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
99 GALSIZE = 8 # Galaxy size in quadrants
100 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
101 MAXUNINHAB = 10 # Maximum uninhabited worlds
102 QUADSIZE = 10 # Quadrant size in sectors
103 BASEMIN = 2 # Minimum starbases
104 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
105 MAXKLGAME = 127 # Maximum Klingons per game
106 MAXKLQUAD = 9 # Maximum Klingons per quadrant
107 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
108 FOREVER = 1e30 # Time for the indefinite future
109 MAXBURST = 3 # Max # of torps you can launch in one turn
110 MINCMDR = 10 # Minimum number of Klingon commanders
111 DOCKFAC = 0.25 # Repair faster when docked
112 PHASEFAC = 2.0 # Phaser attenuation factor
114 ALGERON = 2311 # Date of the Treaty of Algeron
135 class TrekError(Exception):
138 class JumpOut(Exception):
142 return chr(ord('a') + n - 1)
145 def __init__(self, x=None, y=None):
148 def valid_quadrant(self):
149 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)
150 def valid_sector(self):
151 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)
152 def invalidate(self):
153 self.i = self.j = None
154 def __eq__(self, other):
155 return other is not None and self.i == other.i and self.j == other.j
156 def __ne__(self, other):
157 return other is None or self.i != other.i or self.j != other.j
158 def __add__(self, other):
159 return Coord(self.i+other.i, self.j+other.j)
160 def __sub__(self, other):
161 return Coord(self.i-other.i, self.j-other.j)
162 def __mul__(self, other):
163 return Coord(self.i*other, self.j*other)
164 def __rmul__(self, other):
165 return Coord(self.i*other, self.j*other)
166 def __div__(self, other): # pragma: no cover
167 return Coord(self.i/other, self.j/other)
168 def __truediv__(self, other): # pragma: no cover
169 return Coord(self.i/other, self.j/other)
170 def __floordiv__(self, other): # pragma: no cover
171 return Coord(self.i//other, self.j//other)
172 def __mod__(self, other):
173 return Coord(self.i % other, self.j % other)
174 def __rtruediv__(self, other): # pragma: no cover
175 return Coord(self.i/other, self.j/other)
176 def __rfloordiv__(self, other): # pragma: no cover
177 return Coord(self.i//other, self.j//other)
178 def roundtogrid(self):
179 return Coord(int(round(self.i)), int(round(self.j)))
180 def distance(self, other=None):
183 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
185 return 1.90985*math.atan2(self.j, self.i)
202 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
203 return self.roundtogrid() // QUADSIZE
205 return self.roundtogrid() % QUADSIZE
207 if self.i is None or self.j is None:
208 return "Nowhere" # pragma: no cover
209 if (game.options & OPTION_ALPHAMERIC):
210 return letterize(self.i + 1) + str(self.j + 1)
211 return "%s - %s" % (self.i+1, self.j+1)
215 "Do not anger the Space Thingy!"
217 self.location = Coord()
219 return (q.i, q.j) == (self.location.i, self.location.j)
223 self.name = None # string-valued if inhabited
224 self.quadrant = Coord() # quadrant located
225 self.pclass = None # could be ""M", "N", "O", or "destroyed"
226 self.crystals = "absent"# could be "mined", "present", "absent"
227 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
228 self.inhabited = False # is it inhabited?
236 self.starbase = False
239 self.supernova = False
241 self.status = "secure" # Could be "secure", "distressed", "enslaved"
243 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
249 self.starbase = False
252 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
254 def fill2d(size, fillfun):
255 "Fill an empty list in 2D."
257 for i in range(size):
259 for j in range(size):
260 lst[i].append(fillfun(i, j))
265 self.snap = False # snapshot taken
266 self.crew = 0 # crew complement
267 self.nscrem = 0 # remaining super commanders
268 self.starkl = 0 # destroyed stars
269 self.basekl = 0 # destroyed bases
270 self.nromrem = 0 # Romulans remaining
271 self.nplankl = 0 # destroyed uninhabited planets
272 self.nworldkl = 0 # destroyed inhabited planets
273 self.planets = [] # Planet information
274 self.date = 0.0 # stardate
275 self.remres = 0 # remaining resources
276 self.remtime = 0 # remaining time
277 self.baseq = [] # Base quadrant coordinates
278 self.kcmdr = [] # Commander quadrant coordinates
279 self.kscmdr = Coord() # Supercommander quadrant coordinates
281 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
283 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
285 for i in range(GALSIZE):
286 for j in range(GALSIZE):
287 yield (i, j, self.galaxy[i][j])
291 self.date = None # A real number
292 self.quadrant = None # A coord structure
295 OPTION_ALL = 0xffffffff
296 OPTION_TTY = 0x00000001 # old interface
297 OPTION_CURSES = 0x00000002 # new interface
298 OPTION_IOMODES = 0x00000003 # cover both interfaces
299 OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
300 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
301 OPTION_SUPERCMDR = 0x00000010 # Supercommanders (UT 1979 version)
302 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
303 OPTION_MVBADDY = 0x00000040 # more enemies can move (Almy, 1979?)
304 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979?)
305 OPTION_ALMY = 0x00000100 # Almy's death ray upgrade (1997?)
306 OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?)
307 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
308 OPTION_BLKHOLE = 0x00000800 # black hole may timewarp you (Stas, 2005)
309 OPTION_SHOWME = 0x00001000 # bracket Enterprise in chart (ESR, 2005)
310 OPTION_WORLDS = 0x00002000 # logic for inhabited worlds (ESR, 2006)
311 OPTION_AUTOSCAN = 0x00004000 # automatic LRSCAN before CHART (ESR, 2006)
312 OPTION_COLOR = 0x00008000 # enable color display (ESR, 2010)
313 OPTION_CAPTURE = 0x00010000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_CLOAK = 0x10020000 # Enable BSD-Trek capture (Almy, 2013).
315 OPTION_DOTFILL = 0x01040000 # fix dotfill glitch in chart (ESR, 2019)
316 OPTION_ALPHAMERIC = 0x00080000 # Alpha Y coordinates (ESR, 2023)
319 "ALL": (OPTION_ALL, 0),
320 "TTY": (OPTION_TTY, 0),
321 "IOMODES": (OPTION_IOMODES, 0),
322 "PLANETS": (OPTION_PLANETS, 1974),
323 "THOLIAN": (OPTION_THOLIAN, 1979),
324 "SUPERCMDR": (OPTION_SUPERCMDR, 1979),
325 "PROBE": (OPTION_PROBE, 1980),
326 "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct
327 "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct
328 "ALMY": (OPTION_ALMY, 1997),
329 "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct
330 "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct
331 "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct
332 "SHOWME": (OPTION_SHOWME, 2005),
333 "WORLDS": (OPTION_WORLDS, 2006),
334 "AUTOSCAN": (OPTION_AUTOSCAN, 2007), # year bumped to make it distinct
335 "COLOR": (OPTION_COLOR, 2010),
336 "CAPTURE": (OPTION_CAPTURE, 2013),
337 "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct
338 "DOTFILL": (OPTION_DOTFILL, 2019),
339 "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023)
360 NDEVICES = 17 # Number of devices
370 return (game.damage[dev] != 0.0)
372 return not damaged(DRADIO) or game.condition=="docked"
374 # Define future events
375 FSPY = 0 # Spy event happens always (no future[] entry)
376 # can cause SC to tractor beam Enterprise
377 FSNOVA = 1 # Supernova
378 FTBEAM = 2 # Commander tractor beams Enterprise
379 FSNAP = 3 # Snapshot for time warp
380 FBATTAK = 4 # Commander attacks base
381 FCDBAS = 5 # Commander destroys base
382 FSCMOVE = 6 # Supercommander moves (might attack base)
383 FSCDBAS = 7 # Supercommander destroys base
384 FDSPROB = 8 # Move deep space probe
385 FDISTR = 9 # Emit distress call from an inhabited world
386 FENSLV = 10 # Inhabited word is enslaved
387 FREPRO = 11 # Klingons build a ship in an enslaved system
390 # Abstract out the event handling -- underlying data structures will change
391 # when we implement stateful events
392 def findevent(evtype): # pragma: no cover
393 return game.future[evtype]
396 def __init__(self, etype=None, loc=None, power=None):
398 self.location = Coord()
403 self.power = power # enemy energy level
404 game.enemies.append(self)
406 motion = (loc != self.location)
407 if self.location.i is not None and self.location.j is not None:
410 game.quad[self.location.i][self.location.j] = '#'
412 game.quad[self.location.i][self.location.j] = '.'
414 self.location = copy.copy(loc)
415 game.quad[self.location.i][self.location.j] = self.type
416 self.kdist = self.kavgd = (game.sector - loc).distance()
418 self.location = Coord()
419 self.kdist = self.kavgd = None
420 # Guard prevents failure on Tholian or thingy
421 if self in game.enemies:
422 game.enemies.remove(self)
425 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
429 self.options = None # Game options
430 self.state = Snapshot() # A snapshot structure
431 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
432 self.quad = None # contents of our quadrant
433 self.damage = [0.0] * NDEVICES # damage encountered
434 self.future = [] # future events
438 self.future.append(Event())
439 self.passwd = None # Self Destruct password
441 self.quadrant = None # where we are in the large
442 self.sector = None # where we are in the small
443 self.tholian = None # Tholian enemy object
444 self.base = None # position of base in current quadrant
445 self.battle = None # base coordinates being attacked
446 self.plnet = None # location of planet in quadrant
447 self.gamewon = False # Finished!
448 self.ididit = False # action taken -- allows enemy to attack
449 self.alive = False # we are alive (not killed)
450 self.justin = False # just entered quadrant
451 self.shldup = False # shields are up
452 self.shldchg = False # shield is changing (affects efficiency)
453 self.iscate = False # super commander is here
454 self.ientesc = False # attempted escape from supercommander
455 self.resting = False # rest time
456 self.icraft = False # Kirk in Galileo
457 self.landed = False # party on planet (true), on ship (false)
458 self.alldone = False # game is now finished
459 self.neutz = False # Romulan Neutral Zone
460 self.isarmed = False # probe is armed
461 self.inorbit = False # orbiting a planet
462 self.imine = False # mining
463 self.icrystl = False # dilithium crystals aboard
464 self.iseenit = False # seen base attack report
465 self.thawed = False # thawed game
466 self.condition = None # "green", "yellow", "red", "docked", "dead"
467 self.iscraft = None # "onship", "offship", "removed"
468 self.skill = SKILL_NONE # Player skill level
469 self.inkling = 0 # initial number of klingons
470 self.inbase = 0 # initial number of bases
471 self.incom = 0 # initial number of commanders
472 self.inscom = 0 # initial number of commanders
473 self.inrom = 0 # initial number of commanders
474 self.instar = 0 # initial stars
475 self.intorps = 0 # initial/max torpedoes
476 self.torps = 0 # number of torpedoes
477 self.ship = 0 # ship type -- 'E' is Enterprise
478 self.abandoned = 0 # count of crew abandoned in space
479 self.length = 0 # length of game
480 self.klhere = 0 # klingons here
481 self.casual = 0 # causalties
482 self.nhelp = 0 # calls for help
483 self.nkinks = 0 # count of energy-barrier crossings
484 self.iplnet = None # planet # in quadrant
485 self.inplan = 0 # initial planets
486 self.irhere = 0 # Romulans in quadrant
487 self.isatb = 0 # =2 if super commander is attacking base
488 self.tourn = None # tournament number
489 self.nprobes = 0 # number of probes available
490 self.inresor = 0.0 # initial resources
491 self.intime = 0.0 # initial time
492 self.inenrg = 0.0 # initial/max energy
493 self.inshld = 0.0 # initial/max shield
494 self.inlsr = 0.0 # initial life support resources
495 self.indate = 0.0 # initial date
496 self.energy = 0.0 # energy level
497 self.shield = 0.0 # shield level
498 self.warpfac = 0.0 # warp speed
499 self.lsupres = 0.0 # life support reserves
500 self.optime = 0.0 # time taken by current operation
501 self.damfac = 0.0 # damage factor
502 self.lastchart = 0.0 # time star chart was last updated
503 self.cryprob = 0.0 # probability that crystal will work
504 self.probe = None # object holding probe course info
505 self.height = 0.0 # height of orbit around planet
506 self.score = 0.0 # overall score
507 self.perdate = 0.0 # rate of kills
508 self.idebug = False # Debugging instrumentation enabled?
509 self.cdebug = False # Debugging instrumentation for curses enabled?
510 self.statekscmdr = None # No SuperCommander coordinates yet.
511 self.brigcapacity = 400 # Enterprise brig capacity
512 self.brigfree = 400 # How many klingons can we put in the brig?
513 self.kcaptured = 0 # Total Klingons captured, for scoring.
514 self.iscloaked = False # Cloaking device on?
515 self.ncviol = 0 # Algreon treaty violations
516 self.isviolreported = False # We have been warned
517 self.lcg_x = 0 # LCG generator value
519 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
521 # Stas thinks this should be (C expression):
522 # game.remkl() + len(game.state.kcmdr) > 0 ?
523 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
524 # He says the existing expression is prone to divide-by-zero errors
525 # after killing the last klingon when score is shown -- perhaps also
526 # if the only remaining klingon is SCOM.
527 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
529 "Are there Klingons remaining?"
556 # Code from ai.c begins here
559 "Would this quadrant welcome another Klingon?"
560 return iq.valid_quadrant() and \
561 not game.state.galaxy[iq.i][iq.j].supernova and \
562 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
564 def tryexit(enemy, look, irun):
565 "A bad guy attempts to bug out."
567 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
568 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
569 if not welcoming(iq):
571 if enemy.type == 'R':
572 return [] # Romulans cannot escape!
574 # avoid intruding on another commander's territory
575 if enemy.type == 'C':
576 if iq in game.state.kcmdr:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if enemy.power > 1000.0:
584 oldloc = copy.copy(enemy.location)
585 # handle local matters related to escape
588 if game.condition != "docked":
590 # Handle global matters related to escape
591 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
592 game.state.galaxy[iq.i][iq.j].klingons += 1
593 if enemy.type == 'S':
597 schedule(FSCMOVE, 0.2777)
599 game.state.kscmdr = iq
601 for cmdr in game.state.kcmdr:
602 if cmdr == game.quadrant:
603 game.state.kcmdr.append(iq)
605 # report move out of quadrant.
606 return [(True, enemy, oldloc, iq)]
608 # The bad-guy movement algorithm:
610 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
611 # If both are operating full strength, force is 1000. If both are damaged,
612 # force is -1000. Having shields down subtracts an additional 1000.
614 # 2. Enemy has forces equal to the energy of the attacker plus
615 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
616 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
618 # Attacker Initial energy levels (nominal):
619 # Klingon Romulan Commander Super-Commander
620 # Novice 400 700 1200
622 # Good 450 800 1300 1750
623 # Expert 475 850 1350 1875
624 # Emeritus 500 900 1400 2000
625 # VARIANCE 75 200 200 200
627 # Enemy vessels only move prior to their attack. In Novice - Good games
628 # only commanders move. In Expert games, all enemy vessels move if there
629 # is a commander present. In Emeritus games all enemy vessels move.
631 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
632 # forces are 1000 greater than Enterprise.
634 # Agressive action on average cuts the distance between the ship and
635 # the enemy to 1/4 the original.
637 # 4. At lower energy advantage, movement units are proportional to the
638 # advantage with a 650 advantage being to hold ground, 800 to move forward
639 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
641 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
642 # retreat, especially at high skill levels.
644 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
646 def movebaddy(enemy):
647 "Tactical movement for the bad guys."
651 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
652 if game.skill >= SKILL_EXPERT:
653 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)
655 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
656 old_dist = enemy.kdist
657 mdist = int(old_dist + 0.5) # Nearest integer distance
658 # If SC, check with spy to see if should hi-tail it
659 if enemy.type == 'S' and \
660 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
664 # decide whether to advance, retreat, or hold position
665 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
667 forces += 1000 # Good for enemy if shield is down!
668 if not damaged(DPHASER) or not damaged(DPHOTON):
669 if damaged(DPHASER): # phasers damaged
672 forces -= 0.2*(game.energy - 2500.0)
673 if damaged(DPHOTON): # photon torpedoes damaged
676 forces -= 50.0*game.torps
678 # phasers and photon tubes both out!
681 if forces <= 1000.0 and game.condition != "docked": # Typical situation
682 motion = ((forces + rnd.real(200))/150.0) - 5.0
684 if forces > 1000.0: # Very strong -- move in for kill
685 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
686 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
687 motion -= game.skill*(2.0-rnd.real()**2)
689 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
690 # don't move if no motion
693 # Limit motion according to skill
694 if abs(motion) > game.skill:
699 # calculate preferred number of steps
700 nsteps = abs(int(motion))
701 if motion > 0 and nsteps > mdist:
702 nsteps = mdist # don't overshoot
703 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
704 nsteps = max(nsteps, 1) # This shouldn't be necessary
706 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
707 # Compute preferred values of delta X and Y
708 m = game.sector - enemy.location
709 if 2.0 * abs(m.i) < abs(m.j):
711 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
713 m = (motion * m).sgn()
714 goto = enemy.location
716 for ll in range(nsteps):
718 proutn(" %d" % (ll+1)) # pragma: no cover
719 # Check if preferred position available
730 attempts = 0 # Settle mysterious hang problem
731 while attempts < 20 and not success:
733 if look.i < 0 or look.i >= QUADSIZE:
735 return tryexit(enemy, look, irun)
736 if krawli == m.i or m.j == 0:
738 look.i = goto.i + krawli
740 elif look.j < 0 or look.j >= QUADSIZE:
742 return tryexit(enemy, look, irun)
743 if krawlj == m.j or m.i == 0:
745 look.j = goto.j + krawlj
747 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
748 # See if enemy should ram ship
749 if game.quad[look.i][look.j] == game.ship and \
750 enemy.type in ('C', 'S'):
751 collision(rammed=True, enemy=enemy)
753 if krawli != m.i and m.j != 0:
754 look.i = goto.i + krawli
756 elif krawlj != m.j and m.i != 0:
757 look.j = goto.j + krawlj
760 break # we have failed
766 proutn(repr(goto)) # pragma: no cover
770 skip(1) # pragma: no cover
771 # Enemy moved, but is still in sector
772 return [(False, enemy, old_dist, goto)]
775 "Sequence Klingon tactical movement."
777 prout("== MOVCOM") # pragma: no cover
778 # Figure out which Klingon is the commander (or Supercommander)
781 if game.quadrant in game.state.kcmdr:
782 for enemy in game.enemies:
783 if enemy.type == 'C':
784 tacmoves += movebaddy(enemy)
785 if game.state.kscmdr == game.quadrant:
786 for enemy in game.enemies:
787 if enemy.type == 'S':
788 tacmoves += movebaddy(enemy)
790 # If skill level is high, move other Klingons and Romulans too!
791 # Move these last so they can base their actions on what the
793 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
794 for enemy in game.enemies:
795 if enemy.type in ('K', 'R'):
796 tacmoves += movebaddy(enemy)
799 def movescom(iq, avoid):
800 "Supercommander movement helper."
