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
21 import getopt, socket, locale
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
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
91 GALSIZE = 8 # Galaxy size in quadrants
92 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
93 MAXUNINHAB = 10 # Maximum uninhabited worlds
94 QUADSIZE = 10 # Quadrant size in sectors
95 BASEMIN = 2 # Minimum starbases
96 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
97 MAXKLGAME = 127 # Maximum Klingons per game
98 MAXKLQUAD = 9 # Maximum Klingons per quadrant
99 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
100 FOREVER = 1e30 # Time for the indefinite future
101 MAXBURST = 3 # Max # of torps you can launch in one turn
102 MINCMDR = 10 # Minimum number of Klingon commanders
103 DOCKFAC = 0.25 # Repair faster when docked
104 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
106 ALGERON = 2311 # Date of the Treaty of Algeron
127 class TrekError(Exception):
130 class JumpOut(Exception):
134 def __init__(self, x=None, y=None):
137 def valid_quadrant(self):
138 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)
139 def valid_sector(self):
140 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)
141 def invalidate(self):
142 self.i = self.j = None
143 def __eq__(self, other):
144 return other is not None and self.i == other.i and self.j == other.j
145 def __ne__(self, other):
146 return other is None or self.i != other.i or self.j != other.j
147 def __add__(self, other):
148 return Coord(self.i+other.i, self.j+other.j)
149 def __sub__(self, other):
150 return Coord(self.i-other.i, self.j-other.j)
151 def __mul__(self, other):
152 return Coord(self.i*other, self.j*other)
153 def __rmul__(self, other):
154 return Coord(self.i*other, self.j*other)
155 def __div__(self, other):
156 return Coord(self.i/other, self.j/other)
157 def __truediv__(self, other):
158 return Coord(self.i/other, self.j/other)
159 def __floordiv__(self, other):
160 return Coord(self.i//other, self.j//other)
161 def __mod__(self, other):
162 return Coord(self.i % other, self.j % other)
163 def __rtruediv__(self, other):
164 return Coord(self.i/other, self.j/other)
165 def __rfloordiv__(self, other):
166 return Coord(self.i//other, self.j//other)
167 def roundtogrid(self):
168 return Coord(int(round(self.i)), int(round(self.j)))
169 def distance(self, other=None):
172 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
174 return 1.90985*math.atan2(self.j, self.i)
191 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
192 return self.roundtogrid() // QUADSIZE
194 return self.roundtogrid() % QUADSIZE
197 s.i = self.i + rnd.integer(-1, 2)
198 s.j = self.j + rnd.integer(-1, 2)
201 if self.i is None or self.j is None:
203 return "%s - %s" % (self.i+1, self.j+1)
207 "Do not anger the Space Thingy!"
214 return (q.i, q.j) == (self.i, self.j)
218 self.name = None # string-valued if inhabited
219 self.quadrant = Coord() # quadrant located
220 self.pclass = None # could be ""M", "N", "O", or "destroyed"
221 self.crystals = "absent"# could be "mined", "present", "absent"
222 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
223 self.inhabited = False # is it inhabited?
231 self.starbase = False
234 self.supernova = False
236 self.status = "secure" # Could be "secure", "distressed", "enslaved"
238 return "<Quadrant: %(klingons)d>" % self.__dict__
244 self.starbase = False
247 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
249 def fill2d(size, fillfun):
250 "Fill an empty list in 2D."
252 for i in range(size):
254 for j in range(size):
255 lst[i].append(fillfun(i, j))
260 self.snap = False # snapshot taken
261 self.crew = 0 # crew complement
262 self.nscrem = 0 # remaining super commanders
263 self.starkl = 0 # destroyed stars
264 self.basekl = 0 # destroyed bases
265 self.nromrem = 0 # Romulans remaining
266 self.nplankl = 0 # destroyed uninhabited planets
267 self.nworldkl = 0 # destroyed inhabited planets
268 self.planets = [] # Planet information
269 self.date = 0.0 # stardate
270 self.remres = 0 # remaining resources
271 self.remtime = 0 # remaining time
272 self.baseq = [] # Base quadrant coordinates
273 self.kcmdr = [] # Commander quadrant coordinates
274 self.kscmdr = Coord() # Supercommander quadrant coordinates
276 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
278 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
280 for i in range(GALSIZE):
281 for j in range(GALSIZE):
282 yield (i, j, self.galaxy[i][j])
286 self.date = None # A real number
287 self.quadrant = None # A coord structure
290 OPTION_ALL = 0xffffffff
291 OPTION_TTY = 0x00000001 # old interface
292 OPTION_CURSES = 0x00000002 # new interface
293 OPTION_IOMODES = 0x00000003 # cover both interfaces
294 OPTION_PLANETS = 0x00000004 # planets and mining
295 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
296 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
297 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
298 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
299 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
300 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
301 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
302 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
303 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
304 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
305 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
306 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
307 OPTION_PLAIN = 0x01000000 # user chose plain game
308 OPTION_ALMY = 0x02000000 # user chose Almy variant
309 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
310 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
315 "IOMODES": OPTION_IOMODES,
316 "PLANETS": OPTION_PLANETS,
317 "THOLIAN": OPTION_THOLIAN,
318 "THINGY": OPTION_THINGY,
319 "PROBE": OPTION_PROBE,
320 "SHOWME": OPTION_SHOWME,
321 "RAMMING": OPTION_RAMMING,
322 "MVBADDY": OPTION_MVBADDY,
323 "BLKHOLE": OPTION_BLKHOLE,
325 "WORLDS": OPTION_WORLDS,
326 "AUTOSCAN": OPTION_AUTOSCAN,
327 "CAPTURE": OPTION_CAPTURE,
328 "CLOAK": OPTION_CLOAK,
329 "PLAIN": OPTION_PLAIN,
331 "COLOR": OPTION_COLOR,
332 "DOTFILL": OPTION_DOTFILL,
353 NDEVICES = 17 # Number of devices
363 return (game.damage[dev] != 0.0)
365 return not damaged(DRADIO) or game.condition=="docked"
367 # Define future events
368 FSPY = 0 # Spy event happens always (no future[] entry)
369 # can cause SC to tractor beam Enterprise
370 FSNOVA = 1 # Supernova
371 FTBEAM = 2 # Commander tractor beams Enterprise
372 FSNAP = 3 # Snapshot for time warp
373 FBATTAK = 4 # Commander attacks base
374 FCDBAS = 5 # Commander destroys base
375 FSCMOVE = 6 # Supercommander moves (might attack base)
376 FSCDBAS = 7 # Supercommander destroys base
377 FDSPROB = 8 # Move deep space probe
378 FDISTR = 9 # Emit distress call from an inhabited world
379 FENSLV = 10 # Inhabited word is enslaved
380 FREPRO = 11 # Klingons build a ship in an enslaved system
383 # Abstract out the event handling -- underlying data structures will change
384 # when we implement stateful events
385 def findevent(evtype):
386 return game.future[evtype]
389 def __init__(self, etype=None, loc=None, power=None):
391 self.location = Coord()
396 self.power = power # enemy energy level
397 game.enemies.append(self)
399 motion = (loc != self.location)
400 if self.location.i is not None and self.location.j is not None:
403 game.quad[self.location.i][self.location.j] = '#'
405 game.quad[self.location.i][self.location.j] = '.'
407 self.location = copy.copy(loc)
408 game.quad[self.location.i][self.location.j] = self.type
409 self.kdist = self.kavgd = (game.sector - loc).distance()
411 self.location = Coord()
412 self.kdist = self.kavgd = None
413 # Guard prevents failure on Tholian or thingy
414 if self in game.enemies:
415 game.enemies.remove(self)
418 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
422 self.options = None # Game options
423 self.state = Snapshot() # A snapshot structure
424 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
425 self.quad = None # contents of our quadrant
426 self.damage = [0.0] * NDEVICES # damage encountered
427 self.future = [] # future events
431 self.future.append(Event())
432 self.passwd = None # Self Destruct password
434 self.quadrant = None # where we are in the large
435 self.sector = None # where we are in the small
436 self.tholian = None # Tholian enemy object
437 self.base = None # position of base in current quadrant
438 self.battle = None # base coordinates being attacked
439 self.plnet = None # location of planet in quadrant
440 self.gamewon = False # Finished!
441 self.ididit = False # action taken -- allows enemy to attack
442 self.alive = False # we are alive (not killed)
443 self.justin = False # just entered quadrant
444 self.shldup = False # shields are up
445 self.shldchg = False # shield is changing (affects efficiency)
446 self.iscate = False # super commander is here
447 self.ientesc = False # attempted escape from supercommander
448 self.resting = False # rest time
449 self.icraft = False # Kirk in Galileo
450 self.landed = False # party on planet (true), on ship (false)
451 self.alldone = False # game is now finished
452 self.neutz = False # Romulan Neutral Zone
453 self.isarmed = False # probe is armed
454 self.inorbit = False # orbiting a planet
455 self.imine = False # mining
456 self.icrystl = False # dilithium crystals aboard
457 self.iseenit = False # seen base attack report
458 self.thawed = False # thawed game
459 self.condition = None # "green", "yellow", "red", "docked", "dead"
460 self.iscraft = None # "onship", "offship", "removed"
461 self.skill = SKILL_NONE # Player skill level
462 self.inkling = 0 # initial number of klingons
463 self.inbase = 0 # initial number of bases
464 self.incom = 0 # initial number of commanders
465 self.inscom = 0 # initial number of commanders
466 self.inrom = 0 # initial number of commanders
467 self.instar = 0 # initial stars
468 self.intorps = 0 # initial/max torpedoes
469 self.torps = 0 # number of torpedoes
470 self.ship = 0 # ship type -- 'E' is Enterprise
471 self.abandoned = 0 # count of crew abandoned in space
472 self.length = 0 # length of game
473 self.klhere = 0 # klingons here
474 self.casual = 0 # causalties
475 self.nhelp = 0 # calls for help
476 self.nkinks = 0 # count of energy-barrier crossings
477 self.iplnet = None # planet # in quadrant
478 self.inplan = 0 # initial planets
479 self.irhere = 0 # Romulans in quadrant
480 self.isatb = 0 # =2 if super commander is attacking base
481 self.tourn = None # tournament number
482 self.nprobes = 0 # number of probes available
483 self.inresor = 0.0 # initial resources
484 self.intime = 0.0 # initial time
485 self.inenrg = 0.0 # initial/max energy
486 self.inshld = 0.0 # initial/max shield
487 self.inlsr = 0.0 # initial life support resources
488 self.indate = 0.0 # initial date
489 self.energy = 0.0 # energy level
490 self.shield = 0.0 # shield level
491 self.warpfac = 0.0 # warp speed
492 self.lsupres = 0.0 # life support reserves
493 self.optime = 0.0 # time taken by current operation
494 self.damfac = 0.0 # damage factor
495 self.lastchart = 0.0 # time star chart was last updated
496 self.cryprob = 0.0 # probability that crystal will work
497 self.probe = None # object holding probe course info
498 self.height = 0.0 # height of orbit around planet
499 self.score = 0.0 # overall score
500 self.perdate = 0.0 # rate of kills
501 self.idebug = False # Debugging instrumentation enabled?
502 self.cdebug = False # Debugging instrumentation for curses enabled?
503 self.statekscmdr = None # No SuperCommander coordinates yet.
504 self.brigcapacity = 400 # Enterprise brig capacity
505 self.brigfree = 400 # How many klingons can we put in the brig?
506 self.kcaptured = 0 # Total Klingons captured, for scoring.
507 self.iscloaked = False # Cloaking device on?
508 self.ncviol = 0 # Algreon treaty violations
509 self.isviolreported = False # We have been warned
510 self.lcg_x = 0 # LCG generator value
512 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
514 # Stas thinks this should be (C expression):
515 # game.remkl() + len(game.state.kcmdr) > 0 ?
516 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
517 # He says the existing expression is prone to divide-by-zero errors
518 # after killing the last klingon when score is shown -- perhaps also
519 # if the only remaining klingon is SCOM.
520 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
522 "Are there Klingons remaining?"
549 # Code from ai.c begins here
552 "Would this quadrant welcome another Klingon?"
553 return iq.valid_quadrant() and \
554 not game.state.galaxy[iq.i][iq.j].supernova and \
555 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
557 def tryexit(enemy, look, irun):
558 "A bad guy attempts to bug out."
560 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
561 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
562 if not welcoming(iq):
564 if enemy.type == 'R':
565 return [] # Romulans cannot escape!
567 # avoid intruding on another commander's territory
568 if enemy.type == 'C':
569 if iq in game.state.kcmdr:
571 # refuse to leave if currently attacking starbase
572 if game.battle == game.quadrant:
574 # don't leave if over 1000 units of energy
575 if enemy.power > 1000.0:
577 oldloc = copy.copy(enemy.location)
578 # handle local matters related to escape
581 if game.condition != "docked":
583 # Handle global matters related to escape
584 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
585 game.state.galaxy[iq.i][iq.j].klingons += 1
586 if enemy.type == 'S':
590 schedule(FSCMOVE, 0.2777)
592 game.state.kscmdr = iq
594 for cmdr in game.state.kcmdr:
595 if cmdr == game.quadrant:
596 game.state.kcmdr.append(iq)
598 # report move out of quadrant.
599 return [(True, enemy, oldloc, iq)]
601 # The bad-guy movement algorithm:
603 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
604 # If both are operating full strength, force is 1000. If both are damaged,
605 # force is -1000. Having shields down subtracts an additional 1000.
607 # 2. Enemy has forces equal to the energy of the attacker plus
608 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
609 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
611 # Attacker Initial energy levels (nominal):
612 # Klingon Romulan Commander Super-Commander
613 # Novice 400 700 1200
615 # Good 450 800 1300 1750
616 # Expert 475 850 1350 1875
617 # Emeritus 500 900 1400 2000
618 # VARIANCE 75 200 200 200
620 # Enemy vessels only move prior to their attack. In Novice - Good games
621 # only commanders move. In Expert games, all enemy vessels move if there
622 # is a commander present. In Emeritus games all enemy vessels move.
624 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
625 # forces are 1000 greater than Enterprise.
627 # Agressive action on average cuts the distance between the ship and
628 # the enemy to 1/4 the original.
630 # 4. At lower energy advantage, movement units are proportional to the
631 # advantage with a 650 advantage being to hold ground, 800 to move forward
632 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
634 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
635 # retreat, especially at high skill levels.
637 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
639 def movebaddy(enemy):
640 "Tactical movement for the bad guys."
644 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
645 if game.skill >= SKILL_EXPERT:
646 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)
648 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
649 old_dist = enemy.kdist
650 mdist = int(old_dist + 0.5) # Nearest integer distance
651 # If SC, check with spy to see if should hi-tail it
652 if enemy.type == 'S' and \
653 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
657 # decide whether to advance, retreat, or hold position
658 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
660 forces += 1000 # Good for enemy if shield is down!
661 if not damaged(DPHASER) or not damaged(DPHOTON):
662 if damaged(DPHASER): # phasers damaged
665 forces -= 0.2*(game.energy - 2500.0)
666 if damaged(DPHOTON): # photon torpedoes damaged
669 forces -= 50.0*game.torps
671 # phasers and photon tubes both out!
674 if forces <= 1000.0 and game.condition != "docked": # Typical situation
675 motion = ((forces + rnd.real(200))/150.0) - 5.0
677 if forces > 1000.0: # Very strong -- move in for kill
678 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
679 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
680 motion -= game.skill*(2.0-rnd.real()**2)
682 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
683 # don't move if no motion
686 # Limit motion according to skill
687 if abs(motion) > game.skill:
692 # calculate preferred number of steps
693 nsteps = abs(int(motion))
694 if motion > 0 and nsteps > mdist:
695 nsteps = mdist # don't overshoot
696 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
697 nsteps = max(nsteps, 1) # This shouldn't be necessary
699 proutn("NSTEPS = %d:" % nsteps)
700 # Compute preferred values of delta X and Y
701 m = game.sector - enemy.location
702 if 2.0 * abs(m.i) < abs(m.j):
704 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
706 m = (motion * m).sgn()
707 goto = enemy.location
709 for ll in range(nsteps):
711 proutn(" %d" % (ll+1))
712 # Check if preferred position available
723 attempts = 0 # Settle mysterious hang problem
724 while attempts < 20 and not success:
726 if look.i < 0 or look.i >= QUADSIZE:
728 return tryexit(enemy, look, irun)
729 if krawli == m.i or m.j == 0:
731 look.i = goto.i + krawli
733 elif look.j < 0 or look.j >= QUADSIZE:
735 return tryexit(enemy, look, irun)
736 if krawlj == m.j or m.i == 0:
738 look.j = goto.j + krawlj
740 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
741 # See if enemy should ram ship
742 if game.quad[look.i][look.j] == game.ship and \
743 enemy.type in ('C', 'S'):
744 collision(rammed=True, enemy=enemy)
746 if krawli != m.i and m.j != 0:
747 look.i = goto.i + krawli
749 elif krawlj != m.j and m.i != 0:
750 look.j = goto.j + krawlj
753 break # we have failed
764 # Enemy moved, but is still in sector
765 return [(False, enemy, old_dist, goto)]
768 "Sequence Klingon tactical movement."
771 # Figure out which Klingon is the commander (or Supercommander)
774 if game.quadrant in game.state.kcmdr:
775 for enemy in game.enemies:
776 if enemy.type == 'C':
777 tacmoves += movebaddy(enemy)
778 if game.state.kscmdr == game.quadrant:
779 for enemy in game.enemies:
780 if enemy.type == 'S':
781 tacmoves += movebaddy(enemy)
783 # If skill level is high, move other Klingons and Romulans too!
784 # Move these last so they can base their actions on what the
786 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
787 for enemy in game.enemies:
788 if enemy.type in ('K', 'R'):
789 tacmoves += movebaddy(enemy)
792 def movescom(iq, avoid):
793 "Supercommander movement helper."
794 # Avoid quadrants with bases if we want to avoid Enterprise
795 if not welcoming(iq) or (avoid and iq in game.state.baseq):
797 if game.justin and not game.iscate:
800 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
801 game.state.kscmdr = iq
802 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
803 if game.state.kscmdr == game.quadrant:
804 # SC has scooted, remove him from current quadrant
809 for enemy in game.enemies:
810 if enemy.type == 'S':
813 if game.condition != "docked":
816 # check for a helpful planet
817 for i in range(game.inplan):
818 if game.state.planets[i].quadrant == game.state.kscmdr and \
819 game.state.planets[i].crystals == "present":
821 game.state.planets[i].pclass = "destroyed"
822 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
825 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
826 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
827 prout(_(" by the Super-commander.\""))
829 return True # looks good!
831 def supercommander():
832 "Move the Super Commander."
839 prout("== SUPERCOMMANDER")
840 # Decide on being active or passive
841 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 \
842 (game.state.date-game.indate) < 3.0)
843 if not game.iscate and avoid:
844 # compute move away from Enterprise
845 idelta = game.state.kscmdr-game.quadrant
846 if idelta.distance() > 2.0:
848 idelta.i = game.state.kscmdr.j-game.quadrant.j
849 idelta.j = game.quadrant.i-game.state.kscmdr.i
851 # compute distances to starbases
852 if not game.state.baseq:
856 sc = game.state.kscmdr
857 for (i, base) in enumerate(game.state.baseq):
858 basetbl.append((i, (base - sc).distance()))
859 if len(game.state.baseq) > 1:
860 basetbl.sort(key=lambda x: x[1])
861 # look for nearest base without a commander, no Enterprise, and
862 # without too many Klingons, and not already under attack.
863 ifindit = iwhichb = 0
864 for (i2, base) in enumerate(game.state.baseq):
865 i = basetbl[i2][0] # bug in original had it not finding nearest
866 if base == game.quadrant or base == game.battle or not welcoming(base):
868 # if there is a commander, and no other base is appropriate,
869 # we will take the one with the commander
870 for cmdr in game.state.kcmdr:
871 if base == cmdr and ifindit != 2:
875 else: # no commander -- use this one
880 return # Nothing suitable -- wait until next time
881 ibq = game.state.baseq[iwhichb]
882 # decide how to move toward base
883 idelta = ibq - game.state.kscmdr
884 # Maximum movement is 1 quadrant in either or both axes
885 idelta = idelta.sgn()
886 # try moving in both x and y directions
887 # there was what looked like a bug in the Almy C code here,
888 # but it might be this translation is just wrong.
