reports that it is under attack and that it can"))
2525 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2528 elif evcode == FSCDBAS: # Supercommander destroys base
2531 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2532 continue # WAS RETURN!
2534 game.battle = game.state.kscmdr
2536 elif evcode == FCDBAS: # Commander succeeds in destroying base
2537 if evcode == FCDBAS:
2539 if not game.state.baseq \
2540 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2541 game.battle.invalidate()
2543 # find the lucky pair
2544 for cmdr in game.state.kcmdr:
2545 if cmdr == game.battle:
2548 # No action to take after all
2551 elif evcode == FSCMOVE: # Supercommander moves
2552 schedule(FSCMOVE, 0.2777)
2553 if not game.ientesc and not istract and game.isatb != 1 and \
2554 (not game.iscate or not game.justin):
2556 elif evcode == FDSPROB: # Move deep space probe
2557 schedule(FDSPROB, 0.01)
2558 if not game.probe.nexttok():
2559 if not game.probe.quadrant().valid_quadrant() or \
2560 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2561 # Left galaxy or ran into supernova
2565 proutn(_("Lt. Uhura- \"The deep space probe "))
2566 if not game.probe.quadrant().valid_quadrant():
2567 prout(_("has left the galaxy.\""))
2569 prout(_("is no longer transmitting.\""))
2575 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2576 pquad = game.probe.quadrant()
2577 pdest = game.state.galaxy[pquad.i][pquad.j]
2579 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2580 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2581 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2582 pdest.charted = True
2583 game.probe.moves -= 1 # One less to travel
2584 if game.probe.arrived() and game.isarmed and pdest.stars:
2585 supernova(game.probe.quadrant()) # fire in the hole!
2587 if game.state.galaxy[pquad.i][pquad.j].supernova:
2589 elif evcode == FDISTR: # inhabited system issues distress call
2591 # try a whole bunch of times to find something suitable
2592 for i in range(100):
2593 # need a quadrant which is not the current one,
2594 # which has some stars which are inhabited and
2595 # not already under attack, which is not
2596 # supernova'ed, and which has some Klingons in it
2597 w = randplace(GALSIZE)
2598 q = game.state.galaxy[w.i][w.j]
2599 if not (game.quadrant == w or q.planet is None or \
2600 not q.planet.inhabited or \
2601 q.supernova or q.status!="secure" or q.klingons<=0):
2604 # can't seem to find one; ignore this call
2605 if game.idebug: # pragma: no cover
2606 prout("=== Couldn't find location for distress event.")
2608 # got one!! Schedule its enslavement
2609 ev = schedule(FENSLV, expran(game.intime))
2611 q.status = "distressed"
2612 # tell the captain about it if we can
2614 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2615 % (q.planet, repr(w)))
2616 prout(_("by a Klingon invasion fleet."))
2619 elif evcode == FENSLV: # starsystem is enslaved
2620 ev = unschedule(FENSLV)
2621 # see if current distress call still active
2622 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2626 q.status = "enslaved"
2628 # play stork and schedule the first baby
2629 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2630 ev2.quadrant = ev.quadrant
2632 # report the disaster if we can
2634 prout(_("Uhura- We've lost contact with starsystem %s") % \
2636 prout(_("in Quadrant %s.\n") % ev.quadrant)
2637 elif evcode == FREPRO: # Klingon reproduces
2638 # If we ever switch to a real event queue, we'll need to
2639 # explicitly retrieve and restore the x and y.
2640 ev = schedule(FREPRO, expran(1.0 * game.intime))
2641 # see if current distress call still active
2642 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2646 if game.remkl() >= MAXKLGAME:
2647 continue # full right now
2648 # reproduce one Klingon
2651 if game.klhere >= MAXKLQUAD:
2653 # this quadrant not ok, pick an adjacent one
2654 for m.i in range(w.i - 1, w.i + 2):
2655 for m.j in range(w.j - 1, w.j + 2):
2656 if not m.valid_quadrant():
2658 q = game.state.galaxy[m.i][m.j]
2659 # check for this quad ok (not full & no snova)
2660 if q.klingons >= MAXKLQUAD or q.supernova:
2663 # search for eligible quadrant failed
2669 if game.quadrant == w:
2671 newkling() # also adds it to game.enemies
2672 # recompute time left
2675 if game.quadrant == w:
2676 prout(_("Spock- sensors indicate the Klingons have"))
2677 prout(_("launched a warship from %s.") % q.planet)
2679 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2680 if q.planet is not None:
2681 proutn(_("near %s ") % q.planet)
2682 prout(_("in Quadrant %s.") % w)
2688 key = scanner.nexttok()
2691 proutn(_("How long? "))
2696 origTime = delay = scanner.real
2699 if delay >= game.state.remtime or len(game.enemies) != 0:
2700 proutn(_("Are you sure? "))
2703 # Alternate resting periods (events) with attacks
2707 game.resting = False
2708 if not game.resting:
2709 prout(_("%d stardates left.") % int(game.state.remtime))
2711 temp = game.optime = delay
2712 if len(game.enemies):
2713 rtime = rnd.real(1.0, 2.0)
2717 if game.optime < delay:
2718 attack(torps_ok=False)
2726 # Repair Deathray if long rest at starbase
2727 if origTime-delay >= 9.99 and game.condition == "docked":
2728 game.damage[DDRAY] = 0.0
2729 # leave if quadrant supernovas
2730 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2732 game.resting = False
2737 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2738 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2739 if rnd.withprob(0.05):
2740 # Wow! We've supernova'ed
2741 supernova(game.quadrant)
2743 # handle initial nova
2744 game.quad[nov.i][nov.j] = '.'
2745 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2746 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2747 game.state.starkl += 1
2748 # Set up queue to recursively trigger adjacent stars
2754 for offset.i in range(-1, 1+1):
2755 for offset.j in range(-1, 1+1):
2756 if offset.j == 0 and offset.i == 0:
2758 neighbor = start + offset
2759 if not neighbor.valid_sector():
2761 iquad = game.quad[neighbor.i][neighbor.j]
2762 # Empty space ends reaction
2763 if iquad in ('.', '?', ' ', 'T', '#'):
2765 elif iquad == '*': # Affect another star
2766 if rnd.withprob(0.05):
2767 # This star supernovas
2768 supernova(game.quadrant)
2771 hits.append(neighbor)
2772 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2773 game.state.starkl += 1
2774 proutn(crmena(True, '*', "sector", neighbor))
2776 game.quad[neighbor.i][neighbor.j] = '.'
2778 elif iquad in ('P', '@'): # Destroy planet
2779 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2781 game.state.nplankl += 1
2783 game.state.nworldkl += 1
2784 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2785 game.iplnet.pclass = "destroyed"
2787 game.plnet.invalidate()
2791 game.quad[neighbor.i][neighbor.j] = '.'
2792 elif iquad == 'B': # Destroy base
2793 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2794 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2795 game.base.invalidate()
2796 game.state.basekl += 1
2798 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2799 game.quad[neighbor.i][neighbor.j] = '.'
2800 elif iquad in ('E', 'F'): # Buffet ship
2801 prout(_("***Starship buffeted by nova."))
2803 if game.shield >= 2000.0:
2804 game.shield -= 2000.0
2806 diff = 2000.0 - game.shield
2810 prout(_("***Shields knocked out."))
2811 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2813 game.energy -= 2000.0
2814 if game.energy <= 0:
2817 # add in course nova contributes to kicking starship
2819 bump += (game.sector-hits[-1]).sgn()
2820 elif iquad == 'K': # kill klingon
2821 deadkl(neighbor, iquad, neighbor)
2822 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2824 for ll in range(len(game.enemies)):
2825 if game.enemies[ll].location == neighbor:
2826 target = game.enemies[ll]
2828 if target is not None:
2829 target.power -= 800.0 # If firepower is lost, die
2830 if target.power <= 0.0:
2831 deadkl(neighbor, iquad, neighbor)
2832 continue # neighbor loop
2833 # Else enemy gets flung by the blast wave
2834 newc = neighbor + neighbor - start
2835 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2836 if not newc.valid_sector():
2837 # can't leave quadrant
2840 iquad1 = game.quad[newc.i][newc.j]
2842 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2844 deadkl(neighbor, iquad, newc)
2847 # can't move into something else
2850 proutn(_(", buffeted to Sector %s") % newc)
2851 game.quad[neighbor.i][neighbor.j] = '.'
2852 game.quad[newc.i][newc.j] = iquad
2854 # Starship affected by nova -- kick it away.
2856 direc = ncourse[3*(bump.i+1)+bump.j+2]
2861 scourse = course(bearing=direc, distance=dist)
2862 game.optime = scourse.time(w=4)
2864 prout(_("Force of nova displaces starship."))
2865 imove(scourse, noattack=True)
2866 game.optime = scourse.time(w=4)
2870 "Star goes supernova."
2875 # Scheduled supernova -- select star at random.
2878 for nq.i in range(GALSIZE):
2879 for nq.j in range(GALSIZE):
2880 nstars += game.state.galaxy[nq.i][nq.j].stars
2882 return # nothing to supernova exists
2883 num = rnd.integer(nstars) + 1
2884 for nq.i in range(GALSIZE):
2885 for nq.j in range(GALSIZE):
2886 num -= game.state.galaxy[nq.i][nq.j].stars
2891 if game.idebug: # pragma: no cover
2892 proutn("=== Super nova here?")
2895 if nq != game.quadrant or game.justin:
2896 # it isn't here, or we just entered (treat as enroute)
2899 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2900 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2903 # we are in the quadrant!
2904 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2905 for ns.i in range(QUADSIZE):
2906 for ns.j in range(QUADSIZE):
2907 if game.quad[ns.i][ns.j]=='*':
2914 prouts(_("***RED ALERT! RED ALERT!"))
2916 prout(_("***Incipient supernova detected at Sector %s") % ns)
2917 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2918 proutn(_("Emergency override attempts t"))
2919 prouts("***************")
2923 # destroy any Klingons in supernovaed quadrant
2924 game.state.galaxy[nq.i][nq.j].klingons = 0
2925 if nq == game.state.kscmdr:
2926 # did in the Supercommander!
2927 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2931 # Changing this to [w for w in game.state.kcmdr if w != nq]
2932 # causes regression-test failure
2933 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2934 #comkills = len(game.state.kcmdr) - len(survivors)
2935 game.state.kcmdr = survivors
2936 if not game.state.kcmdr:
2938 # destroy Romulans and planets in supernovaed quadrant
2939 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2940 game.state.galaxy[nq.i][nq.j].romulans = 0
2941 game.state.nromrem -= nrmdead
2943 for loop in range(game.inplan):
2944 if game.state.planets[loop].quadrant == nq:
2945 game.state.planets[loop].pclass = "destroyed"
2947 # Destroy any base in supernovaed quadrant
2948 game.state.baseq = [x for x in game.state.baseq if x != nq]
2949 # If starship caused supernova, tally up destruction
2951 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2952 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2953 game.state.nplankl += npdead
2954 # mark supernova in galaxy and in star chart
2955 if game.quadrant == nq or communicating():
2956 game.state.galaxy[nq.i][nq.j].supernova = True
2957 # If supernova destroys last Klingons give special message
2958 if game.unwon()==0 and nq != game.quadrant:
2961 prout(_("Lucky you!"))
2962 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2965 # if some Klingons remain, continue or die in supernova
2970 # Code from finish.c ends here.
2973 "Self-destruct maneuver. Finish with a BANG!"
2975 if damaged(DCOMPTR):
2976 prout(_("Computer damaged; cannot execute destruct sequence."))
2978 prouts(_("---WORKING---")); skip(1)
2979 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2980 prouts(" 10"); skip(1)
2981 prouts(" 9"); skip(1)
2982 prouts(" 8"); skip(1)
2983 prouts(" 7"); skip(1)
2984 prouts(" 6"); skip(1)
2986 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2988 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2990 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2993 if game.passwd != scanner.token:
2994 prouts(_("PASSWORD-REJECTED;"))
2996 prouts(_("CONTINUITY-EFFECTED"))
2999 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3000 prouts(" 5"); skip(1)
3001 prouts(" 4"); skip(1)
3002 prouts(" 3"); skip(1)
3003 prouts(" 2"); skip(1)
3004 prouts(" 1"); skip(1)
3005 if rnd.withprob(0.15):
3006 prouts(_("GOODBYE-CRUEL-WORLD"))
3014 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3018 if len(game.enemies) != 0:
3019 whammo = 25.0 * game.energy
3020 for e in game.enemies[::-1]:
3021 if e.power*e.kdist <= whammo:
3022 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3026 "Compute our rate of kils over time."
3027 elapsed = game.state.date - game.indate
3028 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3031 starting = (game.inkling + game.incom + game.inscom)
3032 remaining = game.unwon()
3033 return (starting - remaining)/elapsed
3037 badpt = 5.0*game.state.starkl + \
3039 10.0*game.state.nplankl + \
3040 300*game.state.nworldkl + \
3042 100.0*game.state.basekl +\
3043 3.0*game.abandoned +\
3045 if game.ship == 'F':
3047 elif game.ship is None:
3052 # end the game, with appropriate notifications
3056 prout(_("It is stardate %.1f.") % game.state.date)
3058 if ifin == FWON: # Game has been won
3059 if game.state.nromrem != 0:
3060 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3063 prout(_("You have smashed the Klingon invasion fleet and saved"))
3064 prout(_("the Federation."))