801 # Avoid quadrants with bases if we want to avoid Enterprise
802 if not welcoming(iq) or (avoid and iq in game.state.baseq):
804 if game.justin and not game.iscate:
807 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
808 game.state.kscmdr = iq
809 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
810 if game.state.kscmdr == game.quadrant:
811 # SC has scooted, remove him from current quadrant
816 for enemy in game.enemies:
817 if enemy.type == 'S':
820 if game.condition != "docked":
823 # check for a helpful planet
824 for i in range(game.inplan):
825 if game.state.planets[i].quadrant == game.state.kscmdr and \
826 game.state.planets[i].crystals == "present":
828 game.state.planets[i].pclass = "destroyed"
829 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
832 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
833 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
834 prout(_(" by the Super-commander.\""))
836 return True # looks good!
838 def supercommander():
839 "Move the Super Commander."
846 prout("== SUPERCOMMANDER") # pragma: no cover
847 # Decide on being active or passive
848 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 \
849 (game.state.date-game.indate) < 3.0)
850 if not game.iscate and avoid:
851 # compute move away from Enterprise
852 idelta = game.state.kscmdr-game.quadrant
853 if idelta.distance() > 2.0:
855 idelta.i = game.state.kscmdr.j-game.quadrant.j
856 idelta.j = game.quadrant.i-game.state.kscmdr.i
858 # compute distances to starbases
859 if not game.state.baseq:
863 sc = game.state.kscmdr
864 for (i, base) in enumerate(game.state.baseq):
865 basetbl.append((i, (base - sc).distance()))
866 if len(game.state.baseq) > 1:
867 basetbl.sort(key=lambda x: x[1])
868 # look for nearest base without a commander, no Enterprise, and
869 # without too many Klingons, and not already under attack.
870 ifindit = iwhichb = 0
871 for (i2, base) in enumerate(game.state.baseq):
872 i = basetbl[i2][0] # bug in original had it not finding nearest
873 if base == game.quadrant or base == game.battle or not welcoming(base):
875 # if there is a commander, and no other base is appropriate,
876 # we will take the one with the commander
877 for cmdr in game.state.kcmdr:
878 if base == cmdr and ifindit != 2:
882 else: # no commander -- use this one
887 return # Nothing suitable -- wait until next time
888 ibq = game.state.baseq[iwhichb]
889 # decide how to move toward base
890 idelta = ibq - game.state.kscmdr
891 # Maximum movement is 1 quadrant in either or both axes
892 idelta = idelta.sgn()
893 # try moving in both x and y directions
894 # there was what looked like a bug in the Almy C code here,
895 # but it might be this translation is just wrong.
896 iq = game.state.kscmdr + idelta
897 if not movescom(iq, avoid):
898 # failed -- try some other maneuvers
899 if idelta.i == 0 or idelta.j == 0:
902 iq.j = game.state.kscmdr.j + 1
903 if not movescom(iq, avoid):
904 iq.j = game.state.kscmdr.j - 1
907 iq.i = game.state.kscmdr.i + 1
908 if not movescom(iq, avoid):
909 iq.i = game.state.kscmdr.i - 1
912 # try moving just in x or y
913 iq.j = game.state.kscmdr.j
914 if not movescom(iq, avoid):
915 iq.j = game.state.kscmdr.j + idelta.j
916 iq.i = game.state.kscmdr.i
919 if len(game.state.baseq) == 0:
922 for ibq in game.state.baseq:
923 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
926 return # no, don't attack base!
929 schedule(FSCDBAS, rnd.real(1.0, 3.0))
930 if is_scheduled(FCDBAS):
931 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
932 if not communicating():
936 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
938 prout(_(" reports that it is under attack from the Klingon Super-commander."))
939 prout(_(" It can survive until stardate %d.\"") \
940 % int(scheduled(FSCDBAS)))
943 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
947 game.optime = 0.0 # actually finished
949 # Check for intelligence report
950 if not game.idebug and \
951 (rnd.withprob(0.8) or \
952 (not communicating()) or \
953 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
956 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
957 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
962 if not game.tholian or game.justin:
965 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
968 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
971 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
974 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
977 else: # pragma: no cover
978 # something is wrong!
979 game.tholian.move(None)
980 prout("***Internal error: Tholian in a bad spot.")
982 # do nothing if we are blocked
983 if game.quad[tid.i][tid.j] not in ('.', '#'):
985 here = copy.copy(game.tholian.location)
986 delta = (tid - game.tholian.location).sgn()
988 while here.i != tid.i:
990 if game.quad[here.i][here.j] == '.':
991 game.tholian.move(here)
993 while here.j != tid.j:
995 if game.quad[here.i][here.j] == '.':
996 game.tholian.move(here)
997 # check to see if all holes plugged
998 for i in range(QUADSIZE):
999 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
1001 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1003 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1005 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1007 # All plugged up -- Tholian splits
1008 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1010 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1011 game.tholian.move(None)
1014 # Code from battle.c begins here
1017 "Change cloaking-device status."
1018 if game.ship == 'F':
1019 prout(_("Ye Faerie Queene hath no cloaking device."))
1022 key = scanner.nexttok()
1029 if key == "IHALPHA":
1030 if scanner.sees("on"):
1032 prout(_("The cloaking device has already been switched on."))
1035 elif scanner.sees("off"):
1036 if not game.iscloaked:
1037 prout(_("The cloaking device has already been switched off."))
1044 if not game.iscloaked:
1045 proutn(_("Switch cloaking device on? "))
1050 proutn(_("Switch cloaking device off? "))
1057 if action == "CLOFF":
1058 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1059 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1062 prout("Engineer Scott- \"Aye, Sir.\"")
1063 game.iscloaked = False
1064 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1065 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1067 game.isviolreported = True
1069 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1072 if action == "CLON":
1074 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1077 if game.condition == "docked":
1078 prout(_("You cannot cloak while docked."))
1080 if game.state.date >= ALGERON and not game.isviolreported:
1081 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1082 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1083 proutn(_(" are you sure this is wise? "))
1086 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1088 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1089 game.iscloaked = True
1091 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1092 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1094 game.isviolreported = True
1096 def doshield(shraise):
1097 "Change shield status."
1103 key = scanner.nexttok()
1104 if key == "IHALPHA":
1105 if scanner.sees("transfer"):
1108 if damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1111 if scanner.sees("up"):
1113 elif scanner.sees("down"):
1115 if action == "NONE":
1116 proutn(_("Do you wish to change shield energy? "))
1119 elif damaged(DSHIELD):
1120 prout(_("Shields damaged and down."))
1123 proutn(_("Shields are up. Do you want them down? "))
1130 proutn(_("Shields are down. Do you want them up? "))
1136 if action == "SHUP": # raise shields
1138 prout(_("Shields already up."))
1142 if game.condition != "docked":
1144 prout(_("Shields raised."))
1145 if game.energy <= 0:
1147 prout(_("Shields raising uses up last of energy."))
1152 elif action == "SHDN":
1154 prout(_("Shields already down."))
1158 prout(_("Shields lowered."))
1161 elif action == "NRG":
1162 while scanner.nexttok() != "IHREAL":
1164 proutn(_("Energy to transfer to shields- "))
1169 if nrg > game.energy:
1170 prout(_("Insufficient ship energy."))
1173 if game.shield+nrg >= game.inshld:
1174 prout(_("Shield energy maximized."))
1175 if game.shield+nrg > game.inshld:
1176 prout(_("Excess energy requested returned to ship energy"))
1177 game.energy -= game.inshld-game.shield
1178 game.shield = game.inshld
1180 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1181 # Prevent shield drain loophole
1183 prout(_("Engineering to bridge--"))
1184 prout(_(" Scott here. Power circuit problem, Captain."))
1185 prout(_(" I can't drain the shields."))
1188 if game.shield+nrg < 0:
1189 prout(_("All shield energy transferred to ship."))
1190 game.energy += game.shield
1193 proutn(_("Scotty- \""))
1195 prout(_("Transferring energy to shields.\""))
1197 prout(_("Draining energy from shields.\""))
1203 "Choose a device to damage, at random."
1205 105, # DSRSENS: short range scanners 10.5%
1206 105, # DLRSENS: long range scanners 10.5%
1207 120, # DPHASER: phasers 12.0%
1208 120, # DPHOTON: photon torpedoes 12.0%
1209 25, # DLIFSUP: life support 2.5%
1210 65, # DWARPEN: warp drive 6.5%
1211 70, # DIMPULS: impulse engines 6.5%
1212 135, # DSHIELD: deflector shields 13.5%
1213 30, # DRADIO: subspace radio 3.0%
1214 45, # DSHUTTL: shuttle 4.5%
1215 15, # DCOMPTR: computer 1.5%
1216 20, # NAVCOMP: navigation system 2.0%
1217 75, # DTRANSP: transporter 7.5%
1218 20, # DSHCTRL: high-speed shield controller 2.0%
1219 10, # DDRAY: death ray 1.0%
1220 30, # DDSP: deep-space probes 3.0%
1221 10, # DCLOAK: the cloaking device 1.0
1223 assert(sum(weights) == 1000)
1224 idx = rnd.integer(1000)
1226 for (i, w) in enumerate(weights):
1230 return None # pragma: no cover
1232 def collision(rammed, enemy):
1233 "Collision handling for ramming events."
1234 prouts(_("***RED ALERT! RED ALERT!"))
1236 prout(_("***COLLISION IMMINENT."))
1240 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1242 proutn(_(" rammed by "))
1245 proutn(crmena(False, enemy.type, "sector", enemy.location))
1247 proutn(_(" (original position)"))
1249 deadkl(enemy.location, enemy.type, game.sector)
1250 prout("***" + crmshp() + " heavily damaged.")
1251 icas = rnd.integer(10, 30)
1252 prout(_("***Sickbay reports %d casualties") % icas)
1254 game.state.crew -= icas
1255 # In the pre-SST2K versions, all devices got equiprobably damaged,
1256 # which was silly. Instead, pick up to half the devices at
1257 # random according to our weighting table,
1258 ncrits = rnd.integer(NDEVICES//2)
1262 if game.damage[dev] < 0:
1264 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1265 # Damage for at least time of travel!
1266 game.damage[dev] += game.optime + extradm
1268 prout(_("***Shields are down."))
1275 def torpedo(origin, bearing, dispersion, number, nburst):
1276 "Let a photon torpedo fly"
1277 if not damaged(DSRSENS) or game.condition == "docked":
1278 setwnd(srscan_window)
1280 setwnd(message_window)
1281 ac = bearing + 0.25*dispersion # dispersion is a random variable
1282 bullseye = (15.0 - bearing)*0.5235988
1283 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1284 bumpto = Coord(0, 0)
1285 # Loop to move a single torpedo
1286 setwnd(message_window)
1287 for step in range(1, QUADSIZE*2):
1288 if not track.nextstep():
1291 if not w.valid_sector():
1293 iquad = game.quad[w.i][w.j]
1294 tracktorpedo(w, step, number, nburst, iquad)
1298 setwnd(message_window)
1299 if not damaged(DSRSENS) or game.condition == "docked":
1300 skip(1) # start new line after text track
1301 if iquad in ('E', 'F'): # Hit our ship
1303 prout(_("Torpedo hits %s.") % crmshp())
1304 hit = 700.0 + rnd.real(100) - \
1305 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1306 newcnd() # we're blown out of dock
1307 if game.landed or game.condition == "docked":
1308 return hit # Cheat if on a planet
1309 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1310 # is 143 degrees, which is almost exactly 4.8 clockface units
1311 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1312 displacement.nextstep()
1313 bumpto = displacement.sector()
1314 if not bumpto.valid_sector():
1316 if game.quad[bumpto.i][bumpto.j] == ' ':
1319 if game.quad[bumpto.i][bumpto.j] != '.':
1320 # can't move into object
1322 game.sector = bumpto
1324 game.quad[w.i][w.j] = '.'
1325 game.quad[bumpto.i][bumpto.j] = iquad
1326 prout(_(" displaced by blast to Sector %s ") % bumpto)
1327 for enemy in game.enemies:
1328 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1331 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1333 if iquad in ('C', 'S') and rnd.withprob(0.05):
1334 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1335 prout(_(" torpedo neutralized."))
1337 for enemy in game.enemies:
1338 if w == enemy.location:
1339 kp = math.fabs(enemy.power)
1340 h1 = 700.0 + rnd.integer(100) - \
1341 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1349 if enemy.power == 0:
1352 proutn(crmena(True, iquad, "sector", w))
1353 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1354 displacement.nextstep()
1355 bumpto = displacement.sector()
1356 if game.quad[bumpto.i][bumpto.j] == ' ':
1357 prout(_(" buffeted into black hole."))
1358 deadkl(w, iquad, bumpto)
1360 if not bumpto.valid_sector():
1361 prout(_(" damaged but not destroyed."))
1363 if game.quad[bumpto.i][bumpto.j] != '.':
1364 prout(_(" damaged but not destroyed."))
1366 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1367 enemy.location = bumpto
1368 game.quad[w.i][w.j] = '.'
1369 game.quad[bumpto.i][bumpto.j] = iquad
1370 for tenemy in game.enemies:
1371 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1374 else: # pragma: no cover
1375 prout("Internal error, no enemy where expected!")
1378 elif iquad == 'B': # Hit a base
1380 prout(_("***STARBASE DESTROYED.."))
1381 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1382 game.quad[w.i][w.j] = '.'
1383 game.base.invalidate()
1384 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1385 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1386 game.state.basekl += 1
1389 elif iquad == 'P': # Hit a planet
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nplankl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = '.'
1398 # captain perishes on planet
1401 elif iquad == '@': # Hit an inhabited world -- very bad!
1402 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1403 game.state.nworldkl += 1
1404 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1405 game.iplnet.pclass = "destroyed"
1407 game.plnet.invalidate()
1408 game.quad[w.i][w.j] = '.'
1410 # captain perishes on planet
1412 prout(_("The torpedo destroyed an inhabited planet."))
1414 elif iquad == '*': # Hit a star
1415 if rnd.withprob(0.9):
1418 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1420 elif iquad == '?': # Hit a thingy
1422 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1424 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1426 proutn(_("Mr. Spock-"))
1427 prouts(_(" \"Fascinating!\""))
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)):
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 in ('T', '?'):
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]
1911 proutn(crmena(False, ienm, "sector", w))
1920 else: # decide whether or not to emasculate klingon
1921 # pylint: disable=chained-comparison
1922 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1923 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1924 prout(_(" has just lost its firepower.\""))
1925 game.enemies[kk].power = -kpow
1930 "Fire phasers at bad guys."
1934 irec = 0 # Cheating inhibitor
1943 # SR sensors and Computer are needed for automode
1944 if damaged(DSRSENS) or damaged(DCOMPTR):
1946 if game.condition == "docked":
1947 prout(_("Phasers can't be fired through base shields."))
1950 if damaged(DPHASER):
1951 prout(_("Phaser control damaged."))
1955 if damaged(DSHCTRL):
1956 prout(_("High speed shield control damaged."))
1959 if game.energy <= 200.0:
1960 prout(_("Insufficient energy to activate high-speed shield control."))
1963 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1965 # Original code so convoluted, I re-did it all
1966 # (That was Tom Almy talking about the C code, I think -- ESR)
1967 while automode == "NOTSET":
1968 key = scanner.nexttok()
1969 if key == "IHALPHA":
1970 if scanner.sees("manual"):
1971 if len(game.enemies)==0:
1972 prout(_("There is no enemy present to select."))
1975 automode = "AUTOMATIC"
1978 key = scanner.nexttok()
1979 elif scanner.sees("automatic"):
1980 if (not itarg) and len(game.enemies) != 0:
1981 automode = "FORCEMAN"
1983 if len(game.enemies)==0:
1984 prout(_("Energy will be expended into space."))
1985 automode = "AUTOMATIC"
1986 key = scanner.nexttok()
1987 elif scanner.sees("no"):
1992 elif key == "IHREAL":
1993 if len(game.enemies)==0:
1994 prout(_("Energy will be expended into space."))
1995 automode = "AUTOMATIC"
1997 automode = "FORCEMAN"
1999 automode = "AUTOMATIC"
2002 if len(game.enemies)==0:
2003 prout(_("Energy will be expended into space."))
2004 automode = "AUTOMATIC"
2006 automode = "FORCEMAN"
2008 proutn(_("Manual or automatic? "))
2013 if automode == "AUTOMATIC":
2014 if key == "IHALPHA" and scanner.sees("no"):
2016 key = scanner.nexttok()
2017 if key != "IHREAL" and len(game.enemies) != 0:
2018 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2023 for i in range(len(game.enemies)):
2024 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2026 proutn(_("%d units required. ") % irec)
2028 proutn(_("Units to fire= "))
2029 key = scanner.nexttok()
2034 proutn(_("Energy available= %.2f") % avail)
2037 if not rpow > avail:
2043 key = scanner.nexttok()
2044 if key == "IHALPHA" and scanner.sees("no"):
2047 game.energy -= 200 # Go and do it!
2048 if checkshctrl(rpow):
2053 if len(game.enemies):
2056 for i in range(len(game.enemies)):
2060 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2061 over = rnd.real(1.01, 1.06) * hits[i]
2063 powrem -= hits[i] + over
2064 if powrem <= 0 and temp < hits[i]:
2073 if extra > 0 and not game.alldone:
2075 proutn(_("*** Tholian web absorbs "))
2076 if len(game.enemies)>0:
2077 proutn(_("excess "))
2078 prout(_("phaser energy."))
2080 prout(_("%d expended on empty space.") % int(extra))
2081 elif automode == "FORCEMAN":
2084 if damaged(DCOMPTR):
2085 prout(_("Battle computer damaged, manual fire only."))
2088 prouts(_("---WORKING---"))
2090 prout(_("Short-range-sensors-damaged"))
2091 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2092 prout(_("Manual-fire-must-be-used"))
2094 elif automode == "MANUAL":
2096 for k in range(len(game.enemies)):
2097 aim = game.enemies[k].location
2098 ienm = game.quad[aim.i][aim.j]
2100 proutn(_("Energy available= %.2f") % (avail-0.006))
2104 if damaged(DSRSENS) and \
2105 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2106 prout(cramen(ienm) + _(" can't be located without short range scan."))
2109 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2113 if itarg and k > kz:
2114 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2117 if not damaged(DCOMPTR):
2122 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2123 key = scanner.nexttok()
2124 if key == "IHALPHA" and scanner.sees("no"):
2126 key = scanner.nexttok()
2128 if key == "IHALPHA":
2132 if k == 1: # Let me say I'm baffled by this
2135 if scanner.real < 0:
2139 hits.append(scanner.real)
2140 rpow += scanner.real
2141 # If total requested is too much, inform and start over
2143 prout(_("Available energy exceeded -- try again."))
2146 key = scanner.nexttok() # scan for next value
2148 # zero energy -- abort
2151 if key == "IHALPHA" and scanner.sees("no"):
2156 game.energy -= 200.0
2157 if checkshctrl(rpow):
2161 # Say shield raised or malfunction, if necessary
2167 if rnd.withprob(0.01):
2168 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2169 prouts(_(" CLICK CLICK POP . . ."))
2170 prout(_(" No response, sir!"))