889 iq = game.state.kscmdr + idelta
890 if not movescom(iq, avoid):
891 # failed -- try some other maneuvers
892 if idelta.i == 0 or idelta.j == 0:
895 iq.j = game.state.kscmdr.j + 1
896 if not movescom(iq, avoid):
897 iq.j = game.state.kscmdr.j - 1
900 iq.i = game.state.kscmdr.i + 1
901 if not movescom(iq, avoid):
902 iq.i = game.state.kscmdr.i - 1
905 # try moving just in x or y
906 iq.j = game.state.kscmdr.j
907 if not movescom(iq, avoid):
908 iq.j = game.state.kscmdr.j + idelta.j
909 iq.i = game.state.kscmdr.i
912 if len(game.state.baseq) == 0:
915 for ibq in game.state.baseq:
916 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
919 return # no, don't attack base!
922 schedule(FSCDBAS, rnd.real(1.0, 3.0))
923 if is_scheduled(FCDBAS):
924 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
925 if not communicating():
929 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
931 prout(_(" reports that it is under attack from the Klingon Super-commander."))
932 prout(_(" It can survive until stardate %d.\"") \
933 % int(scheduled(FSCDBAS)))
936 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
940 game.optime = 0.0 # actually finished
942 # Check for intelligence report
943 if not game.idebug and \
944 (rnd.withprob(0.8) or \
945 (not communicating()) or \
946 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
949 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
950 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
955 if not game.tholian or game.justin:
958 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
961 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
964 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
967 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
971 # something is wrong!
972 game.tholian.move(None)
973 prout("***Internal error: Tholian in a bad spot.")
975 # do nothing if we are blocked
976 if game.quad[tid.i][tid.j] not in ('.', '#'):
978 here = copy.copy(game.tholian.location)
979 delta = (tid - game.tholian.location).sgn()
981 while here.i != tid.i:
983 if game.quad[here.i][here.j] == '.':
984 game.tholian.move(here)
986 while here.j != tid.j:
988 if game.quad[here.i][here.j] == '.':
989 game.tholian.move(here)
990 # check to see if all holes plugged
991 for i in range(QUADSIZE):
992 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
994 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
996 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
998 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1000 # All plugged up -- Tholian splits
1001 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1003 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1004 game.tholian.move(None)
1007 # Code from battle.c begins here
1010 "Change cloaking-device status."
1011 if game.ship == 'F':
1012 prout(_("Ye Faerie Queene hath no cloaking device."))
1015 key = scanner.nexttok()
1022 if key == "IHALPHA":
1023 if scanner.sees("on"):
1025 prout(_("The cloaking device has already been switched on."))
1028 elif scanner.sees("off"):
1029 if not game.iscloaked:
1030 prout(_("The cloaking device has already been switched off."))
1037 if not game.iscloaked:
1038 proutn(_("Switch cloaking device on? "))
1043 proutn(_("Switch cloaking device off? "))
1050 if action == "CLOFF":
1051 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1052 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1055 prout("Engineer Scott- \"Aye, Sir.\"")
1056 game.iscloaked = False
1057 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1058 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1060 game.isviolreported = True
1062 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1065 if action == "CLON":
1067 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1070 if game.condition == "docked":
1071 prout(_("You cannot cloak while docked."))
1073 if game.state.date >= ALGERON and not game.isviolreported:
1074 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1075 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1076 proutn(_(" are you sure this is wise? "))
1079 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1081 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1082 game.iscloaked = True
1084 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1085 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1087 game.isviolreported = True
1089 def doshield(shraise):
1090 "Change shield status."
1096 key = scanner.nexttok()
1097 if key == "IHALPHA":
1098 if scanner.sees("transfer"):
1101 if damaged(DSHIELD):
1102 prout(_("Shields damaged and down."))
1104 if scanner.sees("up"):
1106 elif scanner.sees("down"):
1108 if action == "NONE":
1109 proutn(_("Do you wish to change shield energy? "))
1112 elif damaged(DSHIELD):
1113 prout(_("Shields damaged and down."))
1116 proutn(_("Shields are up. Do you want them down? "))
1123 proutn(_("Shields are down. Do you want them up? "))
1129 if action == "SHUP": # raise shields
1131 prout(_("Shields already up."))
1135 if game.condition != "docked":
1137 prout(_("Shields raised."))
1138 if game.energy <= 0:
1140 prout(_("Shields raising uses up last of energy."))
1145 elif action == "SHDN":
1147 prout(_("Shields already down."))
1151 prout(_("Shields lowered."))
1154 elif action == "NRG":
1155 while scanner.nexttok() != "IHREAL":
1157 proutn(_("Energy to transfer to shields- "))
1162 if nrg > game.energy:
1163 prout(_("Insufficient ship energy."))
1166 if game.shield+nrg >= game.inshld:
1167 prout(_("Shield energy maximized."))
1168 if game.shield+nrg > game.inshld:
1169 prout(_("Excess energy requested returned to ship energy"))
1170 game.energy -= game.inshld-game.shield
1171 game.shield = game.inshld
1173 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1174 # Prevent shield drain loophole
1176 prout(_("Engineering to bridge--"))
1177 prout(_(" Scott here. Power circuit problem, Captain."))
1178 prout(_(" I can't drain the shields."))
1181 if game.shield+nrg < 0:
1182 prout(_("All shield energy transferred to ship."))
1183 game.energy += game.shield
1186 proutn(_("Scotty- \""))
1188 prout(_("Transferring energy to shields.\""))
1190 prout(_("Draining energy from shields.\""))
1196 "Choose a device to damage, at random."
1198 105, # DSRSENS: short range scanners 10.5%
1199 105, # DLRSENS: long range scanners 10.5%
1200 120, # DPHASER: phasers 12.0%
1201 120, # DPHOTON: photon torpedoes 12.0%
1202 25, # DLIFSUP: life support 2.5%
1203 65, # DWARPEN: warp drive 6.5%
1204 70, # DIMPULS: impulse engines 6.5%
1205 135, # DSHIELD: deflector shields 13.5%
1206 30, # DRADIO: subspace radio 3.0%
1207 45, # DSHUTTL: shuttle 4.5%
1208 15, # DCOMPTR: computer 1.5%
1209 20, # NAVCOMP: navigation system 2.0%
1210 75, # DTRANSP: transporter 7.5%
1211 20, # DSHCTRL: high-speed shield controller 2.0%
1212 10, # DDRAY: death ray 1.0%
1213 30, # DDSP: deep-space probes 3.0%
1214 10, # DCLOAK: the cloaking device 1.0
1216 assert(sum(weights) == 1000)
1217 idx = rnd.integer(1000)
1219 for (i, w) in enumerate(weights):
1223 return None # we should never get here
1225 def collision(rammed, enemy):
1226 "Collision handling for rammong events."
1227 prouts(_("***RED ALERT! RED ALERT!"))
1229 prout(_("***COLLISION IMMINENT."))
1233 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1235 proutn(_(" rammed by "))
1238 proutn(crmena(False, enemy.type, "sector", enemy.location))
1240 proutn(_(" (original position)"))
1242 deadkl(enemy.location, enemy.type, game.sector)
1243 proutn("***" + crmshp() + " heavily damaged.")
1244 icas = rnd.integer(10, 30)
1245 prout(_("***Sickbay reports %d casualties") % icas)
1247 game.state.crew -= icas
1248 # In the pre-SST2K version, all devices got equiprobably damaged,
1249 # which was silly. Instead, pick up to half the devices at
1250 # random according to our weighting table,
1251 ncrits = rnd.integer(NDEVICES//2)
1255 if game.damage[dev] < 0:
1257 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1258 # Damage for at least time of travel!
1259 game.damage[dev] += game.optime + extradm
1261 prout(_("***Shields are down."))
1268 def torpedo(origin, bearing, dispersion, number, nburst):
1269 "Let a photon torpedo fly"
1270 if not damaged(DSRSENS) or game.condition == "docked":
1271 setwnd(srscan_window)
1273 setwnd(message_window)
1274 ac = bearing + 0.25*dispersion # dispersion is a random variable
1275 bullseye = (15.0 - bearing)*0.5235988
1276 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1277 bumpto = Coord(0, 0)
1278 # Loop to move a single torpedo
1279 setwnd(message_window)
1280 for step in range(1, QUADSIZE*2):
1281 if not track.nexttok():
1284 if not w.valid_sector():
1286 iquad = game.quad[w.i][w.j]
1287 tracktorpedo(w, step, number, nburst, iquad)
1291 setwnd(message_window)
1292 if not damaged(DSRSENS) or game.condition == "docked":
1293 skip(1) # start new line after text track
1294 if iquad in ('E', 'F'): # Hit our ship
1296 prout(_("Torpedo hits %s.") % crmshp())
1297 hit = 700.0 + rnd.real(100) - \
1298 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1299 newcnd() # we're blown out of dock
1300 if game.landed or game.condition == "docked":
1301 return hit # Cheat if on a planet
1302 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1303 # is 143 degrees, which is almost exactly 4.8 clockface units
1304 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1305 displacement.nexttok()
1306 bumpto = displacement.sector()
1307 if not bumpto.valid_sector():
1309 if game.quad[bumpto.i][bumpto.j] == ' ':
1312 if game.quad[bumpto.i][bumpto.j] != '.':
1313 # can't move into object
1315 game.sector = bumpto
1317 game.quad[w.i][w.j] = '.'
1318 game.quad[bumpto.i][bumpto.j] = iquad
1319 prout(_(" displaced by blast to Sector %s ") % bumpto)
1320 for enemy in game.enemies:
1321 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1324 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1326 if iquad in ('C', 'S') and rnd.withprob(0.05):
1327 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1328 prout(_(" torpedo neutralized."))
1330 for enemy in game.enemies:
1331 if w == enemy.location:
1332 kp = math.fabs(enemy.power)
1333 h1 = 700.0 + rnd.integer(100) - \
1334 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1342 if enemy.power == 0:
1345 proutn(crmena(True, iquad, "sector", w))
1346 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1347 displacement.nexttok()
1348 bumpto = displacement.sector()
1349 if game.quad[bumpto.i][bumpto.j] == ' ':
1350 prout(_(" buffeted into black hole."))
1351 deadkl(w, iquad, bumpto)
1353 if not bumpto.valid_sector():
1354 prout(_(" damaged but not destroyed."))
1356 if game.quad[bumpto.i][bumpto.j] != '.':
1357 prout(_(" damaged but not destroyed."))
1359 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1360 enemy.location = bumpto
1361 game.quad[w.i][w.j] = '.'
1362 game.quad[bumpto.i][bumpto.j] = iquad
1363 for tenemy in game.enemies:
1364 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1368 prout("Internal error, no enemy where expected!")
1371 elif iquad == 'B': # Hit a base
1373 prout(_("***STARBASE DESTROYED.."))
1374 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1375 game.quad[w.i][w.j] = '.'
1376 game.base.invalidate()
1377 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1378 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1379 game.state.basekl += 1
1382 elif iquad == 'P': # Hit a planet
1383 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1384 game.state.nplankl += 1
1385 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1386 game.iplnet.pclass = "destroyed"
1388 game.plnet.invalidate()
1389 game.quad[w.i][w.j] = '.'
1391 # captain perishes on planet
1394 elif iquad == '@': # Hit an inhabited world -- very bad!
1395 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1396 game.state.nworldkl += 1
1397 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1398 game.iplnet.pclass = "destroyed"
1400 game.plnet.invalidate()
1401 game.quad[w.i][w.j] = '.'
1403 # captain perishes on planet
1405 prout(_("The torpedo destroyed an inhabited planet."))
1407 elif iquad == '*': # Hit a star
1408 if rnd.withprob(0.9):
1411 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1413 elif iquad == '?': # Hit a thingy
1414 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1416 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1418 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1420 proutn(_("Mr. Spock-"))
1421 prouts(_(" \"Fascinating!\""))
1425 # Stas Sergeev added the possibility that
1426 # you can shove the Thingy and piss it off.
1427 # It then becomes an enemy and may fire at you.
1430 elif iquad == ' ': # Black hole
1432 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1434 elif iquad == '#': # hit the web
1436 prout(_("***Torpedo absorbed by Tholian web."))
1438 elif iquad == 'T': # Hit a Tholian
1439 h1 = 700.0 + rnd.integer(100) - \
1440 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1443 game.quad[w.i][w.j] = '.'
1448 proutn(crmena(True, 'T', "sector", w))
1449 if rnd.withprob(0.05):
1450 prout(_(" survives photon blast."))
1452 prout(_(" disappears."))
1453 game.tholian.move(None)
1454 game.quad[w.i][w.j] = '#'
1459 proutn("Don't know how to handle torpedo collision with ")
1460 proutn(crmena(True, iquad, "sector", w))
1465 setwnd(message_window)
1466 prout(_("Torpedo missed."))
1470 "Critical-hit resolution."
1471 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1473 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1474 proutn(_("***CRITICAL HIT--"))
1475 # Select devices and cause damage
1480 # Cheat to prevent shuttle damage unless on ship
1481 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1484 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1485 game.damage[j] += extradm
1488 for (i, j) in enumerate(cdam):
1490 if skipcount % 3 == 2 and i < len(cdam)-1:
1495 prout(_(" damaged."))
1496 if damaged(DSHIELD) and game.shldup:
1497 prout(_("***Shields knocked down."))
1499 if damaged(DCLOAK) and game.iscloaked:
1500 prout(_("***Cloaking device rendered inoperative."))
1501 game.iscloaked = False
1503 def attack(torps_ok):
1504 # bad guy attacks us
1505 # torps_ok == False forces use of phasers in an attack
1508 # game could be over at this point, check
1518 prout("=== ATTACK!")
1519 # Tholian gets to move before attacking
1522 # if you have just entered the RNZ, you'll get a warning
1523 if game.neutz: # The one chance not to be attacked
1526 # commanders get a chance to tac-move towards you
1527 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:
1528 for (bugout, enemy, old, goto) in moveklings():
1530 # we know about this if either short or long range
1531 # sensors are working
1532 if damaged(DSRSENS) and damaged(DLRSENS) \
1533 and game.condition != "docked":
1534 prout(crmena(True, enemy.type, "sector", old) + \
1535 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1536 else: # Enemy still in-sector
1537 if enemy.move(goto):
1538 if not damaged(DSRSENS) or game.condition == "docked":
1539 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1540 if enemy.kdist < old:
1541 proutn(_(" advances to "))
1543 proutn(_(" retreats to "))
1544 prout("Sector %s." % goto)
1546 # if no enemies remain after movement, we're done
1547 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1549 # set up partial hits if attack happens during shield status change
1550 pfac = 1.0/game.inshld
1552 chgfac = 0.25 + rnd.real(0.5)
1554 # message verbosity control
1555 if game.skill <= SKILL_FAIR:
1557 for enemy in game.enemies:
1559 continue # too weak to attack
1560 # compute hit strength and diminish shield power
1562 # Increase chance of photon torpedos if docked or enemy energy is low
1563 if game.condition == "docked":
1565 if enemy.power < 500:
1567 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1569 # different enemies have different probabilities of throwing a torp
1570 usephasers = not torps_ok or \
1571 (enemy.type == 'K' and r > 0.0005) or \
1572 (enemy.type == 'C' and r > 0.015) or \
1573 (enemy.type == 'R' and r > 0.3) or \
1574 (enemy.type == 'S' and r > 0.07) or \
1575 (enemy.type == '?' and r > 0.05)
1576 if usephasers: # Enemy uses phasers
1577 if game.condition == "docked":
1578 continue # Don't waste the effort!
1579 attempt = True # Attempt to attack
1580 dustfac = rnd.real(0.8, 0.85)
1581 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1583 else: # Enemy uses photon torpedo
1584 # We should be able to make the bearing() method work here
1585 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1587 proutn(_("***TORPEDO INCOMING"))
1588 if not damaged(DSRSENS):
1589 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1592 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1593 dispersion += 0.002*enemy.power*dispersion
1594 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1595 if game.unwon() == 0:
1596 finish(FWON) # Klingons did themselves in!
1597 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1598 return # Supernova or finished
1601 # incoming phaser or torpedo, shields may dissipate it
1602 if game.shldup or game.shldchg or game.condition == "docked":
1603 # shields will take hits
1604 propor = pfac * game.shield
1605 if game.condition == "docked":
1607 propor = max(propor, 0.1)
1608 hitsh = propor*chgfac*hit+1.0
1610 if absorb > game.shield:
1611 absorb = game.shield
1612 game.shield -= absorb
1614 # taking a hit blasts us out of a starbase dock
1615 if game.condition == "docked":
1617 # but the shields may take care of it
1618 if propor > 0.1 and hit < 0.005*game.energy:
1620 # hit from this opponent got through shields, so take damage
1622 proutn(_("%d unit hit") % int(hit))
1623 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1624 proutn(_(" on the ") + crmshp())
1625 if not damaged(DSRSENS) and usephasers:
1626 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1628 # Decide if hit is critical
1634 if game.energy <= 0:
1635 # Returning home upon your shield, not with it...
1638 if not attempt and game.condition == "docked":
1639 prout(_("***Enemies decide against attacking your ship."))
1640 percent = 100.0*pfac*game.shield+0.5
1642 # Shields fully protect ship
1643 proutn(_("Enemy attack reduces shield strength to "))
1645 # Emit message if starship suffered hit(s)
1647 proutn(_("Energy left %2d shields ") % int(game.energy))
1650 elif not damaged(DSHIELD):
1653 proutn(_("damaged, "))
1654 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1655 # Check if anyone was hurt
1656 if hitmax >= 200 or hittot >= 500:
1657 icas = rnd.integer(int(hittot * 0.015))
1660 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1661 prout(_(" in that last attack.\""))
1663 game.state.crew -= icas
1664 # After attack, reset average distance to enemies
1665 for enemy in game.enemies:
1666 enemy.kavgd = enemy.kdist
1670 def deadkl(w, etype, mv):
1671 "Kill a Klingon, Tholian, Romulan, or Thingy."
1672 # Added mv to allow enemy to "move" before dying
1673 proutn(crmena(True, etype, "sector", mv))
1674 # Decide what kind of enemy it is and update appropriately
1676 # Chalk up a Romulan
1677 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1679 game.state.nromrem -= 1
1688 # Killed some type of Klingon
1689 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1692 game.state.kcmdr.remove(game.quadrant)
1694 if game.state.kcmdr:
1695 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1696 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1701 game.state.nscrem -= 1
1702 game.state.kscmdr.invalidate()
1707 # For each kind of enemy, finish message to player
1708 prout(_(" destroyed."))
1709 if game.unwon() == 0:
1712 # Remove enemy ship from arrays describing local conditions
1713 for e in game.enemies:
1720 "Return None if target is invalid, otherwise return a course angle."
1721 if not w.valid_sector():
1725 # C code this was translated from is wacky -- why the sign reversal?
1726 delta.j = (w.j - game.sector.j)
1727 delta.i = (game.sector.i - w.i)
1728 if delta == Coord(0, 0):
1730 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1731 prout(_(" I recommend an immediate review of"))
1732 prout(_(" the Captain's psychological profile.\""))
1735 return delta.bearing()
1738 "Launch photon torpedo salvo."
1741 if damaged(DPHOTON):
1742 prout(_("Photon tubes damaged."))
1746 prout(_("No torpedoes left."))