3065 if game.alive and game.brigcapacity-game.brigfree > 0:
3066 game.kcaptured += game.brigcapacity-game.brigfree
3067 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3072 badpt = 0.0 # Close enough!
3073 # killsPerDate >= RateMax
3074 if game.state.date-game.indate < 5.0 or \
3075 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3077 prout(_("In fact, you have done so well that Starfleet Command"))
3078 if game.skill == SKILL_NOVICE:
3079 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3080 elif game.skill == SKILL_FAIR:
3081 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3082 elif game.skill == SKILL_GOOD:
3083 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3084 elif game.skill == SKILL_EXPERT:
3085 prout(_("promotes you to Commodore Emeritus."))
3087 prout(_("Now that you think you're really good, try playing"))
3088 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3089 elif game.skill == SKILL_EMERITUS:
3091 proutn(_("Computer- "))
3092 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3094 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3096 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3098 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3100 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3102 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3104 prout(_("Now you can retire and write your own Star Trek game!"))
3106 elif game.skill >= SKILL_EXPERT:
3107 if game.thawed and not game.idebug:
3108 prout(_("You cannot get a citation, so..."))
3110 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3114 # Only grant long life if alive (original didn't!)
3116 prout(_("LIVE LONG AND PROSPER."))
3121 elif ifin == FDEPLETE: # Federation Resources Depleted
3122 prout(_("Your time has run out and the Federation has been"))
3123 prout(_("conquered. Your starship is now Klingon property,"))
3124 prout(_("and you are put on trial as a war criminal. On the"))
3125 proutn(_("basis of your record, you are "))
3126 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3127 prout(_("acquitted."))
3129 prout(_("LIVE LONG AND PROSPER."))
3131 prout(_("found guilty and"))
3132 prout(_("sentenced to death by slow torture."))
3136 elif ifin == FLIFESUP:
3137 prout(_("Your life support reserves have run out, and"))
3138 prout(_("you die of thirst, starvation, and asphyxiation."))
3139 prout(_("Your starship is a derelict in space."))
3141 prout(_("Your energy supply is exhausted."))
3143 prout(_("Your starship is a derelict in space."))
3144 elif ifin == FBATTLE:
3145 prout(_("The %s has been destroyed in battle.") % crmshp())
3147 prout(_("Dulce et decorum est pro patria mori."))
3149 prout(_("You have made three attempts to cross the negative energy"))
3150 prout(_("barrier which surrounds the galaxy."))
3152 prout(_("Your navigation is abominable."))
3155 prout(_("Your starship has been destroyed by a nova."))
3156 prout(_("That was a great shot."))
3158 elif ifin == FSNOVAED:
3159 prout(_("The %s has been fried by a supernova.") % crmshp())
3160 prout(_("...Not even cinders remain..."))
3161 elif ifin == FABANDN:
3162 prout(_("You have been captured by the Klingons. If you still"))
3163 prout(_("had a starbase to be returned to, you would have been"))
3164 prout(_("repatriated and given another chance. Since you have"))
3165 prout(_("no starbases, you will be mercilessly tortured to death."))
3166 elif ifin == FDILITHIUM:
3167 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3168 elif ifin == FMATERIALIZE:
3169 prout(_("Starbase was unable to re-materialize your starship."))
3170 prout(_("Sic transit gloria mundi."))
3171 elif ifin == FPHASER:
3172 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3174 prout(_("You and your landing party have been"))
3175 prout(_("converted to energy, dissipating through space."))
3176 elif ifin == FMINING:
3177 # This does not seem to be reachable from any code path.
3178 prout(_("You are left with your landing party on"))
3179 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3181 prout(_("They are very fond of \"Captain Kirk\" soup."))
3183 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3184 elif ifin == FDPLANET:
3185 prout(_("You and your mining party perish."))
3187 prout(_("That was a great shot."))
3190 # This does not seem to be reachable from any code path.
3191 prout(_("The Galileo is instantly annihilated by the supernova."))
3192 prout(_("You and your mining party are atomized."))
3194 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3195 prout(_("joins the Romulans, wreaking terror on the Federation."))
3196 elif ifin == FPNOVA:
3197 prout(_("You and your mining party are atomized."))
3199 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3200 prout(_("joins the Romulans, wreaking terror on the Federation."))
3201 elif ifin == FSTRACTOR:
3202 prout(_("The shuttle craft Galileo is also caught,"))
3203 prout(_("and breaks up under the strain."))
3205 prout(_("Your debris is scattered for millions of miles."))
3206 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3208 prout(_("The mutants attack and kill Spock."))
3209 prout(_("Your ship is captured by Klingons, and"))
3210 prout(_("your crew is put on display in a Klingon zoo."))
3211 elif ifin == FTRIBBLE:
3212 prout(_("Tribbles consume all remaining water,"))
3213 prout(_("food, and oxygen on your ship."))
3215 prout(_("You die of thirst, starvation, and asphyxiation."))
3216 prout(_("Your starship is a derelict in space."))
3218 prout(_("Your ship is drawn to the center of the black hole."))
3219 prout(_("You are crushed into extremely dense matter."))
3220 elif ifin == FCLOAK:
3222 prout(_("You have violated the Treaty of Algeron."))
3223 prout(_("The Romulan Empire can never trust you again."))
3225 prout(_("Your last crew member has died."))
3226 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3227 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3228 prout(_("You may have missed some warning messages."))
3230 if game.ship == 'F':
3232 elif game.ship == 'E':
3235 if game.unwon() != 0:
3236 goodies = game.state.remres/game.inresor
3237 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3238 if goodies/baddies >= rnd.real(1.0, 1.5):
3239 prout(_("As a result of your actions, a treaty with the Klingon"))
3240 prout(_("Empire has been signed. The terms of the treaty are"))
3241 if goodies/baddies >= rnd.real(3.0):
3242 prout(_("favorable to the Federation."))
3244 prout(_("Congratulations!"))
3246 prout(_("highly unfavorable to the Federation."))
3248 prout(_("The Federation will be destroyed."))
3250 prout(_("Since you took the last Klingon with you, you are a"))
3251 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3252 prout(_("statue in your memory. Rest in peace, and try not"))
3253 prout(_("to think about pigeons."))
3256 scanner.chew() # Clean up leftovers
3259 "Compute player's score."
3260 timused = game.state.date - game.indate
3261 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3263 game.perdate = killrate()
3264 ithperd = 500*game.perdate + 0.5
3267 iwon = 100*game.skill
3268 if game.ship == 'E':
3270 elif game.ship == 'F':
3274 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3275 game.score = 10*(dead_ordinaries)\
3276 + 50*(game.incom - len(game.state.kcmdr)) \
3278 + 20*(game.inrom - game.state.nromrem) \
3279 + 200*(game.inscom - game.state.nscrem) \
3280 - game.state.nromrem \
3281 + 3 * game.kcaptured \
3286 prout(_("Your score --"))
3287 if game.inrom - game.state.nromrem:
3288 prout(_("%6d Romulans destroyed %5d") %
3289 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3290 if game.state.nromrem and game.gamewon:
3291 prout(_("%6d Romulans captured %5d") %
3292 (game.state.nromrem, game.state.nromrem))
3294 prout(_("%6d ordinary Klingons destroyed %5d") %
3295 (dead_ordinaries, 10*dead_ordinaries))
3296 if game.incom - len(game.state.kcmdr):
3297 prout(_("%6d Klingon commanders destroyed %5d") %
3298 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3300 prout(_("%d Klingons captured %5d") %
3301 (game.kcaptured, 3 * game.kcaptured))
3302 if game.inscom - game.state.nscrem:
3303 prout(_("%6d Super-Commander destroyed %5d") %
3304 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3306 prout(_("%6.2f Klingons per stardate %5d") %
3307 (game.perdate, ithperd))
3308 if game.state.starkl:
3309 prout(_("%6d stars destroyed by your action %5d") %
3310 (game.state.starkl, -5*game.state.starkl))
3311 if game.state.nplankl:
3312 prout(_("%6d planets destroyed by your action %5d") %
3313 (game.state.nplankl, -10*game.state.nplankl))
3314 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3315 prout(_("%6d inhabited planets destroyed by your action %5d") %
3316 (game.state.nworldkl, -300*game.state.nworldkl))
3317 if game.state.basekl:
3318 prout(_("%6d bases destroyed by your action %5d") %
3319 (game.state.basekl, -100*game.state.basekl))
3321 prout(_("%6d calls for help from starbase %5d") %
3322 (game.nhelp, -45*game.nhelp))
3324 prout(_("%6d casualties incurred %5d") %
3325 (game.casual, -game.casual))
3327 prout(_("%6d crew abandoned in space %5d") %
3328 (game.abandoned, -3*game.abandoned))
3330 prout(_("%6d ship(s) lost or destroyed %5d") %
3331 (klship, -100*klship))
3333 if game.ncviol == 1:
3334 prout(_("1 Treaty of Algeron violation -100"))
3336 prout(_("%6d Treaty of Algeron violations %5d\n") %
3337 (game.ncviol, -100*game.ncviol))
3339 prout(_("Penalty for getting yourself killed -200"))
3341 proutn(_("Bonus for winning "))
3342 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3343 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3344 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3345 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3346 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3347 prout(" %5d" % iwon)
3349 prout(_("TOTAL SCORE %5d") % game.score)
3352 "Emit winner's commemmorative plaque."
3355 proutn(_("File or device name for your plaque: "))
3358 fp = open(winner, "w")
3361 prout(_("Invalid name."))
3363 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3365 # The 38 below must be 64 for 132-column paper
3366 nskip = 38 - len(winner)/2
3367 # This is where the ASCII art picture was emitted.
3368 # It got garbled somewhere in the chain of transmission to the Almy version.
3369 # We should restore it if we can find old enough FORTRAN sources.
3371 fp.write(_(" U. S. S. ENTERPRISE\n"))
3372 fp.write("\n\n\n\n")
3373 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3375 fp.write(_(" Starfleet Command bestows to you\n"))
3377 fp.write("%*s%s\n\n" % (nskip, "", winner))
3378 fp.write(_(" the rank of\n\n"))
3379 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3381 if game.skill == SKILL_EXPERT:
3382 fp.write(_(" Expert level\n\n"))
3383 elif game.skill == SKILL_EMERITUS:
3384 fp.write(_("Emeritus level\n\n"))
3386 fp.write(_(" Cheat level\n\n"))
3387 timestring = time.ctime()
3388 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3389 (timestring+4, timestring+20, timestring+11))
3390 fp.write(_(" Your score: %d\n\n") % game.score)
3391 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3394 # Code from io.c begins here
3396 rows = linecount = 0 # for paging
3399 fullscreen_window = None
3400 srscan_window = None # Short range scan
3401 report_window = None # Report legends for status window
3402 status_window = None # The status window itself
3403 lrscan_window = None # Long range scan
3404 message_window = None # Main window for scrolling text
3405 prompt_window = None # Prompt window at bottom of display
3410 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3411 gettext.textdomain("sst")
3412 if not (game.options & OPTION_CURSES):
3413 ln_env = os.getenv("LINES")
3418 else: # pragma: no cover
3419 stdscr = curses.initscr()
3423 if game.options & OPTION_COLOR:
3424 curses.start_color()
3425 curses.use_default_colors()
3426 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3427 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3428 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3429 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3430 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3431 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3432 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3433 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3434 global fullscreen_window, srscan_window, report_window, status_window
3435 global lrscan_window, message_window, prompt_window
3436 (rows, _columns) = stdscr.getmaxyx()
3437 fullscreen_window = stdscr
3438 srscan_window = curses.newwin(12, 25, 0, 0)
3439 report_window = curses.newwin(11, 0, 1, 25)
3440 status_window = curses.newwin(10, 0, 1, 39)
3441 lrscan_window = curses.newwin(5, 0, 0, 64)
3442 message_window = curses.newwin(0, 0, 12, 0)
3443 prompt_window = curses.newwin(1, 0, rows-2, 0)
3444 message_window.scrollok(True)
3445 setwnd(fullscreen_window)
3449 if game.options & OPTION_CURSES: # pragma: no cover
3450 stdscr.keypad(False)
3456 "Wait for user action -- OK to do nothing if on a TTY"
3457 if game.options & OPTION_CURSES: # pragma: no cover
3462 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3466 if game.skill > SKILL_FAIR:
3467 prompt = _("[CONTINUE?]")
3469 prompt = _("[PRESS ENTER TO CONTINUE]")
3471 if game.options & OPTION_CURSES: # pragma: no cover
3473 setwnd(prompt_window)
3474 prompt_window.clear()
3475 prompt_window.addstr(prompt)
3476 prompt_window.getstr()
3477 prompt_window.clear()
3478 prompt_window.refresh()
3479 setwnd(message_window)
3482 sys.stdout.write('\n')
3486 sys.stdout.write('\n' * rows)
3490 "Skip i lines. Pause game if this would cause a scrolling event."
3491 for _dummy in range(i):
3492 if game.options & OPTION_CURSES: # pragma: no cover
3493 (y, _x) = curwnd.getyx()
3496 except curses.error:
3501 if rows and linecount >= rows:
3504 sys.stdout.write('\n')
3506 def proutn(proutntline):
3507 "Utter a line with no following line feed."