2173 prout(_("Shields raised."))
2180 game.ididit = False # Nothing if we fail
2183 # Make sure there is room in the brig
2184 if game.brigfree == 0:
2185 prout(_("Security reports the brig is already full."))
2189 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2192 if damaged(DTRANSP):
2193 prout(_("Scotty- \"Transporter damaged, sir.\""))
2196 # find out if there are any at all
2198 prout(_("Uhura- \"Getting no response, sir.\""))
2201 # if there is more than one Klingon, find out which one
2202 # Cruddy, just takes one at random. Should ask the captain.
2203 # Nah, just select the weakest one since it is most likely to
2204 # surrender (Tom Almy mod)
2205 klingons = [e for e in game.enemies if e.type == 'K']
2206 weakest = sorted(klingons, key=lambda e: e.power)[0]
2207 game.optime = 0.05 # This action will take some time
2208 game.ididit = True # So any others can strike back
2210 # check out that Klingon
2211 # The algorithm isn't that great and could use some more
2212 # intelligent design
2213 # x = 300 + 25*skill;
2214 x = game.energy / (weakest.power * len(klingons))
2215 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2216 # % (game.energy, weakest.power, len(klingons)))
2217 x *= 2.5 # would originally have been equivalent of 1.4,
2218 # but we want command to work more often, more humanely
2219 #prout(_("Prob = %.4f" % x))
2220 # x = 100; // For testing, of course!
2221 if x < rnd.real(100):
2222 # guess what, he surrendered!!!
2223 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2226 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2227 if i > game.brigfree:
2228 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2231 prout(_("%d captives taken") % i)
2232 deadkl(weakest.location, weakest.type, game.sector)
2237 # big surprise, he refuses to surrender
2238 prout(_("Fat chance, captain!"))
2240 # Code from events.c begins here.
2242 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2243 # event of each type active at any given time. Mostly these means we can
2244 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2245 # BSD Trek, from which we swiped the idea, can have up to 5.
2247 def unschedule(evtype):
2248 "Remove an event from the schedule."
2249 game.future[evtype].date = FOREVER
2250 return game.future[evtype]
2252 def is_scheduled(evtype):
2253 "Is an event of specified type scheduled."
2254 return game.future[evtype].date != FOREVER
2256 def scheduled(evtype):
2257 "When will this event happen?"
2258 return game.future[evtype].date
2260 def schedule(evtype, offset):
2261 "Schedule an event of specified type."
2262 game.future[evtype].date = game.state.date + offset
2263 return game.future[evtype]
2265 def postpone(evtype, offset):
2266 "Postpone a scheduled event."
2267 game.future[evtype].date += offset
2270 "Rest period is interrupted by event."
2273 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2275 game.resting = False
2281 "Run through the event queue looking for things to do."
2283 fintim = game.state.date + game.optime
2292 def tractorbeam(yank):
2293 "Tractor-beaming cases merge here."
2295 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2297 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2298 # If Kirk & Co. screwing around on planet, handle
2299 atover(True) # atover(true) is Grab
2302 if game.icraft: # Caught in Galileo?
2305 # Check to see if shuttle is aboard
2306 if game.iscraft == "offship":
2308 if rnd.withprob(0.5):
2309 prout(_("Galileo, left on the planet surface, is captured"))
2310 prout(_("by aliens and made into a flying McDonald's."))
2311 game.damage[DSHUTTL] = -10
2312 game.iscraft = "removed"
2314 prout(_("Galileo, left on the planet surface, is well hidden."))
2316 game.quadrant = game.state.kscmdr
2318 game.quadrant = game.state.kcmdr[i]
2319 game.sector = randplace(QUADSIZE)
2320 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2321 % (game.quadrant, game.sector))
2323 prout(_("(Remainder of rest/repair period cancelled.)"))
2324 game.resting = False
2326 if not damaged(DSHIELD) and game.shield > 0:
2327 doshield(shraise=True) # raise shields
2328 game.shldchg = False
2330 prout(_("(Shields not currently useable.)"))
2332 # Adjust finish time to time of tractor beaming?
2333 # fintim = game.state.date+game.optime
2334 attack(torps_ok=False)
2335 if not game.state.kcmdr:
2338 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2341 "Code merges here for any commander destroying a starbase."
2342 # Not perfect, but will have to do
2343 # Handle case where base is in same quadrant as starship
2344 if game.battle == game.quadrant:
2345 game.state.chart[game.battle.i][game.battle.j].starbase = False
2346 game.quad[game.base.i][game.base.j] = '.'
2347 game.base.invalidate()
2350 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2351 elif game.state.baseq and communicating():
2352 # Get word via subspace radio
2355 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2356 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2358 prout(_("the Klingon Super-Commander"))
2360 prout(_("a Klingon Commander"))
2361 game.state.chart[game.battle.i][game.battle.j].starbase = False
2362 # Remove Starbase from galaxy
2363 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2364 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2366 # reinstate a commander's base attack
2370 game.battle.invalidate()
2371 if game.idebug: # pragma: no cover
2372 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2373 for i in range(1, NEVENTS):
2374 if i == FSNOVA: proutn("=== Supernova ")
2375 elif i == FTBEAM: proutn("=== T Beam ")
2376 elif i == FSNAP: proutn("=== Snapshot ")
2377 elif i == FBATTAK: proutn("=== Base Attack ")
2378 elif i == FCDBAS: proutn("=== Base Destroy ")
2379 elif i == FSCMOVE: proutn("=== SC Move ")
2380 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2381 elif i == FDSPROB: proutn("=== Probe Move ")
2382 elif i == FDISTR: proutn("=== Distress Call ")
2383 elif i == FENSLV: proutn("=== Enslavement ")
2384 elif i == FREPRO: proutn("=== Klingon Build ")
2386 prout("%.2f" % (scheduled(i)))
2389 radio_was_broken = damaged(DRADIO)
2392 # Select earliest extraneous event, evcode==0 if no events
2397 for l in range(1, NEVENTS):
2398 if game.future[l].date < datemin:
2401 prout("== Event %d fires" % evcode) # pragma: no cover
2402 datemin = game.future[l].date
2403 xtime = datemin-game.state.date
2405 game.energy -= xtime*500.0
2406 if game.energy <= 0:
2409 game.state.date = datemin
2410 # Decrement Federation resources and recompute remaining time
2411 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2413 if game.state.remtime <= 0:
2416 # Any crew left alive?
2417 if game.state.crew <= 0:
2420 # Is life support adequate?
2421 if damaged(DLIFSUP) and game.condition != "docked":
2422 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2425 game.lsupres -= xtime
2426 if game.damage[DLIFSUP] <= xtime:
2427 game.lsupres = game.inlsr
2430 if game.condition == "docked":
2432 # Don't fix Deathray here
2433 for l in range(NDEVICES):
2434 if game.damage[l] > 0.0 and l != DDRAY:
2435 if game.damage[l]-repair > 0.0:
2436 game.damage[l] -= repair
2438 game.damage[l] = 0.0
2439 # If radio repaired, update star chart and attack reports
2440 if radio_was_broken and not damaged(DRADIO):
2441 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2442 prout(_(" surveillance reports are coming in."))
2444 if not game.iseenit:
2448 prout(_(" The star chart is now up to date.\""))
2450 # Cause extraneous event EVCODE to occur
2451 game.optime -= xtime
2452 if evcode == FSNOVA: # Supernova
2455 schedule(FSNOVA, expran(0.5*game.intime))
2456 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2458 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2459 if game.state.nscrem == 0 or game.iscloaked or \
2460 ictbeam or istract or \
2461 game.condition == "docked" or game.isatb == 1 or game.iscate:
2463 if game.ientesc or \
2464 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2465 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2466 (damaged(DSHIELD) and \
2467 (game.energy < 2500 or damaged(DPHASER)) and \
2468 (game.torps < 5 or damaged(DPHOTON))):
2470 istract = ictbeam = True
2471 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2474 elif evcode == FTBEAM: # Tractor beam
2475 if not game.state.kcmdr:
2478 i = rnd.integer(len(game.state.kcmdr))
2479 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2480 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2481 # Drats! Have to reschedule
2483 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2487 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2488 game.snapsht = copy.deepcopy(game.state)
2489 game.state.snap = True
2490 schedule(FSNAP, expran(0.5 * game.intime))
2491 elif evcode == FBATTAK: # Commander attacks starbase
2492 if not game.state.kcmdr or not game.state.baseq:
2497 ibq = None # Force battle location to persist past loop
2499 for ibq in game.state.baseq:
2500 for cmdr in game.state.kcmdr:
2501 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2503 # no match found -- try later
2504 schedule(FBATTAK, expran(0.3*game.intime))
2509 # commander + starbase combination found -- launch attack
2511 schedule(FCDBAS, rnd.real(1.0, 4.0))
2512 if game.isatb: # extra time if SC already attacking
2513 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2514 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2515 game.iseenit = False
2516 if not communicating():
2517 continue # No warning :-(
2521 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2522 prout(_(" reports that it is under attack and that it can"))
2523 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2526 elif evcode == FSCDBAS: # Supercommander destroys base
2529 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2530 continue # WAS RETURN!
2532 game.battle = game.state.kscmdr
2534 elif evcode == FCDBAS: # Commander succeeds in destroying base
2535 if evcode == FCDBAS:
2537 if not game.state.baseq \
2538 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2539 game.battle.invalidate()
2541 # find the lucky pair
2542 for cmdr in game.state.kcmdr:
2543 if cmdr == game.battle:
2546 # No action to take after all
2549 elif evcode == FSCMOVE: # Supercommander moves
2550 schedule(FSCMOVE, 0.2777)
2551 if not game.ientesc and not istract and game.isatb != 1 and \
2552 (not game.iscate or not game.justin):
2554 elif evcode == FDSPROB: # Move deep space probe
2555 schedule(FDSPROB, 0.01)
2556 if not game.probe.nextstep():
2557 if not game.probe.quadrant().valid_quadrant() or \
2558 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2559 # Left galaxy or ran into supernova
2563 proutn(_("Lt. Uhura- \"The deep space probe "))
2564 if not game.probe.quadrant().valid_quadrant():
2565 prout(_("has left the galaxy.\""))
2567 prout(_("is no longer transmitting.\""))
2573 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2574 pquad = game.probe.quadrant()
2575 pdest = game.state.galaxy[pquad.i][pquad.j]
2577 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2578 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2579 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2580 pdest.charted = True
2581 game.probe.moves -= 1 # One less to travel
2582 if game.probe.arrived() and game.isarmed and pdest.stars:
2583 supernova(game.probe.quadrant()) # fire in the hole!
2585 if game.state.galaxy[pquad.i][pquad.j].supernova:
2587 elif evcode == FDISTR: # inhabited system issues distress call
2589 # try a whole bunch of times to find something suitable
2590 for i in range(100):
2591 # need a quadrant which is not the current one,
2592 # which has some stars which are inhabited and
2593 # not already under attack, which is not
2594 # supernova'ed, and which has some Klingons in it
2595 w = randplace(GALSIZE)
2596 q = game.state.galaxy[w.i][w.j]
2597 if not (game.quadrant == w or q.planet is None or \
2598 not q.planet.inhabited or \
2599 q.supernova or q.status!="secure" or q.klingons<=0):
2602 # can't seem to find one; ignore this call
2604 prout("=== Couldn't find location for distress event.") # pragma: no cover
2606 # got one!! Schedule its enslavement
2607 ev = schedule(FENSLV, expran(game.intime))
2609 q.status = "distressed"
2610 # tell the captain about it if we can
2612 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2613 % (q.planet, repr(w)))
2614 prout(_("by a Klingon invasion fleet."))
2617 elif evcode == FENSLV: # starsystem is enslaved
2618 ev = unschedule(FENSLV)
2619 # see if current distress call still active
2620 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2624 q.status = "enslaved"
2626 # play stork and schedule the first baby
2627 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2628 ev2.quadrant = ev.quadrant
2630 # report the disaster if we can
2632 prout(_("Uhura- We've lost contact with starsystem %s") % \
2634 prout(_("in Quadrant %s.\n") % ev.quadrant)
2635 elif evcode == FREPRO: # Klingon reproduces
2636 # If we ever switch to a real event queue, we'll need to
2637 # explicitly retrieve and restore the x and y.
2638 ev = schedule(FREPRO, expran(1.0 * game.intime))
2639 # see if current distress call still active
2640 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2644 if game.remkl() >= MAXKLGAME:
2645 continue # full right now
2646 # reproduce one Klingon
2649 if game.klhere >= MAXKLQUAD:
2651 # this quadrant not ok, pick an adjacent one
2652 for m.i in range(w.i - 1, w.i + 2):
2653 for m.j in range(w.j - 1, w.j + 2):
2654 if not m.valid_quadrant():
2656 q = game.state.galaxy[m.i][m.j]
2657 # check for this quad ok (not full & no snova)
2658 if q.klingons >= MAXKLQUAD or q.supernova:
2661 # search for eligible quadrant failed
2667 if game.quadrant == w:
2669 newkling() # also adds it to game.enemies
2670 # recompute time left
2673 if game.quadrant == w:
2674 prout(_("Spock- sensors indicate the Klingons have"))
2675 prout(_("launched a warship from %s.") % q.planet)
2677 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2678 if q.planet is not None:
2679 proutn(_("near %s ") % q.planet)
2680 prout(_("in Quadrant %s.") % w)
2686 key = scanner.nexttok()
2689 proutn(_("How long? "))
2694 origTime = delay = scanner.real
2697 if delay >= game.state.remtime or len(game.enemies) != 0:
2698 proutn(_("Are you sure? "))
2701 # Alternate resting periods (events) with attacks
2705 game.resting = False
2706 if not game.resting:
2707 prout(_("%d stardates left.") % int(game.state.remtime))
2709 temp = game.optime = delay
2710 if len(game.enemies):
2711 rtime = rnd.real(1.0, 2.0)
2715 if game.optime < delay:
2716 attack(torps_ok=False)
2724 # Repair Deathray if long rest at starbase
2725 if origTime-delay >= 9.99 and game.condition == "docked":
2726 game.damage[DDRAY] = 0.0
2727 # leave if quadrant supernovas
2728 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2730 game.resting = False
2735 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2736 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2737 if rnd.withprob(0.05):
2738 # Wow! We've supernova'ed
2739 supernova(game.quadrant)
2741 # handle initial nova
2742 game.quad[nov.i][nov.j] = '.'
2743 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2744 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2745 game.state.starkl += 1
2746 # Set up queue to recursively trigger adjacent stars
2752 for offset.i in range(-1, 1+1):
2753 for offset.j in range(-1, 1+1):
2754 if offset.j == 0 and offset.i == 0:
2756 neighbor = start + offset
2757 if not neighbor.valid_sector():
2759 iquad = game.quad[neighbor.i][neighbor.j]
2760 # Empty space ends reaction
2761 if iquad in ('.', '?', ' ', 'T', '#'):
2763 elif iquad == '*': # Affect another star
2764 if rnd.withprob(0.05):
2765 # This star supernovas
2766 supernova(game.quadrant)
2769 hits.append(neighbor)
2770 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2771 game.state.starkl += 1
2772 proutn(crmena(True, '*', "sector", neighbor))
2774 game.quad[neighbor.i][neighbor.j] = '.'
2776 elif iquad in ('P', '@'): # Destroy planet
2777 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2779 game.state.nplankl += 1
2781 game.state.nworldkl += 1
2782 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2783 game.iplnet.pclass = "destroyed"
2785 game.plnet.invalidate()
2789 game.quad[neighbor.i][neighbor.j] = '.'
2790 elif iquad == 'B': # Destroy base
2791 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2792 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2793 game.base.invalidate()
2794 game.state.basekl += 1
2796 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2797 game.quad[neighbor.i][neighbor.j] = '.'
2798 elif iquad in ('E', 'F'): # Buffet ship
2799 prout(_("***Starship buffeted by nova."))
2801 if game.shield >= 2000.0:
2802 game.shield -= 2000.0
2804 diff = 2000.0 - game.shield
2808 prout(_("***Shields knocked out."))
2809 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2811 game.energy -= 2000.0
2812 if game.energy <= 0:
2815 # add in course nova contributes to kicking starship
2817 bump += (game.sector-hits[-1]).sgn()
2818 elif iquad == 'K': # kill klingon
2819 deadkl(neighbor, iquad, neighbor)
2820 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2822 for ll in range(len(game.enemies)):
2823 if game.enemies[ll].location == neighbor:
2824 target = game.enemies[ll]
2826 if target is not None:
2827 target.power -= 800.0 # If firepower is lost, die
2828 if target.power <= 0.0:
2829 deadkl(neighbor, iquad, neighbor)
2830 continue # neighbor loop
2831 # Else enemy gets flung by the blast wave
2832 newc = neighbor + neighbor - start
2833 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2834 if not newc.valid_sector():
2835 # can't leave quadrant
2838 iquad1 = game.quad[newc.i][newc.j]
2840 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2842 deadkl(neighbor, iquad, newc)
2845 # can't move into something else
2848 proutn(_(", buffeted to Sector %s") % newc)
2849 game.quad[neighbor.i][neighbor.j] = '.'
2850 game.quad[newc.i][newc.j] = iquad
2852 # Starship affected by nova -- kick it away.
2854 direc = ncourse[3*(bump.i+1)+bump.j+2]
2859 scourse = course(bearing=direc, distance=dist)
2860 game.optime = scourse.time(w=4)
2862 prout(_("Force of nova displaces starship."))
2863 imove(scourse, noattack=True)
2864 game.optime = scourse.time(w=4)
2868 "Star goes supernova."
2873 # Scheduled supernova -- select star at random.
2876 for nq.i in range(GALSIZE):
2877 for nq.j in range(GALSIZE):
2878 nstars += game.state.galaxy[nq.i][nq.j].stars
2880 return # nothing to supernova exists
2881 num = rnd.integer(nstars) + 1
2882 for nq.i in range(GALSIZE):
2883 for nq.j in range(GALSIZE):
2884 num -= game.state.galaxy[nq.i][nq.j].stars
2889 if game.idebug: # pragma: no cover
2890 proutn("=== Super nova here?")
2893 if nq != game.quadrant or game.justin:
2894 # it isn't here, or we just entered (treat as enroute)
2897 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2898 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2901 # we are in the quadrant!
2902 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2903 for ns.i in range(QUADSIZE):
2904 for ns.j in range(QUADSIZE):
2905 if game.quad[ns.i][ns.j]=='*':
2912 prouts(_("***RED ALERT! RED ALERT!"))
2914 prout(_("***Incipient supernova detected at Sector %s") % ns)
2915 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2916 proutn(_("Emergency override attempts t"))
2917 prouts("***************")
2921 # destroy any Klingons in supernovaed quadrant
2922 game.state.galaxy[nq.i][nq.j].klingons = 0
2923 if nq == game.state.kscmdr:
2924 # did in the Supercommander!