1749 # First, get torpedo count
1752 if scanner.token == "IHALPHA":
1755 elif scanner.token == "IHEOL" or not scanner.waiting():
1756 prout(_("%d torpedoes left.") % game.torps)
1758 proutn(_("Number of torpedoes to fire- "))
1759 continue # Go back around to get a number
1760 else: # key == "IHREAL"
1766 if n <= 0: # abort command
1771 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1774 scanner.chew() # User requested more torps than available
1775 continue # Go back around
1776 break # All is good, go to next stage
1780 key = scanner.nexttok()
1781 if i == 0 and key == "IHEOL":
1782 break # no coordinate waiting, we will try prompting
1783 if i == 1 and key == "IHEOL":
1784 # direct all torpedoes at one target
1786 target.append(target[0])
1787 tcourse.append(tcourse[0])
1790 scanner.push(scanner.token)
1791 target.append(scanner.getcoord())
1792 if target[-1] is None:
1794 tcourse.append(targetcheck(target[-1]))
1795 if tcourse[-1] is None:
1798 if len(target) == 0:
1799 # prompt for each one
1801 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1803 target.append(scanner.getcoord())
1804 if target[-1] is None:
1806 tcourse.append(targetcheck(target[-1]))
1807 if tcourse[-1] is None:
1810 # Loop for moving <n> torpedoes
1812 if game.condition != "docked":
1814 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1815 if math.fabs(dispersion) >= 0.47:
1817 dispersion *= rnd.real(1.2, 2.2)
1819 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1821 prouts(_("***TORPEDO MISFIRES."))
1824 prout(_(" Remainder of burst aborted."))
1825 if rnd.withprob(0.2):
1826 prout(_("***Photon tubes damaged by misfire."))
1827 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1831 elif game.shldup or game.condition == "docked":
1832 dispersion *= 1.0 + 0.0001*game.shield
1833 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1834 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1840 "Check for phasers overheating."
1842 checkburn = (rpow-1500.0)*0.00038
1843 if rnd.withprob(checkburn):
1844 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1845 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1847 def checkshctrl(rpow):
1848 "Check shield control."
1850 if rnd.withprob(0.998):
1851 prout(_("Shields lowered."))
1853 # Something bad has happened
1854 prouts(_("***RED ALERT! RED ALERT!"))
1856 hit = rpow*game.shield/game.inshld
1857 game.energy -= rpow+hit*0.8
1858 game.shield -= hit*0.2
1859 if game.energy <= 0.0:
1860 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1865 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1867 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1868 icas = rnd.integer(int(hit*0.012))
1873 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1874 prout(_(" %d casualties so far.\"") % icas)
1876 game.state.crew -= icas
1878 prout(_("Phaser energy dispersed by shields."))
1879 prout(_("Enemy unaffected."))
1884 "Register a phaser hit on Klingons and Romulans."
1891 dustfac = rnd.real(0.9, 1.0)
1892 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1893 kpini = game.enemies[kk].power
1894 kp = math.fabs(kpini)
1895 if PHASEFAC*hit < kp:
1897 if game.enemies[kk].power < 0:
1898 game.enemies[kk].power -= -kp
1900 game.enemies[kk].power -= kp
1901 kpow = game.enemies[kk].power
1902 w = game.enemies[kk].location
1904 if not damaged(DSRSENS):
1906 proutn(_("%d unit hit on ") % int(hit))
1908 proutn(_("Very small hit on "))
1909 ienm = game.quad[w.i][w.j]
1912 proutn(crmena(False, ienm, "sector", w))
1921 else: # decide whether or not to emasculate klingon
1922 # pylint: disable=chained-comparison
1923 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1924 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1925 prout(_(" has just lost its firepower.\""))
1926 game.enemies[kk].power = -kpow
1931 "Fire phasers at bad guys."
1935 irec = 0 # Cheating inhibitor
1944 # SR sensors and Computer are needed for automode
1945 if damaged(DSRSENS) or damaged(DCOMPTR):
1947 if game.condition == "docked":
1948 prout(_("Phasers can't be fired through base shields."))
1951 if damaged(DPHASER):
1952 prout(_("Phaser control damaged."))
1956 if damaged(DSHCTRL):
1957 prout(_("High speed shield control damaged."))
1960 if game.energy <= 200.0:
1961 prout(_("Insufficient energy to activate high-speed shield control."))
1964 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1966 # Original code so convoluted, I re-did it all
1967 # (That was Tom Almy talking about the C code, I think -- ESR)
1968 while automode == "NOTSET":
1969 key = scanner.nexttok()
1970 if key == "IHALPHA":
1971 if scanner.sees("manual"):
1972 if len(game.enemies)==0:
1973 prout(_("There is no enemy present to select."))
1976 automode = "AUTOMATIC"
1979 key = scanner.nexttok()
1980 elif scanner.sees("automatic"):
1981 if (not itarg) and len(game.enemies) != 0:
1982 automode = "FORCEMAN"
1984 if len(game.enemies)==0:
1985 prout(_("Energy will be expended into space."))
1986 automode = "AUTOMATIC"
1987 key = scanner.nexttok()
1988 elif scanner.sees("no"):
1993 elif key == "IHREAL":
1994 if len(game.enemies)==0:
1995 prout(_("Energy will be expended into space."))
1996 automode = "AUTOMATIC"
1998 automode = "FORCEMAN"
2000 automode = "AUTOMATIC"
2003 if len(game.enemies)==0:
2004 prout(_("Energy will be expended into space."))
2005 automode = "AUTOMATIC"
2007 automode = "FORCEMAN"
2009 proutn(_("Manual or automatic? "))
2014 if automode == "AUTOMATIC":
2015 if key == "IHALPHA" and scanner.sees("no"):
2017 key = scanner.nexttok()
2018 if key != "IHREAL" and len(game.enemies) != 0:
2019 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2024 for i in range(len(game.enemies)):
2025 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2027 proutn(_("%d units required. ") % irec)
2029 proutn(_("Units to fire= "))
2030 key = scanner.nexttok()
2035 proutn(_("Energy available= %.2f") % avail)
2038 if not rpow > avail:
2044 key = scanner.nexttok()
2045 if key == "IHALPHA" and scanner.sees("no"):
2048 game.energy -= 200 # Go and do it!
2049 if checkshctrl(rpow):
2054 if len(game.enemies):
2057 for i in range(len(game.enemies)):
2061 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2062 over = rnd.real(1.01, 1.06) * hits[i]
2064 powrem -= hits[i] + over
2065 if powrem <= 0 and temp < hits[i]:
2074 if extra > 0 and not game.alldone:
2076 proutn(_("*** Tholian web absorbs "))
2077 if len(game.enemies)>0:
2078 proutn(_("excess "))
2079 prout(_("phaser energy."))
2081 prout(_("%d expended on empty space.") % int(extra))
2082 elif automode == "FORCEMAN":
2085 if damaged(DCOMPTR):
2086 prout(_("Battle computer damaged, manual fire only."))
2089 prouts(_("---WORKING---"))
2091 prout(_("Short-range-sensors-damaged"))
2092 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2093 prout(_("Manual-fire-must-be-used"))
2095 elif automode == "MANUAL":
2097 for k in range(len(game.enemies)):
2098 aim = game.enemies[k].location
2099 ienm = game.quad[aim.i][aim.j]
2101 proutn(_("Energy available= %.2f") % (avail-0.006))
2105 if damaged(DSRSENS) and \
2106 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2107 prout(cramen(ienm) + _(" can't be located without short range scan."))
2110 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2114 if itarg and k > kz:
2115 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2118 if not damaged(DCOMPTR):
2123 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2124 key = scanner.nexttok()
2125 if key == "IHALPHA" and scanner.sees("no"):
2127 key = scanner.nexttok()
2129 if key == "IHALPHA":
2133 if k == 1: # Let me say I'm baffled by this
2136 if scanner.real < 0:
2140 hits.append(scanner.real)
2141 rpow += scanner.real
2142 # If total requested is too much, inform and start over
2144 prout(_("Available energy exceeded -- try again."))
2147 key = scanner.nexttok() # scan for next value
2149 # zero energy -- abort
2152 if key == "IHALPHA" and scanner.sees("no"):
2157 game.energy -= 200.0
2158 if checkshctrl(rpow):
2162 # Say shield raised or malfunction, if necessary
2168 if rnd.withprob(0.01):
2169 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2170 prouts(_(" CLICK CLICK POP . . ."))
2171 prout(_(" No response, sir!"))
2174 prout(_("Shields raised."))
2181 game.ididit = False # Nothing if we fail
2184 # Make sure there is room in the brig
2185 if game.brigfree == 0:
2186 prout(_("Security reports the brig is already full."))
2190 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2193 if damaged(DTRANSP):
2194 prout(_("Scotty- \"Transporter damaged, sir.\""))
2197 # find out if there are any at all
2199 prout(_("Uhura- \"Getting no response, sir.\""))
2202 # if there is more than one Klingon, find out which one
2203 # Cruddy, just takes one at random. Should ask the captain.
2204 # Nah, just select the weakest one since it is most likely to
2205 # surrender (Tom Almy mod)
2206 klingons = [e for e in game.enemies if e.type == 'K']
2207 weakest = sorted(klingons, key=lambda e: e.power)[0]
2208 game.optime = 0.05 # This action will take some time
2209 game.ididit = True # So any others can strike back
2211 # check out that Klingon
2212 # The algorithm isn't that great and could use some more
2213 # intelligent design
2214 # x = 300 + 25*skill;
2215 x = game.energy / (weakest.power * len(klingons))
2216 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2217 # % (game.energy, weakest.power, len(klingons)))
2218 x *= 2.5 # would originally have been equivalent of 1.4,
2219 # but we want command to work more often, more humanely
2220 #prout(_("Prob = %.4f" % x))
2221 # x = 100; // For testing, of course!
2222 if x < rnd.real(100):
2223 # guess what, he surrendered!!!
2224 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2227 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2228 if i > game.brigfree:
2229 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2232 prout(_("%d captives taken") % i)
2233 deadkl(weakest.location, weakest.type, game.sector)
2238 # big surprise, he refuses to surrender
2239 prout(_("Fat chance, captain!"))
2241 # Code from events.c begins here.
2243 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2244 # event of each type active at any given time. Mostly these means we can
2245 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2246 # BSD Trek, from which we swiped the idea, can have up to 5.
2248 def unschedule(evtype):
2249 "Remove an event from the schedule."
2250 game.future[evtype].date = FOREVER
2251 return game.future[evtype]
2253 def is_scheduled(evtype):
2254 "Is an event of specified type scheduled."
2255 return game.future[evtype].date != FOREVER
2257 def scheduled(evtype):
2258 "When will this event happen?"
2259 return game.future[evtype].date
2261 def schedule(evtype, offset):
2262 "Schedule an event of specified type."
2263 game.future[evtype].date = game.state.date + offset
2264 return game.future[evtype]
2266 def postpone(evtype, offset):
2267 "Postpone a scheduled event."
2268 game.future[evtype].date += offset
2271 "Rest period is interrupted by event."
2274 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2276 game.resting = False
2282 "Run through the event queue looking for things to do."
2284 fintim = game.state.date + game.optime
2293 def tractorbeam(yank):
2294 "Tractor-beaming cases merge here."
2296 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2298 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2299 # If Kirk & Co. screwing around on planet, handle
2300 atover(True) # atover(true) is Grab
2303 if game.icraft: # Caught in Galileo?
2306 # Check to see if shuttle is aboard
2307 if game.iscraft == "offship":
2309 if rnd.withprob(0.5):
2310 prout(_("Galileo, left on the planet surface, is captured"))
2311 prout(_("by aliens and made into a flying McDonald's."))
2312 game.damage[DSHUTTL] = -10
2313 game.iscraft = "removed"
2315 prout(_("Galileo, left on the planet surface, is well hidden."))
2317 game.quadrant = game.state.kscmdr
2319 game.quadrant = game.state.kcmdr[i]
2320 game.sector = randplace(QUADSIZE)
2321 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2322 % (game.quadrant, game.sector))
2324 prout(_("(Remainder of rest/repair period cancelled.)"))
2325 game.resting = False
2327 if not damaged(DSHIELD) and game.shield > 0:
2328 doshield(shraise=True) # raise shields
2329 game.shldchg = False
2331 prout(_("(Shields not currently useable.)"))
2333 # Adjust finish time to time of tractor beaming?
2334 # fintim = game.state.date+game.optime
2335 attack(torps_ok=False)
2336 if not game.state.kcmdr:
2339 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2342 "Code merges here for any commander destroying a starbase."
2343 # Not perfect, but will have to do
2344 # Handle case where base is in same quadrant as starship
2345 if game.battle == game.quadrant:
2346 game.state.chart[game.battle.i][game.battle.j].starbase = False
2347 game.quad[game.base.i][game.base.j] = '.'
2348 game.base.invalidate()
2351 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2352 elif game.state.baseq and communicating():
2353 # Get word via subspace radio
2356 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2357 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2359 prout(_("the Klingon Super-Commander"))
2361 prout(_("a Klingon Commander"))
2362 game.state.chart[game.battle.i][game.battle.j].starbase = False
2363 # Remove Starbase from galaxy
2364 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2365 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2367 # reinstate a commander's base attack
2371 game.battle.invalidate()
2373 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2374 for i in range(1, NEVENTS):
2375 if i == FSNOVA: proutn("=== Supernova ")
2376 elif i == FTBEAM: proutn("=== T Beam ")
2377 elif i == FSNAP: proutn("=== Snapshot ")
2378 elif i == FBATTAK: proutn("=== Base Attack ")
2379 elif i == FCDBAS: proutn("=== Base Destroy ")
2380 elif i == FSCMOVE: proutn("=== SC Move ")
2381 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2382 elif i == FDSPROB: proutn("=== Probe Move ")
2383 elif i == FDISTR: proutn("=== Distress Call ")
2384 elif i == FENSLV: proutn("=== Enslavement ")
2385 elif i == FREPRO: proutn("=== Klingon Build ")
2387 prout("%.2f" % (scheduled(i)))
2390 radio_was_broken = damaged(DRADIO)
2393 # Select earliest extraneous event, evcode==0 if no events
2398 for l in range(1, NEVENTS):
2399 if game.future[l].date < datemin:
2402 prout("== Event %d fires" % evcode)
2403 datemin = game.future[l].date
2404 xtime = datemin-game.state.date
2406 game.energy -= xtime*500.0
2407 if game.energy <= 0:
2410 game.state.date = datemin
2411 # Decrement Federation resources and recompute remaining time
2412 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2414 if game.state.remtime <= 0:
2417 # Any crew left alive?
2418 if game.state.crew <= 0:
2421 # Is life support adequate?
2422 if damaged(DLIFSUP) and game.condition != "docked":
2423 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2426 game.lsupres -= xtime
2427 if game.damage[DLIFSUP] <= xtime:
2428 game.lsupres = game.inlsr
2431 if game.condition == "docked":
2433 # Don't fix Deathray here
2434 for l in range(NDEVICES):
2435 if game.damage[l] > 0.0 and l != DDRAY:
2436 if game.damage[l]-repair > 0.0:
2437 game.damage[l] -= repair
2439 game.damage[l] = 0.0
2440 # If radio repaired, update star chart and attack reports
2441 if radio_was_broken and not damaged(DRADIO):
2442 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2443 prout(_(" surveillance reports are coming in."))
2445 if not game.iseenit:
2449 prout(_(" The star chart is now up to date.\""))
2451 # Cause extraneous event EVCODE to occur
2452 game.optime -= xtime
2453 if evcode == FSNOVA: # Supernova
2456 schedule(FSNOVA, expran(0.5*game.intime))
2457 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2459 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2460 if game.state.nscrem == 0 or game.iscloaked or \
2461 ictbeam or istract or \
2462 game.condition == "docked" or game.isatb == 1 or game.iscate:
2464 if game.ientesc or \
2465 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2466 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2467 (damaged(DSHIELD) and \
2468 (game.energy < 2500 or damaged(DPHASER)) and \
2469 (game.torps < 5 or damaged(DPHOTON))):
2471 istract = ictbeam = True
2472 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2475 elif evcode == FTBEAM: # Tractor beam
2476 if not game.state.kcmdr:
2479 i = rnd.integer(len(game.state.kcmdr))
2480 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2481 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2482 # Drats! Have to reschedule
2484 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2488 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2489 game.snapsht = copy.deepcopy(game.state)
2490 game.state.snap = True
2491 schedule(FSNAP, expran(0.5 * game.intime))
2492 elif evcode == FBATTAK: # Commander attacks starbase
2493 if not game.state.kcmdr or not game.state.baseq:
2498 ibq = None # Force battle location to persist past loop
2500 for ibq in game.state.baseq:
2501 for cmdr in game.state.kcmdr:
2502 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2504 # no match found -- try later
2505 schedule(FBATTAK, expran(0.3*game.intime))
2510 # commander + starbase combination found -- launch attack
2512 schedule(FCDBAS, rnd.real(1.0, 4.0))
2513 if game.isatb: # extra time if SC already attacking
2514 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2515 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2516 game.iseenit = False
2517 if not communicating():
2518 continue # No warning :-(
2522 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2523 prout(_(" reports that it is under attack and that it can"))
2524 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2527 elif evcode == FSCDBAS: # Supercommander destroys base
2530 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2531 continue # WAS RETURN!
2533 game.battle = game.state.kscmdr
2535 elif evcode == FCDBAS: # Commander succeeds in destroying base
2536 if evcode == FCDBAS:
2538 if not game.state.baseq \
2539 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2540 game.battle.invalidate()
2542 # find the lucky pair
2543 for cmdr in game.state.kcmdr:
2544 if cmdr == game.battle:
2547 # No action to take after all
2550 elif evcode == FSCMOVE: # Supercommander moves
2551 schedule(FSCMOVE, 0.2777)
2552 if not game.ientesc and not istract and game.isatb != 1 and \
2553 (not game.iscate or not game.justin):
2555 elif evcode == FDSPROB: # Move deep space probe
2556 schedule(FDSPROB, 0.01)
2557 if not game.probe.nexttok():
2558 if not game.probe.quadrant().valid_quadrant() or \
2559 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2560 # Left galaxy or ran into supernova
2564 proutn(_("Lt. Uhura- \"The deep space probe "))
2565 if not game.probe.quadrant().valid_quadrant():
2566 prout(_("has left the galaxy.\""))
2568 prout(_("is no longer transmitting.\""))
2574 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2575 pquad = game.probe.quadrant()
2576 pdest = game.state.galaxy[pquad.i][pquad.j]
2578 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2579 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2580 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2581 pdest.charted = True
2582 game.probe.moves -= 1 # One less to travel
2583 if game.probe.arrived() and game.isarmed and pdest.stars:
2584 supernova(game.probe.quadrant()) # fire in the hole!
2586 if game.state.galaxy[pquad.i][pquad.j].supernova:
2588 elif evcode == FDISTR: # inhabited system issues distress call
2590 # try a whole bunch of times to find something suitable
2591 for i in range(100):
2592 # need a quadrant which is not the current one,
2593 # which has some stars which are inhabited and
2594 # not already under attack, which is not
2595 # supernova'ed, and which has some Klingons in it
2596 w = randplace(GALSIZE)
2597 q = game.state.galaxy[w.i][w.j]
2598 if not (game.quadrant == w or q.planet is None or \
2599 not q.planet.inhabited or \
2600 q.supernova or q.status!="secure" or q.klingons<=0):
2603 # can't seem to find one; ignore this call
2605 prout("=== Couldn't find location for distress event.")
2607 # got one!! Schedule its enslavement
2608 ev = schedule(FENSLV, expran(game.intime))
2610 q.status = "distressed"
2611 # tell the captain about it if we can
2613 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2614 % (q.planet, repr(w)))
2615 prout(_("by a Klingon invasion fleet."))
2618 elif evcode == FENSLV: # starsystem is enslaved
2619 ev = unschedule(FENSLV)
2620 # see if current distress call still active
2621 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2625 q.status = "enslaved"
2627 # play stork and schedule the first baby
2628 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2629 ev2.quadrant = ev.quadrant
2631 # report the disaster if we can
2633 prout(_("Uhura- We've lost contact with starsystem %s") % \
2635 prout(_("in Quadrant %s.\n") % ev.quadrant)
2636 elif evcode == FREPRO: # Klingon reproduces
2637 # If we ever switch to a real event queue, we'll need to
2638 # explicitly retrieve and restore the x and y.