3508 if game.options & OPTION_CURSES: # pragma: no cover
3509 (y, x) = curwnd.getyx()
3510 (my, _mx) = curwnd.getmaxyx()
3511 if curwnd == message_window and y >= my - 2:
3514 if logfp and game.cdebug:
3515 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3516 curwnd.addstr(proutntline)
3519 sys.stdout.write(proutntline)
3522 def prout(proutline):
3526 def prouts(proutsline):
3528 for c in proutsline:
3529 if not replayfp or replayfp.closed: # Don't slow down replays
3532 if game.options & OPTION_CURSES: # pragma: no cover
3536 if not replayfp or replayfp.closed:
3540 "Get a line of input."
3541 if game.options & OPTION_CURSES: # pragma: no cover
3542 linein = codecs.decode(curwnd.getstr()) + "\n"
3545 if replayfp and not replayfp.closed:
3547 linein = replayfp.readline()
3549 if linein == '': # pragma: no cover
3550 prout("*** Replay finished")
3553 elif linein[0] != "#":
3557 linein = input() + "\n"
3566 "Change windows -- OK for this to be a no-op in tty mode."
3568 if game.options & OPTION_CURSES: # pragma: no cover
3569 if game.cdebug and logfp:
3570 if wnd == fullscreen_window:
3571 legend = "fullscreen"
3572 elif wnd == srscan_window:
3574 elif wnd == report_window:
3576 elif wnd == status_window:
3578 elif wnd == lrscan_window:
3580 elif wnd == message_window:
3582 elif wnd == prompt_window:
3586 logfp.write("#curses: setwnd(%s)\n" % legend)
3588 # Some curses implementations get confused when you try this.
3590 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3591 except curses.error:
3595 "Clear to end of line -- can be a no-op in tty mode"
3596 if game.options & OPTION_CURSES: # pragma: no cover
3601 "Clear screen -- can be a no-op in tty mode."
3603 if game.options & OPTION_CURSES: # pragma: no cover
3609 def textcolor(color=DEFAULT):
3610 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3611 if color == DEFAULT:
3613 elif color == BLACK:
3614 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3616 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3617 elif color == GREEN:
3618 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3620 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3622 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3623 elif color == MAGENTA:
3624 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3625 elif color == BROWN:
3626 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3627 elif color == LIGHTGRAY:
3628 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3629 elif color == DARKGRAY:
3630 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3631 elif color == LIGHTBLUE:
3632 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3633 elif color == LIGHTGREEN:
3634 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3635 elif color == LIGHTCYAN:
3636 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3637 elif color == LIGHTRED:
3638 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3639 elif color == LIGHTMAGENTA:
3640 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3641 elif color == YELLOW:
3642 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3643 elif color == WHITE:
3644 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3647 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3648 curwnd.attron(curses.A_REVERSE)
3651 # Things past this point have policy implications.
3655 "Hook to be called after moving to redraw maps."
3656 if game.options & OPTION_CURSES: # pragma: no cover
3659 setwnd(srscan_window)
3663 setwnd(status_window)
3664 status_window.clear()
3665 status_window.move(0, 0)
3666 setwnd(report_window)
3667 report_window.clear()
3668 report_window.move(0, 0)
3670 setwnd(lrscan_window)
3671 lrscan_window.clear()
3672 lrscan_window.move(0, 0)
3673 lrscan(silent=False)
3675 def put_srscan_sym(w, sym): # pragma: no cover
3676 "Emit symbol for short-range scan."
3677 srscan_window.move(w.i+1, w.j*2+2)
3678 srscan_window.addch(sym)
3679 srscan_window.refresh()
3682 "Enemy fall down, go boom."
3683 if game.options & OPTION_CURSES: # pragma: no cover
3685 setwnd(srscan_window)
3686 srscan_window.attron(curses.A_REVERSE)
3687 put_srscan_sym(w, game.quad[w.i][w.j])
3691 srscan_window.attroff(curses.A_REVERSE)
3692 put_srscan_sym(w, game.quad[w.i][w.j])
3693 curses.delay_output(500)
3694 setwnd(message_window)
3697 "Sound and visual effects for teleportation."
3698 if game.options & OPTION_CURSES: # pragma: no cover
3700 setwnd(message_window)
3702 prouts(" . . . . . ")
3703 if game.options & OPTION_CURSES: # pragma: no cover
3704 #curses.delay_output(1000)
3708 def tracktorpedo(w, step, i, n, iquad):
3709 "Torpedo-track animation."
3710 if not game.options & OPTION_CURSES:
3714 proutn(_("Track for torpedo number %d- ") % (i+1))
3717 proutn(_("Torpedo track- "))
3718 elif step in {4, 9}:
3721 else: # pragma: no cover
3722 if not damaged(DSRSENS) or game.condition=="docked":
3723 if i != 0 and step == 1:
3726 if iquad in {'.', ' '}:
3727 put_srscan_sym(w, '+')
3731 put_srscan_sym(w, iquad)
3733 curwnd.attron(curses.A_REVERSE)
3734 put_srscan_sym(w, iquad)
3738 curwnd.attroff(curses.A_REVERSE)
3739 put_srscan_sym(w, iquad)
3744 "Display the current galaxy chart."
3745 if game.options & OPTION_CURSES: # pragma: no cover
3746 setwnd(message_window)
3747 message_window.clear()
3749 if game.options & OPTION_TTY:
3754 def prstat(txt, data):
3756 if game.options & OPTION_CURSES: # pragma: no cover
3758 setwnd(status_window)
3760 proutn(" " * (NSYM - len(txt)))
3763 if game.options & OPTION_CURSES: # pragma: no cover
3764 setwnd(report_window)
3766 # Code from moving.c begins here
3768 def imove(icourse=None, noattack=False):
3769 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3772 def newquadrant(noattack):
3773 # Leaving quadrant -- allow final enemy attack
3774 # Don't set up attack if being pushed by nova or cloaked
3775 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3777 for enemy in game.enemies:
3778 finald = (w - enemy.location).distance()
3779 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3780 # Stas Sergeev added the condition
3781 # that attacks only happen if Klingons
3782 # are present and your skill is good.
3783 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3784 attack(torps_ok=False)
3787 # check for edge of galaxy
3791 if icourse.final.i < 0:
3792 icourse.final.i = -icourse.final.i
3794 if icourse.final.j < 0:
3795 icourse.final.j = -icourse.final.j
3797 if icourse.final.i >= GALSIZE*QUADSIZE:
3798 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3800 if icourse.final.j >= GALSIZE*QUADSIZE:
3801 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3809 if game.nkinks == 3:
3810 # Three strikes -- you're out!
3814 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3815 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3816 prout(_("YOU WILL BE DESTROYED."))
3817 # Compute final position in new quadrant
3818 if trbeam: # Don't bother if we are to be beamed
3820 game.quadrant = icourse.final.quadrant()
3821 game.sector = icourse.final.sector()
3823 prout(_("Entering Quadrant %s.") % game.quadrant)
3824 game.quad[game.sector.i][game.sector.j] = game.ship
3826 if game.skill>SKILL_NOVICE:
3827 attack(torps_ok=False)
3829 def check_collision(h):
3830 iquad = game.quad[h.i][h.j]
3832 # object encountered in flight path
3833 stopegy = 50.0*icourse.distance/game.optime
3834 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3835 for enemy in game.enemies:
3836 if enemy.location == h:
3837 collision(rammed=False, enemy=enemy)
3839 # This should not happen
3840 prout(_("Which way did he go?")) # pragma: no cover
3844 prouts(_("***RED ALERT! RED ALERT!"))
3846 proutn("***" + crmshp())
3847 proutn(_(" pulled into black hole at Sector %s") % h)
3848 # Getting pulled into a black hole was certain
3849 # death in Almy's original. Stas Sergeev added a
3850 # possibility that you'll get timewarped instead.
3852 for m in range(NDEVICES):
3853 if game.damage[m]>0:
3855 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3856 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3866 prout(_(" encounters Tholian web at %s;") % h)
3868 prout(_(" blocked by object at %s;") % h)
3869 proutn(_("Emergency stop required "))
3870 prout(_("%2d units of energy.") % int(stopegy))
3871 game.energy -= stopegy
3872 if game.energy <= 0:
3879 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3880 game.inorbit = False
3881 # If tractor beam is to occur, don't move full distance
3882 if game.state.date+game.optime >= scheduled(FTBEAM):
3884 # We can't be tractor beamed if cloaked,
3885 # so move the event into the future
3886 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3889 game.condition = "red"
3890 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3891 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3893 game.quad[game.sector.i][game.sector.j] = '.'
3894 for _m in range(icourse.moves):
3896 w = icourse.sector()
3897 if icourse.origin.quadrant() != icourse.location.quadrant():
3898 newquadrant(noattack)
3900 elif check_collision(w):
3901 prout(_("Collision detected"))
3905 # We're in destination quadrant -- compute new average enemy distances
3906 game.quad[game.sector.i][game.sector.j] = game.ship
3908 for enemy in game.enemies:
3909 finald = (w-enemy.location).distance()
3910 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3911 enemy.kdist = finald
3913 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3914 attack(torps_ok=False)
3915 for enemy in game.enemies:
3916 enemy.kavgd = enemy.kdist
3919 setwnd(message_window)
3922 "Dock our ship at a starbase."
3924 if game.condition == "docked" and verbose:
3925 prout(_("Already docked."))
3928 prout(_("You must first leave standard orbit."))
3930 if game.base is None or not game.base.valid_sector():
3931 prout(_("No starbase available for docking in this quadrant."))
3933 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3934 prout(crmshp() + _(" not adjacent to base."))
3937 prout(_("You cannot dock while cloaked."))
3939 game.condition = "docked"
3943 if game.energy < game.inenrg:
3944 game.energy = game.inenrg
3945 game.shield = game.inshld
3946 game.torps = game.intorps
3947 game.lsupres = game.inlsr
3948 game.state.crew = FULLCREW
3949 if game.brigcapacity-game.brigfree > 0:
3950 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3951 game.kcaptured += game.brigcapacity-game.brigfree
3952 game.brigfree = game.brigcapacity
3953 if communicating() and \
3954 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3955 # get attack report from base
3956 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3960 def cartesian(loc1=None, loc2=None):
3962 return game.quadrant * QUADSIZE + game.sector
3964 return game.quadrant * QUADSIZE + loc1
3966 return loc1 * QUADSIZE + loc2
3968 def getcourse(isprobe):
3969 "Get a course and distance from the user."
3971 dquad = copy.copy(game.quadrant)
3972 navmode = "unspecified"
3976 if game.landed and not isprobe:
3977 prout(_("Dummy! You can't leave standard orbit until you"))
3978 proutn(_("are back aboard the ship."))
3981 while navmode == "unspecified":
3982 if damaged(DNAVSYS):
3984 prout(_("Computer damaged; manual navigation only"))
3986 prout(_("Computer damaged; manual movement only"))
3991 key = scanner.nexttok()
3993 proutn(_("Manual or automatic- "))
3996 elif key == "IHALPHA":
3997 if scanner.sees("manual"):
3999 key = scanner.nexttok()
4001 elif scanner.sees("automatic"):
4002 navmode = "automatic"
4003 key = scanner.nexttok()
4011 prout(_("(Manual navigation assumed.)"))
4013 prout(_("(Manual movement assumed.)"))
4017 if navmode == "automatic":
4018 while key == "IHEOL":
4020 proutn(_("Target quadrant or quadrant§or- "))
4022 proutn(_("Destination sector or quadrant§or- "))
4025 key = scanner.nexttok()
4026 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4027 first = scanner.getcoord()
4031 if scanner.type == "IHEOL":
4034 scanner.push(scanner.token)
4035 second = scanner.getcoord()
4039 if second is not None:
4045 # only one pair of numbers was specified
4047 # only quadrant specified -- go to center of dest quad
4050 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4052 # only sector specified
4056 if not dquad.valid_quadrant() or not dsect.valid_sector():
4063 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4065 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4066 # the actual deltas get computed here
4067 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4068 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4070 while key == "IHEOL":
4071 proutn(_("X and Y displacements- "))
4074 key = scanner.nexttok()
4077 delta.j = scanner.real
4081 key = scanner.nexttok()
4083 delta.i = scanner.real
4084 elif key == "IHEOL":
4090 # Check for zero movement
4091 if delta.i == 0 and delta.j == 0:
4094 if itemp == "verbose" and not isprobe:
4096 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4098 return course(bearing=delta.bearing(), distance=delta.distance())
4101 def __init__(self, bearing, distance, origin=None):
4102 self.distance = distance
4103 self.bearing = bearing
4105 self.origin = cartesian(game.quadrant, game.sector)
4107 self.origin = origin
4108 # The bearing() code we inherited from FORTRAN is actually computing
4109 # clockface directions!
4110 if self.bearing < 0.0:
4111 self.bearing += 12.0
4112 self.angle = ((15.0 - self.bearing) * 0.5235988)
4113 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4114 bigger = max(abs(self.increment.i), abs(self.increment.j))
4115 self.increment /= bigger
4116 self.moves = int(round(10*self.distance*bigger))
4118 self.final = (self.location + self.moves*self.increment).roundtogrid()
4119 self.location = self.origin
4120 self.nextlocation = None
4122 self.location = self.origin
4125 return self.location.roundtogrid() == self.final
4127 "Next step on course."