2925 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2929 # Changing this to [w for w in game.state.kcmdr if w != nq]
2930 # causes regression-test failure
2931 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2932 #comkills = len(game.state.kcmdr) - len(survivors)
2933 game.state.kcmdr = survivors
2934 if not game.state.kcmdr:
2936 # destroy Romulans and planets in supernovaed quadrant
2937 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2938 game.state.galaxy[nq.i][nq.j].romulans = 0
2939 game.state.nromrem -= nrmdead
2941 for loop in range(game.inplan):
2942 if game.state.planets[loop].quadrant == nq:
2943 game.state.planets[loop].pclass = "destroyed"
2945 # Destroy any base in supernovaed quadrant
2946 game.state.baseq = [x for x in game.state.baseq if x != nq]
2947 # If starship caused supernova, tally up destruction
2949 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2950 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2951 game.state.nplankl += npdead
2952 # mark supernova in galaxy and in star chart
2953 if game.quadrant == nq or communicating():
2954 game.state.galaxy[nq.i][nq.j].supernova = True
2955 # If supernova destroys last Klingons give special message
2956 if game.unwon()==0 and nq != game.quadrant:
2959 prout(_("Lucky you!"))
2960 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2963 # if some Klingons remain, continue or die in supernova
2968 # Code from finish.c ends here.
2971 "Self-destruct maneuver. Finish with a BANG!"
2973 if damaged(DCOMPTR):
2974 prout(_("Computer damaged; cannot execute destruct sequence."))
2976 prouts(_("---WORKING---")); skip(1)
2977 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2978 prouts(" 10"); skip(1)
2979 prouts(" 9"); skip(1)
2980 prouts(" 8"); skip(1)
2981 prouts(" 7"); skip(1)
2982 prouts(" 6"); skip(1)
2984 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2986 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2988 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2991 if game.passwd != scanner.token:
2992 prouts(_("PASSWORD-REJECTED;"))
2994 prouts(_("CONTINUITY-EFFECTED"))
2997 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2998 prouts(" 5"); skip(1)
2999 prouts(" 4"); skip(1)
3000 prouts(" 3"); skip(1)
3001 prouts(" 2"); skip(1)
3002 prouts(" 1"); skip(1)
3003 if rnd.withprob(0.15):
3004 prouts(_("GOODBYE-CRUEL-WORLD"))
3012 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3016 if len(game.enemies) != 0:
3017 whammo = 25.0 * game.energy
3018 for e in game.enemies[::-1]:
3019 if e.power*e.kdist <= whammo:
3020 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3024 "Compute our rate of kils over time."
3025 elapsed = game.state.date - game.indate
3026 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3029 starting = (game.inkling + game.incom + game.inscom)
3030 remaining = game.unwon()
3031 return (starting - remaining)/elapsed
3035 badpt = 5.0*game.state.starkl + \
3037 10.0*game.state.nplankl + \
3038 300*game.state.nworldkl + \
3040 100.0*game.state.basekl +\
3041 3.0*game.abandoned +\
3043 if game.ship == 'F':
3045 elif game.ship is None:
3050 # end the game, with appropriate notifications
3054 prout(_("It is stardate %.1f.") % game.state.date)
3056 if ifin == FWON: # Game has been won
3057 if game.state.nromrem != 0:
3058 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3061 prout(_("You have smashed the Klingon invasion fleet and saved"))
3062 prout(_("the Federation."))
3063 if game.alive and game.brigcapacity-game.brigfree > 0:
3064 game.kcaptured += game.brigcapacity-game.brigfree
3065 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3070 badpt = 0.0 # Close enough!
3071 # killsPerDate >= RateMax
3072 if game.state.date-game.indate < 5.0 or \
3073 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3075 prout(_("In fact, you have done so well that Starfleet Command"))
3076 if game.skill == SKILL_NOVICE:
3077 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3078 elif game.skill == SKILL_FAIR:
3079 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3080 elif game.skill == SKILL_GOOD:
3081 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3082 elif game.skill == SKILL_EXPERT:
3083 prout(_("promotes you to Commodore Emeritus."))
3085 prout(_("Now that you think you're really good, try playing"))
3086 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3087 elif game.skill == SKILL_EMERITUS:
3089 proutn(_("Computer- "))
3090 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3092 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3094 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3096 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3098 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3100 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3102 prout(_("Now you can retire and write your own Star Trek game!"))
3104 elif game.skill >= SKILL_EXPERT:
3105 if game.thawed and not game.idebug:
3106 prout(_("You cannot get a citation, so..."))
3108 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3112 # Only grant long life if alive (original didn't!)
3114 prout(_("LIVE LONG AND PROSPER."))
3119 elif ifin == FDEPLETE: # Federation Resources Depleted
3120 prout(_("Your time has run out and the Federation has been"))
3121 prout(_("conquered. Your starship is now Klingon property,"))
3122 prout(_("and you are put on trial as a war criminal. On the"))
3123 proutn(_("basis of your record, you are "))
3124 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3125 prout(_("acquitted."))
3127 prout(_("LIVE LONG AND PROSPER."))
3129 prout(_("found guilty and"))
3130 prout(_("sentenced to death by slow torture."))
3134 elif ifin == FLIFESUP:
3135 prout(_("Your life support reserves have run out, and"))
3136 prout(_("you die of thirst, starvation, and asphyxiation."))
3137 prout(_("Your starship is a derelict in space."))
3139 prout(_("Your energy supply is exhausted."))
3141 prout(_("Your starship is a derelict in space."))
3142 elif ifin == FBATTLE:
3143 prout(_("The %s has been destroyed in battle.") % crmshp())
3145 prout(_("Dulce et decorum est pro patria mori."))
3147 prout(_("You have made three attempts to cross the negative energy"))
3148 prout(_("barrier which surrounds the galaxy."))
3150 prout(_("Your navigation is abominable."))
3153 prout(_("Your starship has been destroyed by a nova."))
3154 prout(_("That was a great shot."))
3156 elif ifin == FSNOVAED:
3157 prout(_("The %s has been fried by a supernova.") % crmshp())
3158 prout(_("...Not even cinders remain..."))
3159 elif ifin == FABANDN:
3160 prout(_("You have been captured by the Klingons. If you still"))
3161 prout(_("had a starbase to be returned to, you would have been"))
3162 prout(_("repatriated and given another chance. Since you have"))
3163 prout(_("no starbases, you will be mercilessly tortured to death."))
3164 elif ifin == FDILITHIUM:
3165 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3166 elif ifin == FMATERIALIZE:
3167 prout(_("Starbase was unable to re-materialize your starship."))
3168 prout(_("Sic transit gloria mundi."))
3169 elif ifin == FPHASER:
3170 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3172 prout(_("You and your landing party have been"))
3173 prout(_("converted to energy, dissipating through space."))
3174 elif ifin == FMINING:
3175 # This does not seem to be reachable from any code path.
3176 prout(_("You are left with your landing party on"))
3177 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3179 prout(_("They are very fond of \"Captain Kirk\" soup."))
3181 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3182 elif ifin == FDPLANET:
3183 prout(_("You and your mining party perish."))
3185 prout(_("That was a great shot."))
3188 # This does not seem to be reachable from any code path.
3189 prout(_("The Galileo is instantly annihilated by the supernova."))
3190 prout(_("You and your mining party are atomized."))
3192 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3193 prout(_("joins the Romulans, wreaking terror on the Federation."))
3194 elif ifin == FPNOVA:
3195 prout(_("You and your mining party are atomized."))
3197 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3198 prout(_("joins the Romulans, wreaking terror on the Federation."))
3199 elif ifin == FSTRACTOR:
3200 prout(_("The shuttle craft Galileo is also caught,"))
3201 prout(_("and breaks up under the strain."))
3203 prout(_("Your debris is scattered for millions of miles."))
3204 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3206 prout(_("The mutants attack and kill Spock."))
3207 prout(_("Your ship is captured by Klingons, and"))
3208 prout(_("your crew is put on display in a Klingon zoo."))
3209 elif ifin == FTRIBBLE:
3210 prout(_("Tribbles consume all remaining water,"))
3211 prout(_("food, and oxygen on your ship."))
3213 prout(_("You die of thirst, starvation, and asphyxiation."))
3214 prout(_("Your starship is a derelict in space."))
3216 prout(_("Your ship is drawn to the center of the black hole."))
3217 prout(_("You are crushed into extremely dense matter."))
3218 elif ifin == FCLOAK:
3220 prout(_("You have violated the Treaty of Algeron."))
3221 prout(_("The Romulan Empire can never trust you again."))
3223 prout(_("Your last crew member has died."))
3224 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3225 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3226 prout(_("You may have missed some warning messages."))
3228 if game.ship == 'F':
3230 elif game.ship == 'E':
3233 if game.unwon() != 0:
3234 goodies = game.state.remres/game.inresor
3235 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3236 if goodies/baddies >= rnd.real(1.0, 1.5):
3237 prout(_("As a result of your actions, a treaty with the Klingon"))
3238 prout(_("Empire has been signed. The terms of the treaty are"))
3239 if goodies/baddies >= rnd.real(3.0):
3240 prout(_("favorable to the Federation."))
3242 prout(_("Congratulations!"))
3244 prout(_("highly unfavorable to the Federation."))
3246 prout(_("The Federation will be destroyed."))
3248 prout(_("Since you took the last Klingon with you, you are a"))
3249 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3250 prout(_("statue in your memory. Rest in peace, and try not"))
3251 prout(_("to think about pigeons."))
3254 scanner.chew() # Clean up leftovers
3257 "Compute player's score."
3258 timused = game.state.date - game.indate
3259 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3261 game.perdate = killrate()
3262 ithperd = 500*game.perdate + 0.5
3265 iwon = 100*game.skill
3266 if game.ship == 'E':
3268 elif game.ship == 'F':
3272 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3273 game.score = 10*(dead_ordinaries)\
3274 + 50*(game.incom - len(game.state.kcmdr)) \
3276 + 20*(game.inrom - game.state.nromrem) \
3277 + 200*(game.inscom - game.state.nscrem) \
3278 - game.state.nromrem \
3279 + 3 * game.kcaptured \
3284 prout(_("Your score --"))
3285 if game.inrom - game.state.nromrem:
3286 prout(_("%6d Romulans destroyed %5d") %
3287 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3288 if game.state.nromrem and game.gamewon:
3289 prout(_("%6d Romulans captured %5d") %
3290 (game.state.nromrem, game.state.nromrem))
3292 prout(_("%6d ordinary Klingons destroyed %5d") %
3293 (dead_ordinaries, 10*dead_ordinaries))
3294 if game.incom - len(game.state.kcmdr):
3295 prout(_("%6d Klingon commanders destroyed %5d") %
3296 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3298 prout(_("%d Klingons captured %5d") %
3299 (game.kcaptured, 3 * game.kcaptured))
3300 if game.inscom - game.state.nscrem:
3301 prout(_("%6d Super-Commander destroyed %5d") %
3302 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3304 prout(_("%6.2f Klingons per stardate %5d") %
3305 (game.perdate, ithperd))
3306 if game.state.starkl:
3307 prout(_("%6d stars destroyed by your action %5d") %
3308 (game.state.starkl, -5*game.state.starkl))
3309 if game.state.nplankl:
3310 prout(_("%6d planets destroyed by your action %5d") %
3311 (game.state.nplankl, -10*game.state.nplankl))
3312 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3313 prout(_("%6d inhabited planets destroyed by your action %5d") %
3314 (game.state.nworldkl, -300*game.state.nworldkl))
3315 if game.state.basekl:
3316 prout(_("%6d bases destroyed by your action %5d") %
3317 (game.state.basekl, -100*game.state.basekl))
3319 prout(_("%6d calls for help from starbase %5d") %
3320 (game.nhelp, -45*game.nhelp))
3322 prout(_("%6d casualties incurred %5d") %
3323 (game.casual, -game.casual))
3325 prout(_("%6d crew abandoned in space %5d") %
3326 (game.abandoned, -3*game.abandoned))
3328 prout(_("%6d ship(s) lost or destroyed %5d") %
3329 (klship, -100*klship))
3331 if game.ncviol == 1:
3332 prout(_("1 Treaty of Algeron violation -100"))
3334 prout(_("%6d Treaty of Algeron violations %5d\n") %
3335 (game.ncviol, -100*game.ncviol))
3337 prout(_("Penalty for getting yourself killed -200"))
3339 proutn(_("Bonus for winning "))
3340 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3341 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3342 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3343 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3344 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3345 prout(" %5d" % iwon)
3347 prout(_("TOTAL SCORE %5d") % game.score)
3350 "Emit winner's commemmorative plaque."
3353 proutn(_("File or device name for your plaque: "))
3356 fp = open(winner, "w")
3359 prout(_("Invalid name."))
3361 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3363 # The 38 below must be 64 for 132-column paper
3364 nskip = 38 - len(winner)/2
3365 # This is where the ASCII art picture was emitted.
3366 # It got garbled somewhere in the chain of transmission to the Almy version.
3367 # We should restore it if we can find old enough FORTRAN sources.
3369 fp.write(_(" U. S. S. ENTERPRISE\n"))
3370 fp.write("\n\n\n\n")
3371 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3373 fp.write(_(" Starfleet Command bestows to you\n"))
3375 fp.write("%*s%s\n\n" % (nskip, "", winner))
3376 fp.write(_(" the rank of\n\n"))
3377 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3379 if game.skill == SKILL_EXPERT:
3380 fp.write(_(" Expert level\n\n"))
3381 elif game.skill == SKILL_EMERITUS:
3382 fp.write(_("Emeritus level\n\n"))
3384 fp.write(_(" Cheat level\n\n"))
3385 timestring = time.ctime()
3386 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3387 (timestring+4, timestring+20, timestring+11))
3388 fp.write(_(" Your score: %d\n\n") % game.score)
3389 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3392 # Code from io.c begins here
3394 rows = linecount = 0 # for paging
3397 fullscreen_window = None
3398 srscan_window = None # Short range scan
3399 report_window = None # Report legends for status window
3400 status_window = None # The status window itself
3401 lrscan_window = None # Long range scan
3402 message_window = None # Main window for scrolling text
3403 prompt_window = None # Prompt window at bottom of display
3408 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3409 gettext.textdomain("sst")
3410 if not (game.options & OPTION_CURSES):
3411 ln_env = os.getenv("LINES")
3416 else: # pragma: no cover
3417 stdscr = curses.initscr()
3421 if game.options & OPTION_COLOR:
3422 curses.start_color()
3423 curses.use_default_colors()
3424 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3425 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3426 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3427 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3428 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3429 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3430 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3431 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3432 global fullscreen_window, srscan_window, report_window, status_window
3433 global lrscan_window, message_window, prompt_window
3434 (rows, _columns) = stdscr.getmaxyx()
3435 fullscreen_window = stdscr
3436 srscan_window = curses.newwin(12, 25, 0, 0)
3437 report_window = curses.newwin(11, 0, 1, 25)
3438 status_window = curses.newwin(10, 0, 1, 39)
3439 lrscan_window = curses.newwin(5, 0, 0, 64)
3440 message_window = curses.newwin(0, 0, 12, 0)
3441 prompt_window = curses.newwin(1, 0, rows-2, 0)
3442 message_window.scrollok(True)
3443 setwnd(fullscreen_window)
3447 if game.options & OPTION_CURSES: # pragma: no cover
3448 stdscr.keypad(False)
3454 "Wait for user action -- OK to do nothing if on a TTY"
3455 if game.options & OPTION_CURSES: # pragma: no cover
3460 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3464 if game.skill > SKILL_FAIR:
3465 prompt = _("[CONTINUE?]")
3467 prompt = _("[PRESS ENTER TO CONTINUE]")
3469 if game.options & OPTION_CURSES: # pragma: no cover
3471 setwnd(prompt_window)
3472 prompt_window.clear()
3473 prompt_window.addstr(prompt)
3474 prompt_window.getstr()
3475 prompt_window.clear()
3476 prompt_window.refresh()
3477 setwnd(message_window)
3480 sys.stdout.write('\n')
3484 sys.stdout.write('\n' * rows)
3488 "Skip i lines. Pause game if this would cause a scrolling event."
3489 for _dummy in range(i):
3490 if game.options & OPTION_CURSES: # pragma: no cover
3491 (y, _x) = curwnd.getyx()
3494 except curses.error:
3499 if rows and linecount >= rows:
3502 sys.stdout.write('\n')
3504 def proutn(proutntline):
3505 "Utter a line with no following line feed."
3506 if game.options & OPTION_CURSES: # pragma: no cover
3507 (y, x) = curwnd.getyx()
3508 (my, _mx) = curwnd.getmaxyx()
3509 if curwnd == message_window and y >= my - 2:
3512 if logfp and game.cdebug:
3513 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3514 curwnd.addstr(proutntline)
3517 sys.stdout.write(proutntline)
3520 def prout(proutline):
3524 def prouts(proutsline):
3526 for c in proutsline:
3527 if not replayfp or replayfp.closed: # Don't slow down replays
3530 if game.options & OPTION_CURSES: # pragma: no cover
3534 if not replayfp or replayfp.closed:
3538 "Get a line of input."
3539 if game.options & OPTION_CURSES: # pragma: no cover
3540 linein = codecs.decode(curwnd.getstr()) + "\n"
3543 if replayfp and not replayfp.closed:
3545 linein = replayfp.readline()
3547 if linein == '': # pragma: no cover
3548 prout("*** Replay finished")
3551 elif linein[0] != "#":
3555 linein = input() + "\n"
3564 "Change windows -- OK for this to be a no-op in tty mode."
3566 if game.options & OPTION_CURSES: # pragma: no cover
3567 if game.cdebug and logfp:
3568 if wnd == fullscreen_window:
3569 legend = "fullscreen"
3570 elif wnd == srscan_window:
3572 elif wnd == report_window:
3574 elif wnd == status_window:
3576 elif wnd == lrscan_window:
3578 elif wnd == message_window:
3580 elif wnd == prompt_window:
3584 logfp.write("#curses: setwnd(%s)\n" % legend)
3586 # Some curses implementations get confused when you try this.
3588 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3589 except curses.error:
3593 "Clear to end of line -- can be a no-op in tty mode"
3594 if game.options & OPTION_CURSES: # pragma: no cover
3599 "Clear screen -- can be a no-op in tty mode."
3601 if game.options & OPTION_CURSES: # pragma: no cover
3607 def textcolor(color=DEFAULT):
3608 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3609 if color == DEFAULT:
3611 elif color == BLACK:
3612 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3614 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3615 elif color == GREEN:
3616 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3618 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3620 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3621 elif color == MAGENTA:
3622 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3623 elif color == BROWN:
3624 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3625 elif color == LIGHTGRAY:
3626 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3627 elif color == DARKGRAY:
3628 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3629 elif color == LIGHTBLUE:
3630 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3631 elif color == LIGHTGREEN:
3632 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3633 elif color == LIGHTCYAN:
3634 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3635 elif color == LIGHTRED:
3636 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3637 elif color == LIGHTMAGENTA:
3638 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3639 elif color == YELLOW:
3640 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3641 elif color == WHITE:
3642 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3645 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3646 curwnd.attron(curses.A_REVERSE)
3649 # Things past this point have policy implications.
3653 "Hook to be called after moving to redraw maps."