2639 ev = schedule(FREPRO, expran(1.0 * game.intime))
2640 # see if current distress call still active
2641 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2645 if game.remkl() >= MAXKLGAME:
2646 continue # full right now
2647 # reproduce one Klingon
2650 if game.klhere >= MAXKLQUAD:
2652 # this quadrant not ok, pick an adjacent one
2653 for m.i in range(w.i - 1, w.i + 2):
2654 for m.j in range(w.j - 1, w.j + 2):
2655 if not m.valid_quadrant():
2657 q = game.state.galaxy[m.i][m.j]
2658 # check for this quad ok (not full & no snova)
2659 if q.klingons >= MAXKLQUAD or q.supernova:
2662 # search for eligible quadrant failed
2668 if game.quadrant == w:
2670 newkling() # also adds it to game.enemies
2671 # recompute time left
2674 if game.quadrant == w:
2675 prout(_("Spock- sensors indicate the Klingons have"))
2676 prout(_("launched a warship from %s.") % q.planet)
2678 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2679 if q.planet is not None:
2680 proutn(_("near %s ") % q.planet)
2681 prout(_("in Quadrant %s.") % w)
2687 key = scanner.nexttok()
2690 proutn(_("How long? "))
2695 origTime = delay = scanner.real
2698 if delay >= game.state.remtime or len(game.enemies) != 0:
2699 proutn(_("Are you sure? "))
2702 # Alternate resting periods (events) with attacks
2706 game.resting = False
2707 if not game.resting:
2708 prout(_("%d stardates left.") % int(game.state.remtime))
2710 temp = game.optime = delay
2711 if len(game.enemies):
2712 rtime = rnd.real(1.0, 2.0)
2716 if game.optime < delay:
2717 attack(torps_ok=False)
2725 # Repair Deathray if long rest at starbase
2726 if origTime-delay >= 9.99 and game.condition == "docked":
2727 game.damage[DDRAY] = 0.0
2728 # leave if quadrant supernovas
2729 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2731 game.resting = False
2736 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2737 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2738 if rnd.withprob(0.05):
2739 # Wow! We've supernova'ed
2740 supernova(game.quadrant)
2742 # handle initial nova
2743 game.quad[nov.i][nov.j] = '.'
2744 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2745 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2746 game.state.starkl += 1
2747 # Set up queue to recursively trigger adjacent stars
2753 for offset.i in range(-1, 1+1):
2754 for offset.j in range(-1, 1+1):
2755 if offset.j == 0 and offset.i == 0:
2757 neighbor = start + offset
2758 if not neighbor.valid_sector():
2760 iquad = game.quad[neighbor.i][neighbor.j]
2761 # Empty space ends reaction
2762 if iquad in ('.', '?', ' ', 'T', '#'):
2764 elif iquad == '*': # Affect another star
2765 if rnd.withprob(0.05):
2766 # This star supernovas
2767 supernova(game.quadrant)
2770 hits.append(neighbor)
2771 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2772 game.state.starkl += 1
2773 proutn(crmena(True, '*', "sector", neighbor))
2775 game.quad[neighbor.i][neighbor.j] = '.'
2777 elif iquad in ('P', '@'): # Destroy planet
2778 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2780 game.state.nplankl += 1
2782 game.state.nworldkl += 1
2783 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2784 game.iplnet.pclass = "destroyed"
2786 game.plnet.invalidate()
2790 game.quad[neighbor.i][neighbor.j] = '.'
2791 elif iquad == 'B': # Destroy base
2792 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2793 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2794 game.base.invalidate()
2795 game.state.basekl += 1
2797 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2798 game.quad[neighbor.i][neighbor.j] = '.'
2799 elif iquad in ('E', 'F'): # Buffet ship
2800 prout(_("***Starship buffeted by nova."))
2802 if game.shield >= 2000.0:
2803 game.shield -= 2000.0
2805 diff = 2000.0 - game.shield
2809 prout(_("***Shields knocked out."))
2810 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2812 game.energy -= 2000.0
2813 if game.energy <= 0:
2816 # add in course nova contributes to kicking starship
2818 bump += (game.sector-hits[-1]).sgn()
2819 elif iquad == 'K': # kill klingon
2820 deadkl(neighbor, iquad, neighbor)
2821 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2823 for ll in range(len(game.enemies)):
2824 if game.enemies[ll].location == neighbor:
2825 target = game.enemies[ll]
2827 if target is not None:
2828 target.power -= 800.0 # If firepower is lost, die
2829 if target.power <= 0.0:
2830 deadkl(neighbor, iquad, neighbor)
2831 continue # neighbor loop
2832 # Else enemy gets flung by the blast wave
2833 newc = neighbor + neighbor - start
2834 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2835 if not newc.valid_sector():
2836 # can't leave quadrant
2839 iquad1 = game.quad[newc.i][newc.j]
2841 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2843 deadkl(neighbor, iquad, newc)
2846 # can't move into something else
2849 proutn(_(", buffeted to Sector %s") % newc)
2850 game.quad[neighbor.i][neighbor.j] = '.'
2851 game.quad[newc.i][newc.j] = iquad
2853 # Starship affected by nova -- kick it away.
2855 direc = ncourse[3*(bump.i+1)+bump.j+2]
2860 scourse = course(bearing=direc, distance=dist)
2861 game.optime = scourse.time(w=4)
2863 prout(_("Force of nova displaces starship."))
2864 imove(scourse, noattack=True)
2865 game.optime = scourse.time(w=4)
2869 "Star goes supernova."
2874 # Scheduled supernova -- select star at random.
2877 for nq.i in range(GALSIZE):
2878 for nq.j in range(GALSIZE):
2879 nstars += game.state.galaxy[nq.i][nq.j].stars
2881 return # nothing to supernova exists
2882 num = rnd.integer(nstars) + 1
2883 for nq.i in range(GALSIZE):
2884 for nq.j in range(GALSIZE):
2885 num -= game.state.galaxy[nq.i][nq.j].stars
2891 proutn("=== Super nova here?")
2894 if nq != game.quadrant or game.justin:
2895 # it isn't here, or we just entered (treat as enroute)
2898 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2899 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2902 # we are in the quadrant!
2903 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2904 for ns.i in range(QUADSIZE):
2905 for ns.j in range(QUADSIZE):
2906 if game.quad[ns.i][ns.j]=='*':
2913 prouts(_("***RED ALERT! RED ALERT!"))
2915 prout(_("***Incipient supernova detected at Sector %s") % ns)
2916 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2917 proutn(_("Emergency override attempts t"))
2918 prouts("***************")
2922 # destroy any Klingons in supernovaed quadrant
2923 game.state.galaxy[nq.i][nq.j].klingons = 0
2924 if nq == game.state.kscmdr:
2925 # did in the Supercommander!
2926 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2930 # Changing this to [w for w in game.state.kcmdr if w != nq]
2931 # causes regression-test failure
2932 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2933 #comkills = len(game.state.kcmdr) - len(survivors)
2934 game.state.kcmdr = survivors
2935 if not game.state.kcmdr:
2937 # destroy Romulans and planets in supernovaed quadrant
2938 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2939 game.state.galaxy[nq.i][nq.j].romulans = 0
2940 game.state.nromrem -= nrmdead
2942 for loop in range(game.inplan):
2943 if game.state.planets[loop].quadrant == nq:
2944 game.state.planets[loop].pclass = "destroyed"
2946 # Destroy any base in supernovaed quadrant
2947 game.state.baseq = [x for x in game.state.baseq if x != nq]
2948 # If starship caused supernova, tally up destruction
2950 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2951 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2952 game.state.nplankl += npdead
2953 # mark supernova in galaxy and in star chart
2954 if game.quadrant == nq or communicating():
2955 game.state.galaxy[nq.i][nq.j].supernova = True
2956 # If supernova destroys last Klingons give special message
2957 if game.unwon()==0 and nq != game.quadrant:
2960 prout(_("Lucky you!"))
2961 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2964 # if some Klingons remain, continue or die in supernova
2969 # Code from finish.c ends here.
2972 "Self-destruct maneuver. Finish with a BANG!"
2974 if damaged(DCOMPTR):
2975 prout(_("Computer damaged; cannot execute destruct sequence."))
2977 prouts(_("---WORKING---")); skip(1)
2978 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2979 prouts(" 10"); skip(1)
2980 prouts(" 9"); skip(1)
2981 prouts(" 8"); skip(1)
2982 prouts(" 7"); skip(1)
2983 prouts(" 6"); skip(1)
2985 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2987 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2989 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2992 if game.passwd != scanner.token:
2993 prouts(_("PASSWORD-REJECTED;"))
2995 prouts(_("CONTINUITY-EFFECTED"))
2998 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2999 prouts(" 5"); skip(1)
3000 prouts(" 4"); skip(1)
3001 prouts(" 3"); skip(1)
3002 prouts(" 2"); skip(1)
3003 prouts(" 1"); skip(1)
3004 if rnd.withprob(0.15):
3005 prouts(_("GOODBYE-CRUEL-WORLD"))
3013 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3017 if len(game.enemies) != 0:
3018 whammo = 25.0 * game.energy
3019 for e in game.enemies[::-1]:
3020 if e.power*e.kdist <= whammo:
3021 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3025 "Compute our rate of kils over time."
3026 elapsed = game.state.date - game.indate
3027 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3030 starting = (game.inkling + game.incom + game.inscom)
3031 remaining = game.unwon()
3032 return (starting - remaining)/elapsed
3036 badpt = 5.0*game.state.starkl + \
3038 10.0*game.state.nplankl + \
3039 300*game.state.nworldkl + \
3041 100.0*game.state.basekl +\
3042 3.0*game.abandoned +\
3044 if game.ship == 'F':
3046 elif game.ship is None:
3051 # end the game, with appropriate notifications
3055 prout(_("It is stardate %.1f.") % game.state.date)
3057 if ifin == FWON: # Game has been won
3058 if game.state.nromrem != 0:
3059 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3062 prout(_("You have smashed the Klingon invasion fleet and saved"))
3063 prout(_("the Federation."))
3064 if game.alive and game.brigcapacity-game.brigfree > 0:
3065 game.kcaptured += game.brigcapacity-game.brigfree
3066 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3071 badpt = 0.0 # Close enough!
3072 # killsPerDate >= RateMax
3073 if game.state.date-game.indate < 5.0 or \
3074 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3076 prout(_("In fact, you have done so well that Starfleet Command"))
3077 if game.skill == SKILL_NOVICE:
3078 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3079 elif game.skill == SKILL_FAIR:
3080 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3081 elif game.skill == SKILL_GOOD:
3082 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3083 elif game.skill == SKILL_EXPERT:
3084 prout(_("promotes you to Commodore Emeritus."))
3086 prout(_("Now that you think you're really good, try playing"))
3087 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3088 elif game.skill == SKILL_EMERITUS:
3090 proutn(_("Computer- "))
3091 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3093 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3095 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3097 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3099 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3101 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3103 prout(_("Now you can retire and write your own Star Trek game!"))
3105 elif game.skill >= SKILL_EXPERT:
3106 if game.thawed and not game.idebug:
3107 prout(_("You cannot get a citation, so..."))
3109 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3113 # Only grant long life if alive (original didn't!)
3115 prout(_("LIVE LONG AND PROSPER."))
3120 elif ifin == FDEPLETE: # Federation Resources Depleted
3121 prout(_("Your time has run out and the Federation has been"))
3122 prout(_("conquered. Your starship is now Klingon property,"))
3123 prout(_("and you are put on trial as a war criminal. On the"))
3124 proutn(_("basis of your record, you are "))
3125 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3126 prout(_("acquitted."))
3128 prout(_("LIVE LONG AND PROSPER."))
3130 prout(_("found guilty and"))
3131 prout(_("sentenced to death by slow torture."))
3135 elif ifin == FLIFESUP:
3136 prout(_("Your life support reserves have run out, and"))
3137 prout(_("you die of thirst, starvation, and asphyxiation."))
3138 prout(_("Your starship is a derelict in space."))
3140 prout(_("Your energy supply is exhausted."))
3142 prout(_("Your starship is a derelict in space."))
3143 elif ifin == FBATTLE:
3144 prout(_("The %s has been destroyed in battle.") % crmshp())
3146 prout(_("Dulce et decorum est pro patria mori."))
3148 prout(_("You have made three attempts to cross the negative energy"))
3149 prout(_("barrier which surrounds the galaxy."))
3151 prout(_("Your navigation is abominable."))
3154 prout(_("Your starship has been destroyed by a nova."))
3155 prout(_("That was a great shot."))
3157 elif ifin == FSNOVAED:
3158 prout(_("The %s has been fried by a supernova.") % crmshp())
3159 prout(_("...Not even cinders remain..."))
3160 elif ifin == FABANDN:
3161 prout(_("You have been captured by the Klingons. If you still"))
3162 prout(_("had a starbase to be returned to, you would have been"))
3163 prout(_("repatriated and given another chance. Since you have"))
3164 prout(_("no starbases, you will be mercilessly tortured to death."))
3165 elif ifin == FDILITHIUM:
3166 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3167 elif ifin == FMATERIALIZE:
3168 prout(_("Starbase was unable to re-materialize your starship."))
3169 prout(_("Sic transit gloria mundi"))
3170 elif ifin == FPHASER:
3171 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3173 prout(_("You and your landing party have been"))
3174 prout(_("converted to energy, dissipating through space."))
3175 elif ifin == FMINING:
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 prout(_("The Galileo is instantly annihilated by the supernova."))
3189 prout(_("You and your mining party are atomized."))
3191 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3192 prout(_("joins the Romulans, wreaking terror on the Federation."))
3193 elif ifin == FPNOVA:
3194 prout(_("You and your mining party are atomized."))
3196 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3197 prout(_("joins the Romulans, wreaking terror on the Federation."))
3198 elif ifin == FSTRACTOR:
3199 prout(_("The shuttle craft Galileo is also caught,"))
3200 prout(_("and breaks up under the strain."))
3202 prout(_("Your debris is scattered for millions of miles."))
3203 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3205 prout(_("The mutants attack and kill Spock."))
3206 prout(_("Your ship is captured by Klingons, and"))
3207 prout(_("your crew is put on display in a Klingon zoo."))
3208 elif ifin == FTRIBBLE:
3209 prout(_("Tribbles consume all remaining water,"))
3210 prout(_("food, and oxygen on your ship."))
3212 prout(_("You die of thirst, starvation, and asphyxiation."))
3213 prout(_("Your starship is a derelict in space."))
3215 prout(_("Your ship is drawn to the center of the black hole."))
3216 prout(_("You are crushed into extremely dense matter."))
3217 elif ifin == FCLOAK:
3219 prout(_("You have violated the Treaty of Algeron."))
3220 prout(_("The Romulan Empire can never trust you again."))
3222 prout(_("Your last crew member has died."))
3223 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3224 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3225 prout(_("You may have missed some warning messages."))
3227 if game.ship == 'F':
3229 elif game.ship == 'E':
3232 if game.unwon() != 0:
3233 goodies = game.state.remres/game.inresor
3234 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3235 if goodies/baddies >= rnd.real(1.0, 1.5):
3236 prout(_("As a result of your actions, a treaty with the Klingon"))
3237 prout(_("Empire has been signed. The terms of the treaty are"))
3238 if goodies/baddies >= rnd.real(3.0):
3239 prout(_("favorable to the Federation."))
3241 prout(_("Congratulations!"))
3243 prout(_("highly unfavorable to the Federation."))
3245 prout(_("The Federation will be destroyed."))
3247 prout(_("Since you took the last Klingon with you, you are a"))
3248 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3249 prout(_("statue in your memory. Rest in peace, and try not"))
3250 prout(_("to think about pigeons."))
3253 scanner.chew() # Clean up leftovers
3256 "Compute player's score."
3257 timused = game.state.date - game.indate
3258 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3260 game.perdate = killrate()
3261 ithperd = 500*game.perdate + 0.5
3264 iwon = 100*game.skill
3265 if game.ship == 'E':
3267 elif game.ship == 'F':
3271 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3272 game.score = 10*(dead_ordinaries)\
3273 + 50*(game.incom - len(game.state.kcmdr)) \
3275 + 20*(game.inrom - game.state.nromrem) \
3276 + 200*(game.inscom - game.state.nscrem) \
3277 - game.state.nromrem \
3278 + 3 * game.kcaptured \
3283 prout(_("Your score --"))
3284 if game.inrom - game.state.nromrem:
3285 prout(_("%6d Romulans destroyed %5d") %
3286 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3287 if game.state.nromrem and game.gamewon:
3288 prout(_("%6d Romulans captured %5d") %
3289 (game.state.nromrem, game.state.nromrem))
3291 prout(_("%6d ordinary Klingons destroyed %5d") %
3292 (dead_ordinaries, 10*dead_ordinaries))
3293 if game.incom - len(game.state.kcmdr):
3294 prout(_("%6d Klingon commanders destroyed %5d") %
3295 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3297 prout(_("%d Klingons captured %5d") %
3298 (game.kcaptured, 3 * game.kcaptured))
3299 if game.inscom - game.state.nscrem:
3300 prout(_("%6d Super-Commander destroyed %5d") %
3301 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3303 prout(_("%6.2f Klingons per stardate %5d") %
3304 (game.perdate, ithperd))
3305 if game.state.starkl:
3306 prout(_("%6d stars destroyed by your action %5d") %
3307 (game.state.starkl, -5*game.state.starkl))
3308 if game.state.nplankl:
3309 prout(_("%6d planets destroyed by your action %5d") %
3310 (game.state.nplankl, -10*game.state.nplankl))
3311 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3312 prout(_("%6d inhabited planets destroyed by your action %5d") %
3313 (game.state.nworldkl, -300*game.state.nworldkl))
3314 if game.state.basekl:
3315 prout(_("%6d bases destroyed by your action %5d") %
3316 (game.state.basekl, -100*game.state.basekl))
3318 prout(_("%6d calls for help from starbase %5d") %
3319 (game.nhelp, -45*game.nhelp))
3321 prout(_("%6d casualties incurred %5d") %
3322 (game.casual, -game.casual))
3324 prout(_("%6d crew abandoned in space %5d") %
3325 (game.abandoned, -3*game.abandoned))
3327 prout(_("%6d ship(s) lost or destroyed %5d") %
3328 (klship, -100*klship))
3330 if game.ncviol == 1:
3331 prout(_("1 Treaty of Algeron violation -100"))
3333 prout(_("%6d Treaty of Algeron violations %5d\n") %
3334 (game.ncviol, -100*game.ncviol))
3336 prout(_("Penalty for getting yourself killed -200"))
3338 proutn(_("Bonus for winning "))
3339 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3340 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3341 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3342 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3343 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3344 prout(" %5d" % iwon)
3346 prout(_("TOTAL SCORE %5d") % game.score)
3349 "Emit winner's commemmorative plaque."
3352 proutn(_("File or device name for your plaque: "))
3355 fp = open(winner, "w")
3358 prout(_("Invalid name."))
3360 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3362 # The 38 below must be 64 for 132-column paper
3363 nskip = 38 - len(winner)/2
3364 # This is where the ASCII art picture was emitted.
3365 # It got garbled somewhere in the chain of transmission to the Almy version.
3366 # We should restore it if we can find old enough FORTRAN sources.