4129 self.nextlocation = self.location + self.increment
4130 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4131 self.location = self.nextlocation
4134 return self.location.quadrant()
4136 return self.location.sector()
4138 return self.distance*(w**3)*(game.shldup+1)
4140 return 10.0*self.distance/w**2
4143 "Move under impulse power."
4145 if damaged(DIMPULS):
4148 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4150 if game.energy > 30.0:
4152 icourse = getcourse(isprobe=False)
4155 power = 20.0 + 100.0*icourse.distance
4158 if power >= game.energy:
4159 # Insufficient power for trip
4161 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4162 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4163 if game.energy > 30:
4164 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4165 int(0.01 * (game.energy-20.0)-0.05))
4166 prout(_(" quadrants.\""))
4168 prout(_("quadrant. They are, therefore, useless.\""))
4171 # Make sure enough time is left for the trip
4172 game.optime = icourse.distance/0.095
4173 if game.optime >= game.state.remtime:
4174 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4175 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4176 proutn(_("we dare spend the time?\" "))
4179 # Activate impulse engines and pay the cost
4180 imove(icourse, noattack=False)
4184 power = 20.0 + 100.0*icourse.distance
4185 game.energy -= power
4186 game.optime = icourse.distance/0.095
4187 if game.energy <= 0:
4191 def warp(wcourse, involuntary):
4192 "ove under warp drive."
4193 blooey = False; twarp = False
4194 if not involuntary: # Not WARPX entry
4199 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4201 if game.damage[DWARPEN] > 10.0:
4204 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4206 if damaged(DWARPEN) and game.warpfac > 4.0:
4209 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4210 prout(_(" is repaired, I can only give you warp 4.\""))
4212 # Read in course and distance
4215 wcourse = getcourse(isprobe=False)
4218 # Make sure starship has enough energy for the trip
4219 # Note: this formula is slightly different from the C version,
4220 # and lets you skate a bit closer to the edge.
4221 if wcourse.power(game.warpfac) >= game.energy:
4222 # Insufficient power for trip
4225 prout(_("Engineering to bridge--"))
4226 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4227 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4229 prout(_("We can't do it, Captain. We don't have enough energy."))
4231 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4234 prout(_("if you'll lower the shields."))
4238 prout(_("We haven't the energy to go that far with the shields up."))
4240 # Make sure enough time is left for the trip
4241 game.optime = wcourse.time(game.warpfac)
4242 if game.optime >= 0.8*game.state.remtime:
4244 prout(_("First Officer Spock- \"Captain, I compute that such"))
4245 proutn(_(" a trip would require approximately %2.0f") %
4246 (100.0*game.optime/game.state.remtime))
4247 prout(_(" percent of our"))
4248 proutn(_(" remaining time. Are you sure this is wise?\" "))
4254 if game.warpfac > 6.0:
4255 # Decide if engine damage will occur
4256 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4257 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4258 if prob > rnd.real():
4260 wcourse.distance = rnd.real(wcourse.distance)
4261 # Decide if time warp will occur
4262 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4264 if game.idebug and game.warpfac==10 and not twarp:
4266 proutn("=== Force time warp? ")
4270 # If time warp or engine damage, check path
4271 # If it is obstructed, don't do warp or damage
4272 look = wcourse.moves
4276 w = wcourse.sector()
4277 if not w.valid_sector():
4279 if game.quad[w.i][w.j] != '.':
4283 # Activate Warp Engines and pay the cost
4284 imove(wcourse, noattack=False)
4287 game.energy -= wcourse.power(game.warpfac)
4288 if game.energy <= 0:
4290 game.optime = wcourse.time(game.warpfac)
4294 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4296 prout(_("Engineering to bridge--"))
4297 prout(_(" Scott here. The warp engines are damaged."))
4298 prout(_(" We'll have to reduce speed to warp 4."))
4303 "Change the warp factor."
4305 key=scanner.nexttok()
4309 proutn(_("Warp factor- "))
4313 if game.damage[DWARPEN] > 10.0:
4314 prout(_("Warp engines inoperative."))
4316 if damaged(DWARPEN) and scanner.real > 4.0:
4317 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4318 prout(_(" but right now we can only go warp 4.\""))
4320 if scanner.real > 10.0:
4321 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4323 if scanner.real < 1.0:
4324 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4326 oldfac = game.warpfac
4327 game.warpfac = scanner.real
4328 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4329 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4332 if game.warpfac < 8.00:
4333 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4335 if game.warpfac == 10.0:
4336 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4338 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4342 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4344 # is captain on planet?
4346 if damaged(DTRANSP):
4349 prout(_("Scotty rushes to the transporter controls."))
4351 prout(_("But with the shields up it's hopeless."))
4353 prouts(_("His desperate attempt to rescue you . . ."))
4354 if rnd.withprob(0.5):
4358 prout(_("SUCCEEDS!"))
4361 proutn(_("The crystals mined were "))
4362 if rnd.withprob(0.25):
4369 # Check to see if captain in shuttle craft
4374 # Inform captain of attempt to reach safety
4378 prouts(_("***RED ALERT! RED ALERT!"))
4380 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4381 prouts(_(" a supernova."))
4383 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4384 prout(_("safely out of quadrant."))
4385 if not damaged(DRADIO):
4386 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4387 # Try to use warp engines
4388 if damaged(DWARPEN):
4390 prout(_("Warp engines damaged."))
4393 game.warpfac = rnd.real(6.0, 8.0)
4394 prout(_("Warp factor set to %d") % int(game.warpfac))
4395 power = 0.75*game.energy
4396 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4397 dist = max(dist, rnd.real(math.sqrt(2)))
4398 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4399 game.optime = bugout.time(game.warpfac)
4401 game.inorbit = False
4402 warp(bugout, involuntary=True)
4404 # This is bad news, we didn't leave quadrant.
4408 prout(_("Insufficient energy to leave quadrant."))
4411 # Repeat if another snova
4412 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4415 finish(FWON) # Snova killed remaining enemy.
4418 "Let's do the time warp again."
4419 prout(_("***TIME WARP ENTERED."))
4420 if game.state.snap and rnd.withprob(0.5):
4422 prout(_("You are traveling backwards in time %d stardates.") %
4423 int(game.state.date-game.snapsht.date))
4424 game.state = game.snapsht
4425 game.state.snap = False
4426 if len(game.state.kcmdr):
4427 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4428 schedule(FBATTAK, expran(0.3*game.intime))
4429 schedule(FSNOVA, expran(0.5*game.intime))
4430 # next snapshot will be sooner
4431 schedule(FSNAP, expran(0.25*game.state.remtime))
4433 if game.state.nscrem:
4434 schedule(FSCMOVE, 0.2777)
4438 game.battle.invalidate()
4439 # Make sure Galileo is consistant -- Snapshot may have been taken
4440 # when on planet, which would give us two Galileos!
4442 for l in range(game.inplan):
4443 if game.state.planets[l].known == "shuttle_down":
4445 if game.iscraft == "onship" and game.ship=='E':
4446 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4447 game.iscraft = "offship"
4448 # Likewise, if in the original time the Galileo was abandoned, but
4449 # was on ship earlier, it would have vanished -- let's restore it.
4450 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4451 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4452 game.iscraft = "onship"
4453 # There used to be code to do the actual reconstrction here,
4454 # but the starchart is now part of the snapshotted galaxy state.
4455 prout(_("Spock has reconstructed a correct star chart from memory"))
4457 # Go forward in time
4458 game.optime = expran(0.5*game.intime)
4459 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4460 # cheat to make sure no tractor beams occur during time warp
4461 postpone(FTBEAM, game.optime)
4462 game.damage[DRADIO] += game.optime
4464 events() # Stas Sergeev added this -- do pending events
4467 "Launch deep-space probe."
4468 # New code to launch a deep space probe
4469 if game.nprobes == 0:
4472 if game.ship == 'E':
4473 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4475 prout(_("Ye Faerie Queene has no deep space probes."))
4480 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4482 if is_scheduled(FDSPROB):
4485 if damaged(DRADIO) and game.condition != "docked":
4486 prout(_("Spock- \"Records show the previous probe has not yet"))
4487 prout(_(" reached its destination.\""))
4489 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4491 key = scanner.nexttok()
4493 if game.nprobes == 1:
4494 prout(_("1 probe left."))
4496 prout(_("%d probes left") % game.nprobes)
4497 proutn(_("Are you sure you want to fire a probe? "))
4500 game.isarmed = False
4501 if key == "IHALPHA" and scanner.token == "armed":
4503 key = scanner.nexttok()
4504 elif key == "IHEOL":
4505 proutn(_("Arm NOVAMAX warhead? "))
4507 elif key == "IHREAL": # first element of course
4508 scanner.push(scanner.token)
4510 game.probe = getcourse(isprobe=True)
4514 schedule(FDSPROB, 0.01) # Time to move one sector
4515 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4520 "Yell for help from nearest starbase."
4521 # There's more than one way to move in this game!
4523 # Test for conditions which prevent calling for help
4524 if game.condition == "docked":
4525 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4528 prout(_("Subspace radio damaged."))
4530 if not game.state.baseq:
4531 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4534 prout(_("You must be aboard the %s.") % crmshp())
4536 # OK -- call for help from nearest starbase
4539 # There's one in this quadrant
4540 ddist = (game.base - game.sector).distance()
4542 ibq = None # Force base-quadrant game to persist past loop
4544 for ibq in game.state.baseq:
4545 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4549 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4551 # Since starbase not in quadrant, set up new quadrant
4554 # dematerialize starship
4555 game.quad[game.sector.i][game.sector.j]='.'
4556 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4557 % (game.quadrant, crmshp()))
4558 game.sector.invalidate()
4559 for m in range(1, 5+1):
4560 w = game.base.scatter()
4561 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4562 # found one -- finish up
4565 if game.sector is None:
4566 prout(_("You have been lost in space..."))
4567 finish(FMATERIALIZE)
4569 # Give starbase three chances to rematerialize starship
4570 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4571 for m in range(1, 3+1):
4572 if m == 1: proutn(_("1st"))
4573 elif m == 2: proutn(_("2nd"))
4574 elif m == 3: proutn(_("3rd"))
4575 proutn(_(" attempt to re-materialize ") + crmshp())
4576 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4579 if rnd.real() > probf:
4583 if game.options & OPTION_CURSES: # pragma: no cover
4584 curses.delay_output(500)
4586 game.quad[game.sector.i][game.sector.j]='?'
4589 setwnd(message_window)
4590 finish(FMATERIALIZE)
4592 game.quad[game.sector.i][game.sector.j]=game.ship
4594 prout(_("succeeds."))
4598 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4603 if game.condition=="docked":
4605 prout(_("You cannot abandon Ye Faerie Queene."))
4608 # Must take shuttle craft to exit
4609 if game.damage[DSHUTTL]==-1:
4610 prout(_("Ye Faerie Queene has no shuttle craft."))
4612 if game.damage[DSHUTTL]<0:
4613 prout(_("Shuttle craft now serving Big Macs."))
4615 if game.damage[DSHUTTL]>0:
4616 prout(_("Shuttle craft damaged."))
4619 prout(_("You must be aboard the ship."))
4621 if game.iscraft != "onship":
4622 prout(_("Shuttle craft not currently available."))
4624 # Emit abandon ship messages
4626 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4628 prouts(_("***ALL HANDS ABANDON SHIP!"))
4630 prout(_("Captain and crew escape in shuttle craft."))
4631 if not game.state.baseq:
4632 # Oops! no place to go...
4635 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4637 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4638 prout(_("Remainder of ship's complement beam down"))
4639 prout(_("to nearest habitable planet."))
4640 elif q.planet is not None and not damaged(DTRANSP):
4641 prout(_("Remainder of ship's complement beam down to %s.") %
4644 prout(_("Entire crew of %d left to die in outer space.") %
4646 game.casual += game.state.crew
4647 game.abandoned += game.state.crew
4648 # If at least one base left, give 'em the Faerie Queene
4650 game.icrystl = False # crystals are lost
4651 game.nprobes = 0 # No probes
4652 prout(_("You are captured by Klingons and released to"))
4653 prout(_("the Federation in a prisoner-of-war exchange."))
4654 nb = rnd.integer(len(game.state.baseq))
4655 # Set up quadrant and position FQ adjacient to base
4656 if not game.quadrant == game.state.baseq[nb]:
4657 game.quadrant = game.state.baseq[nb]
4658 game.sector.i = game.sector.j = 5
4661 # position next to base by trial and error
4662 game.quad[game.sector.i][game.sector.j] = '.'
4664 for l in range(QUADSIZE):
4665 game.sector = game.base.scatter()
4666 if game.sector.valid_sector() and \
4667 game.quad[game.sector.i][game.sector.j] == '.':
4670 break # found a spot
4671 game.sector.i=QUADSIZE/2
4672 game.sector.j=QUADSIZE/2
4674 # Get new commission
4675 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4676 game.state.crew = FULLCREW
4677 prout(_("Starfleet puts you in command of another ship,"))
4678 prout(_("the Faerie Queene, which is antiquated but,"))
4679 prout(_("still useable."))