3654 if game.options & OPTION_CURSES: # pragma: no cover
3657 setwnd(srscan_window)
3661 setwnd(status_window)
3662 status_window.clear()
3663 status_window.move(0, 0)
3664 setwnd(report_window)
3665 report_window.clear()
3666 report_window.move(0, 0)
3668 setwnd(lrscan_window)
3669 lrscan_window.clear()
3670 lrscan_window.move(0, 0)
3671 lrscan(silent=False)
3673 def put_srscan_sym(w, sym): # pragma: no cover
3674 "Emit symbol for short-range scan."
3675 srscan_window.move(w.i+1, w.j*2+2)
3676 srscan_window.addch(sym)
3677 srscan_window.refresh()
3680 "Enemy fall down, go boom."
3681 if game.options & OPTION_CURSES: # pragma: no cover
3683 setwnd(srscan_window)
3684 srscan_window.attron(curses.A_REVERSE)
3685 put_srscan_sym(w, game.quad[w.i][w.j])
3689 srscan_window.attroff(curses.A_REVERSE)
3690 put_srscan_sym(w, game.quad[w.i][w.j])
3691 curses.delay_output(500)
3692 setwnd(message_window)
3695 "Sound and visual effects for teleportation."
3696 if game.options & OPTION_CURSES: # pragma: no cover
3698 setwnd(message_window)
3700 prouts(" . . . . . ")
3701 if game.options & OPTION_CURSES: # pragma: no cover
3702 #curses.delay_output(1000)
3706 def tracktorpedo(w, step, i, n, iquad):
3707 "Torpedo-track animation."
3708 if not game.options & OPTION_CURSES:
3712 proutn(_("Track for torpedo number %d- ") % (i+1))
3715 proutn(_("Torpedo track- "))
3716 elif step in {4, 9}:
3719 else: # pragma: no cover
3720 if not damaged(DSRSENS) or game.condition=="docked":
3721 if i != 0 and step == 1:
3724 if iquad in {'.', ' '}:
3725 put_srscan_sym(w, '+')
3729 put_srscan_sym(w, iquad)
3731 curwnd.attron(curses.A_REVERSE)
3732 put_srscan_sym(w, iquad)
3736 curwnd.attroff(curses.A_REVERSE)
3737 put_srscan_sym(w, iquad)
3742 "Display the current galaxy chart."
3743 if game.options & OPTION_CURSES: # pragma: no cover
3744 setwnd(message_window)
3745 message_window.clear()
3747 if game.options & OPTION_TTY:
3752 def prstat(txt, data):
3754 if game.options & OPTION_CURSES: # pragma: no cover
3756 setwnd(status_window)
3758 proutn(" " * (NSYM - len(txt)))
3761 if game.options & OPTION_CURSES: # pragma: no cover
3762 setwnd(report_window)
3764 # Code from moving.c begins here
3766 def imove(icourse=None, noattack=False):
3767 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3770 def newquadrant(noattack):
3771 # Leaving quadrant -- allow final enemy attack
3772 # Don't set up attack if being pushed by nova or cloaked
3773 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3775 for enemy in game.enemies:
3776 finald = (w - enemy.location).distance()
3777 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3778 # Stas Sergeev added the condition
3779 # that attacks only happen if Klingons
3780 # are present and your skill is good.
3781 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3782 attack(torps_ok=False)
3785 # check for edge of galaxy
3789 if icourse.final.i < 0:
3790 icourse.final.i = -icourse.final.i
3792 if icourse.final.j < 0:
3793 icourse.final.j = -icourse.final.j
3795 if icourse.final.i >= GALSIZE*QUADSIZE:
3796 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3798 if icourse.final.j >= GALSIZE*QUADSIZE:
3799 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3807 if game.nkinks == 3:
3808 # Three strikes -- you're out!
3812 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3813 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3814 prout(_("YOU WILL BE DESTROYED."))
3815 # Compute final position in new quadrant
3816 if trbeam: # Don't bother if we are to be beamed
3818 game.quadrant = icourse.final.quadrant()
3819 game.sector = icourse.final.sector()
3821 prout(_("Entering Quadrant %s.") % game.quadrant)
3822 game.quad[game.sector.i][game.sector.j] = game.ship
3824 if game.skill>SKILL_NOVICE:
3825 attack(torps_ok=False)
3827 def check_collision(h):
3828 iquad = game.quad[h.i][h.j]
3830 # object encountered in flight path
3831 stopegy = 50.0*icourse.distance/game.optime
3832 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3833 for enemy in game.enemies:
3834 if enemy.location == h:
3835 collision(rammed=False, enemy=enemy)
3837 # This should not happen
3838 prout(_("Which way did he go?")) # pragma: no cover
3839 return False # pragma: no cover
3842 prouts(_("***RED ALERT! RED ALERT!"))
3844 proutn("***" + crmshp())
3845 proutn(_(" pulled into black hole at Sector %s") % h)
3846 # Getting pulled into a black hole was certain
3847 # death in Almy's original. Stas Sergeev added a
3848 # possibility that you'll get timewarped instead.
3850 for m in range(NDEVICES):
3851 if game.damage[m]>0:
3853 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3854 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3864 prout(_(" encounters Tholian web at %s;") % h)
3866 prout(_(" blocked by object at %s;") % h)
3867 proutn(_("Emergency stop required "))
3868 prout(_("%2d units of energy.") % int(stopegy))
3869 game.energy -= stopegy
3870 if game.energy <= 0:
3877 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3878 game.inorbit = False
3879 # If tractor beam is to occur, don't move full distance
3880 if game.state.date+game.optime >= scheduled(FTBEAM):
3882 # We can't be tractor beamed if cloaked,
3883 # so move the event into the future
3884 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3887 game.condition = "red"
3888 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3889 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3891 game.quad[game.sector.i][game.sector.j] = '.'
3892 for _m in range(icourse.moves):
3894 w = icourse.sector()
3895 if icourse.origin.quadrant() != icourse.location.quadrant():
3896 newquadrant(noattack)
3898 elif check_collision(w):
3899 prout(_("Collision detected"))
3903 # We're in destination quadrant -- compute new average enemy distances
3904 game.quad[game.sector.i][game.sector.j] = game.ship
3906 for enemy in game.enemies:
3907 finald = (w-enemy.location).distance()
3908 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3909 enemy.kdist = finald
3911 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3912 attack(torps_ok=False)
3913 for enemy in game.enemies:
3914 enemy.kavgd = enemy.kdist
3917 setwnd(message_window)
3920 "Dock our ship at a starbase."
3922 if game.condition == "docked" and verbose:
3923 prout(_("Already docked."))
3926 prout(_("You must first leave standard orbit."))
3928 if game.base is None or not game.base.valid_sector():
3929 prout(_("No starbase available for docking in this quadrant."))
3931 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3932 prout(crmshp() + _(" not adjacent to base."))
3935 prout(_("You cannot dock while cloaked."))
3937 game.condition = "docked"
3941 if game.energy < game.inenrg:
3942 game.energy = game.inenrg
3943 game.shield = game.inshld
3944 game.torps = game.intorps
3945 game.lsupres = game.inlsr
3946 game.state.crew = FULLCREW
3947 if game.brigcapacity-game.brigfree > 0:
3948 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3949 game.kcaptured += game.brigcapacity-game.brigfree
3950 game.brigfree = game.brigcapacity
3951 if communicating() and \
3952 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3953 # get attack report from base
3954 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3958 def cartesian(loc1=None, loc2=None):
3960 return game.quadrant * QUADSIZE + game.sector
3962 return game.quadrant * QUADSIZE + loc1
3964 return loc1 * QUADSIZE + loc2
3966 def getcourse(isprobe):
3967 "Get a course and distance from the user."
3969 dquad = copy.copy(game.quadrant)
3970 navmode = "unspecified"
3974 if game.landed and not isprobe:
3975 prout(_("Dummy! You can't leave standard orbit until you"))
3976 proutn(_("are back aboard the ship."))
3979 while navmode == "unspecified":
3980 if damaged(DNAVSYS):
3982 prout(_("Computer damaged; manual navigation only"))
3984 prout(_("Computer damaged; manual movement only"))
3989 key = scanner.nexttok()
3991 proutn(_("Manual or automatic- "))
3994 elif key == "IHALPHA":
3995 if scanner.sees("manual"):
3997 key = scanner.nexttok()
3999 elif scanner.sees("automatic"):
4000 navmode = "automatic"
4001 key = scanner.nexttok()
4009 prout(_("(Manual navigation assumed.)"))
4011 prout(_("(Manual movement assumed.)"))
4015 if navmode == "automatic":
4016 while key == "IHEOL":
4018 proutn(_("Target quadrant or quadrant§or- "))
4020 proutn(_("Destination sector or quadrant§or- "))
4023 key = scanner.nexttok()
4024 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4025 first = scanner.getcoord()
4029 if scanner.type == "IHEOL":
4032 scanner.push(scanner.token)
4033 second = scanner.getcoord()
4037 if second is not None:
4043 # only one pair of numbers was specified
4045 # only quadrant specified -- go to center of dest quad
4048 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4050 # only sector specified
4054 if not dquad.valid_quadrant() or not dsect.valid_sector():
4061 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4063 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4064 # the actual deltas get computed here
4065 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4066 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4068 while key == "IHEOL":
4069 proutn(_("X and Y displacements- "))
4072 key = scanner.nexttok()
4075 delta.j = scanner.real
4079 key = scanner.nexttok()
4081 delta.i = scanner.real
4082 elif key == "IHEOL":
4088 # Check for zero movement
4089 if delta.i == 0 and delta.j == 0:
4092 if itemp == "verbose" and not isprobe:
4094 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4096 return course(bearing=delta.bearing(), distance=delta.distance())
4099 def __init__(self, bearing, distance, origin=None):
4100 self.distance = distance
4101 self.bearing = bearing
4103 self.origin = cartesian(game.quadrant, game.sector)
4105 self.origin = origin
4106 # The bearing() code we inherited from FORTRAN is actually computing
4107 # clockface directions!
4108 if self.bearing < 0.0:
4109 self.bearing += 12.0
4110 self.angle = ((15.0 - self.bearing) * 0.5235988)
4111 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4112 bigger = max(abs(self.increment.i), abs(self.increment.j))
4113 self.increment /= bigger
4114 self.moves = int(round(10*self.distance*bigger))
4116 self.final = (self.location + self.moves*self.increment).roundtogrid()
4117 self.location = self.origin
4118 self.nextlocation = None
4120 self.location = self.origin
4123 return self.location.roundtogrid() == self.final
4125 "Next step on course."
4127 self.nextlocation = self.location + self.increment
4128 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4129 self.location = self.nextlocation
4132 return self.location.quadrant()
4134 return self.location.sector()
4136 return self.distance*(w**3)*(game.shldup+1)
4138 return 10.0*self.distance/w**2
4141 "Move under impulse power."
4143 if damaged(DIMPULS):
4146 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4148 if game.energy > 30.0:
4150 icourse = getcourse(isprobe=False)
4153 power = 20.0 + 100.0*icourse.distance
4156 if power >= game.energy:
4157 # Insufficient power for trip
4159 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4160 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4161 if game.energy > 30:
4162 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4163 int(0.01 * (game.energy-20.0)-0.05))
4164 prout(_(" quadrants.\""))
4166 prout(_("quadrant. They are, therefore, useless.\""))
4169 # Make sure enough time is left for the trip
4170 game.optime = icourse.distance/0.095
4171 if game.optime >= game.state.remtime:
4172 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4173 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4174 proutn(_("we dare spend the time?\" "))
4177 # Activate impulse engines and pay the cost
4178 imove(icourse, noattack=False)
4182 power = 20.0 + 100.0*icourse.distance
4183 game.energy -= power
4184 game.optime = icourse.distance/0.095
4185 if game.energy <= 0:
4189 def warp(wcourse, involuntary):
4190 "Move under warp drive."
4191 blooey = False; twarp = False
4192 if not involuntary: # Not WARPX entry
4197 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4199 if game.damage[DWARPEN] > 10.0:
4202 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4204 if damaged(DWARPEN) and game.warpfac > 4.0:
4207 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4208 prout(_(" is repaired, I can only give you warp 4.\""))
4210 # Read in course and distance
4213 wcourse = getcourse(isprobe=False)
4216 # Make sure starship has enough energy for the trip
4217 # Note: this formula is slightly different from the C version,
4218 # and lets you skate a bit closer to the edge.
4219 if wcourse.power(game.warpfac) >= game.energy:
4220 # Insufficient power for trip
4223 prout(_("Engineering to bridge--"))
4224 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4225 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4227 prout(_("We can't do it, Captain. We don't have enough energy."))
4229 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4232 prout(_("if you'll lower the shields."))
4236 prout(_("We haven't the energy to go that far with the shields up."))
4238 # Make sure enough time is left for the trip
4239 game.optime = wcourse.time(game.warpfac)
4240 if game.optime >= 0.8*game.state.remtime:
4242 prout(_("First Officer Spock- \"Captain, I compute that such"))
4243 proutn(_(" a trip would require approximately %2.0f") %
4244 (100.0*game.optime/game.state.remtime))
4245 prout(_(" percent of our"))
4246 proutn(_(" remaining time. Are you sure this is wise?\" "))
4252 if game.warpfac > 6.0:
4253 # Decide if engine damage will occur
4254 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4255 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4256 if prob > rnd.real():
4258 wcourse.distance = rnd.real(wcourse.distance)
4259 # Decide if time warp will occur
4260 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4262 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4264 proutn("=== Force time warp? ")
4268 # If time warp or engine damage, check path
4269 # If it is obstructed, don't do warp or damage
4270 look = wcourse.moves
4274 w = wcourse.sector()
4275 if not w.valid_sector():
4277 if game.quad[w.i][w.j] != '.':
4281 # Activate Warp Engines and pay the cost
4282 imove(wcourse, noattack=False)
4285 game.energy -= wcourse.power(game.warpfac)
4286 if game.energy <= 0:
4288 game.optime = wcourse.time(game.warpfac)
4292 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4294 prout(_("Engineering to bridge--"))
4295 prout(_(" Scott here. The warp engines are damaged."))
4296 prout(_(" We'll have to reduce speed to warp 4."))
4301 "Change the warp factor."
4303 key=scanner.nexttok()
4307 proutn(_("Warp factor- "))
4311 if game.damage[DWARPEN] > 10.0:
4312 prout(_("Warp engines inoperative."))
4314 if damaged(DWARPEN) and scanner.real > 4.0:
4315 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4316 prout(_(" but right now we can only go warp 4.\""))
4318 if scanner.real > 10.0:
4319 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4321 if scanner.real < 1.0:
4322 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4324 oldfac = game.warpfac
4325 game.warpfac = scanner.real
4326 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4327 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4330 if game.warpfac < 8.00:
4331 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4333 if game.warpfac == 10.0:
4334 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4336 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4340 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4342 # is captain on planet?
4344 if damaged(DTRANSP):
4347 prout(_("Scotty rushes to the transporter controls."))
4349 prout(_("But with the shields up it's hopeless."))
4351 prouts(_("His desperate attempt to rescue you . . ."))
4352 if rnd.withprob(0.5):
4356 prout(_("SUCCEEDS!"))
4359 proutn(_("The crystals mined were "))
4360 if rnd.withprob(0.25):
4367 # Check to see if captain in shuttle craft
4372 # Inform captain of attempt to reach safety
4376 prouts(_("***RED ALERT! RED ALERT!"))
4378 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4379 prouts(_(" a supernova."))
4381 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4382 prout(_("safely out of quadrant."))
4383 if not damaged(DRADIO):
4384 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4385 # Try to use warp engines
4386 if damaged(DWARPEN):
4388 prout(_("Warp engines damaged."))
4391 game.warpfac = rnd.real(6.0, 8.0)
4392 prout(_("Warp factor set to %d") % int(game.warpfac))
4393 power = 0.75*game.energy
4394 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4395 dist = max(dist, rnd.real(math.sqrt(2)))
4396 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4397 game.optime = bugout.time(game.warpfac)
4399 game.inorbit = False
4400 warp(bugout, involuntary=True)
4402 # This is bad news, we didn't leave quadrant.
4406 prout(_("Insufficient energy to leave quadrant."))
4409 # Repeat if another snova
4410 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4413 finish(FWON) # Snova killed remaining enemy.
4416 "Let's do the time warp again."
4417 prout(_("***TIME WARP ENTERED."))
4418 if game.state.snap and rnd.withprob(0.5):
4420 prout(_("You are traveling backwards in time %d stardates.") %
4421 int(game.state.date-game.snapsht.date))
4422 game.state = game.snapsht
4423 game.state.snap = False
4424 if len(game.state.kcmdr):
4425 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4426 schedule(FBATTAK, expran(0.3*game.intime))
4427 schedule(FSNOVA, expran(0.5*game.intime))
4428 # next snapshot will be sooner
4429 schedule(FSNAP, expran(0.25*game.state.remtime))
4431 if game.state.nscrem:
4432 schedule(FSCMOVE, 0.2777)
4436 game.battle.invalidate()
4437 # Make sure Galileo is consistant -- Snapshot may have been taken
4438 # when on planet, which would give us two Galileos!
4440 for l in range(game.inplan):
4441 if game.state.planets[l].known == "shuttle_down":
4443 if game.iscraft == "onship" and game.ship=='E':
4444 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4445 game.iscraft = "offship"
4446 # Likewise, if in the original time the Galileo was abandoned, but
4447 # was on ship earlier, it would have vanished -- let's restore it.
4448 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4449 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4450 game.iscraft = "onship"
4451 # There used to be code to do the actual reconstrction here,
4452 # but the starchart is now part of the snapshotted galaxy state.
4453 prout(_("Spock has reconstructed a correct star chart from memory"))
4455 # Go forward in time
4456 game.optime = expran(0.5*game.intime)
4457 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4458 # cheat to make sure no tractor beams occur during time warp
4459 postpone(FTBEAM, game.optime)
4460 game.damage[DRADIO] += game.optime
4462 events() # Stas Sergeev added this -- do pending events
4465 "Launch deep-space probe."
4466 # New code to launch a deep space probe
4467 if game.nprobes == 0:
4470 if game.ship == 'E':
4471 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4473 prout(_("Ye Faerie Queene has no deep space probes."))
4478 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4480 if is_scheduled(FDSPROB):
4483 if damaged(DRADIO) and game.condition != "docked":
4484 prout(_("Spock- \"Records show the previous probe has not yet"))
4485 prout(_(" reached its destination.\""))
4487 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4489 key = scanner.nexttok()
4491 if game.nprobes == 1:
4492 prout(_("1 probe left."))
4494 prout(_("%d probes left") % game.nprobes)
4495 proutn(_("Are you sure you want to fire a probe? "))
4498 game.isarmed = False
4499 if key == "IHALPHA" and scanner.token == "armed":
4501 key = scanner.nexttok()
4502 elif key == "IHEOL":
4503 proutn(_("Arm NOVAMAX warhead? "))
4505 elif key == "IHREAL": # first element of course
4506 scanner.push(scanner.token)
4508 game.probe = getcourse(isprobe=True)
4512 schedule(FDSPROB, 0.01) # Time to move one sector
4513 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4518 "Yell for help from nearest starbase."
4519 # There's more than one way to move in this game!
4521 # Test for conditions which prevent calling for help
4522 if game.condition == "docked":
4523 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4526 prout(_("Subspace radio damaged."))
4528 if not game.state.baseq:
4529 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4532 prout(_("You must be aboard the %s.") % crmshp())
4534 # OK -- call for help from nearest starbase
4537 # There's one in this quadrant
4538 ddist = (game.base - game.sector).distance()
4540 ibq = None # Force base-quadrant game to persist past loop
4542 for ibq in game.state.baseq:
4543 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4547 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4549 # Since starbase not in quadrant, set up new quadrant
4552 # dematerialize starship
4553 game.quad[game.sector.i][game.sector.j]='.'
4554 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4555 % (game.quadrant, crmshp()))
4556 game.sector.invalidate()
4557 for m in range(1, 5+1):
4558 w = game.base.scatter()
4559 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4560 # found one -- finish up
4563 if game.sector is None:
4564 prout(_("You have been lost in space..."))
4565 finish(FMATERIALIZE)
4567 # Give starbase three chances to rematerialize starship
4568 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4569 for m in range(1, 3+1):
4570 if m == 1: proutn(_("1st"))
4571 elif m == 2: proutn(_("2nd"))
4572 elif m == 3: proutn(_("3rd"))
4573 proutn(_(" attempt to re-materialize ") + crmshp())
4574 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4577 if rnd.real() > probf:
4581 if game.options & OPTION_CURSES: # pragma: no cover
4582 curses.delay_output(500)
4584 game.quad[game.sector.i][game.sector.j]='?'
4587 setwnd(message_window)
4588 finish(FMATERIALIZE)
4590 game.quad[game.sector.i][game.sector.j]=game.ship
4592 prout(_("succeeds."))
4596 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4601 if game.condition=="docked":
4603 prout(_("You cannot abandon Ye Faerie Queene."))
4606 # Must take shuttle craft to exit
4607 if game.damage[DSHUTTL]==-1:
4608 prout(_("Ye Faerie Queene has no shuttle craft."))
4610 if game.damage[DSHUTTL]<0:
4611 prout(_("Shuttle craft now serving Big Macs."))
4613 if game.damage[DSHUTTL]>0:
4614 prout(_("Shuttle craft damaged."))
4617 prout(_("You must be aboard the ship."))
4619 if game.iscraft != "onship":
4620 prout(_("Shuttle craft not currently available."))
4622 # Emit abandon ship messages
4624 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4626 prouts(_("***ALL HANDS ABANDON SHIP!"))
4628 prout(_("Captain and crew escape in shuttle craft."))
4629 if not game.state.baseq:
4630 # Oops! no place to go...
4633 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4635 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4636 prout(_("Remainder of ship's complement beam down"))
4637 prout(_("to nearest habitable planet."))
4638 elif q.planet is not None and not damaged(DTRANSP):
4639 prout(_("Remainder of ship's complement beam down to %s.") %
4642 prout(_("Entire crew of %d left to die in outer space.") %
4644 game.casual += game.state.crew
4645 game.abandoned += game.state.crew
4646 # If at least one base left, give 'em the Faerie Queene
4648 game.icrystl = False # crystals are lost
4649 game.nprobes = 0 # No probes
4650 prout(_("You are captured by Klingons and released to"))
4651 prout(_("the Federation in a prisoner-of-war exchange."))
4652 nb = rnd.integer(len(game.state.baseq))
4653 # Set up quadrant and position FQ adjacient to base
4654 if not game.quadrant == game.state.baseq[nb]:
4655 game.quadrant = game.state.baseq[nb]
4656 game.sector.i = game.sector.j = 5
4659 # position next to base by trial and error
4660 game.quad[game.sector.i][game.sector.j] = '.'
4662 for l in range(QUADSIZE):
4663 game.sector = game.base.scatter()
4664 if game.sector.valid_sector() and \
4665 game.quad[game.sector.i][game.sector.j] == '.':
4668 break # found a spot
4669 game.sector.i=QUADSIZE/2
4670 game.sector.j=QUADSIZE/2
4672 # Get new commission
4673 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4674 game.state.crew = FULLCREW
4675 prout(_("Starfleet puts you in command of another ship,"))
4676 prout(_("the Faerie Queene, which is antiquated but,"))
4677 prout(_("still useable."))
4679 prout(_("The dilithium crystals have been moved."))
4681 game.iscraft = "offship" # Galileo disappears
4683 game.condition="docked"
4684 for l in range(NDEVICES):
4685 game.damage[l] = 0.0
4686 game.damage[DSHUTTL] = -1
4687 game.energy = game.inenrg = 3000.0
4688 game.shield = game.inshld = 1250.0
4689 game.torps = game.intorps = 6
4690 game.lsupres=game.inlsr=3.0
4693 game.brigfree = game.brigcapacity = 300
4696 # Code from planets.c begins here.
4699 "Abort a lengthy operation if an event interrupts it."
4702 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4707 "Report on (uninhabited) planets in the galaxy."
4711 prout(_("Spock- \"Planet report follows, Captain.\""))
4713 for i in range(game.inplan):
4714 if game.state.planets[i].pclass == "destroyed":
4716 if (game.state.planets[i].known != "unknown" \
4717 and not game.state.planets[i].inhabited) \
4720 if game.idebug and game.state.planets[i].known=="unknown":
4721 proutn("(Unknown) ")
4722 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4723 proutn(_(" class "))
4724 proutn(game.state.planets[i].pclass)
4726 if game.state.planets[i].crystals != "present":
4728 prout(_("dilithium crystals present."))
4729 if game.state.planets[i].known=="shuttle_down":
4730 prout(_(" Shuttle Craft Galileo on surface."))
4732 prout(_("No information available."))
4735 "Enter standard orbit."
4739 prout(_("Already in standard orbit."))
4741 if damaged(DWARPEN) and damaged(DIMPULS):
4742 prout(_("Both warp and impulse engines damaged."))
4744 if game.plnet is None:
4745 prout("There is no planet in this sector.")
4747 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4748 prout(crmshp() + _(" not adjacent to planet."))
4751 game.optime = rnd.real(0.02, 0.05)
4752 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4756 game.height = rnd.real(1400, 8600)
4757 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4762 "Examine planets in this quadrant."
4763 if damaged(DSRSENS):
4764 if game.options & OPTION_TTY:
4765 prout(_("Short range sensors damaged."))
4767 if game.iplnet is None:
4768 if game.options & OPTION_TTY:
4769 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4771 if game.iplnet.known == "unknown":
4772 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4774 prout(_(" Planet at Sector %s is of class %s.") %
4775 (game.plnet, game.iplnet.pclass))
4776 if game.iplnet.known=="shuttle_down":
4777 prout(_(" Sensors show Galileo still on surface."))
4778 proutn(_(" Readings indicate"))
4779 if game.iplnet.crystals != "present":
4781 prout(_(" dilithium crystals present.\""))
4782 if game.iplnet.known == "unknown":
4783 game.iplnet.known = "known"
4784 elif game.iplnet.inhabited:
4785 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4786 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4789 "Use the transporter."
4793 if damaged(DTRANSP):
4794 prout(_("Transporter damaged."))
4795 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4797 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4801 if not game.inorbit:
4802 prout(crmshp() + _(" not in standard orbit."))
4805 prout(_("Impossible to transport through shields."))
4807 if game.iplnet.known=="unknown":
4808 prout(_("Spock- \"Captain, we have no information on this planet"))
4809 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4810 prout(_(" you may not go down.\""))
4812 if not game.landed and game.iplnet.crystals=="absent":
4813 prout(_("Spock- \"Captain, I fail to see the logic in"))
4814 prout(_(" exploring a planet with no dilithium crystals."))
4815 proutn(_(" Are you sure this is wise?\" "))
4819 if (game.options & OPTION_ALMY):
4820 nrgneed = 50 * game.skill + game.height / 100.0
4821 if nrgneed > game.energy:
4822 prout(_("Engineering to bridge--"))
4823 prout(_(" Captain, we don't have enough energy for transportation."))
4825 if not game.landed and nrgneed * 2 > game.energy:
4826 prout(_("Engineering to bridge--"))
4827 prout(_(" Captain, we have enough energy only to transport you down to"))
4828 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4829 if game.iplnet.known == "shuttle_down":
4830 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4831 proutn(_(" Are you sure this is wise?\" "))
4836 # Coming from planet
4837 if game.iplnet.known=="shuttle_down":
4838 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4842 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4843 prout(_("Landing party assembled, ready to beam up."))
4845 prout(_("Kirk whips out communicator..."))
4846 prouts(_("BEEP BEEP BEEP"))
4848 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4851 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4853 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4855 prout(_("Kirk- \"Energize.\""))
4858 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4860 if not rnd.withprob(0.98):
4861 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4863 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4866 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4867 game.landed = not game.landed
4868 game.energy -= nrgneed
4870 prout(_("Transport complete."))
4871 if game.landed and game.iplnet.known=="shuttle_down":
4872 prout(_("The shuttle craft Galileo is here!"))
4873 if not game.landed and game.imine:
4880 "Strip-mine a world for dilithium."
4884 prout(_("Mining party not on planet."))
4886 if game.iplnet.crystals == "mined":
4887 prout(_("This planet has already been strip-mined for dilithium."))
4889 elif game.iplnet.crystals == "absent":
4890 prout(_("No dilithium crystals on this planet."))
4893 prout(_("You've already mined enough crystals for this trip."))
4895 if game.icrystl and game.cryprob == 0.05:
4896 prout(_("With all those fresh crystals aboard the ") + crmshp())
4897 prout(_("there's no reason to mine more at this time."))
4899 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4902 prout(_("Mining operation complete."))
4903 game.iplnet.crystals = "mined"
4904 game.imine = game.ididit = True
4907 "Use dilithium crystals."
4911 if not game.icrystl:
4912 prout(_("No dilithium crystals available."))
4914 if game.energy >= 1000:
4915 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4916 prout(_(" except when Condition Yellow exists."))
4918 prout(_("Spock- \"Captain, I must warn you that loading"))
4919 prout(_(" raw dilithium crystals into the ship's power"))
4920 prout(_(" system may risk a severe explosion."))
4921 proutn(_(" Are you sure this is wise?\" "))
4926 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4927 prout(_(" Mr. Spock and I will try it.\""))
4929 prout(_("Spock- \"Crystals in place, Sir."))
4930 prout(_(" Ready to activate circuit.\""))
4932 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4934 if rnd.withprob(game.cryprob):
4935 prouts(_(" \"Activating now! - - No good! It's***"))
4937 prouts(_("***RED ALERT! RED A*L********************************"))
4940 prouts(_("****************** KA-BOOM!!!! *******************"))
4944 game.energy += rnd.real(5000.0, 5500.0)
4945 prouts(_(" \"Activating now! - - "))
4946 prout(_("The instruments"))
4947 prout(_(" are going crazy, but I think it's"))
4948 prout(_(" going to work!! Congratulations, Sir!\""))
4953 "Use shuttlecraft for planetary jaunt."
4956 if damaged(DSHUTTL):
4957 if game.damage[DSHUTTL] == -1.0:
4958 if game.inorbit and game.iplnet.known == "shuttle_down":
4959 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4961 prout(_("Ye Faerie Queene had no shuttle craft."))
4962 elif game.damage[DSHUTTL] > 0:
4963 prout(_("The Galileo is damaged."))
4964 else: # game.damage[DSHUTTL] < 0
4965 prout(_("Shuttle craft is now serving Big Macs."))
4967 if not game.inorbit:
4968 prout(crmshp() + _(" not in standard orbit."))
4970 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4971 prout(_("Shuttle craft not currently available."))
4973 if not game.landed and game.iplnet.known=="shuttle_down":
4974 prout(_("You will have to beam down to retrieve the shuttle craft."))
4976 if game.shldup or game.condition == "docked":
4977 prout(_("Shuttle craft cannot pass through shields."))
4979 if game.iplnet.known=="unknown":
4980 prout(_("Spock- \"Captain, we have no information on this planet"))
4981 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4982 prout(_(" you may not fly down.\""))
4984 game.optime = 3.0e-5*game.height
4985 if game.optime >= 0.8*game.state.remtime:
4986 prout(_("First Officer Spock- \"Captain, I compute that such"))
4987 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4988 int(100*game.optime/game.state.remtime))
4989 prout(_("remaining time."))
4990 proutn(_("Are you sure this is wise?\" "))
4996 if game.iscraft == "onship":
4998 if not damaged(DTRANSP):
4999 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5003 proutn(_("Shuttle crew"))
5005 proutn(_("Rescue party"))
5006 prout(_(" boards Galileo and swoops toward planet surface."))
5007 game.iscraft = "offship"
5011 game.iplnet.known="shuttle_down"
5012 prout(_("Trip complete."))
5015 # Ready to go back to ship
5016 prout(_("You and your mining party board the"))
5017 prout(_("shuttle craft for the trip back to the Enterprise."))
5019 prouts(_("The short hop begins . . ."))
5021 game.iplnet.known="known"
5027 game.iscraft = "onship"
5033 prout(_("Trip complete."))
5036 # Kirk on ship and so is Galileo
5037 prout(_("Mining party assembles in the hangar deck,"))
5038 prout(_("ready to board the shuttle craft \"Galileo\"."))
5040 prouts(_("The hangar doors open; the trip begins."))
5043 game.iscraft = "offship"
5046 game.iplnet.known = "shuttle_down"
5049 prout(_("Trip complete."))
5053 "Use the big zapper."
5057 if game.ship != 'E':
5058 prout(_("Ye Faerie Queene has no death ray."))
5060 if len(game.enemies)==0:
5061 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5064 prout(_("Death Ray is damaged."))
5066 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5067 prout(_(" is highly unpredictible. Considering the alternatives,"))
5068 proutn(_(" are you sure this is wise?\" "))
5071 prout(_("Spock- \"Acknowledged.\""))
5074 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5076 prout(_("Crew scrambles in emergency preparation."))
5077 prout(_("Spock and Scotty ready the death ray and"))
5078 prout(_("prepare to channel all ship's power to the device."))
5080 prout(_("Spock- \"Preparations complete, sir.\""))
5081 prout(_("Kirk- \"Engage!\""))
5083 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5086 # Ugh. This test (For Tom Almy's death-ray upgrade) was inverted for a long time.
5087 # Furthermore, somebody (ESR or Stas?) changed Tom Almy's 0.7 upgraded chance of
5089 if game.options & OPTION_ALMY:
5093 prouts(_("Sulu- \"Captain! It's working!\""))
5095 while len(game.enemies) > 0:
5096 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5097 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5098 if game.unwon() == 0:
5100 if (game.options & OPTION_ALMY):
5101 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5102 if rnd.withprob(0.05):
5103 prout(_(" is still operational.\""))
5105 prout(_(" has been rendered nonfunctional.\""))
5106 game.damage[DDRAY] = 39.95
5108 r = rnd.real() # Pick failure method
5110 prouts(_("Sulu- \"Captain! It's working!\""))
5112 prouts(_("***RED ALERT! RED ALERT!"))
5114 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5116 prouts(_("***RED ALERT! RED A*L********************************"))
5119 prouts(_("****************** KA-BOOM!!!! *******************"))
5124 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5126 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5128 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5129 prout(_(" have apparently been transformed into strange mutations."))
5130 prout(_(" Vulcans do not seem to be affected."))
5132 prout(_("Kirk- \"Raauch! Raauch!\""))
5136 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5138 proutn(_("Spock- \"I believe the word is"))
5139 prouts(_(" *ASTONISHING*"))
5140 prout(_(" Mr. Sulu."))
5141 for i in range(QUADSIZE):
5142 for j in range(QUADSIZE):
5143 if game.quad[i][j] == '.':
5144 game.quad[i][j] = '?'
5145 prout(_(" Captain, our quadrant is now infested with"))
5146 prouts(_(" - - - - - - *THINGS*."))
5148 prout(_(" I have no logical explanation.\""))
5150 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5152 prout(_("Scotty- \"There are so many tribbles down here"))
5153 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5157 # Code from reports.c begins here
5159 def attackreport(curt):
5160 "eport status of bases under attack."
5162 if is_scheduled(FCDBAS):
5163 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5164 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5165 elif game.isatb == 1:
5166 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5167 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5169 prout(_("No Starbase is currently under attack."))
5171 if is_scheduled(FCDBAS):
5172 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5174 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5178 # report on general game status
5180 # pylint: disable=consider-using-ternary
5181 s1 = (game.thawed and _("thawed ")) or ""
5182 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5183 s3 = (None, _("novice"), _("fair"),
5184 _("good"), _("expert"), _("emeritus"))[game.skill]
5185 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5186 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5187 prout(_("No plaque is allowed."))
5189 prout(_("This is tournament game %d.") % game.tourn)
5190 prout(_("Your secret password is \"%s\"") % game.passwd)
5191 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5192 (game.inkling + game.incom + game.inscom)))
5193 if game.incom - len(game.state.kcmdr):
5194 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5195 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5196 prout(_(", but no Commanders."))
5199 if game.skill > SKILL_FAIR:
5200 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5201 if len(game.state.baseq) != game.inbase:
5203 if game.inbase-len(game.state.baseq)==1:
5204 proutn(_("has been 1 base"))
5206 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5207 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5209 prout(_("There are %d bases.") % game.inbase)
5210 if communicating() or game.iseenit:
5211 # Don't report this if not seen and
5212 # either the radio is dead or not at base!
5216 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5217 if game.brigcapacity != game.brigfree:
5218 embriggened = game.brigcapacity-game.brigfree
5219 if embriggened == 1:
5220 prout(_("1 Klingon in brig"))
5222 prout(_("%d Klingons in brig.") % embriggened)
5223 if game.kcaptured == 0:
5225 elif game.kcaptured == 1:
5226 prout(_("1 captured Klingon turned in to Starfleet."))
5228 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5230 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5231 if game.ship == 'E':
5232 proutn(_("You have "))
5234 proutn("%d" % (game.nprobes))
5237 proutn(_(" deep space probe"))
5241 if communicating() and is_scheduled(FDSPROB):
5243 proutn(_("An armed deep space probe is in "))
5245 proutn(_("A deep space probe is in "))
5246 prout("Quadrant %s." % game.probe.quadrant())
5248 if game.cryprob <= .05:
5249 prout(_("Dilithium crystals aboard ship... not yet used."))
5253 while game.cryprob > ai:
5256 prout(_("Dilithium crystals have been used %d time%s.") % \
5257 (i, (_("s"), "")[i==1]))
5261 "Long-range sensor scan."
5262 if damaged(DLRSENS):
5263 # Now allow base's sensors if docked
5264 if game.condition != "docked":
5266 prout(_("LONG-RANGE SENSORS DAMAGED."))
5269 prout(_("Starbase's long-range scan"))
5271 prout(_("Long-range scan"))
5272 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5275 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5276 if not Coord(x, y).valid_quadrant():
5280 if not damaged(DRADIO):
5281 game.state.galaxy[x][y].charted = True
5282 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5283 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5284 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5285 if not silent and game.state.galaxy[x][y].supernova:
5288 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5289 proutn(((3 - len(cn)) * '.') + cn)
5297 for i in range(NDEVICES):
5300 prout(_("DEVICE REPAIR TIMES"))
5301 prout(_(" IN FLIGHT DOCKED"))
5303 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5304 game.damage[i]+0.05,
5305 DOCKFAC*game.damage[i]+0.005))
5307 prout(_("All devices functional."))
5310 "Update the chart in the Enterprise's computer from galaxy data."
5311 game.lastchart = game.state.date
5312 for i in range(GALSIZE):
5313 for j in range(GALSIZE):
5314 if game.state.galaxy[i][j].charted:
5315 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5316 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5317 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5320 "Display the star chart."
5322 if (game.options & OPTION_AUTOSCAN):
5326 if game.lastchart < game.state.date and game.condition == "docked":
5327 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5329 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5330 if game.state.date > game.lastchart:
5331 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5332 prout(" 1 2 3 4 5 6 7 8")
5333 for i in range(GALSIZE):
5334 if (game.options & OPTION_ALPHAMERIC):
5335 proutn("%c |" % letterize(i+1))
5337 proutn("%d |" % (i+1))
5338 for j in range(GALSIZE):
5339 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5343 if game.state.galaxy[i][j].supernova:
5345 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5347 elif game.state.galaxy[i][j].charted:
5348 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5349 if (game.options & OPTION_DOTFILL):
5350 show = show.replace(" ", ".")
5354 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5362 def sectscan(goodScan, i, j):
5363 "Light up an individual dot in a sector."
5364 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5365 if game.quad[i][j] in ('E', 'F'):
5367 highvideo() # pragma: no cover
5368 textcolor({"green":GREEN,
5372 "dead":BROWN}[game.condition])
5374 textcolor({'?':LIGHTMAGENTA,
5382 }.get(game.quad[i][j], DEFAULT))
5383 proutn("%c " % game.quad[i][j])
5389 "Emit status report lines"
5390 if not req or req == 1:
5391 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5392 % (game.state.date, game.state.remtime))
5393 if not req or req == 2:
5394 if game.condition != "docked":
5396 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5397 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5399 prout(_(", CLOAKED"))
5400 if not req or req == 3:
5401 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5402 if not req or req == 4:
5403 if damaged(DLIFSUP):
5404 if game.condition == "docked":
5405 s = _("DAMAGED, Base provides")
5407 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5410 prstat(_("Life Support"), s)
5411 if not req or req == 5:
5412 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5413 if not req or req == 6:
5415 if game.icrystl and (game.options & OPTION_SHOWME):
5416 extra = _(" (have crystals)")
5417 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5418 if not req or req == 7:
5419 prstat(_("Torpedoes"), "%d" % (game.torps))
5420 if not req or req == 8:
5421 if damaged(DSHIELD):
5427 data = _(" %d%% %.1f units") \
5428 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5429 prstat(_("Shields"), s+data)
5430 if not req or req == 9:
5431 prstat(_("Klingons Left"), "%d" % game.unwon())
5432 if not req or req == 10:
5433 if game.options & OPTION_WORLDS:
5434 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5435 if plnet and plnet.inhabited:
5436 prstat(_("Major system"), plnet.name)
5438 prout(_("Sector is uninhabited"))
5439 elif not req or req == 11:
5440 attackreport(not req)
5443 "Request specified status data, a historical relic from slow TTYs."
5444 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5445 while scanner.nexttok() == "IHEOL":
5446 proutn(_("Information desired? "))
5448 if scanner.token in requests:
5449 status(requests.index(scanner.token))
5451 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5452 prout((" date, condition, position, lsupport, warpfactor,"))
5453 prout((" energy, torpedoes, shields, klingons, system, time."))
5458 if damaged(DSRSENS):
5459 # Allow base's sensors if docked
5460 if game.condition != "docked":
5461 prout(_(" S.R. SENSORS DAMAGED!"))
5464 prout(_(" [Using Base's sensors]"))
5466 prout(_(" Short-range scan"))
5467 if goodScan and communicating():
5468 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5469 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5470 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5471 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5472 prout(" 1 2 3 4 5 6 7 8 9 10")
5473 if game.condition != "docked":
5475 for i in range(QUADSIZE):
5476 if (game.options & OPTION_ALPHAMERIC):
5477 proutn("%c " % letterize(i+1))
5479 proutn("%2d " % (i+1))
5480 for j in range(QUADSIZE):
5481 sectscan(goodScan, i, j)
5485 "Use computer to get estimated time of arrival for a warp jump."
5486 w1 = Coord(); w2 = Coord()
5488 if damaged(DCOMPTR):
5489 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5492 if scanner.nexttok() != "IHREAL":
5495 proutn(_("Destination quadrant and/or sector? "))
5496 if scanner.nexttok()!="IHREAL":
5499 w1.j = int(scanner.real-0.5)
5500 if scanner.nexttok() != "IHREAL":
5503 w1.i = int(scanner.real-0.5)
5504 if scanner.nexttok() == "IHREAL":
5505 w2.j = int(scanner.real-0.5)
5506 if scanner.nexttok() != "IHREAL":
5509 w2.i = int(scanner.real-0.5)
5511 if game.quadrant.j>w1.i:
5515 if game.quadrant.i>w1.j:
5519 if not w1.valid_quadrant() or not w2.valid_sector():
5522 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5523 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5526 prout(_("Answer \"no\" if you don't know the value:"))
5529 proutn(_("Time or arrival date? "))
5530 if scanner.nexttok()=="IHREAL":
5531 ttime = scanner.real
5532 if ttime > game.state.date:
5533 ttime -= game.state.date # Actually a star date
5534 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5535 if ttime <= 1e-10 or twarp > 10:
5536 prout(_("We'll never make it, sir."))
5539 twarp = max(twarp, 1.0)
5542 proutn(_("Warp factor? "))
5543 if scanner.nexttok()== "IHREAL":
5545 twarp = scanner.real
5546 if twarp<1.0 or twarp > 10.0:
5550 prout(_("Captain, certainly you can give me one of these."))
5553 ttime = (10.0*dist)/twarp**2
5554 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5555 if tpower >= game.energy:
5556 prout(_("Insufficient energy, sir."))
5557 if not game.shldup or tpower > game.energy*2.0:
5560 proutn(_("New warp factor to try? "))
5561 if scanner.nexttok() == "IHREAL":
5563 twarp = scanner.real
5564 if twarp<1.0 or twarp > 10.0:
5572 prout(_("But if you lower your shields,"))
5573 proutn(_("remaining"))
5576 proutn(_("Remaining"))
5577 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5579 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5581 prout(_("Any warp speed is adequate."))
5583 prout(_("Minimum warp needed is %.2f,") % (twarp))
5584 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5585 if game.state.remtime < ttime:
5586 prout(_("Unfortunately, the Federation will be destroyed by then."))
5588 prout(_("You'll be taking risks at that speed, Captain"))
5589 if (game.isatb==1 and game.state.kscmdr == w1 and \
5590 scheduled(FSCDBAS)< ttime+game.state.date) or \
5591 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5592 prout(_("The starbase there will be destroyed by then."))
5593 proutn(_("New warp factor to try? "))
5594 if scanner.nexttok() == "IHREAL":
5596 twarp = scanner.real
5597 if twarp<1.0 or twarp > 10.0:
5605 # This is new in SST2K.
5608 mode = scanner.nexttok()
5611 for k, v in option_names.items():
5612 if (v[0] & game.options) and k != "ALL":
5615 prout(str(" ".join(active)))
5616 elif scanner.token in {"set", "clear"}:
5617 mode = scanner.token
5621 if scanner.type == "IHEOL":
5623 if scanner.token.upper() in option_names:
5624 changemask |= option_names[scanner.token.upper()][0]
5626 prout(_("No such option as ") + scanner.token)
5628 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5630 game.options |= changemask
5631 elif mode == "clear":
5632 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5634 game.options &=~ changemask
5635 prout(_("Acknowledged, Captain."))
5641 # Code from setup.c begins here
5644 "Issue a historically correct banner."
5646 prout(_("-SUPER- STAR TREK"))
5648 # From the FORTRAN original
5649 # prout(_("Latest update-21 Sept 78"))
5655 scanner.push("emsave.trk")
5656 key = scanner.nexttok()
5658 proutn(_("File name: "))
5659 key = scanner.nexttok()
5660 if key != "IHALPHA":
5663 if '.' not in scanner.token:
5664 scanner.token += ".trk"
5666 fp = open(scanner.token, "wb")
5668 prout(_("Can't freeze game as file %s") % scanner.token)
5670 pickle.dump(game, fp)
5675 "Retrieve saved game."
5678 key = scanner.nexttok()
5680 proutn(_("File name: "))
5681 key = scanner.nexttok()
5682 if key != "IHALPHA":
5685 if '.' not in scanner.token:
5686 scanner.token += ".trk"
5688 fp = open(scanner.token, "rb")
5690 prout(_("Can't thaw game in %s") % scanner.token)
5692 game = pickle.load(fp)
5697 # I used <http://www.memory-alpha.org> to find planets
5698 # with references in ST:TOS. Earth and the Alpha Centauri
5699 # Colony have been omitted.
5701 # Some planets marked Class G and P here will be displayed as class M
5702 # because of the way planets are generated. This is a known bug.
5705 _("Andoria (Fesoan)"), # several episodes
5706 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5707 _("Vulcan (T'Khasi)"), # many episodes
5708 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5709 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5710 _("Ardana"), # TOS: "The Cloud Minders"
5711 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5712 _("Gideon"), # TOS: "The Mark of Gideon"
5713 _("Aldebaran III"), # TOS: "The Deadly Years"
5714 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5715 _("Altair IV"), # TOS: "Amok Time
5716 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5717 _("Benecia"), # TOS: "The Conscience of the King"
5718 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5719 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5720 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5721 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5722 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5723 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5724 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5725 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5726 _("Ingraham B"), # TOS: "Operation: Annihilate"
5727 _("Janus IV"), # TOS: "The Devil in the Dark"
5728 _("Makus III"), # TOS: "The Galileo Seven"
5729 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5730 _("Omega IV"), # TOS: "The Omega Glory"
5731 _("Regulus V"), # TOS: "Amok Time
5732 _("Deneva"), # TOS: "Operation -- Annihilate!"
5733 # Worlds from BSD Trek
5734 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5735 _("Beta III"), # TOS: "The Return of the Archons"
5736 _("Triacus"), # TOS: "And the Children Shall Lead",
5737 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5739 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5740 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5741 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5742 # _("Izar"), # TOS: "Whom Gods Destroy"
5743 # _("Tiburon"), # TOS: "The Way to Eden"
5744 # _("Merak II"), # TOS: "The Cloud Minders"
5745 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5746 # _("Iotia"), # TOS: "A Piece of the Action"
5750 _("S. R. Sensors"), \
5751 _("L. R. Sensors"), \
5753 _("Photon Tubes"), \
5754 _("Life Support"), \
5755 _("Warp Engines"), \
5756 _("Impulse Engines"), \
5758 _("Subspace Radio"), \
5759 _("Shuttle Craft"), \
5761 _("Navigation System"), \
5763 _("Shield Control"), \
5766 _("Cloaking Device"), \
5770 "Prepare to play, set up cosmos."
5772 # Decide how many of everything
5774 return # frozen game
5775 # Prepare the Enterprise
5776 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5778 game.state.crew = FULLCREW
5779 game.energy = game.inenrg = 5000.0
5780 game.shield = game.inshld = 2500.0
5783 game.quadrant = randplace(GALSIZE)
5784 game.sector = randplace(QUADSIZE)
5785 game.torps = game.intorps = 10
5786 game.nprobes = rnd.integer(2, 5)
5788 for i in range(NDEVICES):
5789 game.damage[i] = 0.0
5790 # Set up assorted game parameters
5791 game.battle = Coord()
5792 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5793 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5794 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5795 game.isatb = game.state.nplankl = 0
5796 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5797 game.iscraft = "onship"
5802 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5804 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5806 game.state.planets = [] # Planet information
5807 game.state.baseq = [] # Base quadrant coordinates
5808 game.state.kcmdr = [] # Commander quadrant coordinates
5809 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5811 # Starchart is functional but we've never seen it
5812 game.lastchart = FOREVER
5813 # Put stars in the galaxy
5815 for i in range(GALSIZE):
5816 for j in range(GALSIZE):
5817 # Can't have more stars per quadrant than fit in one decimal digit,
5818 # if we do the chart representation will break.
5819 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5821 game.state.galaxy[i][j].stars = k
5822 # Locate star bases in galaxy
5824 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5825 for i in range(game.inbase):
5828 w = randplace(GALSIZE)
5829 if not game.state.galaxy[w.i][w.j].starbase:
5832 # C version: for (j = i-1; j > 0; j--)
5833 # so it did them in the opposite order.
5834 for j in range(1, i):
5835 # Improved placement algorithm to spread out bases
5836 distq = (w - game.state.baseq[j]).distance()
5837 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5840 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5842 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5844 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5848 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5849 game.state.baseq.append(w)
5850 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5851 # Position ordinary Klingon Battle Cruisers
5853 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5854 klumper = min(klumper, MAXKLQUAD)
5857 klump = int((1.0 - r*r)*klumper)
5858 klump = min(klump, krem)
5861 w = randplace(GALSIZE)
5862 if not game.state.galaxy[w.i][w.j].supernova and \
5863 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5865 game.state.galaxy[w.i][w.j].klingons += klump
5868 # Position Klingon Commander Ships
5869 for i in range(game.incom):
5871 w = randplace(GALSIZE)
5872 if not welcoming(w) or w in game.state.kcmdr:
5874 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5876 game.state.galaxy[w.i][w.j].klingons += 1
5877 game.state.kcmdr.append(w)
5878 # Locate planets in galaxy
5879 for i in range(game.inplan):
5881 w = randplace(GALSIZE)
5882 if game.state.galaxy[w.i][w.j].planet is None:
5886 new.crystals = "absent"
5887 if (game.options & OPTION_WORLDS) and i < NINHAB:
5888 new.pclass = "M" # All inhabited planets are class M
5889 new.crystals = "absent"
5891 new.name = systnames[i]
5892 new.inhabited = True
5894 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5895 if rnd.withprob(0.33):
5896 new.crystals = "present"
5897 new.known = "unknown"
5898 new.inhabited = False
5899 game.state.galaxy[w.i][w.j].planet = new
5900 game.state.planets.append(new)
5902 for i in range(game.state.nromrem):
5903 w = randplace(GALSIZE)
5904 game.state.galaxy[w.i][w.j].romulans += 1
5905 # Place the Super-Commander if needed
5906 if game.state.nscrem > 0:
5908 w = randplace(GALSIZE)
5911 game.state.kscmdr = w
5912 game.state.galaxy[w.i][w.j].klingons += 1
5913 # Initialize times for extraneous events
5914 schedule(FSNOVA, expran(0.5 * game.intime))
5915 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5916 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5917 schedule(FBATTAK, expran(0.3*game.intime))
5919 if game.state.nscrem:
5920 schedule(FSCMOVE, 0.2777)
5925 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5926 schedule(FDISTR, expran(1.0 + game.intime))
5931 # Place thing (in tournament game, we don't want one!)
5932 # New in SST2K: never place the Thing near a starbase.
5933 # This makes sense and avoids a special case in the old code.
5934 if game.tourn is None:
5935 # Avoid distrubing the RNG chain. This code
5936 # was a late fix and we don't want to mess up
5937 # all the regression tests.
5938 state = randomizer.getrngstate()
5940 thing.location = randplace(GALSIZE)
5941 # Put it somewhere a starbase is not
5942 if thing.location not in game.state.baseq:
5944 randomizer.setrngstate(state)
5946 game.state.snap = False
5947 if game.skill == SKILL_NOVICE:
5948 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5949 prout(_("a deadly Klingon invasion force. As captain of the United"))
5950 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5951 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5952 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5953 prout(_("your mission. As you proceed you may be given more time."))
5955 prout(_("You will have %d supporting starbases.") % (game.inbase))
5956 proutn(_("Starbase locations- "))
5958 prout(_("Stardate %d.") % int(game.state.date))
5960 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5961 prout(_("An unknown number of Romulans."))
5962 if game.state.nscrem:
5963 prout(_("And one (GULP) Super-Commander."))
5964 prout(_("%d stardates.") % int(game.intime))
5965 proutn(_("%d starbases in ") % game.inbase)
5966 for i in range(game.inbase):
5967 proutn(repr(game.state.baseq[i]))
5970 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5971 proutn(_(" Sector %s") % game.sector)
5973 prout(_("Good Luck!"))
5974 if game.state.nscrem:
5975 prout(_(" YOU'LL NEED IT."))
5978 setwnd(message_window)
5980 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5982 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5983 attack(torps_ok=False)
5986 "Choose your game type."
5990 game.skill = SKILL_NONE
5993 while gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0:
5994 eol_is_fancy = False
5995 if not scanner.inqueue or scanner.token == "IHEOL": # Can start with command line options
5996 if gametype is None:
5997 proutn(_("Would you like a regular, tournament, or saved game? "))
5998 elif game.length==0:
5999 proutn(_("Would you like a Short, Medium, or Long game? "))
6000 elif game.skill == SKILL_NONE:
6001 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6003 proutn(_("Wayback setting (press enter for current year): "))
6007 prout("-- Token: %s=%s" % (scanner.type, repr(scanner.token)))
6008 if scanner.token == "":
6009 raise SystemExit(0) # Early end of replay
6010 if scanner.token.startswith("r"): # regular
6011 gametype = "regular"
6012 elif scanner.token.startswith("t"):
6013 gametype = "tournament"
6014 proutn(_("Type in tournament number-"))
6016 while scanner.nexttok() == "IHEOL":
6017 if scanner.real == 0:
6019 continue # We don't want a blank entry
6020 game.tourn = int(round(scanner.real))
6021 rnd.seed(scanner.real)
6023 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6024 elif scanner.token.startswith("sa") or scanner.token.startswith("fr"): # saved or frozen
6029 if game.passwd is None:
6031 if not game.alldone:
6032 game.thawed = True # No plaque if not finished
6036 elif scanner.token.startswith("s"): # short
6038 elif scanner.token.startswith("m"): # medium
6040 elif scanner.token.startswith("l"): # long
6042 elif scanner.token.startswith("n"): # novice
6043 game.skill = SKILL_NOVICE
6044 elif (game.skill is None) and scanner.token.startswith("f"): # fair
6045 game.skill = SKILL_FAIR
6046 elif scanner.token.startswith("g"): # good
6047 game.skill = SKILL_GOOD
6048 elif scanner.token.startswith("e"): # expert
6049 game.skill = SKILL_EXPERT
6050 elif scanner.token.startswith("em"): # emeritus
6051 game.skill = SKILL_EMERITUS
6052 elif scanner.type == "IHREAL":
6053 wayback = scanner.int()
6054 elif (eol_is_fancy and scanner.token.startswith("\n")):
6055 wayback = time.localtime().tm_year
6056 elif scanner.token.startswith("\n"):
6058 elif scanner.token.startswith("idebug"):
6061 # Unrecognized token
6062 prout(_("Can't interpret %s") % repr(scanner.token))
6063 for (name, (option, year)) in option_names.items():
6065 game.options &=~ option
6067 if game.passwd == "debug": # pragma: no cover
6069 prout("=== Debug mode enabled.")
6071 prout("--- Setup: type=%s length=%s skill=%s wayback=%s" % (gametype, game.length, game.skill, wayback))
6072 # Use parameters to generate initial values of things
6073 game.damfac = 0.5 * game.skill
6074 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6076 if game.options & OPTION_PLANETS:
6077 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6078 if game.options & OPTION_WORLDS:
6079 game.inplan += int(NINHAB)
6080 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6081 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) and ((game.options & OPTION_SUPERCMDR) != 0)
6082 game.state.remtime = 7.0 * game.length
6083 game.intime = game.state.remtime
6084 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6085 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6086 game.state.remres = (game.inkling+4*game.incom)*game.intime
6087 game.inresor = game.state.remres
6088 if game.inkling > 50:
6092 def dropin(iquad=None):
6093 "Drop a feature on a random dot in the current quadrant."
6095 w = randplace(QUADSIZE)
6096 if game.quad[w.i][w.j] == '.':
6098 if iquad is not None:
6099 game.quad[w.i][w.j] = iquad
6103 "Update our alert status."
6104 game.condition = "green"
6105 if game.energy < 1000.0:
6106 game.condition = "yellow"
6107 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6108 game.condition = "red"
6110 game.condition="dead"
6113 "Drop new Klingon into current quadrant."
6114 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6117 "Sort enemies by distance so 'nearest' is meaningful."
6118 game.enemies.sort(key=lambda x: x.kdist)
6121 "Set up a new state of quadrant, for when we enter or re-enter it."
6124 game.neutz = game.inorbit = game.landed = False
6125 game.ientesc = game.iseenit = game.isviolreported = False
6127 # Create a blank quadrant
6128 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6130 # Attempt to escape Super-commander, so tbeam back!
6133 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6134 # cope with supernova
6137 game.klhere = q.klingons
6138 game.irhere = q.romulans
6140 game.quad[game.sector.i][game.sector.j] = game.ship
6143 # Position ordinary Klingons
6144 for _i in range(game.klhere):
6146 # If we need a commander, promote a Klingon
6147 for cmdr in game.state.kcmdr:
6148 if cmdr == game.quadrant:
6149 e = game.enemies[game.klhere-1]
6150 game.quad[e.location.i][e.location.j] = 'C'
6151 e.power = rnd.real(950,1350) + 50.0*game.skill
6153 # If we need a super-commander, promote a Klingon
6154 if game.quadrant == game.state.kscmdr:
6156 game.quad[e.location.i][e.location.j] = 'S'
6157 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6158 game.iscate = (game.remkl() > 1)
6159 # Put in Romulans if needed
6160 for _i in range(q.romulans):
6161 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6162 # If quadrant needs a starbase, put it in
6164 game.base = dropin('B')
6165 # If quadrant needs a planet, put it in
6167 game.iplnet = q.planet
6168 if not q.planet.inhabited:
6169 game.plnet = dropin('P')
6171 game.plnet = dropin('@')
6172 # Check for condition
6175 if game.irhere > 0 and game.klhere == 0:
6177 if not damaged(DRADIO):
6179 prout(_("LT. Uhura- \"Captain, an urgent message."))
6180 prout(_(" I'll put it on audio.\" CLICK"))
6182 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6183 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6184 # Put in THING if needed
6185 if thing.location == game.quadrant:
6186 Enemy(etype='?', loc=dropin(),
6187 power=rnd.real(6000,6500.0)+250.0*game.skill)
6188 if not damaged(DSRSENS):
6190 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6191 prout(_(" Please examine your short-range scan.\""))
6192 # Decide if quadrant needs a Tholian; lighten up if skill is low
6193 if game.options & OPTION_THOLIAN:
6194 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6195 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6196 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6199 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6200 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6201 if game.quad[w.i][w.j] == '.':
6203 game.tholian = Enemy(etype='T', loc=w,
6204 power=rnd.integer(100, 500) + 25.0*game.skill)
6205 # Reserve unoccupied corners
6206 if game.quad[0][0]=='.':
6207 game.quad[0][0] = 'X'
6208 if game.quad[0][QUADSIZE-1]=='.':
6209 game.quad[0][QUADSIZE-1] = 'X'
6210 if game.quad[QUADSIZE-1][0]=='.':
6211 game.quad[QUADSIZE-1][0] = 'X'
6212 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6213 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6215 # And finally the stars
6216 for _i in range(q.stars):
6218 # Put in a few black holes
6219 for _i in range(1, 3+1):
6220 if rnd.withprob(0.5):
6222 # Take out X's in corners if Tholian present
6224 if game.quad[0][0]=='X':
6225 game.quad[0][0] = '.'
6226 if game.quad[0][QUADSIZE-1]=='X':
6227 game.quad[0][QUADSIZE-1] = '.'
6228 if game.quad[QUADSIZE-1][0]=='X':
6229 game.quad[QUADSIZE-1][0] = '.'
6230 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6231 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6232 # This should guarantee that replay games don't lose info about the chart
6233 if (game.options & OPTION_AUTOSCAN) or replayfp:
6237 "Set the self-destruct password."
6238 if game.options & OPTION_AUTOPASS:
6240 game.passwd += chr(ord('a')+rnd.integer(26))
6241 game.passwd += chr(ord('a')+rnd.integer(26))
6242 game.passwd += chr(ord('a')+rnd.integer(26))
6246 proutn(_("Please type in a secret password- "))
6248 game.passwd = scanner.token
6249 #game.passwd = getpass.getpass("Please type in a secret password- ")
6250 if game.passwd is not None:
6253 # Code from sst.c begins here
6256 ("SRSCAN", OPTION_TTY),
6257 ("STATUS", OPTION_TTY),
6258 ("REQUEST", OPTION_TTY),
6259 ("LRSCAN", OPTION_TTY),
6271 ("SENSORS", OPTION_PLANETS),
6272 ("ORBIT", OPTION_PLANETS),
6273 ("TRANSPORT", OPTION_PLANETS),
6274 ("MINE", OPTION_PLANETS),
6275 ("CRYSTALS", OPTION_PLANETS),
6276 ("SHUTTLE", OPTION_PLANETS),
6277 ("PLANETS", OPTION_PLANETS),
6282 ("PROBE", OPTION_PROBE),
6284 ("FREEZE", 0), # Synonym for SAVE
6287 # No abbreviations accepted after this point
6290 ("CAPTURE", OPTION_CAPTURE),
6291 ("CLOAK", OPTION_CLOAK),
6294 ("SOS", 0), # Synonym for MAYDAY
6295 ("CALL", 0), # Synonym for MAYDAY
6303 def listCommands(): # pragma: no cover
6304 "Generate a list of legal commands."
6305 # Coverage-disabled because testing for this is fragile
6306 # in the presence of changes in the command set.
6307 prout(_("LEGAL COMMANDS ARE:"))
6309 for (key, opt) in commands:
6310 if not opt or (opt & game.options):
6311 proutn("%-12s " % key)
6313 if emitted % 5 == 4:
6318 "Browse on-line help."
6319 key = scanner.nexttok()
6322 setwnd(prompt_window)
6323 proutn(_("Help on what command? "))
6324 key = scanner.nexttok()
6325 setwnd(message_window)
6328 cmds = [x[0] for x in commands]
6329 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6336 cmd = scanner.token.upper()
6337 for directory in docpath:
6339 fp = open(os.path.join(directory, "sst.doc"), "r")
6344 prout(_("Spock- \"Captain, that information is missing from the"))
6345 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6346 proutn(_(" in these directories: %s") % ":".join(docpath))
6348 # This used to continue: "You need to find SST.DOC and put
6349 # it in the current directory."
6352 linebuf = fp.readline()
6354 prout(_("Spock- \"Captain, there is no information on that command.\""))
6357 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6358 linebuf = linebuf[3:].strip()
6359 if cmd.upper() == linebuf:
6362 prout(_("Spock- \"Captain, I've found the following information:\""))
6365 linebuf = fp.readline()
6366 if "******" in linebuf:
6372 "Command-interpretation loop."
6374 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6375 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6377 game.isviolreported = True
6378 while True: # command loop
6380 while True: # get a command
6382 game.optime = game.justin = False
6384 setwnd(prompt_window)
6387 if scanner.nexttok() == "IHEOL":
6388 if game.options & OPTION_CURSES: # pragma: no cover
6391 elif scanner.token == "":
6395 setwnd(message_window)
6397 abandon_passed = False
6398 cmd = "" # Force cmd to persist after loop
6399 opt = 0 # Force opt to persist after loop
6400 for (cmd, opt) in commands:
6401 # commands after ABANDON cannot be abbreviated
6402 if cmd == "ABANDON":
6403 abandon_passed = True
6404 if cmd == scanner.token.upper() or (not abandon_passed \
6405 and cmd.startswith(scanner.token.upper())):
6407 if cmd == "": # pragma: no cover
6410 elif opt and not (opt & game.options):
6414 if game.options & OPTION_CURSES: # pragma: no cover
6415 prout("COMMAND> %s" % cmd)
6416 if cmd == "SRSCAN": # srscan
6418 elif cmd == "STATUS": # status
6420 elif cmd == "REQUEST": # status request
6422 elif cmd == "LRSCAN": # long range scan
6423 lrscan(silent=False)
6424 elif cmd == "PHASERS": # phasers
6429 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6434 elif cmd == "MOVE": # move under warp
6435 warp(wcourse=None, involuntary=False)
6436 elif cmd == "SHIELDS": # shields
6437 doshield(shraise=False)
6440 game.shldchg = False
6441 elif cmd == "DOCK": # dock at starbase
6444 attack(torps_ok=False)
6445 elif cmd == "DAMAGES": # damage reports
6447 elif cmd == "CHART": # chart
6449 elif cmd == "IMPULSE": # impulse
6451 elif cmd == "REST": # rest
6455 elif cmd == "WARP": # warp
6457 elif cmd == "SENSORS": # sensors
6459 elif cmd == "ORBIT": # orbit
6463 elif cmd == "TRANSPORT": # transport "beam"
6465 elif cmd == "MINE": # mine
6469 elif cmd == "CRYSTALS": # crystals
6473 elif cmd == "SHUTTLE": # shuttle
6477 elif cmd == "PLANETS": # Planet list
6479 elif cmd == "REPORT": # Game Report
6481 elif cmd == "COMPUTER": # use COMPUTER!
6483 elif cmd == "COMMANDS":
6485 elif cmd == "EMEXIT": # Emergency exit
6486 clrscr() # Hide screen
6487 freeze(True) # forced save
6488 raise SystemExit(1) # And quick exit
6489 elif cmd == "PROBE":
6490 probe() # Launch probe
6493 elif cmd == "ABANDON": # Abandon Ship
6495 elif cmd == "DESTRUCT": # Self Destruct
6497 elif cmd == "SAVE": # Save Game
6500 if game.skill > SKILL_GOOD:
6501 prout(_("WARNING--Saved games produce no plaques!"))
6502 elif cmd == "DEATHRAY": # Try a desparation measure
6506 elif cmd == "CAPTURE":
6508 elif cmd == "CLOAK":
6510 elif cmd == "DEBUGCMD": # What do we want for debug???
6512 elif cmd == "MAYDAY": # Call for help
6517 game.alldone = True # quit the game
6520 elif cmd == "SCORE":
6521 score() # see current score
6522 elif cmd == "CURSES": # pragma: no cover
6523 game.options |= (OPTION_CURSES | OPTION_COLOR)
6525 elif cmd == "OPTIONS":
6529 break # Game has ended
6530 if game.optime != 0.0:
6533 break # Events did us in
6534 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6537 if hitme and not game.justin:
6538 attack(torps_ok=True)
6541 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6549 prout("=== Ending") # pragma: no cover
6552 "Emit the name of an enemy or feature."
6553 if ch == 'R': s = _("Romulan")
6554 elif ch == 'K': s = _("Klingon")
6555 elif ch == 'C': s = _("Commander")
6556 elif ch == 'S': s = _("Super-commander")
6557 elif ch == '*': s = _("Star")
6558 elif ch == 'P': s = _("Planet")
6559 elif ch == 'B': s = _("Starbase")
6560 elif ch == ' ': s = _("Black hole")
6561 elif ch == 'T': s = _("Tholian")
6562 elif ch == '#': s = _("Tholian web")
6563 elif ch == '?': s = _("Stranger")
6564 elif ch == '@': s = _("Inhabited World")
6565 else: s = "Unknown??" # pragma: no cover
6568 def crmena(loud, enemy, loctype, w):
6569 "Emit the name of an enemy and his location."
6573 buf += cramen(enemy) + _(" at ")
6574 if loctype == "quadrant":
6575 buf += _("Quadrant ")
6576 elif loctype == "sector":
6578 return buf + repr(w)
6581 "Emit our ship name."
6582 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6585 "Emit a line of stars"
6586 prouts("******************************************************")
6590 return -avrage*math.log(1e-7 + rnd.real())
6592 def randplace(size):
6593 "Choose a random location."
6595 w.i = rnd.integer(size)
6596 w.j = rnd.integer(size)
6606 # Get a token from the user
6609 # Fill the token queue if nothing here
6610 while not self.inqueue:
6612 if curwnd==prompt_window:
6614 setwnd(message_window)
6621 self.inqueue = sline.lstrip().split() + ["\n"]
6622 # From here on in it's all looking at the queue
6623 self.token = self.inqueue.pop(0)
6624 if self.token == "\n":
6628 self.real = float(self.token)
6629 self.type = "IHREAL"
6634 self.token = self.token.lower()
6635 self.type = "IHALPHA"
6638 def append(self, tok):
6639 self.inqueue.append(tok)
6640 def push(self, tok):
6641 self.inqueue.insert(0, tok)
6645 # Demand input for next scan
6647 self.real = self.token = None
6649 # compares s to item and returns true if it matches to the length of s
6650 return s.startswith(self.token)
6652 # Round token value to nearest integer
6653 return int(round(self.real))
6657 if (game.options & OPTION_ALPHAMERIC):
6659 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6660 s.i = ord(self.token[0]) - ord("a")
6661 s.j = int(self.token[1:])-1
6663 except (TypeError, IndexError):
6666 if self.type != "IHREAL":
6671 if self.type != "IHREAL":
6676 def __repr__(self): # pragma: no cover
6677 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6680 "Yes-or-no confirmation."
6684 if scanner.token == 'y':
6686 if scanner.token == 'n':
6689 proutn(_("Please answer with \"y\" or \"n\": "))
6692 "Complain about unparseable input."
6695 prout(_("Beg your pardon, Captain?"))
6697 def debugme(): # pragma: no cover
6698 "Access to the internals for debugging."
6699 proutn("Reset levels? ")
6701 if game.energy < game.inenrg:
6702 game.energy = game.inenrg
6703 game.shield = game.inshld
6704 game.torps = game.intorps
6705 game.lsupres = game.inlsr
6706 proutn("Reset damage? ")
6708 for i in range(NDEVICES):
6709 if game.damage[i] > 0.0:
6710 game.damage[i] = 0.0
6711 proutn("Toggle debug flag? ")
6713 game.idebug = not game.idebug
6714 if game.idebug: # pragma: no cover
6715 prout("Debug output ON")
6717 prout("Debug output OFF")
6718 proutn("Cause selective damage? ")
6720 for i in range(NDEVICES):
6721 proutn("Kill %s?" % device[i])
6723 key = scanner.nexttok()
6724 if key == "IHALPHA" and scanner.sees("y"):
6725 game.damage[i] = 10.0
6726 proutn("Examine/change events? ")
6731 FSNOVA: "Supernova ",
6734 FBATTAK: "Base Attack ",
6735 FCDBAS: "Base Destroy ",
6736 FSCMOVE: "SC Move ",
6737 FSCDBAS: "SC Base Destroy ",
6738 FDSPROB: "Probe Move ",
6739 FDISTR: "Distress Call ",
6740 FENSLV: "Enslavement ",
6741 FREPRO: "Klingon Build ",
6743 for i in range(1, NEVENTS):
6746 proutn("%.2f" % (scheduled(i)-game.state.date))
6747 if i in {FENSLV, FREPRO}:
6749 proutn(" in %s" % ev.quadrant)
6754 key = scanner.nexttok()
6758 elif key == "IHREAL":
6759 ev = schedule(i, scanner.real)
6760 if i in {FENSLV, FREPRO}:
6762 proutn("In quadrant- ")
6763 key = scanner.nexttok()
6764 # "IHEOL" says to leave coordinates as they are
6767 prout("Event %d canceled, no x coordinate." % (i))
6770 w.i = int(round(scanner.real))
6771 key = scanner.nexttok()
6773 prout("Event %d canceled, no y coordinate." % (i))
6776 w.j = int(round(scanner.real))
6779 proutn("Induce supernova here? ")
6781 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6784 if __name__ == '__main__':
6786 #global line, thing, game
6792 game.options = OPTION_ALL &~ OPTION_IOMODES
6793 if os.getenv("TERM"):
6794 game.options |= OPTION_CURSES # pragma: no cover
6796 game.options |= OPTION_TTY
6797 seed = int(time.time())
6799 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6800 for (switch, val) in options:
6802 # pylint: disable=raise-missing-from
6804 replayfp = open(val, "r")
6806 sys.stderr.write("sst: can't open replay file %s\n" % val)
6808 # pylint: disable=raise-missing-from
6811 line = replayfp.readline().strip()
6815 if line.startswith("# seed"):
6816 (__, __, seed) = line.split()
6817 # pylint: disable=eval-used
6819 elif line.startswith("# arguments"):
6820 arguments += line.split()[2:]
6821 except ValueError: # pragma: no cover
6822 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6824 game.options |= OPTION_TTY
6825 game.options &=~ OPTION_CURSES
6826 elif switch == '-s': # pragma: no cover
6828 elif switch == '-t': # pragma: no cover
6829 game.options |= OPTION_TTY
6830 game.options &=~ OPTION_CURSES
6831 elif switch == '-x': # pragma: no cover
6833 elif switch == '-c': # Enable curses debugging - undocumented
6835 elif switch == '-V': # pragma: no cover
6836 print("SST2K", version)
6838 else: # pragma: no cover
6839 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6841 except getopt.GetoptError as err:
6843 raise SystemExit(1) from err
6844 # where to save the input in case of bugs
6845 if "TMPDIR" in os.environ: # pragma: no cover
6846 tmpdir = os.environ['TMPDIR']
6850 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6851 except IOError: # pragma: no cover
6852 sys.stderr.write("sst: warning, can't open logfile\n")
6855 logfp.write("# seed %s\n" % seed)
6856 logfp.write("# arguments %s\n" % " ".join(arguments))
6857 logfp.write("# SST2K version %s\n" % version)
6858 logfp.write("# recorded by %s@%s on %s\n" % \
6859 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6862 scanner = sstscanner()
6863 for arg in arguments:
6867 while True: # Play a game
6868 setwnd(fullscreen_window)
6874 game.alldone = False
6880 if (game.options & OPTION_TTY):
6883 if game.tourn and game.alldone:
6884 proutn(_("Do you want your score recorded?"))
6890 if (game.options & OPTION_TTY):
6891 proutn(_("Do you want to play again? "))
6897 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6901 except KeyboardInterrupt: # pragma: no cover