3368 fp.write(_(" U. S. S. ENTERPRISE\n"))
3369 fp.write("\n\n\n\n")
3370 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3372 fp.write(_(" Starfleet Command bestows to you\n"))
3374 fp.write("%*s%s\n\n" % (nskip, "", winner))
3375 fp.write(_(" the rank of\n\n"))
3376 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3378 if game.skill == SKILL_EXPERT:
3379 fp.write(_(" Expert level\n\n"))
3380 elif game.skill == SKILL_EMERITUS:
3381 fp.write(_("Emeritus level\n\n"))
3383 fp.write(_(" Cheat level\n\n"))
3384 timestring = time.ctime()
3385 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3386 (timestring+4, timestring+20, timestring+11))
3387 fp.write(_(" Your score: %d\n\n") % game.score)
3388 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3391 # Code from io.c begins here
3393 rows = linecount = 0 # for paging
3396 fullscreen_window = None
3397 srscan_window = None # Short range scan
3398 report_window = None # Report legends for status window
3399 status_window = None # The status window itself
3400 lrscan_window = None # Long range scan
3401 message_window = None # Main window for scrolling text
3402 prompt_window = None # Prompt window at bottom of display
3407 # for some recent versions of python2, the following enables UTF8
3408 # for the older ones we probably need to set C locale, and python3
3409 # has no problems at all
3410 if sys.version_info[0] < 3:
3411 locale.setlocale(locale.LC_ALL, "")
3412 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3413 gettext.textdomain("sst")
3414 if not (game.options & OPTION_CURSES):
3415 ln_env = os.getenv("LINES")
3421 stdscr = curses.initscr()
3425 if game.options & OPTION_COLOR:
3426 curses.start_color()
3427 curses.use_default_colors()
3428 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3429 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3430 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3431 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3432 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3433 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3434 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3435 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3436 global fullscreen_window, srscan_window, report_window, status_window
3437 global lrscan_window, message_window, prompt_window
3438 (rows, _columns) = stdscr.getmaxyx()
3439 fullscreen_window = stdscr
3440 srscan_window = curses.newwin(12, 25, 0, 0)
3441 report_window = curses.newwin(11, 0, 1, 25)
3442 status_window = curses.newwin(10, 0, 1, 39)
3443 lrscan_window = curses.newwin(5, 0, 0, 64)
3444 message_window = curses.newwin(0, 0, 12, 0)
3445 prompt_window = curses.newwin(1, 0, rows-2, 0)
3446 message_window.scrollok(True)
3447 setwnd(fullscreen_window)
3451 if game.options & OPTION_CURSES:
3452 stdscr.keypad(False)
3458 "Wait for user action -- OK to do nothing if on a TTY"
3459 if game.options & OPTION_CURSES:
3464 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3468 if game.skill > SKILL_FAIR:
3469 prompt = _("[CONTINUE?]")
3471 prompt = _("[PRESS ENTER TO CONTINUE]")
3473 if game.options & OPTION_CURSES:
3475 setwnd(prompt_window)
3476 prompt_window.clear()
3477 prompt_window.addstr(prompt)
3478 prompt_window.getstr()
3479 prompt_window.clear()
3480 prompt_window.refresh()
3481 setwnd(message_window)
3484 sys.stdout.write('\n')
3488 sys.stdout.write('\n' * rows)
3492 "Skip i lines. Pause game if this would cause a scrolling event."
3493 for _dummy in range(i):
3494 if game.options & OPTION_CURSES:
3495 (y, _x) = curwnd.getyx()
3498 except curses.error:
3503 if rows and linecount >= rows:
3506 sys.stdout.write('\n')
3508 def proutn(proutntline):
3509 "Utter a line with no following line feed."
3510 if game.options & OPTION_CURSES:
3511 (y, x) = curwnd.getyx()
3512 (my, _mx) = curwnd.getmaxyx()
3513 if curwnd == message_window and y >= my - 2:
3516 if logfp and game.cdebug:
3517 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3518 curwnd.addstr(proutntline)
3521 sys.stdout.write(proutntline)
3524 def prout(proutline):
3528 def prouts(proutsline):
3530 for c in proutsline:
3531 if not replayfp or replayfp.closed: # Don't slow down replays
3534 if game.options & OPTION_CURSES:
3538 if not replayfp or replayfp.closed:
3542 "Get a line of input."
3543 if game.options & OPTION_CURSES:
3544 linein = codecs.decode(curwnd.getstr()) + "\n"
3547 if replayfp and not replayfp.closed:
3549 linein = replayfp.readline()
3552 prout("*** Replay finished")
3555 elif linein[0] != "#":
3559 linein = input() + "\n"
3568 "Change windows -- OK for this to be a no-op in tty mode."
3570 if game.options & OPTION_CURSES:
3571 if game.cdebug and logfp:
3572 if wnd == fullscreen_window:
3573 legend = "fullscreen"
3574 elif wnd == srscan_window:
3576 elif wnd == report_window:
3578 elif wnd == status_window:
3580 elif wnd == lrscan_window:
3582 elif wnd == message_window:
3584 elif wnd == prompt_window:
3588 logfp.write("#curses: setwnd(%s)\n" % legend)
3590 # Some curses implementations get confused when you try this.
3592 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3593 except curses.error:
3597 "Clear to end of line -- can be a no-op in tty mode"
3598 if game.options & OPTION_CURSES:
3603 "Clear screen -- can be a no-op in tty mode."
3605 if game.options & OPTION_CURSES:
3611 def textcolor(color=DEFAULT):
3612 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3613 if color == DEFAULT:
3615 elif color == BLACK:
3616 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3618 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3619 elif color == GREEN:
3620 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3622 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3624 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3625 elif color == MAGENTA:
3626 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3627 elif color == BROWN:
3628 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3629 elif color == LIGHTGRAY:
3630 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3631 elif color == DARKGRAY:
3632 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3633 elif color == LIGHTBLUE:
3634 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3635 elif color == LIGHTGREEN:
3636 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3637 elif color == LIGHTCYAN:
3638 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3639 elif color == LIGHTRED:
3640 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3641 elif color == LIGHTMAGENTA:
3642 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3643 elif color == YELLOW:
3644 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3645 elif color == WHITE:
3646 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3649 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3650 curwnd.attron(curses.A_REVERSE)
3653 # Things past this point have policy implications.
3657 "Hook to be called after moving to redraw maps."
3658 if game.options & OPTION_CURSES:
3661 setwnd(srscan_window)
3665 setwnd(status_window)
3666 status_window.clear()
3667 status_window.move(0, 0)
3668 setwnd(report_window)
3669 report_window.clear()
3670 report_window.move(0, 0)
3672 setwnd(lrscan_window)
3673 lrscan_window.clear()
3674 lrscan_window.move(0, 0)
3675 lrscan(silent=False)
3677 def put_srscan_sym(w, sym):
3678 "Emit symbol for short-range scan."
3679 srscan_window.move(w.i+1, w.j*2+2)
3680 srscan_window.addch(sym)
3681 srscan_window.refresh()
3684 "Enemy fall down, go boom."
3685 if game.options & OPTION_CURSES:
3687 setwnd(srscan_window)
3688 srscan_window.attron(curses.A_REVERSE)
3689 put_srscan_sym(w, game.quad[w.i][w.j])
3693 srscan_window.attroff(curses.A_REVERSE)
3694 put_srscan_sym(w, game.quad[w.i][w.j])
3695 curses.delay_output(500)
3696 setwnd(message_window)
3699 "Sound and visual effects for teleportation."
3700 if game.options & OPTION_CURSES:
3702 setwnd(message_window)
3704 prouts(" . . . . . ")
3705 if game.options & OPTION_CURSES:
3706 #curses.delay_output(1000)
3710 def tracktorpedo(w, step, i, n, iquad):
3711 "Torpedo-track animation."
3712 if not game.options & OPTION_CURSES:
3716 proutn(_("Track for torpedo number %d- ") % (i+1))
3719 proutn(_("Torpedo track- "))
3720 elif step in {4, 9}:
3724 if not damaged(DSRSENS) or game.condition=="docked":
3725 if i != 0 and step == 1:
3728 if iquad in {'.', ' '}:
3729 put_srscan_sym(w, '+')
3733 put_srscan_sym(w, iquad)
3735 curwnd.attron(curses.A_REVERSE)
3736 put_srscan_sym(w, iquad)
3740 curwnd.attroff(curses.A_REVERSE)
3741 put_srscan_sym(w, iquad)
3746 "Display the current galaxy chart."
3747 if game.options & OPTION_CURSES:
3748 setwnd(message_window)
3749 message_window.clear()
3751 if game.options & OPTION_TTY:
3756 def prstat(txt, data):
3758 if game.options & OPTION_CURSES:
3760 setwnd(status_window)
3762 proutn(" " * (NSYM - len(txt)))
3765 if game.options & OPTION_CURSES:
3766 setwnd(report_window)
3768 # Code from moving.c begins here
3770 def imove(icourse=None, noattack=False):
3771 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3774 def newquadrant(noattack):
3775 # Leaving quadrant -- allow final enemy attack
3776 # Don't set up attack if being pushed by nova or cloaked
3777 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3779 for enemy in game.enemies:
3780 finald = (w - enemy.location).distance()
3781 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3782 # Stas Sergeev added the condition
3783 # that attacks only happen if Klingons
3784 # are present and your skill is good.
3785 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3786 attack(torps_ok=False)
3789 # check for edge of galaxy
3793 if icourse.final.i < 0:
3794 icourse.final.i = -icourse.final.i
3796 if icourse.final.j < 0:
3797 icourse.final.j = -icourse.final.j
3799 if icourse.final.i >= GALSIZE*QUADSIZE:
3800 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3802 if icourse.final.j >= GALSIZE*QUADSIZE:
3803 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3811 if game.nkinks == 3:
3812 # Three strikes -- you're out!
3816 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3817 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3818 prout(_("YOU WILL BE DESTROYED."))
3819 # Compute final position in new quadrant
3820 if trbeam: # Don't bother if we are to be beamed
3822 game.quadrant = icourse.final.quadrant()
3823 game.sector = icourse.final.sector()
3825 prout(_("Entering Quadrant %s.") % game.quadrant)
3826 game.quad[game.sector.i][game.sector.j] = game.ship
3828 if game.skill>SKILL_NOVICE:
3829 attack(torps_ok=False)
3831 def check_collision(h):
3832 iquad = game.quad[h.i][h.j]
3834 # object encountered in flight path
3835 stopegy = 50.0*icourse.distance/game.optime
3836 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3837 for enemy in game.enemies:
3838 if enemy.location == game.sector:
3839 collision(rammed=False, enemy=enemy)
3841 # This should not happen
3842 prout(_("Which way did he go?"))
3846 prouts(_("***RED ALERT! RED ALERT!"))
3848 proutn("***" + crmshp())
3849 proutn(_(" pulled into black hole at Sector %s") % h)
3850 # Getting pulled into a black hole was certain
3851 # death in Almy's original. Stas Sergeev added a
3852 # possibility that you'll get timewarped instead.
3854 for m in range(NDEVICES):
3855 if game.damage[m]>0:
3857 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3858 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3868 prout(_(" encounters Tholian web at %s;") % h)
3870 prout(_(" blocked by object at %s;") % h)
3871 proutn(_("Emergency stop required "))
3872 prout(_("%2d units of energy.") % int(stopegy))
3873 game.energy -= stopegy
3874 if game.energy <= 0:
3881 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3882 game.inorbit = False
3883 # If tractor beam is to occur, don't move full distance
3884 if game.state.date+game.optime >= scheduled(FTBEAM):
3886 # We can't be tractor beamed if cloaked,
3887 # so move the event into the future
3888 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3891 game.condition = "red"
3892 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3893 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3895 game.quad[game.sector.i][game.sector.j] = '.'
3896 for _m in range(icourse.moves):
3898 w = icourse.sector()
3899 if icourse.origin.quadrant() != icourse.location.quadrant():
3900 newquadrant(noattack)
3902 elif check_collision(w):
3903 prout(_("Collision detected"))
3907 # We're in destination quadrant -- compute new average enemy distances
3908 game.quad[game.sector.i][game.sector.j] = game.ship
3910 for enemy in game.enemies:
3911 finald = (w-enemy.location).distance()
3912 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3913 enemy.kdist = finald
3915 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3916 attack(torps_ok=False)
3917 for enemy in game.enemies:
3918 enemy.kavgd = enemy.kdist
3921 setwnd(message_window)
3924 "Dock our ship at a starbase."
3926 if game.condition == "docked" and verbose:
3927 prout(_("Already docked."))
3930 prout(_("You must first leave standard orbit."))
3932 if game.base is None or not game.base.valid_sector():
3933 prout(_("No starbase available for docking in this quadrant."))
3935 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3936 prout(crmshp() + _(" not adjacent to base."))
3939 prout(_("You cannot dock while cloaked."))
3941 game.condition = "docked"
3945 if game.energy < game.inenrg:
3946 game.energy = game.inenrg
3947 game.shield = game.inshld
3948 game.torps = game.intorps
3949 game.lsupres = game.inlsr
3950 game.state.crew = FULLCREW
3951 if game.brigcapacity-game.brigfree > 0:
3952 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3953 game.kcaptured += game.brigcapacity-game.brigfree
3954 game.brigfree = game.brigcapacity
3955 if communicating() and \
3956 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3957 # get attack report from base
3958 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3962 def cartesian(loc1=None, loc2=None):
3964 return game.quadrant * QUADSIZE + game.sector
3966 return game.quadrant * QUADSIZE + loc1
3968 return loc1 * QUADSIZE + loc2
3970 def getcourse(isprobe):
3971 "Get a course and distance from the user."
3973 dquad = copy.copy(game.quadrant)
3974 navmode = "unspecified"
3978 if game.landed and not isprobe:
3979 prout(_("Dummy! You can't leave standard orbit until you"))
3980 proutn(_("are back aboard the ship."))
3983 while navmode == "unspecified":
3984 if damaged(DNAVSYS):
3986 prout(_("Computer damaged; manual navigation only"))
3988 prout(_("Computer damaged; manual movement only"))
3993 key = scanner.nexttok()
3995 proutn(_("Manual or automatic- "))
3998 elif key == "IHALPHA":
3999 if scanner.sees("manual"):
4001 key = scanner.nexttok()
4003 elif scanner.sees("automatic"):
4004 navmode = "automatic"
4005 key = scanner.nexttok()
4013 prout(_("(Manual navigation assumed.)"))
4015 prout(_("(Manual movement assumed.)"))
4019 if navmode == "automatic":
4020 while key == "IHEOL":
4022 proutn(_("Target quadrant or quadrant§or- "))
4024 proutn(_("Destination sector or quadrant§or- "))
4027 key = scanner.nexttok()
4028 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4029 first = scanner.getcoord()
4033 if scanner.type == "IHEOL":
4036 scanner.push(scanner.token)
4037 second = scanner.getcoord()
4041 if second is not None:
4047 # only one pair of numbers was specified
4049 # only quadrant specified -- go to center of dest quad
4052 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4054 # only sector specified
4058 if not dquad.valid_quadrant() or not dsect.valid_sector():
4065 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4067 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4068 # the actual deltas get computed here
4069 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4070 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4072 while key == "IHEOL":
4073 proutn(_("X and Y displacements- "))
4076 key = scanner.nexttok()
4079 delta.j = scanner.real
4083 key = scanner.nexttok()
4085 delta.i = scanner.real
4086 elif key == "IHEOL":
4092 # Check for zero movement
4093 if delta.i == 0 and delta.j == 0:
4096 if itemp == "verbose" and not isprobe:
4098 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4100 return course(bearing=delta.bearing(), distance=delta.distance())
4103 def __init__(self, bearing, distance, origin=None):
4104 self.distance = distance
4105 self.bearing = bearing
4107 self.origin = cartesian(game.quadrant, game.sector)
4109 self.origin = origin
4110 # The bearing() code we inherited from FORTRAN is actually computing
4111 # clockface directions!
4112 if self.bearing < 0.0:
4113 self.bearing += 12.0
4114 self.angle = ((15.0 - self.bearing) * 0.5235988)
4115 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4116 bigger = max(abs(self.increment.i), abs(self.increment.j))
4117 self.increment /= bigger
4118 self.moves = int(round(10*self.distance*bigger))
4120 self.final = (self.location + self.moves*self.increment).roundtogrid()
4121 self.location = self.origin
4122 self.nextlocation = None
4124 self.location = self.origin
4127 return self.location.roundtogrid() == self.final
4129 "Next step on course."
4131 self.nextlocation = self.location + self.increment
4132 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4133 self.location = self.nextlocation
4136 return self.location.quadrant()
4138 return self.location.sector()
4140 return self.distance*(w**3)*(game.shldup+1)
4142 return 10.0*self.distance/w**2
4145 "Move under impulse power."
4147 if damaged(DIMPULS):
4150 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4152 if game.energy > 30.0:
4154 icourse = getcourse(isprobe=False)
4157 power = 20.0 + 100.0*icourse.distance
4160 if power >= game.energy:
4161 # Insufficient power for trip
4163 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4164 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4165 if game.energy > 30:
4166 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4167 int(0.01 * (game.energy-20.0)-0.05))
4168 prout(_(" quadrants.\""))
4170 prout(_("quadrant. They are, therefore, useless.\""))
4173 # Make sure enough time is left for the trip
4174 game.optime = icourse.distance/0.095
4175 if game.optime >= game.state.remtime:
4176 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4177 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4178 proutn(_("we dare spend the time?\" "))
4181 # Activate impulse engines and pay the cost
4182 imove(icourse, noattack=False)
4186 power = 20.0 + 100.0*icourse.distance
4187 game.energy -= power
4188 game.optime = icourse.distance/0.095
4189 if game.energy <= 0:
4193 def warp(wcourse, involuntary):
4194 "ove under warp drive."
4195 blooey = False; twarp = False
4196 if not involuntary: # Not WARPX entry
4201 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4203 if game.damage[DWARPEN] > 10.0:
4206 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4208 if damaged(DWARPEN) and game.warpfac > 4.0:
4211 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4212 prout(_(" is repaired, I can only give you warp 4.\""))
4214 # Read in course and distance
4217 wcourse = getcourse(isprobe=False)
4220 # Make sure starship has enough energy for the trip
4221 # Note: this formula is slightly different from the C version,
4222 # and lets you skate a bit closer to the edge.
4223 if wcourse.power(game.warpfac) >= game.energy:
4224 # Insufficient power for trip
4227 prout(_("Engineering to bridge--"))
4228 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4229 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4231 prout(_("We can't do it, Captain. We don't have enough energy."))
4233 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4236 prout(_("if you'll lower the shields."))
4240 prout(_("We haven't the energy to go that far with the shields up."))
4242 # Make sure enough time is left for the trip
4243 game.optime = wcourse.time(game.warpfac)
4244 if game.optime >= 0.8*game.state.remtime:
4246 prout(_("First Officer Spock- \"Captain, I compute that such"))
4247 proutn(_(" a trip would require approximately %2.0f") %
4248 (100.0*game.optime/game.state.remtime))
4249 prout(_(" percent of our"))
4250 proutn(_(" remaining time. Are you sure this is wise?\" "))
4256 if game.warpfac > 6.0:
4257 # Decide if engine damage will occur
4258 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4259 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4260 if prob > rnd.real():
4262 wcourse.distance = rnd.real(wcourse.distance)
4263 # Decide if time warp will occur
4264 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4266 if game.idebug and game.warpfac==10 and not twarp:
4268 proutn("=== Force time warp? ")
4272 # If time warp or engine damage, check path
4273 # If it is obstructed, don't do warp or damage
4274 look = wcourse.moves
4278 w = wcourse.sector()
4279 if not w.valid_sector():
4281 if game.quad[w.i][w.j] != '.':
4285 # Activate Warp Engines and pay the cost
4286 imove(wcourse, noattack=False)
4289 game.energy -= wcourse.power(game.warpfac)
4290 if game.energy <= 0:
4292 game.optime = wcourse.time(game.warpfac)
4296 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4298 prout(_("Engineering to bridge--"))
4299 prout(_(" Scott here. The warp engines are damaged."))
4300 prout(_(" We'll have to reduce speed to warp 4."))
4305 "Change the warp factor."
4307 key=scanner.nexttok()
4311 proutn(_("Warp factor- "))
4315 if game.damage[DWARPEN] > 10.0:
4316 prout(_("Warp engines inoperative."))
4318 if damaged(DWARPEN) and scanner.real > 4.0:
4319 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4320 prout(_(" but right now we can only go warp 4.\""))
4322 if scanner.real > 10.0:
4323 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4325 if scanner.real < 1.0:
4326 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4328 oldfac = game.warpfac
4329 game.warpfac = scanner.real
4330 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4331 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4334 if game.warpfac < 8.00:
4335 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4337 if game.warpfac == 10.0:
4338 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4340 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4344 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4346 # is captain on planet?