4681 prout(_("The dilithium crystals have been moved."))
4683 game.iscraft = "offship" # Galileo disappears
4685 game.condition="docked"
4686 for l in range(NDEVICES):
4687 game.damage[l] = 0.0
4688 game.damage[DSHUTTL] = -1
4689 game.energy = game.inenrg = 3000.0
4690 game.shield = game.inshld = 1250.0
4691 game.torps = game.intorps = 6
4692 game.lsupres=game.inlsr=3.0
4695 game.brigfree = game.brigcapacity = 300
4698 # Code from planets.c begins here.
4701 "Abort a lengthy operation if an event interrupts it."
4704 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4709 "Report on (uninhabited) planets in the galaxy."
4713 prout(_("Spock- \"Planet report follows, Captain.\""))
4715 for i in range(game.inplan):
4716 if game.state.planets[i].pclass == "destroyed":
4718 if (game.state.planets[i].known != "unknown" \
4719 and not game.state.planets[i].inhabited) \
4722 if game.idebug and game.state.planets[i].known=="unknown":
4723 proutn("(Unknown) ")
4724 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4725 proutn(_(" class "))
4726 proutn(game.state.planets[i].pclass)
4728 if game.state.planets[i].crystals != "present":
4730 prout(_("dilithium crystals present."))
4731 if game.state.planets[i].known=="shuttle_down":
4732 prout(_(" Shuttle Craft Galileo on surface."))
4734 prout(_("No information available."))
4737 "Enter standard orbit."
4741 prout(_("Already in standard orbit."))
4743 if damaged(DWARPEN) and damaged(DIMPULS):
4744 prout(_("Both warp and impulse engines damaged."))
4746 if game.plnet is None:
4747 prout("There is no planet in this sector.")
4749 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4750 prout(crmshp() + _(" not adjacent to planet."))
4753 game.optime = rnd.real(0.02, 0.05)
4754 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4758 game.height = rnd.real(1400, 8600)
4759 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4764 "Examine planets in this quadrant."
4765 if damaged(DSRSENS):
4766 if game.options & OPTION_TTY:
4767 prout(_("Short range sensors damaged."))
4769 if game.iplnet is None:
4770 if game.options & OPTION_TTY:
4771 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4773 if game.iplnet.known == "unknown":
4774 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4776 prout(_(" Planet at Sector %s is of class %s.") %
4777 (game.plnet, game.iplnet.pclass))
4778 if game.iplnet.known=="shuttle_down":
4779 prout(_(" Sensors show Galileo still on surface."))
4780 proutn(_(" Readings indicate"))
4781 if game.iplnet.crystals != "present":
4783 prout(_(" dilithium crystals present.\""))
4784 if game.iplnet.known == "unknown":
4785 game.iplnet.known = "known"
4786 elif game.iplnet.inhabited:
4787 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4788 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4791 "Use the transporter."
4795 if damaged(DTRANSP):
4796 prout(_("Transporter damaged."))
4797 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4799 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4803 if not game.inorbit:
4804 prout(crmshp() + _(" not in standard orbit."))
4807 prout(_("Impossible to transport through shields."))
4809 if game.iplnet.known=="unknown":
4810 prout(_("Spock- \"Captain, we have no information on this planet"))
4811 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4812 prout(_(" you may not go down.\""))
4814 if not game.landed and game.iplnet.crystals=="absent":
4815 prout(_("Spock- \"Captain, I fail to see the logic in"))
4816 prout(_(" exploring a planet with no dilithium crystals."))
4817 proutn(_(" Are you sure this is wise?\" "))
4821 if not (game.options & OPTION_PLAIN):
4822 nrgneed = 50 * game.skill + game.height / 100.0
4823 if nrgneed > game.energy:
4824 prout(_("Engineering to bridge--"))
4825 prout(_(" Captain, we don't have enough energy for transportation."))
4827 if not game.landed and nrgneed * 2 > game.energy:
4828 prout(_("Engineering to bridge--"))
4829 prout(_(" Captain, we have enough energy only to transport you down to"))
4830 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4831 if game.iplnet.known == "shuttle_down":
4832 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4833 proutn(_(" Are you sure this is wise?\" "))
4838 # Coming from planet
4839 if game.iplnet.known=="shuttle_down":
4840 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4844 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4845 prout(_("Landing party assembled, ready to beam up."))
4847 prout(_("Kirk whips out communicator..."))
4848 prouts(_("BEEP BEEP BEEP"))
4850 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4853 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4855 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4857 prout(_("Kirk- \"Energize.\""))
4860 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4862 if not rnd.withprob(0.98):
4863 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4865 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4868 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4869 game.landed = not game.landed
4870 game.energy -= nrgneed
4872 prout(_("Transport complete."))
4873 if game.landed and game.iplnet.known=="shuttle_down":
4874 prout(_("The shuttle craft Galileo is here!"))
4875 if not game.landed and game.imine:
4882 "Strip-mine a world for dilithium."
4886 prout(_("Mining party not on planet."))
4888 if game.iplnet.crystals == "mined":
4889 prout(_("This planet has already been strip-mined for dilithium."))
4891 elif game.iplnet.crystals == "absent":
4892 prout(_("No dilithium crystals on this planet."))
4895 prout(_("You've already mined enough crystals for this trip."))
4897 if game.icrystl and game.cryprob == 0.05:
4898 prout(_("With all those fresh crystals aboard the ") + crmshp())
4899 prout(_("there's no reason to mine more at this time."))
4901 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4904 prout(_("Mining operation complete."))
4905 game.iplnet.crystals = "mined"
4906 game.imine = game.ididit = True
4909 "Use dilithium crystals."
4913 if not game.icrystl:
4914 prout(_("No dilithium crystals available."))
4916 if game.energy >= 1000:
4917 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4918 prout(_(" except when Condition Yellow exists."))
4920 prout(_("Spock- \"Captain, I must warn you that loading"))
4921 prout(_(" raw dilithium crystals into the ship's power"))
4922 prout(_(" system may risk a severe explosion."))
4923 proutn(_(" Are you sure this is wise?\" "))
4928 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4929 prout(_(" Mr. Spock and I will try it.\""))
4931 prout(_("Spock- \"Crystals in place, Sir."))
4932 prout(_(" Ready to activate circuit.\""))
4934 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4936 if rnd.withprob(game.cryprob):
4937 prouts(_(" \"Activating now! - - No good! It's***"))
4939 prouts(_("***RED ALERT! RED A*L********************************"))
4942 prouts(_("****************** KA-BOOM!!!! *******************"))
4946 game.energy += rnd.real(5000.0, 5500.0)
4947 prouts(_(" \"Activating now! - - "))
4948 prout(_("The instruments"))
4949 prout(_(" are going crazy, but I think it's"))
4950 prout(_(" going to work!! Congratulations, Sir!\""))
4955 "Use shuttlecraft for planetary jaunt."
4958 if damaged(DSHUTTL):
4959 if game.damage[DSHUTTL] == -1.0:
4960 if game.inorbit and game.iplnet.known == "shuttle_down":
4961 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4963 prout(_("Ye Faerie Queene had no shuttle craft."))
4964 elif game.damage[DSHUTTL] > 0:
4965 prout(_("The Galileo is damaged."))
4966 else: # game.damage[DSHUTTL] < 0
4967 prout(_("Shuttle craft is now serving Big Macs."))
4969 if not game.inorbit:
4970 prout(crmshp() + _(" not in standard orbit."))
4972 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4973 prout(_("Shuttle craft not currently available."))
4975 if not game.landed and game.iplnet.known=="shuttle_down":
4976 prout(_("You will have to beam down to retrieve the shuttle craft."))
4978 if game.shldup or game.condition == "docked":
4979 prout(_("Shuttle craft cannot pass through shields."))
4981 if game.iplnet.known=="unknown":
4982 prout(_("Spock- \"Captain, we have no information on this planet"))
4983 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4984 prout(_(" you may not fly down.\""))
4986 game.optime = 3.0e-5*game.height
4987 if game.optime >= 0.8*game.state.remtime:
4988 prout(_("First Officer Spock- \"Captain, I compute that such"))
4989 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4990 int(100*game.optime/game.state.remtime))
4991 prout(_("remaining time."))
4992 proutn(_("Are you sure this is wise?\" "))
4998 if game.iscraft == "onship":
5000 if not damaged(DTRANSP):
5001 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5005 proutn(_("Shuttle crew"))
5007 proutn(_("Rescue party"))
5008 prout(_(" boards Galileo and swoops toward planet surface."))
5009 game.iscraft = "offship"
5013 game.iplnet.known="shuttle_down"
5014 prout(_("Trip complete."))
5017 # Ready to go back to ship
5018 prout(_("You and your mining party board the"))
5019 prout(_("shuttle craft for the trip back to the Enterprise."))
5021 prouts(_("The short hop begins . . ."))
5023 game.iplnet.known="known"
5029 game.iscraft = "onship"
5035 prout(_("Trip complete."))
5038 # Kirk on ship and so is Galileo
5039 prout(_("Mining party assembles in the hangar deck,"))
5040 prout(_("ready to board the shuttle craft \"Galileo\"."))
5042 prouts(_("The hangar doors open; the trip begins."))
5045 game.iscraft = "offship"
5048 game.iplnet.known = "shuttle_down"
5051 prout(_("Trip complete."))
5055 "Use the big zapper."
5059 if game.ship != 'E':
5060 prout(_("Ye Faerie Queene has no death ray."))
5062 if len(game.enemies)==0:
5063 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5066 prout(_("Death Ray is damaged."))
5068 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5069 prout(_(" is highly unpredictible. Considering the alternatives,"))
5070 proutn(_(" are you sure this is wise?\" "))
5073 prout(_("Spock- \"Acknowledged.\""))
5076 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5078 prout(_("Crew scrambles in emergency preparation."))
5079 prout(_("Spock and Scotty ready the death ray and"))
5080 prout(_("prepare to channel all ship's power to the device."))
5082 prout(_("Spock- \"Preparations complete, sir.\""))
5083 prout(_("Kirk- \"Engage!\""))
5085 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5088 if game.options & OPTION_PLAIN:
5092 prouts(_("Sulu- \"Captain! It's working!\""))
5094 while len(game.enemies) > 0:
5095 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5096 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5097 if game.unwon() == 0:
5099 if (game.options & OPTION_PLAIN) == 0:
5100 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5101 if rnd.withprob(0.05):
5102 prout(_(" is still operational.\""))
5104 prout(_(" has been rendered nonfunctional.\""))
5105 game.damage[DDRAY] = 39.95
5107 r = rnd.real() # Pick failure method
5109 prouts(_("Sulu- \"Captain! It's working!\""))
5111 prouts(_("***RED ALERT! RED ALERT!"))
5113 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5115 prouts(_("***RED ALERT! RED A*L********************************"))
5118 prouts(_("****************** KA-BOOM!!!! *******************"))
5123 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5125 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5127 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5128 prout(_(" have apparently been transformed into strange mutations."))
5129 prout(_(" Vulcans do not seem to be affected."))
5131 prout(_("Kirk- \"Raauch! Raauch!\""))
5135 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5137 proutn(_("Spock- \"I believe the word is"))
5138 prouts(_(" *ASTONISHING*"))
5139 prout(_(" Mr. Sulu."))
5140 for i in range(QUADSIZE):
5141 for j in range(QUADSIZE):
5142 if game.quad[i][j] == '.':
5143 game.quad[i][j] = '?'
5144 prout(_(" Captain, our quadrant is now infested with"))
5145 prouts(_(" - - - - - - *THINGS*."))
5147 prout(_(" I have no logical explanation.\""))
5149 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5151 prout(_("Scotty- \"There are so many tribbles down here"))
5152 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5156 # Code from reports.c begins here
5158 def attackreport(curt):
5159 "eport status of bases under attack."
5161 if is_scheduled(FCDBAS):
5162 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5163 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5164 elif game.isatb == 1:
5165 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5166 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5168 prout(_("No Starbase is currently under attack."))
5170 if is_scheduled(FCDBAS):
5171 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5173 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5177 # report on general game status
5179 # pylint: disable=consider-using-ternary
5180 s1 = (game.thawed and _("thawed ")) or ""
5181 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5182 s3 = (None, _("novice"), _("fair"),
5183 _("good"), _("expert"), _("emeritus"))[game.skill]
5184 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5185 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5186 prout(_("No plaque is allowed."))
5188 prout(_("This is tournament game %d.") % game.tourn)
5189 prout(_("Your secret password is \"%s\"") % game.passwd)
5190 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5191 (game.inkling + game.incom + game.inscom)))
5192 if game.incom - len(game.state.kcmdr):
5193 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5194 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5195 prout(_(", but no Commanders."))
5198 if game.skill > SKILL_FAIR:
5199 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5200 if len(game.state.baseq) != game.inbase:
5202 if game.inbase-len(game.state.baseq)==1:
5203 proutn(_("has been 1 base"))
5205 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5206 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5208 prout(_("There are %d bases.") % game.inbase)
5209 if communicating() or game.iseenit:
5210 # Don't report this if not seen and
5211 # either the radio is dead or not at base!