4348 if damaged(DTRANSP):
4351 prout(_("Scotty rushes to the transporter controls."))
4353 prout(_("But with the shields up it's hopeless."))
4355 prouts(_("His desperate attempt to rescue you . . ."))
4356 if rnd.withprob(0.5):
4360 prout(_("SUCCEEDS!"))
4363 proutn(_("The crystals mined were "))
4364 if rnd.withprob(0.25):
4371 # Check to see if captain in shuttle craft
4376 # Inform captain of attempt to reach safety
4380 prouts(_("***RED ALERT! RED ALERT!"))
4382 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4383 prouts(_(" a supernova."))
4385 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4386 prout(_("safely out of quadrant."))
4387 if not damaged(DRADIO):
4388 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4389 # Try to use warp engines
4390 if damaged(DWARPEN):
4392 prout(_("Warp engines damaged."))
4395 game.warpfac = rnd.real(6.0, 8.0)
4396 prout(_("Warp factor set to %d") % int(game.warpfac))
4397 power = 0.75*game.energy
4398 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4399 dist = max(dist, rnd.real(math.sqrt(2)))
4400 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4401 game.optime = bugout.time(game.warpfac)
4403 game.inorbit = False
4404 warp(bugout, involuntary=True)
4406 # This is bad news, we didn't leave quadrant.
4410 prout(_("Insufficient energy to leave quadrant."))
4413 # Repeat if another snova
4414 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4417 finish(FWON) # Snova killed remaining enemy.
4420 "Let's do the time warp again."
4421 prout(_("***TIME WARP ENTERED."))
4422 if game.state.snap and rnd.withprob(0.5):
4424 prout(_("You are traveling backwards in time %d stardates.") %
4425 int(game.state.date-game.snapsht.date))
4426 game.state = game.snapsht
4427 game.state.snap = False
4428 if len(game.state.kcmdr):
4429 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4430 schedule(FBATTAK, expran(0.3*game.intime))
4431 schedule(FSNOVA, expran(0.5*game.intime))
4432 # next snapshot will be sooner
4433 schedule(FSNAP, expran(0.25*game.state.remtime))
4435 if game.state.nscrem:
4436 schedule(FSCMOVE, 0.2777)
4440 game.battle.invalidate()
4441 # Make sure Galileo is consistant -- Snapshot may have been taken
4442 # when on planet, which would give us two Galileos!
4444 for l in range(game.inplan):
4445 if game.state.planets[l].known == "shuttle_down":
4447 if game.iscraft == "onship" and game.ship=='E':
4448 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4449 game.iscraft = "offship"
4450 # Likewise, if in the original time the Galileo was abandoned, but
4451 # was on ship earlier, it would have vanished -- let's restore it.
4452 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4453 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4454 game.iscraft = "onship"
4455 # There used to be code to do the actual reconstrction here,
4456 # but the starchart is now part of the snapshotted galaxy state.
4457 prout(_("Spock has reconstructed a correct star chart from memory"))
4459 # Go forward in time
4460 game.optime = expran(0.5*game.intime)
4461 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4462 # cheat to make sure no tractor beams occur during time warp
4463 postpone(FTBEAM, game.optime)
4464 game.damage[DRADIO] += game.optime
4466 events() # Stas Sergeev added this -- do pending events
4469 "Launch deep-space probe."
4470 # New code to launch a deep space probe
4471 if game.nprobes == 0:
4474 if game.ship == 'E':
4475 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4477 prout(_("Ye Faerie Queene has no deep space probes."))
4482 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4484 if is_scheduled(FDSPROB):
4487 if damaged(DRADIO) and game.condition != "docked":
4488 prout(_("Spock- \"Records show the previous probe has not yet"))
4489 prout(_(" reached its destination.\""))
4491 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4493 key = scanner.nexttok()
4495 if game.nprobes == 1:
4496 prout(_("1 probe left."))
4498 prout(_("%d probes left") % game.nprobes)
4499 proutn(_("Are you sure you want to fire a probe? "))
4502 game.isarmed = False
4503 if key == "IHALPHA" and scanner.token == "armed":
4505 key = scanner.nexttok()
4506 elif key == "IHEOL":
4507 proutn(_("Arm NOVAMAX warhead? "))
4509 elif key == "IHREAL": # first element of course
4510 scanner.push(scanner.token)
4512 game.probe = getcourse(isprobe=True)
4516 schedule(FDSPROB, 0.01) # Time to move one sector
4517 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4522 "Yell for help from nearest starbase."
4523 # There's more than one way to move in this game!
4525 # Test for conditions which prevent calling for help
4526 if game.condition == "docked":
4527 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4530 prout(_("Subspace radio damaged."))
4532 if not game.state.baseq:
4533 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4536 prout(_("You must be aboard the %s.") % crmshp())
4538 # OK -- call for help from nearest starbase
4541 # There's one in this quadrant
4542 ddist = (game.base - game.sector).distance()
4544 ibq = None # Force base-quadrant game to persist past loop
4546 for ibq in game.state.baseq:
4547 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4551 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4553 # Since starbase not in quadrant, set up new quadrant
4556 # dematerialize starship
4557 game.quad[game.sector.i][game.sector.j]='.'
4558 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4559 % (game.quadrant, crmshp()))
4560 game.sector.invalidate()
4561 for m in range(1, 5+1):
4562 w = game.base.scatter()
4563 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4564 # found one -- finish up
4567 if game.sector is None:
4568 prout(_("You have been lost in space..."))
4569 finish(FMATERIALIZE)
4571 # Give starbase three chances to rematerialize starship
4572 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4573 for m in range(1, 3+1):
4574 if m == 1: proutn(_("1st"))
4575 elif m == 2: proutn(_("2nd"))
4576 elif m == 3: proutn(_("3rd"))
4577 proutn(_(" attempt to re-materialize ") + crmshp())
4578 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4581 if rnd.real() > probf:
4585 if game.options & OPTION_CURSES:
4586 curses.delay_output(500)
4588 game.quad[game.sector.i][game.sector.j]='?'
4591 setwnd(message_window)
4592 finish(FMATERIALIZE)
4594 game.quad[game.sector.i][game.sector.j]=game.ship
4596 prout(_("succeeds."))
4600 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4605 if game.condition=="docked":
4607 prout(_("You cannot abandon Ye Faerie Queene."))
4610 # Must take shuttle craft to exit
4611 if game.damage[DSHUTTL]==-1:
4612 prout(_("Ye Faerie Queene has no shuttle craft."))
4614 if game.damage[DSHUTTL]<0:
4615 prout(_("Shuttle craft now serving Big Macs."))
4617 if game.damage[DSHUTTL]>0:
4618 prout(_("Shuttle craft damaged."))
4621 prout(_("You must be aboard the ship."))
4623 if game.iscraft != "onship":
4624 prout(_("Shuttle craft not currently available."))
4626 # Emit abandon ship messages
4628 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4630 prouts(_("***ALL HANDS ABANDON SHIP!"))
4632 prout(_("Captain and crew escape in shuttle craft."))
4633 if not game.state.baseq:
4634 # Oops! no place to go...
4637 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4639 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4640 prout(_("Remainder of ship's complement beam down"))
4641 prout(_("to nearest habitable planet."))
4642 elif q.planet is not None and not damaged(DTRANSP):
4643 prout(_("Remainder of ship's complement beam down to %s.") %
4646 prout(_("Entire crew of %d left to die in outer space.") %
4648 game.casual += game.state.crew
4649 game.abandoned += game.state.crew
4650 # If at least one base left, give 'em the Faerie Queene
4652 game.icrystl = False # crystals are lost
4653 game.nprobes = 0 # No probes
4654 prout(_("You are captured by Klingons and released to"))
4655 prout(_("the Federation in a prisoner-of-war exchange."))
4656 nb = rnd.integer(len(game.state.baseq))
4657 # Set up quadrant and position FQ adjacient to base
4658 if not game.quadrant == game.state.baseq[nb]:
4659 game.quadrant = game.state.baseq[nb]
4660 game.sector.i = game.sector.j = 5
4663 # position next to base by trial and error
4664 game.quad[game.sector.i][game.sector.j] = '.'
4666 for l in range(QUADSIZE):
4667 game.sector = game.base.scatter()
4668 if game.sector.valid_sector() and \
4669 game.quad[game.sector.i][game.sector.j] == '.':
4672 break # found a spot
4673 game.sector.i=QUADSIZE/2
4674 game.sector.j=QUADSIZE/2
4676 # Get new commission
4677 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4678 game.state.crew = FULLCREW
4679 prout(_("Starfleet puts you in command of another ship,"))
4680 prout(_("the Faerie Queene, which is antiquated but,"))
4681 prout(_("still useable."))
4683 prout(_("The dilithium crystals have been moved."))
4685 game.iscraft = "offship" # Galileo disappears
4687 game.condition="docked"
4688 for l in range(NDEVICES):
4689 game.damage[l] = 0.0
4690 game.damage[DSHUTTL] = -1
4691 game.energy = game.inenrg = 3000.0
4692 game.shield = game.inshld = 1250.0
4693 game.torps = game.intorps = 6
4694 game.lsupres=game.inlsr=3.0
4697 game.brigfree = game.brigcapacity = 300
4700 # Code from planets.c begins here.
4703 "Abort a lengthy operation if an event interrupts it."
4706 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4711 "Report on (uninhabited) planets in the galaxy."
4715 prout(_("Spock- \"Planet report follows, Captain.\""))
4717 for i in range(game.inplan):
4718 if game.state.planets[i].pclass == "destroyed":
4720 if (game.state.planets[i].known != "unknown" \
4721 and not game.state.planets[i].inhabited) \
4724 if game.idebug and game.state.planets[i].known=="unknown":
4725 proutn("(Unknown) ")
4726 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4727 proutn(_(" class "))
4728 proutn(game.state.planets[i].pclass)
4730 if game.state.planets[i].crystals != "present":
4732 prout(_("dilithium crystals present."))
4733 if game.state.planets[i].known=="shuttle_down":
4734 prout(_(" Shuttle Craft Galileo on surface."))
4736 prout(_("No information available."))
4739 "Enter standard orbit."
4743 prout(_("Already in standard orbit."))
4745 if damaged(DWARPEN) and damaged(DIMPULS):
4746 prout(_("Both warp and impulse engines damaged."))
4748 if game.plnet is None:
4749 prout("There is no planet in this sector.")
4751 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4752 prout(crmshp() + _(" not adjacent to planet."))
4755 game.optime = rnd.real(0.02, 0.05)
4756 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4760 game.height = rnd.real(1400, 8600)
4761 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4766 "Examine planets in this quadrant."
4767 if damaged(DSRSENS):
4768 if game.options & OPTION_TTY:
4769 prout(_("Short range sensors damaged."))
4771 if game.iplnet is None:
4772 if game.options & OPTION_TTY:
4773 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4775 if game.iplnet.known == "unknown":
4776 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4778 prout(_(" Planet at Sector %s is of class %s.") %
4779 (game.plnet, game.iplnet.pclass))
4780 if game.iplnet.known=="shuttle_down":
4781 prout(_(" Sensors show Galileo still on surface."))
4782 proutn(_(" Readings indicate"))
4783 if game.iplnet.crystals != "present":
4785 prout(_(" dilithium crystals present.\""))
4786 if game.iplnet.known == "unknown":
4787 game.iplnet.known = "known"
4788 elif game.iplnet.inhabited:
4789 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4790 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4793 "Use the transporter."
4797 if damaged(DTRANSP):
4798 prout(_("Transporter damaged."))
4799 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4801 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4805 if not game.inorbit:
4806 prout(crmshp() + _(" not in standard orbit."))
4809 prout(_("Impossible to transport through shields."))
4811 if game.iplnet.known=="unknown":
4812 prout(_("Spock- \"Captain, we have no information on this planet"))
4813 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4814 prout(_(" you may not go down.\""))
4816 if not game.landed and game.iplnet.crystals=="absent":
4817 prout(_("Spock- \"Captain, I fail to see the logic in"))
4818 prout(_(" exploring a planet with no dilithium crystals."))
4819 proutn(_(" Are you sure this is wise?\" "))
4823 if not (game.options & OPTION_PLAIN):
4824 nrgneed = 50 * game.skill + game.height / 100.0
4825 if nrgneed > game.energy:
4826 prout(_("Engineering to bridge--"))
4827 prout(_(" Captain, we don't have enough energy for transportation."))
4829 if not game.landed and nrgneed * 2 > game.energy:
4830 prout(_("Engineering to bridge--"))
4831 prout(_(" Captain, we have enough energy only to transport you down to"))
4832 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4833 if game.iplnet.known == "shuttle_down":
4834 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4835 proutn(_(" Are you sure this is wise?\" "))
4840 # Coming from planet
4841 if game.iplnet.known=="shuttle_down":
4842 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4846 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4847 prout(_("Landing party assembled, ready to beam up."))
4849 prout(_("Kirk whips out communicator..."))
4850 prouts(_("BEEP BEEP BEEP"))
4852 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4855 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4857 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4859 prout(_("Kirk- \"Energize.\""))
4862 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4864 if not rnd.withprob(0.98):
4865 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4867 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4870 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4871 game.landed = not game.landed
4872 game.energy -= nrgneed
4874 prout(_("Transport complete."))
4875 if game.landed and game.iplnet.known=="shuttle_down":
4876 prout(_("The shuttle craft Galileo is here!"))
4877 if not game.landed and game.imine:
4884 "Strip-mine a world for dilithium."
4888 prout(_("Mining party not on planet."))
4890 if game.iplnet.crystals == "mined":
4891 prout(_("This planet has already been strip-mined for dilithium."))
4893 elif game.iplnet.crystals == "absent":
4894 prout(_("No dilithium crystals on this planet."))
4897 prout(_("You've already mined enough crystals for this trip."))
4899 if game.icrystl and game.cryprob == 0.05:
4900 prout(_("With all those fresh crystals aboard the ") + crmshp())
4901 prout(_("there's no reason to mine more at this time."))
4903 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4906 prout(_("Mining operation complete."))
4907 game.iplnet.crystals = "mined"
4908 game.imine = game.ididit = True
4911 "Use dilithium crystals."
4915 if not game.icrystl:
4916 prout(_("No dilithium crystals available."))
4918 if game.energy >= 1000:
4919 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4920 prout(_(" except when Condition Yellow exists."))
4922 prout(_("Spock- \"Captain, I must warn you that loading"))
4923 prout(_(" raw dilithium crystals into the ship's power"))
4924 prout(_(" system may risk a severe explosion."))
4925 proutn(_(" Are you sure this is wise?\" "))
4930 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4931 prout(_(" Mr. Spock and I will try it.\""))
4933 prout(_("Spock- \"Crystals in place, Sir."))
4934 prout(_(" Ready to activate circuit.\""))
4936 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4938 if rnd.withprob(game.cryprob):
4939 prouts(_(" \"Activating now! - - No good! It's***"))
4941 prouts(_("***RED ALERT! RED A*L********************************"))
4944 prouts(_("****************** KA-BOOM!!!! *******************"))
4948 game.energy += rnd.real(5000.0, 5500.0)
4949 prouts(_(" \"Activating now! - - "))
4950 prout(_("The instruments"))
4951 prout(_(" are going crazy, but I think it's"))
4952 prout(_(" going to work!! Congratulations, Sir!\""))
4957 "Use shuttlecraft for planetary jaunt."
4960 if damaged(DSHUTTL):
4961 if game.damage[DSHUTTL] == -1.0:
4962 if game.inorbit and game.iplnet.known == "shuttle_down":
4963 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4965 prout(_("Ye Faerie Queene had no shuttle craft."))
4966 elif game.damage[DSHUTTL] > 0:
4967 prout(_("The Galileo is damaged."))
4968 else: # game.damage[DSHUTTL] < 0
4969 prout(_("Shuttle craft is now serving Big Macs."))
4971 if not game.inorbit:
4972 prout(crmshp() + _(" not in standard orbit."))
4974 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4975 prout(_("Shuttle craft not currently available."))
4977 if not game.landed and game.iplnet.known=="shuttle_down":
4978 prout(_("You will have to beam down to retrieve the shuttle craft."))
4980 if game.shldup or game.condition == "docked":
4981 prout(_("Shuttle craft cannot pass through shields."))
4983 if game.iplnet.known=="unknown":
4984 prout(_("Spock- \"Captain, we have no information on this planet"))
4985 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4986 prout(_(" you may not fly down.\""))
4988 game.optime = 3.0e-5*game.height
4989 if game.optime >= 0.8*game.state.remtime:
4990 prout(_("First Officer Spock- \"Captain, I compute that such"))
4991 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4992 int(100*game.optime/game.state.remtime))
4993 prout(_("remaining time."))
4994 proutn(_("Are you sure this is wise?\" "))
5000 if game.iscraft == "onship":
5002 if not damaged(DTRANSP):
5003 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5007 proutn(_("Shuttle crew"))
5009 proutn(_("Rescue party"))
5010 prout(_(" boards Galileo and swoops toward planet surface."))
5011 game.iscraft = "offship"
5015 game.iplnet.known="shuttle_down"
5016 prout(_("Trip complete."))
5019 # Ready to go back to ship
5020 prout(_("You and your mining party board the"))
5021 prout(_("shuttle craft for the trip back to the Enterprise."))
5023 prouts(_("The short hop begins . . ."))
5025 game.iplnet.known="known"
5031 game.iscraft = "onship"
5037 prout(_("Trip complete."))
5040 # Kirk on ship and so is Galileo
5041 prout(_("Mining party assembles in the hangar deck,"))
5042 prout(_("ready to board the shuttle craft \"Galileo\"."))
5044 prouts(_("The hangar doors open; the trip begins."))
5047 game.iscraft = "offship"
5050 game.iplnet.known = "shuttle_down"
5053 prout(_("Trip complete."))
5057 "Use the big zapper."
5061 if game.ship != 'E':
5062 prout(_("Ye Faerie Queene has no death ray."))
5064 if len(game.enemies)==0:
5065 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5068 prout(_("Death Ray is damaged."))
5070 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5071 prout(_(" is highly unpredictible. Considering the alternatives,"))
5072 proutn(_(" are you sure this is wise?\" "))
5075 prout(_("Spock- \"Acknowledged.\""))
5078 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5080 prout(_("Crew scrambles in emergency preparation."))
5081 prout(_("Spock and Scotty ready the death ray and"))
5082 prout(_("prepare to channel all ship's power to the device."))
5084 prout(_("Spock- \"Preparations complete, sir.\""))
5085 prout(_("Kirk- \"Engage!\""))
5087 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5090 if game.options & OPTION_PLAIN:
5094 prouts(_("Sulu- \"Captain! It's working!\""))
5096 while len(game.enemies) > 0:
5097 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5098 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5099 if game.unwon() == 0:
5101 if (game.options & OPTION_PLAIN) == 0:
5102 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5103 if rnd.withprob(0.05):
5104 prout(_(" is still operational.\""))
5106 prout(_(" has been rendered nonfunctional.\""))
5107 game.damage[DDRAY] = 39.95
5109 r = rnd.real() # Pick failure method
5111 prouts(_("Sulu- \"Captain! It's working!\""))
5113 prouts(_("***RED ALERT! RED ALERT!"))
5115 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5117 prouts(_("***RED ALERT! RED A*L********************************"))
5120 prouts(_("****************** KA-BOOM!!!! *******************"))
5125 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5127 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5129 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5130 prout(_(" have apparently been transformed into strange mutations."))
5131 prout(_(" Vulcans do not seem to be affected."))
5133 prout(_("Kirk- \"Raauch! Raauch!\""))
5137 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5139 proutn(_("Spock- \"I believe the word is"))
5140 prouts(_(" *ASTONISHING*"))
5141 prout(_(" Mr. Sulu."))