5215 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5216 if game.brigcapacity != game.brigfree:
5217 embriggened = game.brigcapacity-game.brigfree
5218 if embriggened == 1:
5219 prout(_("1 Klingon in brig"))
5221 prout(_("%d Klingons in brig.") % embriggened)
5222 if game.kcaptured == 0:
5224 elif game.kcaptured == 1:
5225 prout(_("1 captured Klingon turned in to Starfleet."))
5227 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5229 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5230 if game.ship == 'E':
5231 proutn(_("You have "))
5233 proutn("%d" % (game.nprobes))
5236 proutn(_(" deep space probe"))
5240 if communicating() and is_scheduled(FDSPROB):
5242 proutn(_("An armed deep space probe is in "))
5244 proutn(_("A deep space probe is in "))
5245 prout("Quadrant %s." % game.probe.quadrant())
5247 if game.cryprob <= .05:
5248 prout(_("Dilithium crystals aboard ship... not yet used."))
5252 while game.cryprob > ai:
5255 prout(_("Dilithium crystals have been used %d time%s.") % \
5256 (i, (_("s"), "")[i==1]))
5260 "Long-range sensor scan."
5261 if damaged(DLRSENS):
5262 # Now allow base's sensors if docked
5263 if game.condition != "docked":
5265 prout(_("LONG-RANGE SENSORS DAMAGED."))
5268 prout(_("Starbase's long-range scan"))
5270 prout(_("Long-range scan"))
5271 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5274 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5275 if not Coord(x, y).valid_quadrant():
5279 if not damaged(DRADIO):
5280 game.state.galaxy[x][y].charted = True
5281 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5282 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5283 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5284 if not silent and game.state.galaxy[x][y].supernova:
5287 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5288 proutn(((3 - len(cn)) * '.') + cn)
5296 for i in range(NDEVICES):
5299 prout(_("DEVICE REPAIR TIMES"))
5300 prout(_(" IN FLIGHT DOCKED"))
5302 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5303 game.damage[i]+0.05,
5304 DOCKFAC*game.damage[i]+0.005))
5306 prout(_("All devices functional."))
5309 "Update the chart in the Enterprise's computer from galaxy data."
5310 game.lastchart = game.state.date
5311 for i in range(GALSIZE):
5312 for j in range(GALSIZE):
5313 if game.state.galaxy[i][j].charted:
5314 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5315 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5316 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5319 "Display the star chart."
5321 if (game.options & OPTION_AUTOSCAN):
5325 if game.lastchart < game.state.date and game.condition == "docked":
5326 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5328 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5329 if game.state.date > game.lastchart:
5330 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5331 prout(" 1 2 3 4 5 6 7 8")
5332 for i in range(GALSIZE):
5333 if (game.options & OPTION_ALPHAMERIC):
5334 proutn("%c |" % letterize(i+1))
5336 proutn("%d |" % (i+1))
5337 for j in range(GALSIZE):
5338 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5342 if game.state.galaxy[i][j].supernova:
5344 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5346 elif game.state.galaxy[i][j].charted:
5347 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5348 if (game.options & OPTION_DOTFILL):
5349 show = show.replace(" ", ".")
5353 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5361 def sectscan(goodScan, i, j):
5362 "Light up an individual dot in a sector."
5363 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5364 if game.quad[i][j] in ('E', 'F'):
5366 highvideo() # pragma: no cover
5367 textcolor({"green":GREEN,
5371 "dead":BROWN}[game.condition])
5373 textcolor({'?':LIGHTMAGENTA,
5381 }.get(game.quad[i][j], DEFAULT))
5382 proutn("%c " % game.quad[i][j])
5388 "Emit status report lines"
5389 if not req or req == 1:
5390 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5391 % (game.state.date, game.state.remtime))
5392 if not req or req == 2:
5393 if game.condition != "docked":
5395 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5396 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5398 prout(_(", CLOAKED"))
5399 if not req or req == 3:
5400 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5401 if not req or req == 4:
5402 if damaged(DLIFSUP):
5403 if game.condition == "docked":
5404 s = _("DAMAGED, Base provides")
5406 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5409 prstat(_("Life Support"), s)
5410 if not req or req == 5:
5411 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5412 if not req or req == 6:
5414 if game.icrystl and (game.options & OPTION_SHOWME):
5415 extra = _(" (have crystals)")
5416 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5417 if not req or req == 7:
5418 prstat(_("Torpedoes"), "%d" % (game.torps))
5419 if not req or req == 8:
5420 if damaged(DSHIELD):
5426 data = _(" %d%% %.1f units") \
5427 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5428 prstat(_("Shields"), s+data)
5429 if not req or req == 9:
5430 prstat(_("Klingons Left"), "%d" % game.unwon())
5431 if not req or req == 10:
5432 if game.options & OPTION_WORLDS:
5433 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5434 if plnet and plnet.inhabited:
5435 prstat(_("Major system"), plnet.name)
5437 prout(_("Sector is uninhabited"))
5438 elif not req or req == 11:
5439 attackreport(not req)
5442 "Request specified status data, a historical relic from slow TTYs."
5443 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5444 while scanner.nexttok() == "IHEOL":
5445 proutn(_("Information desired? "))
5447 if scanner.token in requests:
5448 status(requests.index(scanner.token))
5450 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5451 prout((" date, condition, position, lsupport, warpfactor,"))
5452 prout((" energy, torpedoes, shields, klingons, system, time."))
5457 if damaged(DSRSENS):
5458 # Allow base's sensors if docked
5459 if game.condition != "docked":
5460 prout(_(" S.R. SENSORS DAMAGED!"))
5463 prout(_(" [Using Base's sensors]"))
5465 prout(_(" Short-range scan"))
5466 if goodScan and communicating():
5467 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5468 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5469 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5470 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5471 prout(" 1 2 3 4 5 6 7 8 9 10")
5472 if game.condition != "docked":
5474 for i in range(QUADSIZE):
5475 if (game.options & OPTION_ALPHAMERIC):
5476 proutn("%c " % letterize(i+1))
5478 proutn("%2d " % (i+1))
5479 for j in range(QUADSIZE):
5480 sectscan(goodScan, i, j)
5484 "Use computer to get estimated time of arrival for a warp jump."
5485 w1 = Coord(); w2 = Coord()
5487 if damaged(DCOMPTR):
5488 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5491 if scanner.nexttok() != "IHREAL":
5494 proutn(_("Destination quadrant and/or sector? "))
5495 if scanner.nexttok()!="IHREAL":
5498 w1.j = int(scanner.real-0.5)
5499 if scanner.nexttok() != "IHREAL":
5502 w1.i = int(scanner.real-0.5)
5503 if scanner.nexttok() == "IHREAL":
5504 w2.j = int(scanner.real-0.5)
5505 if scanner.nexttok() != "IHREAL":
5508 w2.i = int(scanner.real-0.5)
5510 if game.quadrant.j>w1.i:
5514 if game.quadrant.i>w1.j:
5518 if not w1.valid_quadrant() or not w2.valid_sector():
5521 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5522 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5525 prout(_("Answer \"no\" if you don't know the value:"))
5528 proutn(_("Time or arrival date? "))
5529 if scanner.nexttok()=="IHREAL":
5530 ttime = scanner.real
5531 if ttime > game.state.date:
5532 ttime -= game.state.date # Actually a star date
5533 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5534 if ttime <= 1e-10 or twarp > 10:
5535 prout(_("We'll never make it, sir."))
5538 twarp = max(twarp, 1.0)
5541 proutn(_("Warp factor? "))
5542 if scanner.nexttok()== "IHREAL":
5544 twarp = scanner.real
5545 if twarp<1.0 or twarp > 10.0:
5549 prout(_("Captain, certainly you can give me one of these."))
5552 ttime = (10.0*dist)/twarp**2
5553 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5554 if tpower >= game.energy:
5555 prout(_("Insufficient energy, sir."))
5556 if not game.shldup or tpower > game.energy*2.0:
5559 proutn(_("New warp factor to try? "))
5560 if scanner.nexttok() == "IHREAL":
5562 twarp = scanner.real
5563 if twarp<1.0 or twarp > 10.0:
5571 prout(_("But if you lower your shields,"))
5572 proutn(_("remaining"))
5575 proutn(_("Remaining"))
5576 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5578 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5580 prout(_("Any warp speed is adequate."))
5582 prout(_("Minimum warp needed is %.2f,") % (twarp))
5583 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5584 if game.state.remtime < ttime:
5585 prout(_("Unfortunately, the Federation will be destroyed by then."))
5587 prout(_("You'll be taking risks at that speed, Captain"))
5588 if (game.isatb==1 and game.state.kscmdr == w1 and \
5589 scheduled(FSCDBAS)< ttime+game.state.date) or \
5590 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5591 prout(_("The starbase there will be destroyed by then."))
5592 proutn(_("New warp factor to try? "))
5593 if scanner.nexttok() == "IHREAL":
5595 twarp = scanner.real
5596 if twarp<1.0 or twarp > 10.0:
5604 # This is new in SST2K.
5607 mode = scanner.nexttok()
5610 for k, v in option_names.items():
5611 if (v & game.options) and k != "ALL":
5614 prout(str(" ".join(active)))
5615 elif scanner.token in {"set", "clear"}:
5616 mode = scanner.token
5620 if scanner.type == "IHEOL":
5622 if scanner.token.upper() in option_names:
5623 changemask |= option_names[scanner.token.upper()]
5625 prout(_("No such option as ") + scanner.token)
5627 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5629 game.options |= changemask
5630 elif mode == "clear":
5631 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5633 game.options &=~ changemask
5634 prout(_("Acknowledged, Captain."))
5640 # Code from setup.c begins here
5643 "Issue a historically correct banner."
5645 prout(_("-SUPER- STAR TREK"))
5647 # From the FORTRAN original
5648 # prout(_("Latest update-21 Sept 78"))
5654 scanner.push("emsave.trk")
5655 key = scanner.nexttok()
5657 proutn(_("File name: "))
5658 key = scanner.nexttok()
5659 if key != "IHALPHA":
5662 if '.' not in scanner.token:
5663 scanner.token += ".trk"
5665 fp = open(scanner.token, "wb")
5667 prout(_("Can't freeze game as file %s") % scanner.token)
5669 pickle.dump(game, fp)
5674 "Retrieve saved game."
5677 key = scanner.nexttok()
5679 proutn(_("File name: "))
5680 key = scanner.nexttok()
5681 if key != "IHALPHA":
5684 if '.' not in scanner.token:
5685 scanner.token += ".trk"
5687 fp = open(scanner.token, "rb")
5689 prout(_("Can't thaw game in %s") % scanner.token)
5691 game = pickle.load(fp)
5696 # I used <http://www.memory-alpha.org> to find planets
5697 # with references in ST:TOS. Earth and the Alpha Centauri
5698 # Colony have been omitted.
5700 # Some planets marked Class G and P here will be displayed as class M
5701 # because of the way planets are generated. This is a known bug.
5704 _("Andoria (Fesoan)"), # several episodes
5705 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5706 _("Vulcan (T'Khasi)"), # many episodes
5707 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5708 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5709 _("Ardana"), # TOS: "The Cloud Minders"
5710 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5711 _("Gideon"), # TOS: "The Mark of Gideon"
5712 _("Aldebaran III"), # TOS: "The Deadly Years"
5713 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5714 _("Altair IV"), # TOS: "Amok Time
5715 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5716 _("Benecia"), # TOS: "The Conscience of the King"
5717 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5718 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5719 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5720 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5721 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5722 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5723 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5724 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5725 _("Ingraham B"), # TOS: "Operation: Annihilate"
5726 _("Janus IV"), # TOS: "The Devil in the Dark"
5727 _("Makus III"), # TOS: "The Galileo Seven"
5728 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5729 _("Omega IV"), # TOS: "The Omega Glory"
5730 _("Regulus V"), # TOS: "Amok Time
5731 _("Deneva"), # TOS: "Operation -- Annihilate!"
5732 # Worlds from BSD Trek
5733 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5734 _("Beta III"), # TOS: "The Return of the Archons"
5735 _("Triacus"), # TOS: "And the Children Shall Lead",
5736 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5738 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5739 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5740 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5741 # _("Izar"), # TOS: "Whom Gods Destroy"
5742 # _("Tiburon"), # TOS: "The Way to Eden"
5743 # _("Merak II"), # TOS: "The Cloud Minders"
5744 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5745 # _("Iotia"), # TOS: "A Piece of the Action"
5749 _("S. R. Sensors"), \
5750 _("L. R. Sensors"), \
5752 _("Photon Tubes"), \
5753 _("Life Support"), \
5754 _("Warp Engines"), \
5755 _("Impulse Engines"), \
5757 _("Subspace Radio"), \
5758 _("Shuttle Craft"), \
5760 _("Navigation System"), \
5762 _("Shield Control"), \
5765 _("Cloaking Device"), \
5769 "Prepare to play, set up cosmos."
5771 # Decide how many of everything
5773 return # frozen game
5774 # Prepare the Enterprise
5775 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5777 game.state.crew = FULLCREW
5778 game.energy = game.inenrg = 5000.0
5779 game.shield = game.inshld = 2500.0
5782 game.quadrant = randplace(GALSIZE)
5783 game.sector = randplace(QUADSIZE)
5784 game.torps = game.intorps = 10
5785 game.nprobes = rnd.integer(2, 5)
5787 for i in range(NDEVICES):
5788 game.damage[i] = 0.0
5789 # Set up assorted game parameters
5790 game.battle = Coord()
5791 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5792 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5793 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5794 game.isatb = game.state.nplankl = 0
5795 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5796 game.iscraft = "onship"
5801 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5803 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5805 game.state.planets = [] # Planet information
5806 game.state.baseq = [] # Base quadrant coordinates
5807 game.state.kcmdr = [] # Commander quadrant coordinates
5808 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5810 # Starchart is functional but we've never seen it
5811 game.lastchart = FOREVER
5812 # Put stars in the galaxy
5814 for i in range(GALSIZE):
5815 for j in range(GALSIZE):
5816 # Can't have more stars per quadrant than fit in one decimal digit,
5817 # if we do the chart representation will break.
5818 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5820 game.state.galaxy[i][j].stars = k
5821 # Locate star bases in galaxy
5823 prout("=== Allocating %d bases" % game.inbase)
5824 for i in range(game.inbase):
5827 w = randplace(GALSIZE)
5828 if not game.state.galaxy[w.i][w.j].starbase:
5831 # C version: for (j = i-1; j > 0; j--)
5832 # so it did them in the opposite order.
5833 for j in range(1, i):
5834 # Improved placement algorithm to spread out bases
5835 distq = (w - game.state.baseq[j]).distance()
5836 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5839 prout("=== Abandoning base #%d at %s" % (i, w))
5841 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5843 prout("=== Saving base #%d, close to #%d" % (i, j))
5847 prout("=== Placing base #%d in quadrant %s" % (i, w))
5848 game.state.baseq.append(w)
5849 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5850 # Position ordinary Klingon Battle Cruisers
5852 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5853 klumper = min(klumper, MAXKLQUAD)
5856 klump = int((1.0 - r*r)*klumper)
5857 klump = min(klump, krem)
5860 w = randplace(GALSIZE)
5861 if not game.state.galaxy[w.i][w.j].supernova and \
5862 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5864 game.state.galaxy[w.i][w.j].klingons += klump
5867 # Position Klingon Commander Ships
5868 for i in range(game.incom):
5870 w = randplace(GALSIZE)
5871 if not welcoming(w) or w in game.state.kcmdr:
5873 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5875 game.state.galaxy[w.i][w.j].klingons += 1
5876 game.state.kcmdr.append(w)
5877 # Locate planets in galaxy
5878 for i in range(game.inplan):
5880 w = randplace(GALSIZE)
5881 if game.state.galaxy[w.i][w.j].planet is None:
5885 new.crystals = "absent"
5886 if (game.options & OPTION_WORLDS) and i < NINHAB:
5887 new.pclass = "M" # All inhabited planets are class M
5888 new.crystals = "absent"
5890 new.name = systnames[i]
5891 new.inhabited = True
5893 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5894 if rnd.withprob(0.33):
5895 new.crystals = "present"
5896 new.known = "unknown"
5897 new.inhabited = False
5898 game.state.galaxy[w.i][w.j].planet = new
5899 game.state.planets.append(new)
5901 for i in range(game.state.nromrem):
5902 w = randplace(GALSIZE)
5903 game.state.galaxy[w.i][w.j].romulans += 1
5904 # Place the Super-Commander if needed
5905 if game.state.nscrem > 0:
5907 w = randplace(GALSIZE)
5910 game.state.kscmdr = w
5911 game.state.galaxy[w.i][w.j].klingons += 1
5912 # Initialize times for extraneous events
5913 schedule(FSNOVA, expran(0.5 * game.intime))
5914 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5915 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5916 schedule(FBATTAK, expran(0.3*game.intime))
5918 if game.state.nscrem:
5919 schedule(FSCMOVE, 0.2777)
5924 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5925 schedule(FDISTR, expran(1.0 + game.intime))
5930 # Place thing (in tournament game, we don't want one!)
5931 # New in SST2K: never place the Thing near a starbase.
5932 # This makes sense and avoids a special case in the old code.
5934 if game.tourn is None:
5936 thing = randplace(GALSIZE)
5937 if thing not in game.state.baseq:
5940 game.state.snap = False
5941 if game.skill == SKILL_NOVICE:
5942 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5943 prout(_("a deadly Klingon invasion force. As captain of the United"))
5944 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5945 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5946 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5947 prout(_("your mission. As you proceed you may be given more time."))
5949 prout(_("You will have %d supporting starbases.") % (game.inbase))
5950 proutn(_("Starbase locations- "))
5952 prout(_("Stardate %d.") % int(game.state.date))
5954 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5955 prout(_("An unknown number of Romulans."))
5956 if game.state.nscrem:
5957 prout(_("And one (GULP) Super-Commander."))
5958 prout(_("%d stardates.") % int(game.intime))
5959 proutn(_("%d starbases in ") % game.inbase)
5960 for i in range(game.inbase):
5961 proutn(repr(game.state.baseq[i]))
5964 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5965 proutn(_(" Sector %s") % game.sector)
5967 prout(_("Good Luck!"))
5968 if game.state.nscrem:
5969 prout(_(" YOU'LL NEED IT."))
5972 setwnd(message_window)
5974 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5976 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5977 attack(torps_ok=False)
5980 "Choose your game type."
5982 game.tourn = game.length = 0
5984 game.skill = SKILL_NONE
5985 # Do not chew here, we want to use command-line tokens
5986 if not scanner.inqueue: # Can start with command line options
5987 proutn(_("Would you like a regular, tournament, or saved game? "))
5989 if scanner.sees("tournament"):
5990 while scanner.nexttok() == "IHEOL":
5991 proutn(_("Type in tournament number-"))
5992 if scanner.real == 0:
5994 continue # We don't want a blank entry
5995 game.tourn = int(round(scanner.real))
5996 rnd.seed(scanner.real)
5998 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6000 if scanner.sees("saved") or scanner.sees("frozen"):
6004 if game.passwd is None:
6006 if not game.alldone:
6007 game.thawed = True # No plaque if not finished
6011 if scanner.sees("regular"):
6013 proutn(_("What is \"%s\"? ") % scanner.token)
6015 while game.length==0 or game.skill==SKILL_NONE:
6016 if scanner.nexttok() == "IHALPHA":
6017 if scanner.sees("short"):
6019 elif scanner.sees("medium"):
6021 elif scanner.sees("long"):
6023 elif scanner.sees("novice"):
6024 game.skill = SKILL_NOVICE
6025 elif scanner.sees("fair"):
6026 game.skill = SKILL_FAIR
6027 elif scanner.sees("good"):
6028 game.skill = SKILL_GOOD
6029 elif scanner.sees("expert"):
6030 game.skill = SKILL_EXPERT
6031 elif scanner.sees("emeritus"):
6032 game.skill = SKILL_EMERITUS
6034 proutn(_("What is \""))
6035 proutn(scanner.token)
6040 proutn(_("Would you like a Short, Medium, or Long game? "))
6041 elif game.skill == SKILL_NONE:
6042 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6043 # Choose game options -- added by ESR for SST2K
6044 if scanner.nexttok() != "IHALPHA":
6046 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6048 if scanner.sees("plain"):
6049 # Approximates the UT FORTRAN version.
6050 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6051 game.options |= OPTION_PLAIN
6052 elif scanner.sees("almy"):
6053 # Approximates Tom Almy's version.
6054 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6055 game.options |= OPTION_ALMY
6056 elif scanner.sees("fancy") or scanner.sees("\n"):
6058 elif len(scanner.token):
6059 proutn(_("What is \"%s\"?") % scanner.token)
6061 if game.passwd == "debug": # pragma: no cover
6063 prout("=== Debug mode enabled.")
6064 # Use parameters to generate initial values of things
6065 game.damfac = 0.5 * game.skill
6066 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6068 if game.options & OPTION_PLANETS:
6069 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6070 if game.options & OPTION_WORLDS:
6071 game.inplan += int(NINHAB)
6072 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6073 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6074 game.state.remtime = 7.0 * game.length
6075 game.intime = game.state.remtime
6076 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6077 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6078 game.state.remres = (game.inkling+4*game.incom)*game.intime
6079 game.inresor = game.state.remres
6080 if game.inkling > 50:
6084 def dropin(iquad=None):
6085 "Drop a feature on a random dot in the current quadrant."
6087 w = randplace(QUADSIZE)
6088 if game.quad[w.i][w.j] == '.':
6090 if iquad is not None:
6091 game.quad[w.i][w.j] = iquad
6095 "Update our alert status."
6096 game.condition = "green"
6097 if game.energy < 1000.0:
6098 game.condition = "yellow"
6099 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6100 game.condition = "red"
6102 game.condition="dead"
6105 "Drop new Klingon into current quadrant."
6106 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6109 "Sort enemies by distance so 'nearest' is meaningful."
6110 game.enemies.sort(key=lambda x: x.kdist)
6113 "Set up a new state of quadrant, for when we enter or re-enter it."
6116 game.neutz = game.inorbit = game.landed = False
6117 game.ientesc = game.iseenit = game.isviolreported = False
6119 # Create a blank quadrant
6120 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6122 # Attempt to escape Super-commander, so tbeam back!
6125 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6126 # cope with supernova
6129 game.klhere = q.klingons
6130 game.irhere = q.romulans
6132 game.quad[game.sector.i][game.sector.j] = game.ship
6135 # Position ordinary Klingons
6136 for _i in range(game.klhere):
6138 # If we need a commander, promote a Klingon
6139 for cmdr in game.state.kcmdr:
6140 if cmdr == game.quadrant:
6141 e = game.enemies[game.klhere-1]
6142 game.quad[e.location.i][e.location.j] = 'C'
6143 e.power = rnd.real(950,1350) + 50.0*game.skill
6145 # If we need a super-commander, promote a Klingon
6146 if game.quadrant == game.state.kscmdr:
6148 game.quad[e.location.i][e.location.j] = 'S'
6149 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6150 game.iscate = (game.remkl() > 1)
6151 # Put in Romulans if needed
6152 for _i in range(q.romulans):
6153 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6154 # If quadrant needs a starbase, put it in
6156 game.base = dropin('B')
6157 # If quadrant needs a planet, put it in
6159 game.iplnet = q.planet
6160 if not q.planet.inhabited:
6161 game.plnet = dropin('P')
6163 game.plnet = dropin('@')
6164 # Check for condition
6167 if game.irhere > 0 and game.klhere == 0:
6169 if not damaged(DRADIO):
6171 prout(_("LT. Uhura- \"Captain, an urgent message."))
6172 prout(_(" I'll put it on audio.\" CLICK"))
6174 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6175 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6176 # Put in THING if needed
6177 if thing == game.quadrant:
6178 Enemy(etype='?', loc=dropin(),
6179 power=rnd.real(6000,6500.0)+250.0*game.skill)
6180 if not damaged(DSRSENS):
6182 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6183 prout(_(" Please examine your short-range scan.\""))
6184 # Decide if quadrant needs a Tholian; lighten up if skill is low
6185 if game.options & OPTION_THOLIAN:
6186 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6187 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6188 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6191 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6192 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6193 if game.quad[w.i][w.j] == '.':
6195 game.tholian = Enemy(etype='T', loc=w,
6196 power=rnd.integer(100, 500) + 25.0*game.skill)
6197 # Reserve unoccupied corners
6198 if game.quad[0][0]=='.':
6199 game.quad[0][0] = 'X'
6200 if game.quad[0][QUADSIZE-1]=='.':
6201 game.quad[0][QUADSIZE-1] = 'X'
6202 if game.quad[QUADSIZE-1][0]=='.':
6203 game.quad[QUADSIZE-1][0] = 'X'
6204 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6205 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6207 # And finally the stars
6208 for _i in range(q.stars):
6210 # Put in a few black holes
6211 for _i in range(1, 3+1):
6212 if rnd.withprob(0.5):
6214 # Take out X's in corners if Tholian present
6216 if game.quad[0][0]=='X':
6217 game.quad[0][0] = '.'
6218 if game.quad[0][QUADSIZE-1]=='X':
6219 game.quad[0][QUADSIZE-1] = '.'
6220 if game.quad[QUADSIZE-1][0]=='X':
6221 game.quad[QUADSIZE-1][0] = '.'
6222 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6223 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6224 # This should guarantee that replay games don't lose info about the chart
6225 if (game.options & OPTION_AUTOSCAN) or replayfp:
6229 "Set the self-destruct password."
6230 if game.options & OPTION_PLAIN:
6233 proutn(_("Please type in a secret password- "))
6235 game.passwd = scanner.token
6236 #game.passwd = getpass.getpass("Please type in a secret password- ")
6237 if game.passwd is not None:
6241 game.passwd += chr(ord('a')+rnd.integer(26))
6242 game.passwd += chr(ord('a')+rnd.integer(26))
6243 game.passwd += chr(ord('a')+rnd.integer(26))
6245 # Code from sst.c begins here
6248 ("SRSCAN", OPTION_TTY),
6249 ("STATUS", OPTION_TTY),
6250 ("REQUEST", OPTION_TTY),
6251 ("LRSCAN", OPTION_TTY),
6263 ("SENSORS", OPTION_PLANETS),
6264 ("ORBIT", OPTION_PLANETS),
6265 ("TRANSPORT", OPTION_PLANETS),
6266 ("MINE", OPTION_PLANETS),
6267 ("CRYSTALS", OPTION_PLANETS),
6268 ("SHUTTLE", OPTION_PLANETS),
6269 ("PLANETS", OPTION_PLANETS),
6274 ("PROBE", OPTION_PROBE),
6276 ("FREEZE", 0), # Synonym for SAVE
6279 # No abbreviations accepted after this point
6282 ("CAPTURE", OPTION_CAPTURE),
6283 ("CLOAK", OPTION_CLOAK),
6286 ("SOS", 0), # Synonym for MAYDAY
6287 ("CALL", 0), # Synonym for MAYDAY
6295 def listCommands(): # pragma: no cover
6296 "Generate a list of legal commands."
6297 # Coverage-disabled because testing for this is fragile
6298 # in the presence of changes in the command set.
6299 prout(_("LEGAL COMMANDS ARE:"))
6301 for (key, opt) in commands:
6302 if not opt or (opt & game.options):
6303 proutn("%-12s " % key)
6305 if emitted % 5 == 4:
6310 "Browse on-line help."
6311 key = scanner.nexttok()
6314 setwnd(prompt_window)
6315 proutn(_("Help on what command? "))
6316 key = scanner.nexttok()
6317 setwnd(message_window)
6320 cmds = [x[0] for x in commands]
6321 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6328 cmd = scanner.token.upper()
6329 for directory in docpath:
6331 fp = open(os.path.join(directory, "sst.doc"), "r")
6336 prout(_("Spock- \"Captain, that information is missing from the"))
6337 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6338 proutn(_(" in these directories: %s") % ":".join(docpath))
6340 # This used to continue: "You need to find SST.DOC and put
6341 # it in the current directory."
6344 linebuf = fp.readline()
6346 prout(_("Spock- \"Captain, there is no information on that command.\""))
6349 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6350 linebuf = linebuf[3:].strip()
6351 if cmd.upper() == linebuf:
6354 prout(_("Spock- \"Captain, I've found the following information:\""))
6357 linebuf = fp.readline()
6358 if "******" in linebuf:
6364 "Command-interpretation loop."
6366 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6367 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6369 game.isviolreported = True
6370 while True: # command loop
6372 while True: # get a command
6374 game.optime = game.justin = False
6376 setwnd(prompt_window)
6379 if scanner.nexttok() == "IHEOL":
6380 if game.options & OPTION_CURSES: # pragma: no cover
6383 elif scanner.token == "":
6387 setwnd(message_window)
6389 abandon_passed = False
6390 cmd = "" # Force cmd to persist after loop
6391 opt = 0 # Force opt to persist after loop
6392 for (cmd, opt) in commands:
6393 # commands after ABANDON cannot be abbreviated
6394 if cmd == "ABANDON":
6395 abandon_passed = True
6396 if cmd == scanner.token.upper() or (not abandon_passed \
6397 and cmd.startswith(scanner.token.upper())):
6399 if cmd == "": # pragma: no cover
6402 elif opt and not (opt & game.options):
6406 if game.options & OPTION_CURSES: # pragma: no cover
6407 prout("COMMAND> %s" % cmd)
6408 if cmd == "SRSCAN": # srscan
6410 elif cmd == "STATUS": # status
6412 elif cmd == "REQUEST": # status request
6414 elif cmd == "LRSCAN": # long range scan
6415 lrscan(silent=False)
6416 elif cmd == "PHASERS": # phasers
6421 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6426 elif cmd == "MOVE": # move under warp
6427 warp(wcourse=None, involuntary=False)
6428 elif cmd == "SHIELDS": # shields
6429 doshield(shraise=False)
6432 game.shldchg = False
6433 elif cmd == "DOCK": # dock at starbase
6436 attack(torps_ok=False)
6437 elif cmd == "DAMAGES": # damage reports
6439 elif cmd == "CHART": # chart
6441 elif cmd == "IMPULSE": # impulse
6443 elif cmd == "REST": # rest
6447 elif cmd == "WARP": # warp
6449 elif cmd == "SENSORS": # sensors
6451 elif cmd == "ORBIT": # orbit
6455 elif cmd == "TRANSPORT": # transport "beam"
6457 elif cmd == "MINE": # mine
6461 elif cmd == "CRYSTALS": # crystals
6465 elif cmd == "SHUTTLE": # shuttle
6469 elif cmd == "PLANETS": # Planet list
6471 elif cmd == "REPORT": # Game Report
6473 elif cmd == "COMPUTER": # use COMPUTER!
6475 elif cmd == "COMMANDS":
6477 elif cmd == "EMEXIT": # Emergency exit
6478 clrscr() # Hide screen
6479 freeze(True) # forced save
6480 raise SystemExit(1) # And quick exit
6481 elif cmd == "PROBE":
6482 probe() # Launch probe
6485 elif cmd == "ABANDON": # Abandon Ship
6487 elif cmd == "DESTRUCT": # Self Destruct
6489 elif cmd == "SAVE": # Save Game
6492 if game.skill > SKILL_GOOD:
6493 prout(_("WARNING--Saved games produce no plaques!"))
6494 elif cmd == "DEATHRAY": # Try a desparation measure
6498 elif cmd == "CAPTURE":
6500 elif cmd == "CLOAK":
6502 elif cmd == "DEBUGCMD": # What do we want for debug???
6504 elif cmd == "MAYDAY": # Call for help
6509 game.alldone = True # quit the game
6512 elif cmd == "SCORE":
6513 score() # see current score
6514 elif cmd == "CURSES": # pragma: no cover
6515 game.options |= (OPTION_CURSES | OPTION_COLOR)
6517 elif cmd == "OPTIONS":
6521 break # Game has ended
6522 if game.optime != 0.0:
6525 break # Events did us in
6526 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6529 if hitme and not game.justin:
6530 attack(torps_ok=True)
6533 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6544 "Emit the name of an enemy or feature."
6545 if ch == 'R': s = _("Romulan")
6546 elif ch == 'K': s = _("Klingon")
6547 elif ch == 'C': s = _("Commander")
6548 elif ch == 'S': s = _("Super-commander")
6549 elif ch == '*': s = _("Star")
6550 elif ch == 'P': s = _("Planet")
6551 elif ch == 'B': s = _("Starbase")
6552 elif ch == ' ': s = _("Black hole")
6553 elif ch == 'T': s = _("Tholian")
6554 elif ch == '#': s = _("Tholian web")
6555 elif ch == '?': s = _("Stranger")
6556 elif ch == '@': s = _("Inhabited World")
6557 else: s = "Unknown??" # pragma: no cover
6560 def crmena(loud, enemy, loctype, w):
6561 "Emit the name of an enemy and his location."
6565 buf += cramen(enemy) + _(" at ")
6566 if loctype == "quadrant":
6567 buf += _("Quadrant ")
6568 elif loctype == "sector":
6570 return buf + repr(w)
6573 "Emit our ship name."
6574 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6577 "Emit a line of stars"
6578 prouts("******************************************************")
6582 return -avrage*math.log(1e-7 + rnd.real())
6584 def randplace(size):
6585 "Choose a random location."
6587 w.i = rnd.integer(size)
6588 w.j = rnd.integer(size)
6598 # Get a token from the user
6601 # Fill the token queue if nothing here
6602 while not self.inqueue:
6604 if curwnd==prompt_window:
6606 setwnd(message_window)
6613 self.inqueue = sline.lstrip().split() + ["\n"]
6614 # From here on in it's all looking at the queue
6615 self.token = self.inqueue.pop(0)
6616 if self.token == "\n":
6620 self.real = float(self.token)
6621 self.type = "IHREAL"
6626 self.token = self.token.lower()
6627 self.type = "IHALPHA"
6630 def append(self, tok):
6631 self.inqueue.append(tok)
6632 def push(self, tok):
6633 self.inqueue.insert(0, tok)
6637 # Demand input for next scan
6639 self.real = self.token = None
6641 # compares s to item and returns true if it matches to the length of s
6642 return s.startswith(self.token)
6644 # Round token value to nearest integer
6645 return int(round(self.real))
6649 if (game.options & OPTION_ALPHAMERIC):
6651 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6652 s.i = ord(self.token[0]) - ord("a")
6653 s.j = int(self.token[1:])-1
6655 except (TypeError, IndexError):
6658 if self.type != "IHREAL":
6663 if self.type != "IHREAL":
6668 def __repr__(self): # pragma: no cover
6669 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6672 "Yes-or-no confirmation."
6676 if scanner.token == 'y':
6678 if scanner.token == 'n':
6681 proutn(_("Please answer with \"y\" or \"n\": "))
6684 "Complain about unparseable input."
6687 prout(_("Beg your pardon, Captain?"))
6689 def debugme(): # pragma: no cover
6690 "Access to the internals for debugging."
6691 proutn("Reset levels? ")
6693 if game.energy < game.inenrg:
6694 game.energy = game.inenrg
6695 game.shield = game.inshld
6696 game.torps = game.intorps
6697 game.lsupres = game.inlsr
6698 proutn("Reset damage? ")
6700 for i in range(NDEVICES):
6701 if game.damage[i] > 0.0:
6702 game.damage[i] = 0.0
6703 proutn("Toggle debug flag? ")
6705 game.idebug = not game.idebug
6707 prout("Debug output ON")
6709 prout("Debug output OFF")
6710 proutn("Cause selective damage? ")
6712 for i in range(NDEVICES):
6713 proutn("Kill %s?" % device[i])
6715 key = scanner.nexttok()
6716 if key == "IHALPHA" and scanner.sees("y"):
6717 game.damage[i] = 10.0
6718 proutn("Examine/change events? ")
6723 FSNOVA: "Supernova ",
6726 FBATTAK: "Base Attack ",
6727 FCDBAS: "Base Destroy ",
6728 FSCMOVE: "SC Move ",
6729 FSCDBAS: "SC Base Destroy ",
6730 FDSPROB: "Probe Move ",
6731 FDISTR: "Distress Call ",
6732 FENSLV: "Enslavement ",
6733 FREPRO: "Klingon Build ",
6735 for i in range(1, NEVENTS):
6738 proutn("%.2f" % (scheduled(i)-game.state.date))
6739 if i in {FENSLV, FREPRO}:
6741 proutn(" in %s" % ev.quadrant)
6746 key = scanner.nexttok()
6750 elif key == "IHREAL":
6751 ev = schedule(i, scanner.real)
6752 if i in {FENSLV, FREPRO}:
6754 proutn("In quadrant- ")
6755 key = scanner.nexttok()
6756 # "IHEOL" says to leave coordinates as they are
6759 prout("Event %d canceled, no x coordinate." % (i))
6762 w.i = int(round(scanner.real))
6763 key = scanner.nexttok()
6765 prout("Event %d canceled, no y coordinate." % (i))
6768 w.j = int(round(scanner.real))
6771 proutn("Induce supernova here? ")
6773 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6776 if __name__ == '__main__':
6778 #global line, thing, game
6784 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6785 if os.getenv("TERM"):
6786 game.options |= OPTION_CURSES # pragma: no cover
6788 game.options |= OPTION_TTY
6789 seed = int(time.time())
6790 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6791 for (switch, val) in options:
6793 # pylint: disable=raise-missing-from
6795 replayfp = open(val, "r")
6797 sys.stderr.write("sst: can't open replay file %s\n" % val)
6799 # pylint: disable=raise-missing-from
6801 line = replayfp.readline().strip()
6802 (leader, __, seed) = line.split()
6803 # pylint: disable=eval-used
6805 line = replayfp.readline().strip()
6806 arguments += line.split()[2:]
6807 except ValueError: # pragma: no cover
6808 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6810 game.options |= OPTION_TTY
6811 game.options &=~ OPTION_CURSES
6812 elif switch == '-s': # pragma: no cover
6814 elif switch == '-t': # pragma: no cover
6815 game.options |= OPTION_TTY
6816 game.options &=~ OPTION_CURSES
6817 elif switch == '-x': # pragma: no cover
6819 elif switch == '-c': # Enable curses debugging - undocumented
6821 elif switch == '-V': # pragma: no cover
6822 print("SST2K", version)
6824 else: # pragma: no cover
6825 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6827 # where to save the input in case of bugs
6828 if "TMPDIR" in os.environ: # pragma: no cover
6829 tmpdir = os.environ['TMPDIR']
6833 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6834 except IOError: # pragma: no cover
6835 sys.stderr.write("sst: warning, can't open logfile\n")
6838 logfp.write("# seed %s\n" % seed)
6839 logfp.write("# arguments %s\n" % " ".join(arguments))
6840 logfp.write("# SST2K version %s\n" % version)
6841 logfp.write("# recorded by %s@%s on %s\n" % \
6842 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6844 scanner = sstscanner()
6845 for arg in arguments:
6849 while True: # Play a game
6850 setwnd(fullscreen_window)
6856 game.alldone = False
6862 if (game.options & OPTION_TTY):
6865 if game.tourn and game.alldone:
6866 proutn(_("Do you want your score recorded?"))
6872 if (game.options & OPTION_TTY):
6873 proutn(_("Do you want to play again? "))
6879 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6883 except KeyboardInterrupt: # pragma: no cover