5142 for i in range(QUADSIZE):
5143 for j in range(QUADSIZE):
5144 if game.quad[i][j] == '.':
5145 game.quad[i][j] = '?'
5146 prout(_(" Captain, our quadrant is now infested with"))
5147 prouts(_(" - - - - - - *THINGS*."))
5149 prout(_(" I have no logical explanation.\""))
5151 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5153 prout(_("Scotty- \"There are so many tribbles down here"))
5154 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5158 # Code from reports.c begins here
5160 def attackreport(curt):
5161 "eport status of bases under attack."
5163 if is_scheduled(FCDBAS):
5164 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5165 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5166 elif game.isatb == 1:
5167 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5168 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5170 prout(_("No Starbase is currently under attack."))
5172 if is_scheduled(FCDBAS):
5173 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5175 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5179 # report on general game status
5181 # pylint: disable=consider-using-ternary
5182 s1 = (game.thawed and _("thawed ")) or ""
5183 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5184 s3 = (None, _("novice"), _("fair"),
5185 _("good"), _("expert"), _("emeritus"))[game.skill]
5186 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5187 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5188 prout(_("No plaque is allowed."))
5190 prout(_("This is tournament game %d.") % game.tourn)
5191 prout(_("Your secret password is \"%s\"") % game.passwd)
5192 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5193 (game.inkling + game.incom + game.inscom)))
5194 if game.incom - len(game.state.kcmdr):
5195 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5196 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5197 prout(_(", but no Commanders."))
5200 if game.skill > SKILL_FAIR:
5201 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5202 if len(game.state.baseq) != game.inbase:
5204 if game.inbase-len(game.state.baseq)==1:
5205 proutn(_("has been 1 base"))
5207 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5208 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5210 prout(_("There are %d bases.") % game.inbase)
5211 if communicating() or game.iseenit:
5212 # Don't report this if not seen and
5213 # either the radio is dead or not at base!
5217 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5218 if game.brigcapacity != game.brigfree:
5219 embriggened = game.brigcapacity-game.brigfree
5220 if embriggened == 1:
5221 prout(_("1 Klingon in brig"))
5223 prout(_("%d Klingons in brig.") % embriggened)
5224 if game.kcaptured == 0:
5226 elif game.kcaptured == 1:
5227 prout(_("1 captured Klingon turned in to Starfleet."))
5229 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5231 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5232 if game.ship == 'E':
5233 proutn(_("You have "))
5235 proutn("%d" % (game.nprobes))
5238 proutn(_(" deep space probe"))
5242 if communicating() and is_scheduled(FDSPROB):
5244 proutn(_("An armed deep space probe is in "))
5246 proutn(_("A deep space probe is in "))
5247 prout("Quadrant %s." % game.probe.quadrant())
5249 if game.cryprob <= .05:
5250 prout(_("Dilithium crystals aboard ship... not yet used."))
5254 while game.cryprob > ai:
5257 prout(_("Dilithium crystals have been used %d time%s.") % \
5258 (i, (_("s"), "")[i==1]))
5262 "Long-range sensor scan."
5263 if damaged(DLRSENS):
5264 # Now allow base's sensors if docked
5265 if game.condition != "docked":
5267 prout(_("LONG-RANGE SENSORS DAMAGED."))
5270 prout(_("Starbase's long-range scan"))
5272 prout(_("Long-range scan"))
5273 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5276 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5277 if not Coord(x, y).valid_quadrant():
5281 if not damaged(DRADIO):
5282 game.state.galaxy[x][y].charted = True
5283 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5284 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5285 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5286 if not silent and game.state.galaxy[x][y].supernova:
5289 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5290 proutn(((3 - len(cn)) * '.') + cn)
5298 for i in range(NDEVICES):
5301 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5302 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5304 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5305 game.damage[i]+0.05,
5306 DOCKFAC*game.damage[i]+0.005))
5308 prout(_("All devices functional."))
5311 "Update the chart in the Enterprise's computer from galaxy data."
5312 game.lastchart = game.state.date
5313 for i in range(GALSIZE):
5314 for j in range(GALSIZE):
5315 if game.state.galaxy[i][j].charted:
5316 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5317 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5318 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5321 "Display the star chart."
5323 if (game.options & OPTION_AUTOSCAN):
5327 if game.lastchart < game.state.date and game.condition == "docked":
5328 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5330 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5331 if game.state.date > game.lastchart:
5332 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5333 prout(" 1 2 3 4 5 6 7 8")
5334 for i in range(GALSIZE):
5335 proutn("%d |" % (i+1))
5336 for j in range(GALSIZE):
5337 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5341 if game.state.galaxy[i][j].supernova:
5343 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5345 elif game.state.galaxy[i][j].charted:
5346 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5347 if (game.options & OPTION_DOTFILL):
5348 show = show.replace(" ", ".")
5352 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5360 def sectscan(goodScan, i, j):
5361 "Light up an individual dot in a sector."
5362 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5363 if game.quad[i][j] in ('E', 'F'):
5366 textcolor({"green":GREEN,
5370 "dead":BROWN}[game.condition])
5372 textcolor({'?':LIGHTMAGENTA,
5380 }.get(game.quad[i][j], DEFAULT))
5381 proutn("%c " % game.quad[i][j])
5387 "Emit status report lines"
5388 if not req or req == 1:
5389 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5390 % (game.state.date, game.state.remtime))
5391 if not req or req == 2:
5392 if game.condition != "docked":
5394 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5395 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5397 prout(_(", CLOAKED"))
5398 if not req or req == 3:
5399 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5400 if not req or req == 4:
5401 if damaged(DLIFSUP):
5402 if game.condition == "docked":
5403 s = _("DAMAGED, Base provides")
5405 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5408 prstat(_("Life Support"), s)
5409 if not req or req == 5:
5410 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5411 if not req or req == 6:
5413 if game.icrystl and (game.options & OPTION_SHOWME):
5414 extra = _(" (have crystals)")
5415 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5416 if not req or req == 7:
5417 prstat(_("Torpedoes"), "%d" % (game.torps))
5418 if not req or req == 8:
5419 if damaged(DSHIELD):
5425 data = _(" %d%% %.1f units") \
5426 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5427 prstat(_("Shields"), s+data)
5428 if not req or req == 9:
5429 prstat(_("Klingons Left"), "%d" % game.unwon())
5430 if not req or req == 10:
5431 if game.options & OPTION_WORLDS:
5432 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5433 if plnet and plnet.inhabited:
5434 prstat(_("Major system"), plnet.name)
5436 prout(_("Sector is uninhabited"))
5437 elif not req or req == 11:
5438 attackreport(not req)
5441 "Request specified status data, a historical relic from slow TTYs."
5442 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5443 while scanner.nexttok() == "IHEOL":
5444 proutn(_("Information desired? "))
5446 if scanner.token in requests:
5447 status(requests.index(scanner.token))
5449 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5450 prout((" date, condition, position, lsupport, warpfactor,"))
5451 prout((" energy, torpedoes, shields, klingons, system, time."))
5456 if damaged(DSRSENS):
5457 # Allow base's sensors if docked
5458 if game.condition != "docked":
5459 prout(_(" S.R. SENSORS DAMAGED!"))
5462 prout(_(" [Using Base's sensors]"))
5464 prout(_(" Short-range scan"))
5465 if goodScan and communicating():
5466 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5467 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5468 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5469 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5470 prout(" 1 2 3 4 5 6 7 8 9 10")
5471 if game.condition != "docked":
5473 for i in range(QUADSIZE):
5474 proutn("%2d " % (i+1))
5475 for j in range(QUADSIZE):
5476 sectscan(goodScan, i, j)
5480 "Use computer to get estimated time of arrival for a warp jump."
5481 w1 = Coord(); w2 = Coord()
5483 if damaged(DCOMPTR):
5484 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5487 if scanner.nexttok() != "IHREAL":
5490 proutn(_("Destination quadrant and/or sector? "))
5491 if scanner.nexttok()!="IHREAL":
5494 w1.j = int(scanner.real-0.5)
5495 if scanner.nexttok() != "IHREAL":
5498 w1.i = int(scanner.real-0.5)
5499 if scanner.nexttok() == "IHREAL":
5500 w2.j = int(scanner.real-0.5)
5501 if scanner.nexttok() != "IHREAL":
5504 w2.i = int(scanner.real-0.5)
5506 if game.quadrant.j>w1.i:
5510 if game.quadrant.i>w1.j:
5514 if not w1.valid_quadrant() or not w2.valid_sector():
5517 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5518 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5521 prout(_("Answer \"no\" if you don't know the value:"))
5524 proutn(_("Time or arrival date? "))
5525 if scanner.nexttok()=="IHREAL":
5526 ttime = scanner.real
5527 if ttime > game.state.date:
5528 ttime -= game.state.date # Actually a star date
5529 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5530 if ttime <= 1e-10 or twarp > 10:
5531 prout(_("We'll never make it, sir."))
5534 twarp = max(twarp, 1.0)
5537 proutn(_("Warp factor? "))
5538 if scanner.nexttok()== "IHREAL":
5540 twarp = scanner.real
5541 if twarp<1.0 or twarp > 10.0:
5545 prout(_("Captain, certainly you can give me one of these."))
5548 ttime = (10.0*dist)/twarp**2
5549 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5550 if tpower >= game.energy:
5551 prout(_("Insufficient energy, sir."))
5552 if not game.shldup or tpower > game.energy*2.0:
5555 proutn(_("New warp factor to try? "))
5556 if scanner.nexttok() == "IHREAL":
5558 twarp = scanner.real
5559 if twarp<1.0 or twarp > 10.0:
5567 prout(_("But if you lower your shields,"))
5568 proutn(_("remaining"))
5571 proutn(_("Remaining"))
5572 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5574 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5576 prout(_("Any warp speed is adequate."))
5578 prout(_("Minimum warp needed is %.2f,") % (twarp))
5579 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5580 if game.state.remtime < ttime:
5581 prout(_("Unfortunately, the Federation will be destroyed by then."))
5583 prout(_("You'll be taking risks at that speed, Captain"))
5584 if (game.isatb==1 and game.state.kscmdr == w1 and \
5585 scheduled(FSCDBAS)< ttime+game.state.date) or \
5586 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5587 prout(_("The starbase there will be destroyed by then."))
5588 proutn(_("New warp factor to try? "))
5589 if scanner.nexttok() == "IHREAL":
5591 twarp = scanner.real
5592 if twarp<1.0 or twarp > 10.0:
5600 # This is new in SST2K.
5603 mode = scanner.nexttok()
5606 for k, v in option_names.items():
5607 if (v & game.options) and k != "ALL":
5610 prout(str(" ".join(active)))
5611 elif scanner.token in {"set", "clear"}:
5612 mode = scanner.token
5616 if scanner.type == "IHEOL":
5618 if scanner.token.upper() in option_names:
5619 changemask |= option_names[scanner.token.upper()]
5621 prout(_("No such option as ") + scanner.token)
5623 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES):
5625 game.options |= changemask
5626 elif mode == "clear":
5627 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)):
5629 game.options &=~ changemask
5630 prout(_("Acknowledged, Captain."))
5636 # Code from setup.c begins here
5639 "Issue a historically correct banner."
5641 prout(_("-SUPER- STAR TREK"))
5643 # From the FORTRAN original
5644 # prout(_("Latest update-21 Sept 78"))
5650 scanner.push("emsave.trk")
5651 key = scanner.nexttok()
5653 proutn(_("File name: "))
5654 key = scanner.nexttok()
5655 if key != "IHALPHA":
5658 if '.' not in scanner.token:
5659 scanner.token += ".trk"
5661 fp = open(scanner.token, "wb")
5663 prout(_("Can't freeze game as file %s") % scanner.token)
5665 pickle.dump(game, fp)
5670 "Retrieve saved game."
5673 key = scanner.nexttok()
5675 proutn(_("File name: "))
5676 key = scanner.nexttok()
5677 if key != "IHALPHA":
5680 if '.' not in scanner.token:
5681 scanner.token += ".trk"
5683 fp = open(scanner.token, "rb")
5685 prout(_("Can't thaw game in %s") % scanner.token)
5687 game = pickle.load(fp)
5692 # I used <http://www.memory-alpha.org> to find planets
5693 # with references in ST:TOS. Earth and the Alpha Centauri
5694 # Colony have been omitted.
5696 # Some planets marked Class G and P here will be displayed as class M
5697 # because of the way planets are generated. This is a known bug.
5700 _("Andoria (Fesoan)"), # several episodes
5701 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5702 _("Vulcan (T'Khasi)"), # many episodes
5703 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5704 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5705 _("Ardana"), # TOS: "The Cloud Minders"
5706 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5707 _("Gideon"), # TOS: "The Mark of Gideon"
5708 _("Aldebaran III"), # TOS: "The Deadly Years"
5709 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5710 _("Altair IV"), # TOS: "Amok Time
5711 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5712 _("Benecia"), # TOS: "The Conscience of the King"
5713 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5714 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5715 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5716 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5717 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5718 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5719 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5720 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5721 _("Ingraham B"), # TOS: "Operation: Annihilate"
5722 _("Janus IV"), # TOS: "The Devil in the Dark"
5723 _("Makus III"), # TOS: "The Galileo Seven"
5724 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5725 _("Omega IV"), # TOS: "The Omega Glory"
5726 _("Regulus V"), # TOS: "Amok Time
5727 _("Deneva"), # TOS: "Operation -- Annihilate!"
5728 # Worlds from BSD Trek
5729 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5730 _("Beta III"), # TOS: "The Return of the Archons"
5731 _("Triacus"), # TOS: "And the Children Shall Lead",
5732 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5734 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5735 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5736 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5737 # _("Izar"), # TOS: "Whom Gods Destroy"
5738 # _("Tiburon"), # TOS: "The Way to Eden"
5739 # _("Merak II"), # TOS: "The Cloud Minders"
5740 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5741 # _("Iotia"), # TOS: "A Piece of the Action"
5745 _("S. R. Sensors"), \
5746 _("L. R. Sensors"), \
5748 _("Photon Tubes"), \
5749 _("Life Support"), \
5750 _("Warp Engines"), \
5751 _("Impulse Engines"), \
5753 _("Subspace Radio"), \
5754 _("Shuttle Craft"), \
5756 _("Navigation System"), \
5758 _("Shield Control"), \
5761 _("Cloaking Device"), \
5765 "Prepare to play, set up cosmos."
5767 # Decide how many of everything
5769 return # frozen game
5770 # Prepare the Enterprise
5771 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5773 game.state.crew = FULLCREW
5774 game.energy = game.inenrg = 5000.0
5775 game.shield = game.inshld = 2500.0
5778 game.quadrant = randplace(GALSIZE)
5779 game.sector = randplace(QUADSIZE)
5780 game.torps = game.intorps = 10
5781 game.nprobes = rnd.integer(2, 5)
5783 for i in range(NDEVICES):
5784 game.damage[i] = 0.0
5785 # Set up assorted game parameters
5786 game.battle = Coord()
5787 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5788 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5789 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5790 game.isatb = game.state.nplankl = 0
5791 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5792 game.iscraft = "onship"
5797 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5799 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5801 game.state.planets = [] # Planet information
5802 game.state.baseq = [] # Base quadrant coordinates
5803 game.state.kcmdr = [] # Commander quadrant coordinates
5804 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5806 # Starchart is functional but we've never seen it
5807 game.lastchart = FOREVER
5808 # Put stars in the galaxy
5810 for i in range(GALSIZE):
5811 for j in range(GALSIZE):
5812 # Can't have more stars per quadrant than fit in one decimal digit,
5813 # if we do the chart representation will break.
5814 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5816 game.state.galaxy[i][j].stars = k
5817 # Locate star bases in galaxy
5819 prout("=== Allocating %d bases" % game.inbase)
5820 for i in range(game.inbase):
5823 w = randplace(GALSIZE)
5824 if not game.state.galaxy[w.i][w.j].starbase:
5827 # C version: for (j = i-1; j > 0; j--)
5828 # so it did them in the opposite order.
5829 for j in range(1, i):
5830 # Improved placement algorithm to spread out bases
5831 distq = (w - game.state.baseq[j]).distance()
5832 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5835 prout("=== Abandoning base #%d at %s" % (i, w))
5837 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5839 prout("=== Saving base #%d, close to #%d" % (i, j))
5843 prout("=== Placing base #%d in quadrant %s" % (i, w))
5844 game.state.baseq.append(w)
5845 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5846 # Position ordinary Klingon Battle Cruisers
5848 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5849 klumper = min(klumper, MAXKLQUAD)
5852 klump = int((1.0 - r*r)*klumper)
5853 klump = min(klump, krem)
5856 w = randplace(GALSIZE)
5857 if not game.state.galaxy[w.i][w.j].supernova and \
5858 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5860 game.state.galaxy[w.i][w.j].klingons += klump
5863 # Position Klingon Commander Ships
5864 for i in range(game.incom):
5866 w = randplace(GALSIZE)
5867 if not welcoming(w) or w in game.state.kcmdr:
5869 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5871 game.state.galaxy[w.i][w.j].klingons += 1
5872 game.state.kcmdr.append(w)
5873 # Locate planets in galaxy
5874 for i in range(game.inplan):
5876 w = randplace(GALSIZE)
5877 if game.state.galaxy[w.i][w.j].planet is None:
5881 new.crystals = "absent"
5882 if (game.options & OPTION_WORLDS) and i < NINHAB:
5883 new.pclass = "M" # All inhabited planets are class M
5884 new.crystals = "absent"
5886 new.name = systnames[i]
5887 new.inhabited = True
5889 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5890 if rnd.withprob(0.33):
5891 new.crystals = "present"
5892 new.known = "unknown"
5893 new.inhabited = False
5894 game.state.galaxy[w.i][w.j].planet = new
5895 game.state.planets.append(new)
5897 for i in range(game.state.nromrem):
5898 w = randplace(GALSIZE)
5899 game.state.galaxy[w.i][w.j].romulans += 1
5900 # Place the Super-Commander if needed
5901 if game.state.nscrem > 0:
5903 w = randplace(GALSIZE)
5906 game.state.kscmdr = w
5907 game.state.galaxy[w.i][w.j].klingons += 1
5908 # Initialize times for extraneous events
5909 schedule(FSNOVA, expran(0.5 * game.intime))
5910 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5911 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5912 schedule(FBATTAK, expran(0.3*game.intime))
5914 if game.state.nscrem:
5915 schedule(FSCMOVE, 0.2777)
5920 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5921 schedule(FDISTR, expran(1.0 + game.intime))
5926 # Place thing (in tournament game, we don't want one!)
5927 # New in SST2K: never place the Thing near a starbase.
5928 # This makes sense and avoids a special case in the old code.
5930 if game.tourn is None:
5932 thing = randplace(GALSIZE)
5933 if thing not in game.state.baseq:
5936 game.state.snap = False
5937 if game.skill == SKILL_NOVICE:
5938 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5939 prout(_("a deadly Klingon invasion force. As captain of the United"))
5940 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5941 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5942 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5943 prout(_("your mission. As you proceed you may be given more time."))
5945 prout(_("You will have %d supporting starbases.") % (game.inbase))
5946 proutn(_("Starbase locations- "))
5948 prout(_("Stardate %d.") % int(game.state.date))
5950 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5951 prout(_("An unknown number of Romulans."))
5952 if game.state.nscrem:
5953 prout(_("And one (GULP) Super-Commander."))
5954 prout(_("%d stardates.") % int(game.intime))
5955 proutn(_("%d starbases in ") % game.inbase)
5956 for i in range(game.inbase):
5957 proutn(repr(game.state.baseq[i]))
5960 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5961 proutn(_(" Sector %s") % game.sector)
5963 prout(_("Good Luck!"))
5964 if game.state.nscrem:
5965 prout(_(" YOU'LL NEED IT."))
5968 setwnd(message_window)
5970 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5972 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5973 attack(torps_ok=False)
5976 "Choose your game type."
5978 game.tourn = game.length = 0
5980 game.skill = SKILL_NONE
5981 # Do not chew here, we want to use command-line tokens
5982 if not scanner.inqueue: # Can start with command line options
5983 proutn(_("Would you like a regular, tournament, or saved game? "))
5985 if scanner.sees("tournament"):
5986 while scanner.nexttok() == "IHEOL":
5987 proutn(_("Type in tournament number-"))
5988 if scanner.real == 0:
5990 continue # We don't want a blank entry
5991 game.tourn = int(round(scanner.real))
5992 rnd.seed(scanner.real)
5994 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5996 if scanner.sees("saved") or scanner.sees("frozen"):
6000 if game.passwd is None:
6002 if not game.alldone:
6003 game.thawed = True # No plaque if not finished
6007 if scanner.sees("regular"):
6009 proutn(_("What is \"%s\"? ") % scanner.token)
6011 while game.length==0 or game.skill==SKILL_NONE:
6012 if scanner.nexttok() == "IHALPHA":
6013 if scanner.sees("short"):
6015 elif scanner.sees("medium"):
6017 elif scanner.sees("long"):
6019 elif scanner.sees("novice"):
6020 game.skill = SKILL_NOVICE
6021 elif scanner.sees("fair"):
6022 game.skill = SKILL_FAIR
6023 elif scanner.sees("good"):
6024 game.skill = SKILL_GOOD
6025 elif scanner.sees("expert"):
6026 game.skill = SKILL_EXPERT
6027 elif scanner.sees("emeritus"):
6028 game.skill = SKILL_EMERITUS
6030 proutn(_("What is \""))
6031 proutn(scanner.token)
6036 proutn(_("Would you like a Short, Medium, or Long game? "))
6037 elif game.skill == SKILL_NONE:
6038 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6039 # Choose game options -- added by ESR for SST2K
6040 if scanner.nexttok() != "IHALPHA":
6042 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6044 if scanner.sees("plain"):
6045 # Approximates the UT FORTRAN version.
6046 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
6047 game.options |= OPTION_PLAIN
6048 elif scanner.sees("almy"):
6049 # Approximates Tom Almy's version.
6050 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
6051 game.options |= OPTION_ALMY
6052 elif scanner.sees("fancy") or scanner.sees("\n"):
6054 elif len(scanner.token):
6055 proutn(_("What is \"%s\"?") % scanner.token)
6057 if game.passwd == "debug":
6059 prout("=== Debug mode enabled.")
6060 # Use parameters to generate initial values of things
6061 game.damfac = 0.5 * game.skill
6062 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6064 if game.options & OPTION_PLANETS:
6065 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6066 if game.options & OPTION_WORLDS:
6067 game.inplan += int(NINHAB)
6068 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6069 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6070 game.state.remtime = 7.0 * game.length
6071 game.intime = game.state.remtime
6072 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6073 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6074 game.state.remres = (game.inkling+4*game.incom)*game.intime
6075 game.inresor = game.state.remres
6076 if game.inkling > 50:
6080 def dropin(iquad=None):
6081 "Drop a feature on a random dot in the current quadrant."
6083 w = randplace(QUADSIZE)
6084 if game.quad[w.i][w.j] == '.':
6086 if iquad is not None:
6087 game.quad[w.i][w.j] = iquad
6091 "Update our alert status."
6092 game.condition = "green"
6093 if game.energy < 1000.0:
6094 game.condition = "yellow"
6095 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6096 game.condition = "red"
6098 game.condition="dead"
6101 "Drop new Klingon into current quadrant."
6102 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6105 "Sort enemies by distance so 'nearest' is meaningful."
6106 game.enemies.sort(key=lambda x: x.kdist)
6109 "Set up a new state of quadrant, for when we enter or re-enter it."
6112 game.neutz = game.inorbit = game.landed = False
6113 game.ientesc = game.iseenit = game.isviolreported = False
6115 # Create a blank quadrant
6116 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6118 # Attempt to escape Super-commander, so tbeam back!
6121 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6122 # cope with supernova
6125 game.klhere = q.klingons
6126 game.irhere = q.romulans
6128 game.quad[game.sector.i][game.sector.j] = game.ship
6131 # Position ordinary Klingons
6132 for _i in range(game.klhere):
6134 # If we need a commander, promote a Klingon
6135 for cmdr in game.state.kcmdr:
6136 if cmdr == game.quadrant:
6137 e = game.enemies[game.klhere-1]
6138 game.quad[e.location.i][e.location.j] = 'C'
6139 e.power = rnd.real(950,1350) + 50.0*game.skill
6141 # If we need a super-commander, promote a Klingon
6142 if game.quadrant == game.state.kscmdr:
6144 game.quad[e.location.i][e.location.j] = 'S'
6145 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6146 game.iscate = (game.remkl() > 1)
6147 # Put in Romulans if needed
6148 for _i in range(q.romulans):
6149 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6150 # If quadrant needs a starbase, put it in
6152 game.base = dropin('B')
6153 # If quadrant needs a planet, put it in
6155 game.iplnet = q.planet
6156 if not q.planet.inhabited:
6157 game.plnet = dropin('P')
6159 game.plnet = dropin('@')
6160 # Check for condition
6163 if game.irhere > 0 and game.klhere == 0:
6165 if not damaged(DRADIO):
6167 prout(_("LT. Uhura- \"Captain, an urgent message."))
6168 prout(_(" I'll put it on audio.\" CLICK"))
6170 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6171 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6172 # Put in THING if needed
6173 if thing == game.quadrant:
6174 Enemy(etype='?', loc=dropin(),
6175 power=rnd.real(6000,6500.0)+250.0*game.skill)
6176 if not damaged(DSRSENS):
6178 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6179 prout(_(" Please examine your short-range scan.\""))
6180 # Decide if quadrant needs a Tholian; lighten up if skill is low
6181 if game.options & OPTION_THOLIAN:
6182 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6183 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6184 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6187 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6188 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6189 if game.quad[w.i][w.j] == '.':
6191 game.tholian = Enemy(etype='T', loc=w,
6192 power=rnd.integer(100, 500) + 25.0*game.skill)
6193 # Reserve unoccupied corners
6194 if game.quad[0][0]=='.':
6195 game.quad[0][0] = 'X'
6196 if game.quad[0][QUADSIZE-1]=='.':
6197 game.quad[0][QUADSIZE-1] = 'X'
6198 if game.quad[QUADSIZE-1][0]=='.':
6199 game.quad[QUADSIZE-1][0] = 'X'
6200 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6201 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6203 # And finally the stars
6204 for _i in range(q.stars):
6206 # Put in a few black holes
6207 for _i in range(1, 3+1):
6208 if rnd.withprob(0.5):
6210 # Take out X's in corners if Tholian present
6212 if game.quad[0][0]=='X':
6213 game.quad[0][0] = '.'
6214 if game.quad[0][QUADSIZE-1]=='X':
6215 game.quad[0][QUADSIZE-1] = '.'
6216 if game.quad[QUADSIZE-1][0]=='X':
6217 game.quad[QUADSIZE-1][0] = '.'
6218 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6219 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6220 # This should guarantee that replay games don't lose info about the chart
6221 if (game.options & OPTION_AUTOSCAN) or replayfp:
6225 "Set the self-destruct password."
6226 if game.options & OPTION_PLAIN:
6229 proutn(_("Please type in a secret password- "))
6231 game.passwd = scanner.token
6232 if game.passwd is not None:
6236 game.passwd += chr(ord('a')+rnd.integer(26))
6237 game.passwd += chr(ord('a')+rnd.integer(26))
6238 game.passwd += chr(ord('a')+rnd.integer(26))
6240 # Code from sst.c begins here
6243 ("SRSCAN", OPTION_TTY),
6244 ("STATUS", OPTION_TTY),
6245 ("REQUEST", OPTION_TTY),
6246 ("LRSCAN", OPTION_TTY),
6258 ("SENSORS", OPTION_PLANETS),
6259 ("ORBIT", OPTION_PLANETS),
6260 ("TRANSPORT", OPTION_PLANETS),
6261 ("MINE", OPTION_PLANETS),
6262 ("CRYSTALS", OPTION_PLANETS),
6263 ("SHUTTLE", OPTION_PLANETS),
6264 ("PLANETS", OPTION_PLANETS),
6269 ("PROBE", OPTION_PROBE),
6271 ("FREEZE", 0), # Synonym for SAVE
6274 # No abbreviations accepted after this point
6277 ("CAPTURE", OPTION_CAPTURE),
6278 ("CLOAK", OPTION_CLOAK),
6281 ("SOS", 0), # Synonym for MAYDAY
6282 ("CALL", 0), # Synonym for MAYDAY
6291 "Generate a list of legal commands."
6292 prout(_("LEGAL COMMANDS ARE:"))
6294 for (key, opt) in commands:
6295 if not opt or (opt & game.options):
6296 proutn("%-12s " % key)
6298 if emitted % 5 == 4:
6303 "Browse on-line help."
6304 key = scanner.nexttok()
6307 setwnd(prompt_window)
6308 proutn(_("Help on what command? "))
6309 key = scanner.nexttok()
6310 setwnd(message_window)
6313 cmds = [x[0] for x in commands]
6314 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6321 cmd = scanner.token.upper()
6322 for directory in docpath:
6324 fp = open(os.path.join(directory, "sst.doc"), "r")
6329 prout(_("Spock- \"Captain, that information is missing from the"))
6330 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6331 proutn(_(" in these directories: %s") % ":".join(docpath))
6333 # This used to continue: "You need to find SST.DOC and put
6334 # it in the current directory."
6337 linebuf = fp.readline()
6339 prout(_("Spock- \"Captain, there is no information on that command.\""))
6342 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6343 linebuf = linebuf[3:].strip()
6344 if cmd.upper() == linebuf:
6347 prout(_("Spock- \"Captain, I've found the following information:\""))
6350 linebuf = fp.readline()
6351 if "******" in linebuf:
6357 "Command-interpretation loop."
6359 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6360 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6362 game.isviolreported = True
6363 while True: # command loop
6365 while True: # get a command
6367 game.optime = game.justin = False
6369 setwnd(prompt_window)
6372 if scanner.nexttok() == "IHEOL":
6373 if game.options & OPTION_CURSES:
6376 elif scanner.token == "":
6380 setwnd(message_window)
6382 abandon_passed = False
6383 cmd = "" # Force cmd to persist after loop
6384 opt = 0 # Force opt to persist after loop
6385 for (cmd, opt) in commands:
6386 # commands after ABANDON cannot be abbreviated
6387 if cmd == "ABANDON":
6388 abandon_passed = True
6389 if cmd == scanner.token.upper() or (not abandon_passed \
6390 and cmd.startswith(scanner.token.upper())):
6395 elif opt and not (opt & game.options):
6399 if game.options & OPTION_CURSES:
6400 prout("COMMAND> %s" % cmd)
6401 if cmd == "SRSCAN": # srscan
6403 elif cmd == "STATUS": # status
6405 elif cmd == "REQUEST": # status request
6407 elif cmd == "LRSCAN": # long range scan
6408 lrscan(silent=False)
6409 elif cmd == "PHASERS": # phasers
6414 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6419 elif cmd == "MOVE": # move under warp
6420 warp(wcourse=None, involuntary=False)
6421 elif cmd == "SHIELDS": # shields
6422 doshield(shraise=False)
6425 game.shldchg = False
6426 elif cmd == "DOCK": # dock at starbase
6429 attack(torps_ok=False)
6430 elif cmd == "DAMAGES": # damage reports
6432 elif cmd == "CHART": # chart
6434 elif cmd == "IMPULSE": # impulse
6436 elif cmd == "REST": # rest
6440 elif cmd == "WARP": # warp
6442 elif cmd == "SENSORS": # sensors
6444 elif cmd == "ORBIT": # orbit
6448 elif cmd == "TRANSPORT": # transport "beam"
6450 elif cmd == "MINE": # mine
6454 elif cmd == "CRYSTALS": # crystals
6458 elif cmd == "SHUTTLE": # shuttle
6462 elif cmd == "PLANETS": # Planet list
6464 elif cmd == "REPORT": # Game Report
6466 elif cmd == "COMPUTER": # use COMPUTER!
6468 elif cmd == "COMMANDS":
6470 elif cmd == "EMEXIT": # Emergency exit
6471 clrscr() # Hide screen
6472 freeze(True) # forced save
6473 raise SystemExit(1) # And quick exit
6474 elif cmd == "PROBE":
6475 probe() # Launch probe
6478 elif cmd == "ABANDON": # Abandon Ship
6480 elif cmd == "DESTRUCT": # Self Destruct
6482 elif cmd == "SAVE": # Save Game
6485 if game.skill > SKILL_GOOD:
6486 prout(_("WARNING--Saved games produce no plaques!"))
6487 elif cmd == "DEATHRAY": # Try a desparation measure
6491 elif cmd == "CAPTURE":
6493 elif cmd == "CLOAK":
6495 elif cmd == "DEBUGCMD": # What do we want for debug???
6497 elif cmd == "MAYDAY": # Call for help
6502 game.alldone = True # quit the game
6505 elif cmd == "SCORE":
6506 score() # see current score
6507 elif cmd == "CURSES":
6508 game.options |= (OPTION_CURSES | OPTION_COLOR)
6510 elif cmd == "OPTIONS":
6514 break # Game has ended
6515 if game.optime != 0.0:
6518 break # Events did us in
6519 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6522 if hitme and not game.justin:
6523 attack(torps_ok=True)
6526 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6537 "Emit the name of an enemy or feature."
6538 if ch == 'R': s = _("Romulan")
6539 elif ch == 'K': s = _("Klingon")
6540 elif ch == 'C': s = _("Commander")
6541 elif ch == 'S': s = _("Super-commander")
6542 elif ch == '*': s = _("Star")
6543 elif ch == 'P': s = _("Planet")
6544 elif ch == 'B': s = _("Starbase")
6545 elif ch == ' ': s = _("Black hole")
6546 elif ch == 'T': s = _("Tholian")
6547 elif ch == '#': s = _("Tholian web")
6548 elif ch == '?': s = _("Stranger")
6549 elif ch == '@': s = _("Inhabited World")
6550 else: s = "Unknown??"
6553 def crmena(loud, enemy, loctype, w):
6554 "Emit the name of an enemy and his location."
6558 buf += cramen(enemy) + _(" at ")
6559 if loctype == "quadrant":
6560 buf += _("Quadrant ")
6561 elif loctype == "sector":
6563 return buf + repr(w)
6566 "Emit our ship name."
6567 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6570 "Emit a line of stars"
6571 prouts("******************************************************")
6575 return -avrage*math.log(1e-7 + rnd.real())
6577 def randplace(size):
6578 "Choose a random location."
6580 w.i = rnd.integer(size)
6581 w.j = rnd.integer(size)
6591 # Get a token from the user
6594 # Fill the token queue if nothing here
6595 while not self.inqueue:
6597 if curwnd==prompt_window:
6599 setwnd(message_window)
6606 self.inqueue = sline.lstrip().split() + ["\n"]
6607 # From here on in it's all looking at the queue
6608 self.token = self.inqueue.pop(0)
6609 if self.token == "\n":
6613 self.real = float(self.token)
6614 self.type = "IHREAL"
6619 self.token = self.token.lower()
6620 self.type = "IHALPHA"
6623 def append(self, tok):
6624 self.inqueue.append(tok)
6625 def push(self, tok):
6626 self.inqueue.insert(0, tok)
6630 # Demand input for next scan
6632 self.real = self.token = None
6634 # compares s to item and returns true if it matches to the length of s
6635 return s.startswith(self.token)
6637 # Round token value to nearest integer
6638 return int(round(self.real))
6642 if self.type != "IHREAL":
6647 if self.type != "IHREAL":
6653 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6656 "Yes-or-no confirmation."
6660 if scanner.token == 'y':
6662 if scanner.token == 'n':
6665 proutn(_("Please answer with \"y\" or \"n\": "))
6668 "Complain about unparseable input."
6671 prout(_("Beg your pardon, Captain?"))
6674 "Access to the internals for debugging."
6675 proutn("Reset levels? ")
6677 if game.energy < game.inenrg:
6678 game.energy = game.inenrg
6679 game.shield = game.inshld
6680 game.torps = game.intorps
6681 game.lsupres = game.inlsr
6682 proutn("Reset damage? ")
6684 for i in range(NDEVICES):
6685 if game.damage[i] > 0.0:
6686 game.damage[i] = 0.0
6687 proutn("Toggle debug flag? ")
6689 game.idebug = not game.idebug
6691 prout("Debug output ON")
6693 prout("Debug output OFF")
6694 proutn("Cause selective damage? ")
6696 for i in range(NDEVICES):
6697 proutn("Kill %s?" % device[i])
6699 key = scanner.nexttok()
6700 if key == "IHALPHA" and scanner.sees("y"):
6701 game.damage[i] = 10.0
6702 proutn("Examine/change events? ")
6707 FSNOVA: "Supernova ",
6710 FBATTAK: "Base Attack ",
6711 FCDBAS: "Base Destroy ",
6712 FSCMOVE: "SC Move ",
6713 FSCDBAS: "SC Base Destroy ",
6714 FDSPROB: "Probe Move ",
6715 FDISTR: "Distress Call ",
6716 FENSLV: "Enslavement ",
6717 FREPRO: "Klingon Build ",
6719 for i in range(1, NEVENTS):
6722 proutn("%.2f" % (scheduled(i)-game.state.date))
6723 if i in {FENSLV, FREPRO}:
6725 proutn(" in %s" % ev.quadrant)
6730 key = scanner.nexttok()
6734 elif key == "IHREAL":
6735 ev = schedule(i, scanner.real)
6736 if i in {FENSLV, FREPRO}:
6738 proutn("In quadrant- ")
6739 key = scanner.nexttok()
6740 # "IHEOL" says to leave coordinates as they are
6743 prout("Event %d canceled, no x coordinate." % (i))
6746 w.i = int(round(scanner.real))
6747 key = scanner.nexttok()
6749 prout("Event %d canceled, no y coordinate." % (i))
6752 w.j = int(round(scanner.real))
6755 proutn("Induce supernova here? ")
6757 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6760 if __name__ == '__main__':
6762 #global line, thing, game
6768 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6769 if os.getenv("TERM"):
6770 game.options |= OPTION_CURSES
6772 game.options |= OPTION_TTY
6773 seed = int(time.time())
6774 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6775 for (switch, val) in options:
6777 # pylint: disable=raise-missing-from
6779 replayfp = open(val, "r")
6781 sys.stderr.write("sst: can't open replay file %s\n" % val)
6783 # pylint: disable=raise-missing-from
6785 line = replayfp.readline().strip()
6786 (leader, __, seed) = line.split()
6787 # pylint: disable=eval-used
6789 line = replayfp.readline().strip()
6790 arguments += line.split()[2:]
6792 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6794 game.options |= OPTION_TTY
6795 game.options &=~ OPTION_CURSES
6796 elif switch == '-s':
6798 elif switch == '-t':
6799 game.options |= OPTION_TTY
6800 game.options &=~ OPTION_CURSES
6801 elif switch == '-x':
6803 elif switch == '-c': # Enable curses debugging - undocumented
6805 elif switch == '-V':
6806 print("SST2K", version)
6809 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6811 # where to save the input in case of bugs
6812 if "TMPDIR" in os.environ:
6813 tmpdir = os.environ['TMPDIR']
6817 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6819 sys.stderr.write("sst: warning, can't open logfile\n")
6822 logfp.write("# seed %s\n" % seed)
6823 logfp.write("# arguments %s\n" % " ".join(arguments))
6824 logfp.write("# SST2K version %s\n" % version)
6825 logfp.write("# recorded by %s@%s on %s\n" % \
6826 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6828 scanner = sstscanner()
6829 for arg in arguments:
6833 while True: # Play a game
6834 setwnd(fullscreen_window)
6840 game.alldone = False
6846 if (game.options & OPTION_TTY):
6849 if game.tourn and game.alldone:
6850 proutn(_("Do you want your score recorded?"))
6856 if (game.options & OPTION_TTY):
6857 proutn(_("Do you want to play again? "))
6863 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6867 except KeyboardInterrupt: