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
29 except ImportError: # pragma: no cover
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
91 GALSIZE = 8 # Galaxy size in quadrants
92 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
93 MAXUNINHAB = 10 # Maximum uninhabited worlds
94 QUADSIZE = 10 # Quadrant size in sectors
95 BASEMIN = 2 # Minimum starbases
96 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
97 MAXKLGAME = 127 # Maximum Klingons per game
98 MAXKLQUAD = 9 # Maximum Klingons per quadrant
99 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
100 FOREVER = 1e30 # Time for the indefinite future
101 MAXBURST = 3 # Max # of torps you can launch in one turn
102 MINCMDR = 10 # Minimum number of Klingon commanders
103 DOCKFAC = 0.25 # Repair faster when docked
104 PHASEFAC = 2.0 # Phaser attenuation factor
106 ALGERON = 2311 # Date of the Treaty of Algeron
127 class TrekError(Exception):
130 class JumpOut(Exception):
134 return chr(ord('a') + n - 1)
137 def __init__(self, x=None, y=None):
140 def valid_quadrant(self):
141 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
142 def valid_sector(self):
143 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
144 def invalidate(self):
145 self.i = self.j = None
146 def __eq__(self, other):
147 return other is not None and self.i == other.i and self.j == other.j
148 def __ne__(self, other):
149 return other is None or self.i != other.i or self.j != other.j
150 def __add__(self, other):
151 return Coord(self.i+other.i, self.j+other.j)
152 def __sub__(self, other):
153 return Coord(self.i-other.i, self.j-other.j)
154 def __mul__(self, other):
155 return Coord(self.i*other, self.j*other)
156 def __rmul__(self, other):
157 return Coord(self.i*other, self.j*other)
158 def __div__(self, other): # pragma: no cover
159 return Coord(self.i/other, self.j/other)
160 def __truediv__(self, other): # pragma: no cover
161 return Coord(self.i/other, self.j/other)
162 def __floordiv__(self, other): # pragma: no cover
163 return Coord(self.i//other, self.j//other)
164 def __mod__(self, other):
165 return Coord(self.i % other, self.j % other)
166 def __rtruediv__(self, other):
167 return Coord(self.i/other, self.j/other)
168 def __rfloordiv__(self, other):
169 return Coord(self.i//other, self.j//other)
170 def roundtogrid(self):
171 return Coord(int(round(self.i)), int(round(self.j)))
172 def distance(self, other=None):
175 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
177 return 1.90985*math.atan2(self.j, self.i)
194 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
195 return self.roundtogrid() // QUADSIZE
197 return self.roundtogrid() % QUADSIZE
200 s.i = self.i + rnd.integer(-1, 2)
201 s.j = self.j + rnd.integer(-1, 2)
204 if self.i is None or self.j is None:
205 return "Nowhere" # pragma: no cover
206 if (game.options & OPTION_ALPHAMERIC):
207 return letterize(self.i + 1) + str(self.j + 1)
208 return "%s - %s" % (self.i+1, self.j+1)
212 "Do not anger the Space Thingy!"
219 return (q.i, q.j) == (self.i, self.j)
223 self.name = None # string-valued if inhabited
224 self.quadrant = Coord() # quadrant located
225 self.pclass = None # could be ""M", "N", "O", or "destroyed"
226 self.crystals = "absent"# could be "mined", "present", "absent"
227 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
228 self.inhabited = False # is it inhabited?
236 self.starbase = False
239 self.supernova = False
241 self.status = "secure" # Could be "secure", "distressed", "enslaved"
243 return "<Quadrant: %(klingons)d>" % self.__dict__
249 self.starbase = False
252 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
254 def fill2d(size, fillfun):
255 "Fill an empty list in 2D."
257 for i in range(size):
259 for j in range(size):
260 lst[i].append(fillfun(i, j))
265 self.snap = False # snapshot taken
266 self.crew = 0 # crew complement
267 self.nscrem = 0 # remaining super commanders
268 self.starkl = 0 # destroyed stars
269 self.basekl = 0 # destroyed bases
270 self.nromrem = 0 # Romulans remaining
271 self.nplankl = 0 # destroyed uninhabited planets
272 self.nworldkl = 0 # destroyed inhabited planets
273 self.planets = [] # Planet information
274 self.date = 0.0 # stardate
275 self.remres = 0 # remaining resources
276 self.remtime = 0 # remaining time
277 self.baseq = [] # Base quadrant coordinates
278 self.kcmdr = [] # Commander quadrant coordinates
279 self.kscmdr = Coord() # Supercommander quadrant coordinates
281 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
283 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
285 for i in range(GALSIZE):
286 for j in range(GALSIZE):
287 yield (i, j, self.galaxy[i][j])
291 self.date = None # A real number
292 self.quadrant = None # A coord structure
295 OPTION_ALL = 0xffffffff
296 OPTION_TTY = 0x00000001 # old interface
297 OPTION_CURSES = 0x00000002 # new interface
298 OPTION_IOMODES = 0x00000003 # cover both interfaces
299 OPTION_PLANETS = 0x00000004 # planets and mining
300 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
301 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
302 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
303 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
304 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
305 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
306 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
307 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
308 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
309 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
310 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
311 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
312 OPTION_PLAIN = 0x01000000 # user chose plain game
313 OPTION_ALMY = 0x02000000 # user chose Almy variant
314 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
315 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
316 OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023)
321 "IOMODES": OPTION_IOMODES,
322 "PLANETS": OPTION_PLANETS,
323 "THOLIAN": OPTION_THOLIAN,
324 "THINGY": OPTION_THINGY,
325 "PROBE": OPTION_PROBE,
326 "SHOWME": OPTION_SHOWME,
327 "RAMMING": OPTION_RAMMING,
328 "MVBADDY": OPTION_MVBADDY,
329 "BLKHOLE": OPTION_BLKHOLE,
331 "WORLDS": OPTION_WORLDS,
332 "AUTOSCAN": OPTION_AUTOSCAN,
333 "CAPTURE": OPTION_CAPTURE,
334 "CLOAK": OPTION_CLOAK,
335 "PLAIN": OPTION_PLAIN,
337 "COLOR": OPTION_COLOR,
338 "DOTFILL": OPTION_DOTFILL,
359 NDEVICES = 17 # Number of devices
369 return (game.damage[dev] != 0.0)
371 return not damaged(DRADIO) or game.condition=="docked"
373 # Define future events
374 FSPY = 0 # Spy event happens always (no future[] entry)
375 # can cause SC to tractor beam Enterprise
376 FSNOVA = 1 # Supernova
377 FTBEAM = 2 # Commander tractor beams Enterprise
378 FSNAP = 3 # Snapshot for time warp
379 FBATTAK = 4 # Commander attacks base
380 FCDBAS = 5 # Commander destroys base
381 FSCMOVE = 6 # Supercommander moves (might attack base)
382 FSCDBAS = 7 # Supercommander destroys base
383 FDSPROB = 8 # Move deep space probe
384 FDISTR = 9 # Emit distress call from an inhabited world
385 FENSLV = 10 # Inhabited word is enslaved
386 FREPRO = 11 # Klingons build a ship in an enslaved system
389 # Abstract out the event handling -- underlying data structures will change
390 # when we implement stateful events
391 def findevent(evtype): # pragma: no cover
392 return game.future[evtype]
395 def __init__(self, etype=None, loc=None, power=None):
397 self.location = Coord()
402 self.power = power # enemy energy level
403 game.enemies.append(self)
405 motion = (loc != self.location)
406 if self.location.i is not None and self.location.j is not None:
409 game.quad[self.location.i][self.location.j] = '#'
411 game.quad[self.location.i][self.location.j] = '.'
413 self.location = copy.copy(loc)
414 game.quad[self.location.i][self.location.j] = self.type
415 self.kdist = self.kavgd = (game.sector - loc).distance()
417 self.location = Coord()
418 self.kdist = self.kavgd = None
419 # Guard prevents failure on Tholian or thingy
420 if self in game.enemies:
421 game.enemies.remove(self)
424 return "<%s,%s.%f>" % (self.type, self.location, self.power) # pragma: no cover
428 self.options = None # Game options
429 self.state = Snapshot() # A snapshot structure
430 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
431 self.quad = None # contents of our quadrant
432 self.damage = [0.0] * NDEVICES # damage encountered
433 self.future = [] # future events
437 self.future.append(Event())
438 self.passwd = None # Self Destruct password
440 self.quadrant = None # where we are in the large
441 self.sector = None # where we are in the small
442 self.tholian = None # Tholian enemy object
443 self.base = None # position of base in current quadrant
444 self.battle = None # base coordinates being attacked
445 self.plnet = None # location of planet in quadrant
446 self.gamewon = False # Finished!
447 self.ididit = False # action taken -- allows enemy to attack
448 self.alive = False # we are alive (not killed)
449 self.justin = False # just entered quadrant
450 self.shldup = False # shields are up
451 self.shldchg = False # shield is changing (affects efficiency)
452 self.iscate = False # super commander is here
453 self.ientesc = False # attempted escape from supercommander
454 self.resting = False # rest time
455 self.icraft = False # Kirk in Galileo
456 self.landed = False # party on planet (true), on ship (false)
457 self.alldone = False # game is now finished
458 self.neutz = False # Romulan Neutral Zone
459 self.isarmed = False # probe is armed
460 self.inorbit = False # orbiting a planet
461 self.imine = False # mining
462 self.icrystl = False # dilithium crystals aboard
463 self.iseenit = False # seen base attack report
464 self.thawed = False # thawed game
465 self.condition = None # "green", "yellow", "red", "docked", "dead"
466 self.iscraft = None # "onship", "offship", "removed"
467 self.skill = SKILL_NONE # Player skill level
468 self.inkling = 0 # initial number of klingons
469 self.inbase = 0 # initial number of bases
470 self.incom = 0 # initial number of commanders
471 self.inscom = 0 # initial number of commanders
472 self.inrom = 0 # initial number of commanders
473 self.instar = 0 # initial stars
474 self.intorps = 0 # initial/max torpedoes
475 self.torps = 0 # number of torpedoes
476 self.ship = 0 # ship type -- 'E' is Enterprise
477 self.abandoned = 0 # count of crew abandoned in space
478 self.length = 0 # length of game
479 self.klhere = 0 # klingons here
480 self.casual = 0 # causalties
481 self.nhelp = 0 # calls for help
482 self.nkinks = 0 # count of energy-barrier crossings
483 self.iplnet = None # planet # in quadrant
484 self.inplan = 0 # initial planets
485 self.irhere = 0 # Romulans in quadrant
486 self.isatb = 0 # =2 if super commander is attacking base
487 self.tourn = None # tournament number
488 self.nprobes = 0 # number of probes available
489 self.inresor = 0.0 # initial resources
490 self.intime = 0.0 # initial time
491 self.inenrg = 0.0 # initial/max energy
492 self.inshld = 0.0 # initial/max shield
493 self.inlsr = 0.0 # initial life support resources
494 self.indate = 0.0 # initial date
495 self.energy = 0.0 # energy level
496 self.shield = 0.0 # shield level
497 self.warpfac = 0.0 # warp speed
498 self.lsupres = 0.0 # life support reserves
499 self.optime = 0.0 # time taken by current operation
500 self.damfac = 0.0 # damage factor
501 self.lastchart = 0.0 # time star chart was last updated
502 self.cryprob = 0.0 # probability that crystal will work
503 self.probe = None # object holding probe course info
504 self.height = 0.0 # height of orbit around planet
505 self.score = 0.0 # overall score
506 self.perdate = 0.0 # rate of kills
507 self.idebug = False # Debugging instrumentation enabled?
508 self.cdebug = False # Debugging instrumentation for curses enabled?
509 self.statekscmdr = None # No SuperCommander coordinates yet.
510 self.brigcapacity = 400 # Enterprise brig capacity
511 self.brigfree = 400 # How many klingons can we put in the brig?
512 self.kcaptured = 0 # Total Klingons captured, for scoring.
513 self.iscloaked = False # Cloaking device on?
514 self.ncviol = 0 # Algreon treaty violations
515 self.isviolreported = False # We have been warned
516 self.lcg_x = 0 # LCG generator value
518 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
520 # Stas thinks this should be (C expression):
521 # game.remkl() + len(game.state.kcmdr) > 0 ?
522 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
523 # He says the existing expression is prone to divide-by-zero errors
524 # after killing the last klingon when score is shown -- perhaps also
525 # if the only remaining klingon is SCOM.
526 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
528 "Are there Klingons remaining?"
555 # Code from ai.c begins here
558 "Would this quadrant welcome another Klingon?"
559 return iq.valid_quadrant() and \
560 not game.state.galaxy[iq.i][iq.j].supernova and \
561 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
563 def tryexit(enemy, look, irun):
564 "A bad guy attempts to bug out."
566 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
567 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
568 if not welcoming(iq):
570 if enemy.type == 'R':
571 return [] # Romulans cannot escape!
573 # avoid intruding on another commander's territory
574 if enemy.type == 'C':
575 if iq in game.state.kcmdr:
577 # refuse to leave if currently attacking starbase
578 if game.battle == game.quadrant:
580 # don't leave if over 1000 units of energy
581 if enemy.power > 1000.0:
583 oldloc = copy.copy(enemy.location)
584 # handle local matters related to escape
587 if game.condition != "docked":
589 # Handle global matters related to escape
590 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
591 game.state.galaxy[iq.i][iq.j].klingons += 1
592 if enemy.type == 'S':
596 schedule(FSCMOVE, 0.2777)
598 game.state.kscmdr = iq
600 for cmdr in game.state.kcmdr:
601 if cmdr == game.quadrant:
602 game.state.kcmdr.append(iq)
604 # report move out of quadrant.
605 return [(True, enemy, oldloc, iq)]
607 # The bad-guy movement algorithm:
609 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
610 # If both are operating full strength, force is 1000. If both are damaged,
611 # force is -1000. Having shields down subtracts an additional 1000.
613 # 2. Enemy has forces equal to the energy of the attacker plus
614 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
615 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
617 # Attacker Initial energy levels (nominal):
618 # Klingon Romulan Commander Super-Commander
619 # Novice 400 700 1200
621 # Good 450 800 1300 1750
622 # Expert 475 850 1350 1875
623 # Emeritus 500 900 1400 2000
624 # VARIANCE 75 200 200 200
626 # Enemy vessels only move prior to their attack. In Novice - Good games
627 # only commanders move. In Expert games, all enemy vessels move if there
628 # is a commander present. In Emeritus games all enemy vessels move.
630 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
631 # forces are 1000 greater than Enterprise.
633 # Agressive action on average cuts the distance between the ship and
634 # the enemy to 1/4 the original.
636 # 4. At lower energy advantage, movement units are proportional to the
637 # advantage with a 650 advantage being to hold ground, 800 to move forward
638 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
640 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
641 # retreat, especially at high skill levels.
643 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
645 def movebaddy(enemy):
646 "Tactical movement for the bad guys."
650 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
651 if game.skill >= SKILL_EXPERT:
652 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)
654 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
655 old_dist = enemy.kdist
656 mdist = int(old_dist + 0.5) # Nearest integer distance
657 # If SC, check with spy to see if should hi-tail it
658 if enemy.type == 'S' and \
659 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
663 # decide whether to advance, retreat, or hold position
664 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
666 forces += 1000 # Good for enemy if shield is down!
667 if not damaged(DPHASER) or not damaged(DPHOTON):
668 if damaged(DPHASER): # phasers damaged
671 forces -= 0.2*(game.energy - 2500.0)
672 if damaged(DPHOTON): # photon torpedoes damaged
675 forces -= 50.0*game.torps
677 # phasers and photon tubes both out!
680 if forces <= 1000.0 and game.condition != "docked": # Typical situation
681 motion = ((forces + rnd.real(200))/150.0) - 5.0
683 if forces > 1000.0: # Very strong -- move in for kill
684 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
685 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
686 motion -= game.skill*(2.0-rnd.real()**2)
688 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
689 # don't move if no motion
692 # Limit motion according to skill
693 if abs(motion) > game.skill:
698 # calculate preferred number of steps
699 nsteps = abs(int(motion))
700 if motion > 0 and nsteps > mdist:
701 nsteps = mdist # don't overshoot
702 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
703 nsteps = max(nsteps, 1) # This shouldn't be necessary
705 proutn("NSTEPS = %d:" % nsteps)
706 # Compute preferred values of delta X and Y
707 m = game.sector - enemy.location
708 if 2.0 * abs(m.i) < abs(m.j):
710 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
712 m = (motion * m).sgn()
713 goto = enemy.location
715 for ll in range(nsteps):
717 proutn(" %d" % (ll+1))
718 # Check if preferred position available
729 attempts = 0 # Settle mysterious hang problem
730 while attempts < 20 and not success:
732 if look.i < 0 or look.i >= QUADSIZE:
734 return tryexit(enemy, look, irun)
735 if krawli == m.i or m.j == 0:
737 look.i = goto.i + krawli
739 elif look.j < 0 or look.j >= QUADSIZE:
741 return tryexit(enemy, look, irun)
742 if krawlj == m.j or m.i == 0:
744 look.j = goto.j + krawlj
746 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
747 # See if enemy should ram ship
748 if game.quad[look.i][look.j] == game.ship and \
749 enemy.type in ('C', 'S'):
750 collision(rammed=True, enemy=enemy)
752 if krawli != m.i and m.j != 0:
753 look.i = goto.i + krawli
755 elif krawlj != m.j and m.i != 0:
756 look.j = goto.j + krawlj
759 break # we have failed
770 # Enemy moved, but is still in sector
771 return [(False, enemy, old_dist, goto)]
774 "Sequence Klingon tactical movement."
776 prout("== MOVCOM") # pragma: no cover
777 # Figure out which Klingon is the commander (or Supercommander)
780 if game.quadrant in game.state.kcmdr:
781 for enemy in game.enemies:
782 if enemy.type == 'C':
783 tacmoves += movebaddy(enemy)
784 if game.state.kscmdr == game.quadrant:
785 for enemy in game.enemies:
786 if enemy.type == 'S':
787 tacmoves += movebaddy(enemy)
789 # If skill level is high, move other Klingons and Romulans too!
790 # Move these last so they can base their actions on what the
792 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
793 for enemy in game.enemies:
794 if enemy.type in ('K', 'R'):
795 tacmoves += movebaddy(enemy)
798 def movescom(iq, avoid):
799 "Supercommander movement helper."
800 # Avoid quadrants with bases if we want to avoid Enterprise
801 if not welcoming(iq) or (avoid and iq in game.state.baseq):
803 if game.justin and not game.iscate:
806 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
807 game.state.kscmdr = iq
808 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
809 if game.state.kscmdr == game.quadrant:
810 # SC has scooted, remove him from current quadrant
815 for enemy in game.enemies:
816 if enemy.type == 'S':
819 if game.condition != "docked":
822 # check for a helpful planet
823 for i in range(game.inplan):
824 if game.state.planets[i].quadrant == game.state.kscmdr and \
825 game.state.planets[i].crystals == "present":
827 game.state.planets[i].pclass = "destroyed"
828 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
831 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
832 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
833 prout(_(" by the Super-commander.\""))
835 return True # looks good!
837 def supercommander():
838 "Move the Super Commander."
845 prout("== SUPERCOMMANDER")
846 # Decide on being active or passive
847 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 \
848 (game.state.date-game.indate) < 3.0)
849 if not game.iscate and avoid:
850 # compute move away from Enterprise
851 idelta = game.state.kscmdr-game.quadrant
852 if idelta.distance() > 2.0:
854 idelta.i = game.state.kscmdr.j-game.quadrant.j
855 idelta.j = game.quadrant.i-game.state.kscmdr.i
857 # compute distances to starbases
858 if not game.state.baseq:
862 sc = game.state.kscmdr
863 for (i, base) in enumerate(game.state.baseq):
864 basetbl.append((i, (base - sc).distance()))
865 if len(game.state.baseq) > 1:
866 basetbl.sort(key=lambda x: x[1])
867 # look for nearest base without a commander, no Enterprise, and
868 # without too many Klingons, and not already under attack.
869 ifindit = iwhichb = 0
870 for (i2, base) in enumerate(game.state.baseq):
871 i = basetbl[i2][0] # bug in original had it not finding nearest
872 if base == game.quadrant or base == game.battle or not welcoming(base):
874 # if there is a commander, and no other base is appropriate,
875 # we will take the one with the commander
876 for cmdr in game.state.kcmdr:
877 if base == cmdr and ifindit != 2:
881 else: # no commander -- use this one
886 return # Nothing suitable -- wait until next time
887 ibq = game.state.baseq[iwhichb]
888 # decide how to move toward base
889 idelta = ibq - game.state.kscmdr
890 # Maximum movement is 1 quadrant in either or both axes
891 idelta = idelta.sgn()
892 # try moving in both x and y directions
893 # there was what looked like a bug in the Almy C code here,
894 # but it might be this translation is just wrong.
895 iq = game.state.kscmdr + idelta
896 if not movescom(iq, avoid):
897 # failed -- try some other maneuvers
898 if idelta.i == 0 or idelta.j == 0:
901 iq.j = game.state.kscmdr.j + 1
902 if not movescom(iq, avoid):
903 iq.j = game.state.kscmdr.j - 1
906 iq.i = game.state.kscmdr.i + 1
907 if not movescom(iq, avoid):
908 iq.i = game.state.kscmdr.i - 1
911 # try moving just in x or y
912 iq.j = game.state.kscmdr.j
913 if not movescom(iq, avoid):
914 iq.j = game.state.kscmdr.j + idelta.j
915 iq.i = game.state.kscmdr.i
918 if len(game.state.baseq) == 0:
921 for ibq in game.state.baseq:
922 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
925 return # no, don't attack base!
928 schedule(FSCDBAS, rnd.real(1.0, 3.0))
929 if is_scheduled(FCDBAS):
930 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
931 if not communicating():
935 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
937 prout(_(" reports that it is under attack from the Klingon Super-commander."))
938 prout(_(" It can survive until stardate %d.\"") \
939 % int(scheduled(FSCDBAS)))
942 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
946 game.optime = 0.0 # actually finished
948 # Check for intelligence report
949 if not game.idebug and \
950 (rnd.withprob(0.8) or \
951 (not communicating()) or \
952 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
955 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
956 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
961 if not game.tholian or game.justin:
964 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
967 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
970 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
973 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
977 # something is wrong!
978 game.tholian.move(None)
979 prout("***Internal error: Tholian in a bad spot.")
981 # do nothing if we are blocked
982 if game.quad[tid.i][tid.j] not in ('.', '#'):
984 here = copy.copy(game.tholian.location)
985 delta = (tid - game.tholian.location).sgn()
987 while here.i != tid.i:
989 if game.quad[here.i][here.j] == '.':
990 game.tholian.move(here)
992 while here.j != tid.j:
994 if game.quad[here.i][here.j] == '.':
995 game.tholian.move(here)
996 # check to see if all holes plugged
997 for i in range(QUADSIZE):
998 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
1000 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1002 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1004 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1006 # All plugged up -- Tholian splits
1007 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1009 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1010 game.tholian.move(None)
1013 # Code from battle.c begins here
1016 "Change cloaking-device status."
1017 if game.ship == 'F':
1018 prout(_("Ye Faerie Queene hath no cloaking device."))
1021 key = scanner.nexttok()
1028 if key == "IHALPHA":
1029 if scanner.sees("on"):
1031 prout(_("The cloaking device has already been switched on."))
1034 elif scanner.sees("off"):
1035 if not game.iscloaked:
1036 prout(_("The cloaking device has already been switched off."))
1043 if not game.iscloaked:
1044 proutn(_("Switch cloaking device on? "))
1049 proutn(_("Switch cloaking device off? "))
1056 if action == "CLOFF":
1057 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1058 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1061 prout("Engineer Scott- \"Aye, Sir.\"")
1062 game.iscloaked = False
1063 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1064 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1066 game.isviolreported = True
1068 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1071 if action == "CLON":
1073 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1076 if game.condition == "docked":
1077 prout(_("You cannot cloak while docked."))
1079 if game.state.date >= ALGERON and not game.isviolreported:
1080 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1081 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1082 proutn(_(" are you sure this is wise? "))
1085 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1087 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1088 game.iscloaked = True
1090 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1091 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1093 game.isviolreported = True
1095 def doshield(shraise):
1096 "Change shield status."
1102 key = scanner.nexttok()
1103 if key == "IHALPHA":
1104 if scanner.sees("transfer"):
1107 if damaged(DSHIELD):
1108 prout(_("Shields damaged and down."))
1110 if scanner.sees("up"):
1112 elif scanner.sees("down"):
1114 if action == "NONE":
1115 proutn(_("Do you wish to change shield energy? "))
1118 elif damaged(DSHIELD):
1119 prout(_("Shields damaged and down."))
1122 proutn(_("Shields are up. Do you want them down? "))
1129 proutn(_("Shields are down. Do you want them up? "))
1135 if action == "SHUP": # raise shields
1137 prout(_("Shields already up."))
1141 if game.condition != "docked":
1143 prout(_("Shields raised."))
1144 if game.energy <= 0:
1146 prout(_("Shields raising uses up last of energy."))
1151 elif action == "SHDN":
1153 prout(_("Shields already down."))
1157 prout(_("Shields lowered."))
1160 elif action == "NRG":
1161 while scanner.nexttok() != "IHREAL":
1163 proutn(_("Energy to transfer to shields- "))
1168 if nrg > game.energy:
1169 prout(_("Insufficient ship energy."))
1172 if game.shield+nrg >= game.inshld:
1173 prout(_("Shield energy maximized."))
1174 if game.shield+nrg > game.inshld:
1175 prout(_("Excess energy requested returned to ship energy"))
1176 game.energy -= game.inshld-game.shield
1177 game.shield = game.inshld
1179 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1180 # Prevent shield drain loophole
1182 prout(_("Engineering to bridge--"))
1183 prout(_(" Scott here. Power circuit problem, Captain."))
1184 prout(_(" I can't drain the shields."))
1187 if game.shield+nrg < 0:
1188 prout(_("All shield energy transferred to ship."))
1189 game.energy += game.shield
1192 proutn(_("Scotty- \""))
1194 prout(_("Transferring energy to shields.\""))
1196 prout(_("Draining energy from shields.\""))
1202 "Choose a device to damage, at random."
1204 105, # DSRSENS: short range scanners 10.5%
1205 105, # DLRSENS: long range scanners 10.5%
1206 120, # DPHASER: phasers 12.0%
1207 120, # DPHOTON: photon torpedoes 12.0%
1208 25, # DLIFSUP: life support 2.5%
1209 65, # DWARPEN: warp drive 6.5%
1210 70, # DIMPULS: impulse engines 6.5%
1211 135, # DSHIELD: deflector shields 13.5%
1212 30, # DRADIO: subspace radio 3.0%
1213 45, # DSHUTTL: shuttle 4.5%
1214 15, # DCOMPTR: computer 1.5%
1215 20, # NAVCOMP: navigation system 2.0%
1216 75, # DTRANSP: transporter 7.5%
1217 20, # DSHCTRL: high-speed shield controller 2.0%
1218 10, # DDRAY: death ray 1.0%
1219 30, # DDSP: deep-space probes 3.0%
1220 10, # DCLOAK: the cloaking device 1.0
1222 assert(sum(weights) == 1000)
1223 idx = rnd.integer(1000)
1225 for (i, w) in enumerate(weights):
1229 return None # pragma: no cover
1231 def collision(rammed, enemy):
1232 "Collision handling for ramming events."
1233 prouts(_("***RED ALERT! RED ALERT!"))
1235 prout(_("***COLLISION IMMINENT."))
1239 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1241 proutn(_(" rammed by "))
1244 proutn(crmena(False, enemy.type, "sector", enemy.location))
1246 proutn(_(" (original position)"))
1248 deadkl(enemy.location, enemy.type, game.sector)
1249 proutn("***" + crmshp() + " heavily damaged.")
1250 icas = rnd.integer(10, 30)
1251 prout(_("***Sickbay reports %d casualties") % icas)
1253 game.state.crew -= icas
1254 # In the pre-SST2K versions, all devices got equiprobably damaged,
1255 # which was silly. Instead, pick up to half the devices at
1256 # random according to our weighting table,
1257 ncrits = rnd.integer(NDEVICES//2)
1261 if game.damage[dev] < 0:
1263 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1264 # Damage for at least time of travel!
1265 game.damage[dev] += game.optime + extradm
1267 prout(_("***Shields are down."))
1274 def torpedo(origin, bearing, dispersion, number, nburst):
1275 "Let a photon torpedo fly"
1276 if not damaged(DSRSENS) or game.condition == "docked":
1277 setwnd(srscan_window)
1279 setwnd(message_window)
1280 ac = bearing + 0.25*dispersion # dispersion is a random variable
1281 bullseye = (15.0 - bearing)*0.5235988
1282 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1283 bumpto = Coord(0, 0)
1284 # Loop to move a single torpedo
1285 setwnd(message_window)
1286 for step in range(1, QUADSIZE*2):
1287 if not track.nexttok():
1290 if not w.valid_sector():
1292 iquad = game.quad[w.i][w.j]
1293 tracktorpedo(w, step, number, nburst, iquad)
1297 setwnd(message_window)
1298 if not damaged(DSRSENS) or game.condition == "docked":
1299 skip(1) # start new line after text track
1300 if iquad in ('E', 'F'): # Hit our ship
1302 prout(_("Torpedo hits %s.") % crmshp())
1303 hit = 700.0 + rnd.real(100) - \
1304 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1305 newcnd() # we're blown out of dock
1306 if game.landed or game.condition == "docked":
1307 return hit # Cheat if on a planet
1308 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1309 # is 143 degrees, which is almost exactly 4.8 clockface units
1310 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1311 displacement.nexttok()
1312 bumpto = displacement.sector()
1313 if not bumpto.valid_sector():
1315 if game.quad[bumpto.i][bumpto.j] == ' ':
1318 if game.quad[bumpto.i][bumpto.j] != '.':
1319 # can't move into object
1321 game.sector = bumpto
1323 game.quad[w.i][w.j] = '.'
1324 game.quad[bumpto.i][bumpto.j] = iquad
1325 prout(_(" displaced by blast to Sector %s ") % bumpto)
1326 for enemy in game.enemies:
1327 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1330 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1332 if iquad in ('C', 'S') and rnd.withprob(0.05):
1333 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1334 prout(_(" torpedo neutralized."))
1336 for enemy in game.enemies:
1337 if w == enemy.location:
1338 kp = math.fabs(enemy.power)
1339 h1 = 700.0 + rnd.integer(100) - \
1340 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1348 if enemy.power == 0:
1351 proutn(crmena(True, iquad, "sector", w))
1352 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1353 displacement.nexttok()
1354 bumpto = displacement.sector()
1355 if game.quad[bumpto.i][bumpto.j] == ' ':
1356 prout(_(" buffeted into black hole."))
1357 deadkl(w, iquad, bumpto)
1359 if not bumpto.valid_sector():
1360 prout(_(" damaged but not destroyed."))
1362 if game.quad[bumpto.i][bumpto.j] != '.':
1363 prout(_(" damaged but not destroyed."))
1365 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1366 enemy.location = bumpto
1367 game.quad[w.i][w.j] = '.'
1368 game.quad[bumpto.i][bumpto.j] = iquad
1369 for tenemy in game.enemies:
1370 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1373 else: # pragma: no cover
1374 prout("Internal error, no enemy where expected!")
1377 elif iquad == 'B': # Hit a base
1379 prout(_("***STARBASE DESTROYED.."))
1380 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1381 game.quad[w.i][w.j] = '.'
1382 game.base.invalidate()
1383 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1384 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1385 game.state.basekl += 1
1388 elif iquad == 'P': # Hit a planet
1389 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1390 game.state.nplankl += 1
1391 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1392 game.iplnet.pclass = "destroyed"
1394 game.plnet.invalidate()
1395 game.quad[w.i][w.j] = '.'
1397 # captain perishes on planet
1400 elif iquad == '@': # Hit an inhabited world -- very bad!
1401 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1402 game.state.nworldkl += 1
1403 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1404 game.iplnet.pclass = "destroyed"
1406 game.plnet.invalidate()
1407 game.quad[w.i][w.j] = '.'
1409 # captain perishes on planet
1411 prout(_("The torpedo destroyed an inhabited planet."))
1413 elif iquad == '*': # Hit a star
1414 if rnd.withprob(0.9):
1417 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1419 elif iquad == '?': # Hit a thingy
1420 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1422 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1424 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1426 proutn(_("Mr. Spock-"))
1427 prouts(_(" \"Fascinating!\""))
1431 # Stas Sergeev added the possibility that
1432 # you can shove the Thingy and piss it off.
1433 # It then becomes an enemy and may fire at you.
1436 elif iquad == ' ': # Black hole
1438 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1440 elif iquad == '#': # hit the web
1442 prout(_("***Torpedo absorbed by Tholian web."))
1444 elif iquad == 'T': # Hit a Tholian
1445 h1 = 700.0 + rnd.integer(100) - \
1446 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1449 game.quad[w.i][w.j] = '.'
1454 proutn(crmena(True, 'T', "sector", w))
1455 if rnd.withprob(0.05):
1456 prout(_(" survives photon blast."))
1458 prout(_(" disappears."))
1459 game.tholian.move(None)
1460 game.quad[w.i][w.j] = '#'
1465 proutn("Don't know how to handle torpedo collision with ")
1466 proutn(crmena(True, iquad, "sector", w))
1471 setwnd(message_window)
1472 prout(_("Torpedo missed."))
1476 "Critical-hit resolution."
1477 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1479 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1480 proutn(_("***CRITICAL HIT--"))
1481 # Select devices and cause damage
1486 # Cheat to prevent shuttle damage unless on ship
1487 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1490 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1491 game.damage[j] += extradm
1494 for (i, j) in enumerate(cdam):
1496 if skipcount % 3 == 2 and i < len(cdam)-1:
1501 prout(_(" damaged."))
1502 if damaged(DSHIELD) and game.shldup:
1503 prout(_("***Shields knocked down."))
1505 if damaged(DCLOAK) and game.iscloaked:
1506 prout(_("***Cloaking device rendered inoperative."))
1507 game.iscloaked = False
1509 def attack(torps_ok):
1510 # bad guy attacks us
1511 # torps_ok == False forces use of phasers in an attack
1514 # game could be over at this point, check
1524 prout("=== ATTACK!") # pragma: no cover
1525 # Tholian gets to move before attacking
1528 # if you have just entered the RNZ, you'll get a warning
1529 if game.neutz: # The one chance not to be attacked
1532 # commanders get a chance to tac-move towards you
1533 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:
1534 for (bugout, enemy, old, goto) in moveklings():
1536 # we know about this if either short or long range
1537 # sensors are working
1538 if damaged(DSRSENS) and damaged(DLRSENS) \
1539 and game.condition != "docked":
1540 prout(crmena(True, enemy.type, "sector", old) + \
1541 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1542 else: # Enemy still in-sector
1543 if enemy.move(goto):
1544 if not damaged(DSRSENS) or game.condition == "docked":
1545 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1546 if enemy.kdist < old:
1547 proutn(_(" advances to "))
1549 proutn(_(" retreats to "))
1550 prout("Sector %s." % goto)
1552 # if no enemies remain after movement, we're done
1553 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1555 # set up partial hits if attack happens during shield status change
1556 pfac = 1.0/game.inshld
1558 chgfac = 0.25 + rnd.real(0.5)
1560 # message verbosity control
1561 if game.skill <= SKILL_FAIR:
1563 for enemy in game.enemies:
1565 continue # too weak to attack
1566 # compute hit strength and diminish shield power
1568 # Increase chance of photon torpedos if docked or enemy energy is low
1569 if game.condition == "docked":
1571 if enemy.power < 500:
1573 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1575 # different enemies have different probabilities of throwing a torp
1576 usephasers = not torps_ok or \
1577 (enemy.type == 'K' and r > 0.0005) or \
1578 (enemy.type == 'C' and r > 0.015) or \
1579 (enemy.type == 'R' and r > 0.3) or \
1580 (enemy.type == 'S' and r > 0.07) or \
1581 (enemy.type == '?' and r > 0.05)
1582 if usephasers: # Enemy uses phasers
1583 if game.condition == "docked":
1584 continue # Don't waste the effort!
1585 attempt = True # Attempt to attack
1586 dustfac = rnd.real(0.8, 0.85)
1587 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1589 else: # Enemy uses photon torpedo
1590 # We should be able to make the bearing() method work here
1591 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1593 proutn(_("***TORPEDO INCOMING"))
1594 if not damaged(DSRSENS):
1595 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1598 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1599 dispersion += 0.002*enemy.power*dispersion
1600 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1601 if game.unwon() == 0:
1602 finish(FWON) # Klingons did themselves in!
1603 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1604 return # Supernova or finished
1607 # incoming phaser or torpedo, shields may dissipate it
1608 if game.shldup or game.shldchg or game.condition == "docked":
1609 # shields will take hits
1610 propor = pfac * game.shield
1611 if game.condition == "docked":
1613 propor = max(propor, 0.1)
1614 hitsh = propor*chgfac*hit+1.0
1616 if absorb > game.shield:
1617 absorb = game.shield
1618 game.shield -= absorb
1620 # taking a hit blasts us out of a starbase dock
1621 if game.condition == "docked":
1623 # but the shields may take care of it
1624 if propor > 0.1 and hit < 0.005*game.energy:
1626 # hit from this opponent got through shields, so take damage
1628 proutn(_("%d unit hit") % int(hit))
1629 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1630 proutn(_(" on the ") + crmshp())
1631 if not damaged(DSRSENS) and usephasers:
1632 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1634 # Decide if hit is critical
1640 if game.energy <= 0:
1641 # Returning home upon your shield, not with it...
1644 if not attempt and game.condition == "docked":
1645 prout(_("***Enemies decide against attacking your ship."))
1646 percent = 100.0*pfac*game.shield+0.5
1648 # Shields fully protect ship
1649 proutn(_("Enemy attack reduces shield strength to "))
1651 # Emit message if starship suffered hit(s)
1653 proutn(_("Energy left %2d shields ") % int(game.energy))
1656 elif not damaged(DSHIELD):
1659 proutn(_("damaged, "))
1660 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1661 # Check if anyone was hurt
1662 if hitmax >= 200 or hittot >= 500:
1663 icas = rnd.integer(int(hittot * 0.015))
1666 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1667 prout(_(" in that last attack.\""))
1669 game.state.crew -= icas
1670 # After attack, reset average distance to enemies
1671 for enemy in game.enemies:
1672 enemy.kavgd = enemy.kdist
1676 def deadkl(w, etype, mv):
1677 "Kill a Klingon, Tholian, Romulan, or Thingy."
1678 # Added mv to allow enemy to "move" before dying
1679 proutn(crmena(True, etype, "sector", mv))
1680 # Decide what kind of enemy it is and update appropriately
1682 # Chalk up a Romulan
1683 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1685 game.state.nromrem -= 1
1694 # Killed some type of Klingon
1695 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1698 game.state.kcmdr.remove(game.quadrant)
1700 if game.state.kcmdr:
1701 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1702 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1707 game.state.nscrem -= 1
1708 game.state.kscmdr.invalidate()
1713 # For each kind of enemy, finish message to player
1714 prout(_(" destroyed."))
1715 if game.unwon() == 0:
1718 # Remove enemy ship from arrays describing local conditions
1719 for e in game.enemies:
1726 "Return None if target is invalid, otherwise return a course angle."
1727 if not w.valid_sector():
1731 # C code this was translated from is wacky -- why the sign reversal?
1732 delta.j = (w.j - game.sector.j)
1733 delta.i = (game.sector.i - w.i)
1734 if delta == Coord(0, 0):
1736 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1737 prout(_(" I recommend an immediate review of"))
1738 prout(_(" the Captain's psychological profile.\""))
1741 return delta.bearing()
1744 "Launch photon torpedo salvo."
1747 if damaged(DPHOTON):
1748 prout(_("Photon tubes damaged."))
1752 prout(_("No torpedoes left."))
1755 # First, get torpedo count
1758 if scanner.token == "IHALPHA":
1761 elif scanner.token == "IHEOL" or not scanner.waiting():
1762 prout(_("%d torpedoes left.") % game.torps)
1764 proutn(_("Number of torpedoes to fire- "))
1765 continue # Go back around to get a number
1766 else: # key == "IHREAL"
1772 if n <= 0: # abort command
1777 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1780 scanner.chew() # User requested more torps than available
1781 continue # Go back around
1782 break # All is good, go to next stage
1786 key = scanner.nexttok()
1787 if i == 0 and key == "IHEOL":
1788 break # no coordinate waiting, we will try prompting
1789 if i == 1 and key == "IHEOL":
1790 # direct all torpedoes at one target
1792 target.append(target[0])
1793 tcourse.append(tcourse[0])
1796 scanner.push(scanner.token)
1797 target.append(scanner.getcoord())
1798 if target[-1] is None:
1800 tcourse.append(targetcheck(target[-1]))
1801 if tcourse[-1] is None:
1804 if len(target) == 0:
1805 # prompt for each one
1807 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1809 target.append(scanner.getcoord())
1810 if target[-1] is None:
1812 tcourse.append(targetcheck(target[-1]))
1813 if tcourse[-1] is None:
1816 # Loop for moving <n> torpedoes
1818 if game.condition != "docked":
1820 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1821 if math.fabs(dispersion) >= 0.47:
1823 dispersion *= rnd.real(1.2, 2.2)
1825 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1827 prouts(_("***TORPEDO MISFIRES."))
1830 prout(_(" Remainder of burst aborted."))
1831 if rnd.withprob(0.2):
1832 prout(_("***Photon tubes damaged by misfire."))
1833 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1837 elif game.shldup or game.condition == "docked":
1838 dispersion *= 1.0 + 0.0001*game.shield
1839 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1840 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1846 "Check for phasers overheating."
1848 checkburn = (rpow-1500.0)*0.00038
1849 if rnd.withprob(checkburn):
1850 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1851 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1853 def checkshctrl(rpow):
1854 "Check shield control."
1856 if rnd.withprob(0.998):
1857 prout(_("Shields lowered."))
1859 # Something bad has happened
1860 prouts(_("***RED ALERT! RED ALERT!"))
1862 hit = rpow*game.shield/game.inshld
1863 game.energy -= rpow+hit*0.8
1864 game.shield -= hit*0.2
1865 if game.energy <= 0.0:
1866 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1871 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1873 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1874 icas = rnd.integer(int(hit*0.012))
1879 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1880 prout(_(" %d casualties so far.\"") % icas)
1882 game.state.crew -= icas
1884 prout(_("Phaser energy dispersed by shields."))
1885 prout(_("Enemy unaffected."))
1890 "Register a phaser hit on Klingons and Romulans."
1897 dustfac = rnd.real(0.9, 1.0)
1898 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1899 kpini = game.enemies[kk].power
1900 kp = math.fabs(kpini)
1901 if PHASEFAC*hit < kp:
1903 if game.enemies[kk].power < 0:
1904 game.enemies[kk].power -= -kp
1906 game.enemies[kk].power -= kp
1907 kpow = game.enemies[kk].power
1908 w = game.enemies[kk].location
1910 if not damaged(DSRSENS):
1912 proutn(_("%d unit hit on ") % int(hit))
1914 proutn(_("Very small hit on "))
1915 ienm = game.quad[w.i][w.j]
1918 proutn(crmena(False, ienm, "sector", w))
1927 else: # decide whether or not to emasculate klingon
1928 # pylint: disable=chained-comparison
1929 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1930 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1931 prout(_(" has just lost its firepower.\""))
1932 game.enemies[kk].power = -kpow
1937 "Fire phasers at bad guys."
1941 irec = 0 # Cheating inhibitor
1950 # SR sensors and Computer are needed for automode
1951 if damaged(DSRSENS) or damaged(DCOMPTR):
1953 if game.condition == "docked":
1954 prout(_("Phasers can't be fired through base shields."))
1957 if damaged(DPHASER):
1958 prout(_("Phaser control damaged."))
1962 if damaged(DSHCTRL):
1963 prout(_("High speed shield control damaged."))
1966 if game.energy <= 200.0:
1967 prout(_("Insufficient energy to activate high-speed shield control."))
1970 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1972 # Original code so convoluted, I re-did it all
1973 # (That was Tom Almy talking about the C code, I think -- ESR)
1974 while automode == "NOTSET":
1975 key = scanner.nexttok()
1976 if key == "IHALPHA":
1977 if scanner.sees("manual"):
1978 if len(game.enemies)==0:
1979 prout(_("There is no enemy present to select."))
1982 automode = "AUTOMATIC"
1985 key = scanner.nexttok()
1986 elif scanner.sees("automatic"):
1987 if (not itarg) and len(game.enemies) != 0:
1988 automode = "FORCEMAN"
1990 if len(game.enemies)==0:
1991 prout(_("Energy will be expended into space."))
1992 automode = "AUTOMATIC"
1993 key = scanner.nexttok()
1994 elif scanner.sees("no"):
1999 elif key == "IHREAL":
2000 if len(game.enemies)==0:
2001 prout(_("Energy will be expended into space."))
2002 automode = "AUTOMATIC"
2004 automode = "FORCEMAN"
2006 automode = "AUTOMATIC"
2009 if len(game.enemies)==0:
2010 prout(_("Energy will be expended into space."))
2011 automode = "AUTOMATIC"
2013 automode = "FORCEMAN"
2015 proutn(_("Manual or automatic? "))
2020 if automode == "AUTOMATIC":
2021 if key == "IHALPHA" and scanner.sees("no"):
2023 key = scanner.nexttok()
2024 if key != "IHREAL" and len(game.enemies) != 0:
2025 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2030 for i in range(len(game.enemies)):
2031 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2033 proutn(_("%d units required. ") % irec)
2035 proutn(_("Units to fire= "))
2036 key = scanner.nexttok()
2041 proutn(_("Energy available= %.2f") % avail)
2044 if not rpow > avail:
2050 key = scanner.nexttok()
2051 if key == "IHALPHA" and scanner.sees("no"):
2054 game.energy -= 200 # Go and do it!
2055 if checkshctrl(rpow):
2060 if len(game.enemies):
2063 for i in range(len(game.enemies)):
2067 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2068 over = rnd.real(1.01, 1.06) * hits[i]
2070 powrem -= hits[i] + over
2071 if powrem <= 0 and temp < hits[i]:
2080 if extra > 0 and not game.alldone:
2082 proutn(_("*** Tholian web absorbs "))
2083 if len(game.enemies)>0:
2084 proutn(_("excess "))
2085 prout(_("phaser energy."))
2087 prout(_("%d expended on empty space.") % int(extra))
2088 elif automode == "FORCEMAN":
2091 if damaged(DCOMPTR):
2092 prout(_("Battle computer damaged, manual fire only."))
2095 prouts(_("---WORKING---"))
2097 prout(_("Short-range-sensors-damaged"))
2098 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2099 prout(_("Manual-fire-must-be-used"))
2101 elif automode == "MANUAL":
2103 for k in range(len(game.enemies)):
2104 aim = game.enemies[k].location
2105 ienm = game.quad[aim.i][aim.j]
2107 proutn(_("Energy available= %.2f") % (avail-0.006))
2111 if damaged(DSRSENS) and \
2112 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2113 prout(cramen(ienm) + _(" can't be located without short range scan."))
2116 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2120 if itarg and k > kz:
2121 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2124 if not damaged(DCOMPTR):
2129 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2130 key = scanner.nexttok()
2131 if key == "IHALPHA" and scanner.sees("no"):
2133 key = scanner.nexttok()
2135 if key == "IHALPHA":
2139 if k == 1: # Let me say I'm baffled by this
2142 if scanner.real < 0:
2146 hits.append(scanner.real)
2147 rpow += scanner.real
2148 # If total requested is too much, inform and start over
2150 prout(_("Available energy exceeded -- try again."))
2153 key = scanner.nexttok() # scan for next value
2155 # zero energy -- abort
2158 if key == "IHALPHA" and scanner.sees("no"):
2163 game.energy -= 200.0
2164 if checkshctrl(rpow):
2168 # Say shield raised or malfunction, if necessary
2174 if rnd.withprob(0.01):
2175 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2176 prouts(_(" CLICK CLICK POP . . ."))
2177 prout(_(" No response, sir!"))
2180 prout(_("Shields raised."))
2187 game.ididit = False # Nothing if we fail
2190 # Make sure there is room in the brig
2191 if game.brigfree == 0:
2192 prout(_("Security reports the brig is already full."))
2196 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2199 if damaged(DTRANSP):
2200 prout(_("Scotty- \"Transporter damaged, sir.\""))
2203 # find out if there are any at all
2205 prout(_("Uhura- \"Getting no response, sir.\""))
2208 # if there is more than one Klingon, find out which one
2209 # Cruddy, just takes one at random. Should ask the captain.
2210 # Nah, just select the weakest one since it is most likely to
2211 # surrender (Tom Almy mod)
2212 klingons = [e for e in game.enemies if e.type == 'K']
2213 weakest = sorted(klingons, key=lambda e: e.power)[0]
2214 game.optime = 0.05 # This action will take some time
2215 game.ididit = True # So any others can strike back
2217 # check out that Klingon
2218 # The algorithm isn't that great and could use some more
2219 # intelligent design
2220 # x = 300 + 25*skill;
2221 x = game.energy / (weakest.power * len(klingons))
2222 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2223 # % (game.energy, weakest.power, len(klingons)))
2224 x *= 2.5 # would originally have been equivalent of 1.4,
2225 # but we want command to work more often, more humanely
2226 #prout(_("Prob = %.4f" % x))
2227 # x = 100; // For testing, of course!
2228 if x < rnd.real(100):
2229 # guess what, he surrendered!!!
2230 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2233 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2234 if i > game.brigfree:
2235 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2238 prout(_("%d captives taken") % i)
2239 deadkl(weakest.location, weakest.type, game.sector)
2244 # big surprise, he refuses to surrender
2245 prout(_("Fat chance, captain!"))
2247 # Code from events.c begins here.
2249 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2250 # event of each type active at any given time. Mostly these means we can
2251 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2252 # BSD Trek, from which we swiped the idea, can have up to 5.
2254 def unschedule(evtype):
2255 "Remove an event from the schedule."
2256 game.future[evtype].date = FOREVER
2257 return game.future[evtype]
2259 def is_scheduled(evtype):
2260 "Is an event of specified type scheduled."
2261 return game.future[evtype].date != FOREVER
2263 def scheduled(evtype):
2264 "When will this event happen?"
2265 return game.future[evtype].date
2267 def schedule(evtype, offset):
2268 "Schedule an event of specified type."
2269 game.future[evtype].date = game.state.date + offset
2270 return game.future[evtype]
2272 def postpone(evtype, offset):
2273 "Postpone a scheduled event."
2274 game.future[evtype].date += offset
2277 "Rest period is interrupted by event."
2280 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2282 game.resting = False
2288 "Run through the event queue looking for things to do."
2290 fintim = game.state.date + game.optime
2299 def tractorbeam(yank):
2300 "Tractor-beaming cases merge here."
2302 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2304 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2305 # If Kirk & Co. screwing around on planet, handle
2306 atover(True) # atover(true) is Grab
2309 if game.icraft: # Caught in Galileo?
2312 # Check to see if shuttle is aboard
2313 if game.iscraft == "offship":
2315 if rnd.withprob(0.5):
2316 prout(_("Galileo, left on the planet surface, is captured"))
2317 prout(_("by aliens and made into a flying McDonald's."))
2318 game.damage[DSHUTTL] = -10
2319 game.iscraft = "removed"
2321 prout(_("Galileo, left on the planet surface, is well hidden."))
2323 game.quadrant = game.state.kscmdr
2325 game.quadrant = game.state.kcmdr[i]
2326 game.sector = randplace(QUADSIZE)
2327 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2328 % (game.quadrant, game.sector))
2330 prout(_("(Remainder of rest/repair period cancelled.)"))
2331 game.resting = False
2333 if not damaged(DSHIELD) and game.shield > 0:
2334 doshield(shraise=True) # raise shields
2335 game.shldchg = False
2337 prout(_("(Shields not currently useable.)"))
2339 # Adjust finish time to time of tractor beaming?
2340 # fintim = game.state.date+game.optime
2341 attack(torps_ok=False)
2342 if not game.state.kcmdr:
2345 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2348 "Code merges here for any commander destroying a starbase."
2349 # Not perfect, but will have to do
2350 # Handle case where base is in same quadrant as starship
2351 if game.battle == game.quadrant:
2352 game.state.chart[game.battle.i][game.battle.j].starbase = False
2353 game.quad[game.base.i][game.base.j] = '.'
2354 game.base.invalidate()
2357 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2358 elif game.state.baseq and communicating():
2359 # Get word via subspace radio
2362 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2363 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2365 prout(_("the Klingon Super-Commander"))
2367 prout(_("a Klingon Commander"))
2368 game.state.chart[game.battle.i][game.battle.j].starbase = False
2369 # Remove Starbase from galaxy
2370 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2371 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2373 # reinstate a commander's base attack
2377 game.battle.invalidate()
2378 if game.idebug: # pragma: no cover
2379 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2380 for i in range(1, NEVENTS):
2381 if i == FSNOVA: proutn("=== Supernova ")
2382 elif i == FTBEAM: proutn("=== T Beam ")
2383 elif i == FSNAP: proutn("=== Snapshot ")
2384 elif i == FBATTAK: proutn("=== Base Attack ")
2385 elif i == FCDBAS: proutn("=== Base Destroy ")
2386 elif i == FSCMOVE: proutn("=== SC Move ")
2387 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2388 elif i == FDSPROB: proutn("=== Probe Move ")
2389 elif i == FDISTR: proutn("=== Distress Call ")
2390 elif i == FENSLV: proutn("=== Enslavement ")
2391 elif i == FREPRO: proutn("=== Klingon Build ")
2393 prout("%.2f" % (scheduled(i)))
2396 radio_was_broken = damaged(DRADIO)
2399 # Select earliest extraneous event, evcode==0 if no events
2404 for l in range(1, NEVENTS):
2405 if game.future[l].date < datemin:
2408 prout("== Event %d fires" % evcode) # pragma: no cover
2409 datemin = game.future[l].date
2410 xtime = datemin-game.state.date
2412 game.energy -= xtime*500.0
2413 if game.energy <= 0:
2416 game.state.date = datemin
2417 # Decrement Federation resources and recompute remaining time
2418 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2420 if game.state.remtime <= 0:
2423 # Any crew left alive?
2424 if game.state.crew <= 0:
2427 # Is life support adequate?
2428 if damaged(DLIFSUP) and game.condition != "docked":
2429 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2432 game.lsupres -= xtime
2433 if game.damage[DLIFSUP] <= xtime:
2434 game.lsupres = game.inlsr
2437 if game.condition == "docked":
2439 # Don't fix Deathray here
2440 for l in range(NDEVICES):
2441 if game.damage[l] > 0.0 and l != DDRAY:
2442 if game.damage[l]-repair > 0.0:
2443 game.damage[l] -= repair
2445 game.damage[l] = 0.0
2446 # If radio repaired, update star chart and attack reports
2447 if radio_was_broken and not damaged(DRADIO):
2448 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2449 prout(_(" surveillance reports are coming in."))
2451 if not game.iseenit:
2455 prout(_(" The star chart is now up to date.\""))
2457 # Cause extraneous event EVCODE to occur
2458 game.optime -= xtime
2459 if evcode == FSNOVA: # Supernova
2462 schedule(FSNOVA, expran(0.5*game.intime))
2463 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2465 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2466 if game.state.nscrem == 0 or game.iscloaked or \
2467 ictbeam or istract or \
2468 game.condition == "docked" or game.isatb == 1 or game.iscate:
2470 if game.ientesc or \
2471 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2472 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2473 (damaged(DSHIELD) and \
2474 (game.energy < 2500 or damaged(DPHASER)) and \
2475 (game.torps < 5 or damaged(DPHOTON))):
2477 istract = ictbeam = True
2478 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2481 elif evcode == FTBEAM: # Tractor beam
2482 if not game.state.kcmdr:
2485 i = rnd.integer(len(game.state.kcmdr))
2486 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2487 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2488 # Drats! Have to reschedule
2490 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2494 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2495 game.snapsht = copy.deepcopy(game.state)
2496 game.state.snap = True
2497 schedule(FSNAP, expran(0.5 * game.intime))
2498 elif evcode == FBATTAK: # Commander attacks starbase
2499 if not game.state.kcmdr or not game.state.baseq:
2504 ibq = None # Force battle location to persist past loop
2506 for ibq in game.state.baseq:
2507 for cmdr in game.state.kcmdr:
2508 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2510 # no match found -- try later
2511 schedule(FBATTAK, expran(0.3*game.intime))
2516 # commander + starbase combination found -- launch attack
2518 schedule(FCDBAS, rnd.real(1.0, 4.0))
2519 if game.isatb: # extra time if SC already attacking
2520 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2521 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2522 game.iseenit = False
2523 if not communicating():
2524 continue # No warning :-(
2528 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2529 prout(_(" reports that it is under attack and that it can"))
2530 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2533 elif evcode == FSCDBAS: # Supercommander destroys base
2536 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2537 continue # WAS RETURN!
2539 game.battle = game.state.kscmdr
2541 elif evcode == FCDBAS: # Commander succeeds in destroying base
2542 if evcode == FCDBAS:
2544 if not game.state.baseq \
2545 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2546 game.battle.invalidate()
2548 # find the lucky pair
2549 for cmdr in game.state.kcmdr:
2550 if cmdr == game.battle:
2553 # No action to take after all
2556 elif evcode == FSCMOVE: # Supercommander moves
2557 schedule(FSCMOVE, 0.2777)
2558 if not game.ientesc and not istract and game.isatb != 1 and \
2559 (not game.iscate or not game.justin):
2561 elif evcode == FDSPROB: # Move deep space probe
2562 schedule(FDSPROB, 0.01)
2563 if not game.probe.nexttok():
2564 if not game.probe.quadrant().valid_quadrant() or \
2565 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2566 # Left galaxy or ran into supernova
2570 proutn(_("Lt. Uhura- \"The deep space probe "))
2571 if not game.probe.quadrant().valid_quadrant():
2572 prout(_("has left the galaxy.\""))
2574 prout(_("is no longer transmitting.\""))
2580 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2581 pquad = game.probe.quadrant()
2582 pdest = game.state.galaxy[pquad.i][pquad.j]
2584 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2585 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2586 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2587 pdest.charted = True
2588 game.probe.moves -= 1 # One less to travel
2589 if game.probe.arrived() and game.isarmed and pdest.stars:
2590 supernova(game.probe.quadrant()) # fire in the hole!
2592 if game.state.galaxy[pquad.i][pquad.j].supernova:
2594 elif evcode == FDISTR: # inhabited system issues distress call
2596 # try a whole bunch of times to find something suitable
2597 for i in range(100):
2598 # need a quadrant which is not the current one,
2599 # which has some stars which are inhabited and
2600 # not already under attack, which is not
2601 # supernova'ed, and which has some Klingons in it
2602 w = randplace(GALSIZE)
2603 q = game.state.galaxy[w.i][w.j]
2604 if not (game.quadrant == w or q.planet is None or \
2605 not q.planet.inhabited or \
2606 q.supernova or q.status!="secure" or q.klingons<=0):
2609 # can't seem to find one; ignore this call
2610 if game.idebug: # pragma: no cover
2611 prout("=== Couldn't find location for distress event.")
2613 # got one!! Schedule its enslavement
2614 ev = schedule(FENSLV, expran(game.intime))
2616 q.status = "distressed"
2617 # tell the captain about it if we can
2619 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2620 % (q.planet, repr(w)))
2621 prout(_("by a Klingon invasion fleet."))
2624 elif evcode == FENSLV: # starsystem is enslaved
2625 ev = unschedule(FENSLV)
2626 # see if current distress call still active
2627 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2631 q.status = "enslaved"
2633 # play stork and schedule the first baby
2634 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2635 ev2.quadrant = ev.quadrant
2637 # report the disaster if we can
2639 prout(_("Uhura- We've lost contact with starsystem %s") % \
2641 prout(_("in Quadrant %s.\n") % ev.quadrant)
2642 elif evcode == FREPRO: # Klingon reproduces
2643 # If we ever switch to a real event queue, we'll need to
2644 # explicitly retrieve and restore the x and y.
2645 ev = schedule(FREPRO, expran(1.0 * game.intime))
2646 # see if current distress call still active
2647 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2651 if game.remkl() >= MAXKLGAME:
2652 continue # full right now
2653 # reproduce one Klingon
2656 if game.klhere >= MAXKLQUAD:
2658 # this quadrant not ok, pick an adjacent one
2659 for m.i in range(w.i - 1, w.i + 2):
2660 for m.j in range(w.j - 1, w.j + 2):
2661 if not m.valid_quadrant():
2663 q = game.state.galaxy[m.i][m.j]
2664 # check for this quad ok (not full & no snova)
2665 if q.klingons >= MAXKLQUAD or q.supernova:
2668 # search for eligible quadrant failed
2674 if game.quadrant == w:
2676 newkling() # also adds it to game.enemies
2677 # recompute time left
2680 if game.quadrant == w:
2681 prout(_("Spock- sensors indicate the Klingons have"))
2682 prout(_("launched a warship from %s.") % q.planet)
2684 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2685 if q.planet is not None:
2686 proutn(_("near %s ") % q.planet)
2687 prout(_("in Quadrant %s.") % w)
2693 key = scanner.nexttok()
2696 proutn(_("How long? "))
2701 origTime = delay = scanner.real
2704 if delay >= game.state.remtime or len(game.enemies) != 0:
2705 proutn(_("Are you sure? "))
2708 # Alternate resting periods (events) with attacks
2712 game.resting = False
2713 if not game.resting:
2714 prout(_("%d stardates left.") % int(game.state.remtime))
2716 temp = game.optime = delay
2717 if len(game.enemies):
2718 rtime = rnd.real(1.0, 2.0)
2722 if game.optime < delay:
2723 attack(torps_ok=False)
2731 # Repair Deathray if long rest at starbase
2732 if origTime-delay >= 9.99 and game.condition == "docked":
2733 game.damage[DDRAY] = 0.0
2734 # leave if quadrant supernovas
2735 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2737 game.resting = False
2742 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2743 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2744 if rnd.withprob(0.05):
2745 # Wow! We've supernova'ed
2746 supernova(game.quadrant)
2748 # handle initial nova
2749 game.quad[nov.i][nov.j] = '.'
2750 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2751 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2752 game.state.starkl += 1
2753 # Set up queue to recursively trigger adjacent stars
2759 for offset.i in range(-1, 1+1):
2760 for offset.j in range(-1, 1+1):
2761 if offset.j == 0 and offset.i == 0:
2763 neighbor = start + offset
2764 if not neighbor.valid_sector():
2766 iquad = game.quad[neighbor.i][neighbor.j]
2767 # Empty space ends reaction
2768 if iquad in ('.', '?', ' ', 'T', '#'):
2770 elif iquad == '*': # Affect another star
2771 if rnd.withprob(0.05):
2772 # This star supernovas
2773 supernova(game.quadrant)
2776 hits.append(neighbor)
2777 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2778 game.state.starkl += 1
2779 proutn(crmena(True, '*', "sector", neighbor))
2781 game.quad[neighbor.i][neighbor.j] = '.'
2783 elif iquad in ('P', '@'): # Destroy planet
2784 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2786 game.state.nplankl += 1
2788 game.state.nworldkl += 1
2789 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2790 game.iplnet.pclass = "destroyed"
2792 game.plnet.invalidate()
2796 game.quad[neighbor.i][neighbor.j] = '.'
2797 elif iquad == 'B': # Destroy base
2798 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2799 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2800 game.base.invalidate()
2801 game.state.basekl += 1
2803 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2804 game.quad[neighbor.i][neighbor.j] = '.'
2805 elif iquad in ('E', 'F'): # Buffet ship
2806 prout(_("***Starship buffeted by nova."))
2808 if game.shield >= 2000.0:
2809 game.shield -= 2000.0
2811 diff = 2000.0 - game.shield
2815 prout(_("***Shields knocked out."))
2816 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2818 game.energy -= 2000.0
2819 if game.energy <= 0:
2822 # add in course nova contributes to kicking starship
2824 bump += (game.sector-hits[-1]).sgn()
2825 elif iquad == 'K': # kill klingon
2826 deadkl(neighbor, iquad, neighbor)
2827 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2829 for ll in range(len(game.enemies)):
2830 if game.enemies[ll].location == neighbor:
2831 target = game.enemies[ll]
2833 if target is not None:
2834 target.power -= 800.0 # If firepower is lost, die
2835 if target.power <= 0.0:
2836 deadkl(neighbor, iquad, neighbor)
2837 continue # neighbor loop
2838 # Else enemy gets flung by the blast wave
2839 newc = neighbor + neighbor - start
2840 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2841 if not newc.valid_sector():
2842 # can't leave quadrant
2845 iquad1 = game.quad[newc.i][newc.j]
2847 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2849 deadkl(neighbor, iquad, newc)
2852 # can't move into something else
2855 proutn(_(", buffeted to Sector %s") % newc)
2856 game.quad[neighbor.i][neighbor.j] = '.'
2857 game.quad[newc.i][newc.j] = iquad
2859 # Starship affected by nova -- kick it away.
2861 direc = ncourse[3*(bump.i+1)+bump.j+2]
2866 scourse = course(bearing=direc, distance=dist)
2867 game.optime = scourse.time(w=4)
2869 prout(_("Force of nova displaces starship."))
2870 imove(scourse, noattack=True)
2871 game.optime = scourse.time(w=4)
2875 "Star goes supernova."
2880 # Scheduled supernova -- select star at random.
2883 for nq.i in range(GALSIZE):
2884 for nq.j in range(GALSIZE):
2885 nstars += game.state.galaxy[nq.i][nq.j].stars
2887 return # nothing to supernova exists
2888 num = rnd.integer(nstars) + 1
2889 for nq.i in range(GALSIZE):
2890 for nq.j in range(GALSIZE):
2891 num -= game.state.galaxy[nq.i][nq.j].stars
2896 if game.idebug: # pragma: no cover
2897 proutn("=== Super nova here?")
2900 if nq != game.quadrant or game.justin:
2901 # it isn't here, or we just entered (treat as enroute)
2904 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2905 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2908 # we are in the quadrant!
2909 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2910 for ns.i in range(QUADSIZE):
2911 for ns.j in range(QUADSIZE):
2912 if game.quad[ns.i][ns.j]=='*':
2919 prouts(_("***RED ALERT! RED ALERT!"))
2921 prout(_("***Incipient supernova detected at Sector %s") % ns)
2922 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2923 proutn(_("Emergency override attempts t"))
2924 prouts("***************")
2928 # destroy any Klingons in supernovaed quadrant
2929 game.state.galaxy[nq.i][nq.j].klingons = 0
2930 if nq == game.state.kscmdr:
2931 # did in the Supercommander!
2932 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2936 # Changing this to [w for w in game.state.kcmdr if w != nq]
2937 # causes regression-test failure
2938 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2939 #comkills = len(game.state.kcmdr) - len(survivors)
2940 game.state.kcmdr = survivors
2941 if not game.state.kcmdr:
2943 # destroy Romulans and planets in supernovaed quadrant
2944 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2945 game.state.galaxy[nq.i][nq.j].romulans = 0
2946 game.state.nromrem -= nrmdead
2948 for loop in range(game.inplan):
2949 if game.state.planets[loop].quadrant == nq:
2950 game.state.planets[loop].pclass = "destroyed"
2952 # Destroy any base in supernovaed quadrant
2953 game.state.baseq = [x for x in game.state.baseq if x != nq]
2954 # If starship caused supernova, tally up destruction
2956 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2957 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2958 game.state.nplankl += npdead
2959 # mark supernova in galaxy and in star chart
2960 if game.quadrant == nq or communicating():
2961 game.state.galaxy[nq.i][nq.j].supernova = True
2962 # If supernova destroys last Klingons give special message
2963 if game.unwon()==0 and nq != game.quadrant:
2966 prout(_("Lucky you!"))
2967 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2970 # if some Klingons remain, continue or die in supernova
2975 # Code from finish.c ends here.
2978 "Self-destruct maneuver. Finish with a BANG!"
2980 if damaged(DCOMPTR):
2981 prout(_("Computer damaged; cannot execute destruct sequence."))
2983 prouts(_("---WORKING---")); skip(1)
2984 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2985 prouts(" 10"); skip(1)
2986 prouts(" 9"); skip(1)
2987 prouts(" 8"); skip(1)
2988 prouts(" 7"); skip(1)
2989 prouts(" 6"); skip(1)
2991 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2993 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2995 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2998 if game.passwd != scanner.token:
2999 prouts(_("PASSWORD-REJECTED;"))
3001 prouts(_("CONTINUITY-EFFECTED"))
3004 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3005 prouts(" 5"); skip(1)
3006 prouts(" 4"); skip(1)
3007 prouts(" 3"); skip(1)
3008 prouts(" 2"); skip(1)
3009 prouts(" 1"); skip(1)
3010 if rnd.withprob(0.15):
3011 prouts(_("GOODBYE-CRUEL-WORLD"))
3019 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3023 if len(game.enemies) != 0:
3024 whammo = 25.0 * game.energy
3025 for e in game.enemies[::-1]:
3026 if e.power*e.kdist <= whammo:
3027 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3031 "Compute our rate of kils over time."
3032 elapsed = game.state.date - game.indate
3033 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3036 starting = (game.inkling + game.incom + game.inscom)
3037 remaining = game.unwon()
3038 return (starting - remaining)/elapsed
3042 badpt = 5.0*game.state.starkl + \
3044 10.0*game.state.nplankl + \
3045 300*game.state.nworldkl + \
3047 100.0*game.state.basekl +\
3048 3.0*game.abandoned +\
3050 if game.ship == 'F':
3052 elif game.ship is None:
3057 # end the game, with appropriate notifications
3061 prout(_("It is stardate %.1f.") % game.state.date)
3063 if ifin == FWON: # Game has been won
3064 if game.state.nromrem != 0:
3065 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3068 prout(_("You have smashed the Klingon invasion fleet and saved"))
3069 prout(_("the Federation."))
3070 if game.alive and game.brigcapacity-game.brigfree > 0:
3071 game.kcaptured += game.brigcapacity-game.brigfree
3072 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3077 badpt = 0.0 # Close enough!
3078 # killsPerDate >= RateMax
3079 if game.state.date-game.indate < 5.0 or \
3080 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3082 prout(_("In fact, you have done so well that Starfleet Command"))
3083 if game.skill == SKILL_NOVICE:
3084 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3085 elif game.skill == SKILL_FAIR:
3086 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3087 elif game.skill == SKILL_GOOD:
3088 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3089 elif game.skill == SKILL_EXPERT:
3090 prout(_("promotes you to Commodore Emeritus."))
3092 prout(_("Now that you think you're really good, try playing"))
3093 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3094 elif game.skill == SKILL_EMERITUS:
3096 proutn(_("Computer- "))
3097 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3099 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3101 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3103 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3105 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3107 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3109 prout(_("Now you can retire and write your own Star Trek game!"))
3111 elif game.skill >= SKILL_EXPERT:
3112 if game.thawed and not game.idebug:
3113 prout(_("You cannot get a citation, so..."))
3115 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3119 # Only grant long life if alive (original didn't!)
3121 prout(_("LIVE LONG AND PROSPER."))
3126 elif ifin == FDEPLETE: # Federation Resources Depleted
3127 prout(_("Your time has run out and the Federation has been"))
3128 prout(_("conquered. Your starship is now Klingon property,"))
3129 prout(_("and you are put on trial as a war criminal. On the"))
3130 proutn(_("basis of your record, you are "))
3131 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3132 prout(_("acquitted."))
3134 prout(_("LIVE LONG AND PROSPER."))
3136 prout(_("found guilty and"))
3137 prout(_("sentenced to death by slow torture."))
3141 elif ifin == FLIFESUP:
3142 prout(_("Your life support reserves have run out, and"))
3143 prout(_("you die of thirst, starvation, and asphyxiation."))
3144 prout(_("Your starship is a derelict in space."))
3146 prout(_("Your energy supply is exhausted."))
3148 prout(_("Your starship is a derelict in space."))
3149 elif ifin == FBATTLE:
3150 prout(_("The %s has been destroyed in battle.") % crmshp())
3152 prout(_("Dulce et decorum est pro patria mori."))
3154 prout(_("You have made three attempts to cross the negative energy"))
3155 prout(_("barrier which surrounds the galaxy."))
3157 prout(_("Your navigation is abominable."))
3160 prout(_("Your starship has been destroyed by a nova."))
3161 prout(_("That was a great shot."))
3163 elif ifin == FSNOVAED:
3164 prout(_("The %s has been fried by a supernova.") % crmshp())
3165 prout(_("...Not even cinders remain..."))
3166 elif ifin == FABANDN:
3167 prout(_("You have been captured by the Klingons. If you still"))
3168 prout(_("had a starbase to be returned to, you would have been"))
3169 prout(_("repatriated and given another chance. Since you have"))
3170 prout(_("no starbases, you will be mercilessly tortured to death."))
3171 elif ifin == FDILITHIUM:
3172 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3173 elif ifin == FMATERIALIZE:
3174 prout(_("Starbase was unable to re-materialize your starship."))
3175 prout(_("Sic transit gloria mundi."))
3176 elif ifin == FPHASER:
3177 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3179 prout(_("You and your landing party have been"))
3180 prout(_("converted to energy, dissipating through space."))
3181 elif ifin == FMINING:
3182 # This does not seem to be reachable from any code path.
3183 prout(_("You are left with your landing party on"))
3184 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3186 prout(_("They are very fond of \"Captain Kirk\" soup."))
3188 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3189 elif ifin == FDPLANET:
3190 prout(_("You and your mining party perish."))
3192 prout(_("That was a great shot."))
3195 # This does not seem to be reachable from any code path.
3196 prout(_("The Galileo is instantly annihilated by the supernova."))
3197 prout(_("You and your mining party are atomized."))
3199 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3200 prout(_("joins the Romulans, wreaking terror on the Federation."))
3201 elif ifin == FPNOVA:
3202 prout(_("You and your mining party are atomized."))
3204 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3205 prout(_("joins the Romulans, wreaking terror on the Federation."))
3206 elif ifin == FSTRACTOR:
3207 prout(_("The shuttle craft Galileo is also caught,"))
3208 prout(_("and breaks up under the strain."))
3210 prout(_("Your debris is scattered for millions of miles."))
3211 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3213 prout(_("The mutants attack and kill Spock."))
3214 prout(_("Your ship is captured by Klingons, and"))
3215 prout(_("your crew is put on display in a Klingon zoo."))
3216 elif ifin == FTRIBBLE:
3217 prout(_("Tribbles consume all remaining water,"))
3218 prout(_("food, and oxygen on your ship."))
3220 prout(_("You die of thirst, starvation, and asphyxiation."))
3221 prout(_("Your starship is a derelict in space."))
3223 prout(_("Your ship is drawn to the center of the black hole."))
3224 prout(_("You are crushed into extremely dense matter."))
3225 elif ifin == FCLOAK:
3227 prout(_("You have violated the Treaty of Algeron."))
3228 prout(_("The Romulan Empire can never trust you again."))
3230 prout(_("Your last crew member has died."))
3231 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3232 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3233 prout(_("You may have missed some warning messages."))
3235 if game.ship == 'F':
3237 elif game.ship == 'E':
3240 if game.unwon() != 0:
3241 goodies = game.state.remres/game.inresor
3242 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3243 if goodies/baddies >= rnd.real(1.0, 1.5):
3244 prout(_("As a result of your actions, a treaty with the Klingon"))
3245 prout(_("Empire has been signed. The terms of the treaty are"))
3246 if goodies/baddies >= rnd.real(3.0):
3247 prout(_("favorable to the Federation."))
3249 prout(_("Congratulations!"))
3251 prout(_("highly unfavorable to the Federation."))
3253 prout(_("The Federation will be destroyed."))
3255 prout(_("Since you took the last Klingon with you, you are a"))
3256 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3257 prout(_("statue in your memory. Rest in peace, and try not"))
3258 prout(_("to think about pigeons."))
3261 scanner.chew() # Clean up leftovers
3264 "Compute player's score."
3265 timused = game.state.date - game.indate
3266 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3268 game.perdate = killrate()
3269 ithperd = 500*game.perdate + 0.5
3272 iwon = 100*game.skill
3273 if game.ship == 'E':
3275 elif game.ship == 'F':
3279 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3280 game.score = 10*(dead_ordinaries)\
3281 + 50*(game.incom - len(game.state.kcmdr)) \
3283 + 20*(game.inrom - game.state.nromrem) \
3284 + 200*(game.inscom - game.state.nscrem) \
3285 - game.state.nromrem \
3286 + 3 * game.kcaptured \
3291 prout(_("Your score --"))
3292 if game.inrom - game.state.nromrem:
3293 prout(_("%6d Romulans destroyed %5d") %
3294 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3295 if game.state.nromrem and game.gamewon:
3296 prout(_("%6d Romulans captured %5d") %
3297 (game.state.nromrem, game.state.nromrem))
3299 prout(_("%6d ordinary Klingons destroyed %5d") %
3300 (dead_ordinaries, 10*dead_ordinaries))
3301 if game.incom - len(game.state.kcmdr):
3302 prout(_("%6d Klingon commanders destroyed %5d") %
3303 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3305 prout(_("%d Klingons captured %5d") %
3306 (game.kcaptured, 3 * game.kcaptured))
3307 if game.inscom - game.state.nscrem:
3308 prout(_("%6d Super-Commander destroyed %5d") %
3309 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3311 prout(_("%6.2f Klingons per stardate %5d") %
3312 (game.perdate, ithperd))
3313 if game.state.starkl:
3314 prout(_("%6d stars destroyed by your action %5d") %
3315 (game.state.starkl, -5*game.state.starkl))
3316 if game.state.nplankl:
3317 prout(_("%6d planets destroyed by your action %5d") %
3318 (game.state.nplankl, -10*game.state.nplankl))
3319 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3320 prout(_("%6d inhabited planets destroyed by your action %5d") %
3321 (game.state.nworldkl, -300*game.state.nworldkl))
3322 if game.state.basekl:
3323 prout(_("%6d bases destroyed by your action %5d") %
3324 (game.state.basekl, -100*game.state.basekl))
3326 prout(_("%6d calls for help from starbase %5d") %
3327 (game.nhelp, -45*game.nhelp))
3329 prout(_("%6d casualties incurred %5d") %
3330 (game.casual, -game.casual))
3332 prout(_("%6d crew abandoned in space %5d") %
3333 (game.abandoned, -3*game.abandoned))
3335 prout(_("%6d ship(s) lost or destroyed %5d") %
3336 (klship, -100*klship))
3338 if game.ncviol == 1:
3339 prout(_("1 Treaty of Algeron violation -100"))
3341 prout(_("%6d Treaty of Algeron violations %5d\n") %
3342 (game.ncviol, -100*game.ncviol))
3344 prout(_("Penalty for getting yourself killed -200"))
3346 proutn(_("Bonus for winning "))
3347 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3348 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3349 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3350 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3351 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3352 prout(" %5d" % iwon)
3354 prout(_("TOTAL SCORE %5d") % game.score)
3357 "Emit winner's commemmorative plaque."
3360 proutn(_("File or device name for your plaque: "))
3363 fp = open(winner, "w")
3366 prout(_("Invalid name."))
3368 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3370 # The 38 below must be 64 for 132-column paper
3371 nskip = 38 - len(winner)/2
3372 # This is where the ASCII art picture was emitted.
3373 # It got garbled somewhere in the chain of transmission to the Almy version.
3374 # We should restore it if we can find old enough FORTRAN sources.
3376 fp.write(_(" U. S. S. ENTERPRISE\n"))
3377 fp.write("\n\n\n\n")
3378 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3380 fp.write(_(" Starfleet Command bestows to you\n"))
3382 fp.write("%*s%s\n\n" % (nskip, "", winner))
3383 fp.write(_(" the rank of\n\n"))
3384 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3386 if game.skill == SKILL_EXPERT:
3387 fp.write(_(" Expert level\n\n"))
3388 elif game.skill == SKILL_EMERITUS:
3389 fp.write(_("Emeritus level\n\n"))
3391 fp.write(_(" Cheat level\n\n"))
3392 timestring = time.ctime()
3393 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3394 (timestring+4, timestring+20, timestring+11))
3395 fp.write(_(" Your score: %d\n\n") % game.score)
3396 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3399 # Code from io.c begins here
3401 rows = linecount = 0 # for paging
3404 fullscreen_window = None
3405 srscan_window = None # Short range scan
3406 report_window = None # Report legends for status window
3407 status_window = None # The status window itself
3408 lrscan_window = None # Long range scan
3409 message_window = None # Main window for scrolling text
3410 prompt_window = None # Prompt window at bottom of display
3415 # for some recent versions of python2, the following enables UTF8
3416 # for the older ones we probably need to set C locale, and python3
3417 # has no problems at all
3418 if sys.version_info[0] < 3:
3419 locale.setlocale(locale.LC_ALL, "")
3420 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3421 gettext.textdomain("sst")
3422 if not (game.options & OPTION_CURSES):
3423 ln_env = os.getenv("LINES")
3429 stdscr = curses.initscr()
3433 if game.options & OPTION_COLOR:
3434 curses.start_color()
3435 curses.use_default_colors()
3436 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3437 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3438 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3439 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3440 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3441 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3442 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3443 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3444 global fullscreen_window, srscan_window, report_window, status_window
3445 global lrscan_window, message_window, prompt_window
3446 (rows, _columns) = stdscr.getmaxyx()
3447 fullscreen_window = stdscr
3448 srscan_window = curses.newwin(12, 25, 0, 0)
3449 report_window = curses.newwin(11, 0, 1, 25)
3450 status_window = curses.newwin(10, 0, 1, 39)
3451 lrscan_window = curses.newwin(5, 0, 0, 64)
3452 message_window = curses.newwin(0, 0, 12, 0)
3453 prompt_window = curses.newwin(1, 0, rows-2, 0)
3454 message_window.scrollok(True)
3455 setwnd(fullscreen_window)
3459 if game.options & OPTION_CURSES:
3460 stdscr.keypad(False)
3466 "Wait for user action -- OK to do nothing if on a TTY"
3467 if game.options & OPTION_CURSES:
3472 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3476 if game.skill > SKILL_FAIR:
3477 prompt = _("[CONTINUE?]")
3479 prompt = _("[PRESS ENTER TO CONTINUE]")
3481 if game.options & OPTION_CURSES:
3483 setwnd(prompt_window)
3484 prompt_window.clear()
3485 prompt_window.addstr(prompt)
3486 prompt_window.getstr()
3487 prompt_window.clear()
3488 prompt_window.refresh()
3489 setwnd(message_window)
3492 sys.stdout.write('\n')
3496 sys.stdout.write('\n' * rows)
3500 "Skip i lines. Pause game if this would cause a scrolling event."
3501 for _dummy in range(i):
3502 if game.options & OPTION_CURSES:
3503 (y, _x) = curwnd.getyx()
3506 except curses.error:
3511 if rows and linecount >= rows:
3514 sys.stdout.write('\n')
3516 def proutn(proutntline):
3517 "Utter a line with no following line feed."
3518 if game.options & OPTION_CURSES:
3519 (y, x) = curwnd.getyx()
3520 (my, _mx) = curwnd.getmaxyx()
3521 if curwnd == message_window and y >= my - 2:
3524 if logfp and game.cdebug:
3525 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3526 curwnd.addstr(proutntline)
3529 sys.stdout.write(proutntline)
3532 def prout(proutline):
3536 def prouts(proutsline):
3538 for c in proutsline:
3539 if not replayfp or replayfp.closed: # Don't slow down replays
3542 if game.options & OPTION_CURSES:
3546 if not replayfp or replayfp.closed:
3550 "Get a line of input."
3551 if game.options & OPTION_CURSES:
3552 linein = codecs.decode(curwnd.getstr()) + "\n"
3555 if replayfp and not replayfp.closed:
3557 linein = replayfp.readline()
3560 prout("*** Replay finished")
3563 elif linein[0] != "#":
3567 linein = input() + "\n"
3576 "Change windows -- OK for this to be a no-op in tty mode."
3578 if game.options & OPTION_CURSES:
3579 if game.cdebug and logfp:
3580 if wnd == fullscreen_window:
3581 legend = "fullscreen"
3582 elif wnd == srscan_window:
3584 elif wnd == report_window:
3586 elif wnd == status_window:
3588 elif wnd == lrscan_window:
3590 elif wnd == message_window:
3592 elif wnd == prompt_window:
3596 logfp.write("#curses: setwnd(%s)\n" % legend)
3598 # Some curses implementations get confused when you try this.
3600 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3601 except curses.error:
3605 "Clear to end of line -- can be a no-op in tty mode"
3606 if game.options & OPTION_CURSES:
3611 "Clear screen -- can be a no-op in tty mode."
3613 if game.options & OPTION_CURSES:
3619 def textcolor(color=DEFAULT):
3620 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3621 if color == DEFAULT:
3623 elif color == BLACK:
3624 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3626 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3627 elif color == GREEN:
3628 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3630 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3632 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3633 elif color == MAGENTA:
3634 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3635 elif color == BROWN:
3636 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3637 elif color == LIGHTGRAY:
3638 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3639 elif color == DARKGRAY:
3640 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3641 elif color == LIGHTBLUE:
3642 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3643 elif color == LIGHTGREEN:
3644 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3645 elif color == LIGHTCYAN:
3646 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3647 elif color == LIGHTRED:
3648 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3649 elif color == LIGHTMAGENTA:
3650 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3651 elif color == YELLOW:
3652 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3653 elif color == WHITE:
3654 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3657 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3658 curwnd.attron(curses.A_REVERSE)
3661 # Things past this point have policy implications.
3665 "Hook to be called after moving to redraw maps."
3666 if game.options & OPTION_CURSES:
3669 setwnd(srscan_window)
3673 setwnd(status_window)
3674 status_window.clear()
3675 status_window.move(0, 0)
3676 setwnd(report_window)
3677 report_window.clear()
3678 report_window.move(0, 0)
3680 setwnd(lrscan_window)
3681 lrscan_window.clear()
3682 lrscan_window.move(0, 0)
3683 lrscan(silent=False)
3685 def put_srscan_sym(w, sym):
3686 "Emit symbol for short-range scan."
3687 srscan_window.move(w.i+1, w.j*2+2)
3688 srscan_window.addch(sym)
3689 srscan_window.refresh()
3692 "Enemy fall down, go boom."
3693 if game.options & OPTION_CURSES:
3695 setwnd(srscan_window)
3696 srscan_window.attron(curses.A_REVERSE)
3697 put_srscan_sym(w, game.quad[w.i][w.j])
3701 srscan_window.attroff(curses.A_REVERSE)
3702 put_srscan_sym(w, game.quad[w.i][w.j])
3703 curses.delay_output(500)
3704 setwnd(message_window)
3707 "Sound and visual effects for teleportation."
3708 if game.options & OPTION_CURSES:
3710 setwnd(message_window)
3712 prouts(" . . . . . ")
3713 if game.options & OPTION_CURSES:
3714 #curses.delay_output(1000)
3718 def tracktorpedo(w, step, i, n, iquad):
3719 "Torpedo-track animation."
3720 if not game.options & OPTION_CURSES:
3724 proutn(_("Track for torpedo number %d- ") % (i+1))
3727 proutn(_("Torpedo track- "))
3728 elif step in {4, 9}:
3732 if not damaged(DSRSENS) or game.condition=="docked":
3733 if i != 0 and step == 1:
3736 if iquad in {'.', ' '}:
3737 put_srscan_sym(w, '+')
3741 put_srscan_sym(w, iquad)
3743 curwnd.attron(curses.A_REVERSE)
3744 put_srscan_sym(w, iquad)
3748 curwnd.attroff(curses.A_REVERSE)
3749 put_srscan_sym(w, iquad)
3754 "Display the current galaxy chart."
3755 if game.options & OPTION_CURSES:
3756 setwnd(message_window)
3757 message_window.clear()
3759 if game.options & OPTION_TTY:
3764 def prstat(txt, data):
3766 if game.options & OPTION_CURSES:
3768 setwnd(status_window)
3770 proutn(" " * (NSYM - len(txt)))
3773 if game.options & OPTION_CURSES:
3774 setwnd(report_window)
3776 # Code from moving.c begins here
3778 def imove(icourse=None, noattack=False):
3779 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3782 def newquadrant(noattack):
3783 # Leaving quadrant -- allow final enemy attack
3784 # Don't set up attack if being pushed by nova or cloaked
3785 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3787 for enemy in game.enemies:
3788 finald = (w - enemy.location).distance()
3789 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3790 # Stas Sergeev added the condition
3791 # that attacks only happen if Klingons
3792 # are present and your skill is good.
3793 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3794 attack(torps_ok=False)
3797 # check for edge of galaxy
3801 if icourse.final.i < 0:
3802 icourse.final.i = -icourse.final.i
3804 if icourse.final.j < 0:
3805 icourse.final.j = -icourse.final.j
3807 if icourse.final.i >= GALSIZE*QUADSIZE:
3808 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3810 if icourse.final.j >= GALSIZE*QUADSIZE:
3811 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3819 if game.nkinks == 3:
3820 # Three strikes -- you're out!
3824 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3825 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3826 prout(_("YOU WILL BE DESTROYED."))
3827 # Compute final position in new quadrant
3828 if trbeam: # Don't bother if we are to be beamed
3830 game.quadrant = icourse.final.quadrant()
3831 game.sector = icourse.final.sector()
3833 prout(_("Entering Quadrant %s.") % game.quadrant)
3834 game.quad[game.sector.i][game.sector.j] = game.ship
3836 if game.skill>SKILL_NOVICE:
3837 attack(torps_ok=False)
3839 def check_collision(h):
3840 iquad = game.quad[h.i][h.j]
3842 # object encountered in flight path
3843 stopegy = 50.0*icourse.distance/game.optime
3844 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3845 for enemy in game.enemies:
3846 if enemy.location == game.sector:
3847 collision(rammed=False, enemy=enemy)
3849 # This should not happen
3850 prout(_("Which way did he go?"))
3854 prouts(_("***RED ALERT! RED ALERT!"))
3856 proutn("***" + crmshp())
3857 proutn(_(" pulled into black hole at Sector %s") % h)
3858 # Getting pulled into a black hole was certain
3859 # death in Almy's original. Stas Sergeev added a
3860 # possibility that you'll get timewarped instead.
3862 for m in range(NDEVICES):
3863 if game.damage[m]>0:
3865 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3866 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3876 prout(_(" encounters Tholian web at %s;") % h)
3878 prout(_(" blocked by object at %s;") % h)
3879 proutn(_("Emergency stop required "))
3880 prout(_("%2d units of energy.") % int(stopegy))
3881 game.energy -= stopegy
3882 if game.energy <= 0:
3889 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3890 game.inorbit = False
3891 # If tractor beam is to occur, don't move full distance
3892 if game.state.date+game.optime >= scheduled(FTBEAM):
3894 # We can't be tractor beamed if cloaked,
3895 # so move the event into the future
3896 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3899 game.condition = "red"
3900 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3901 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3903 game.quad[game.sector.i][game.sector.j] = '.'
3904 for _m in range(icourse.moves):
3906 w = icourse.sector()
3907 if icourse.origin.quadrant() != icourse.location.quadrant():
3908 newquadrant(noattack)
3910 elif check_collision(w):
3911 prout(_("Collision detected"))
3915 # We're in destination quadrant -- compute new average enemy distances
3916 game.quad[game.sector.i][game.sector.j] = game.ship
3918 for enemy in game.enemies:
3919 finald = (w-enemy.location).distance()
3920 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3921 enemy.kdist = finald
3923 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3924 attack(torps_ok=False)
3925 for enemy in game.enemies:
3926 enemy.kavgd = enemy.kdist
3929 setwnd(message_window)
3932 "Dock our ship at a starbase."
3934 if game.condition == "docked" and verbose:
3935 prout(_("Already docked."))
3938 prout(_("You must first leave standard orbit."))
3940 if game.base is None or not game.base.valid_sector():
3941 prout(_("No starbase available for docking in this quadrant."))
3943 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3944 prout(crmshp() + _(" not adjacent to base."))
3947 prout(_("You cannot dock while cloaked."))
3949 game.condition = "docked"
3953 if game.energy < game.inenrg:
3954 game.energy = game.inenrg
3955 game.shield = game.inshld
3956 game.torps = game.intorps
3957 game.lsupres = game.inlsr
3958 game.state.crew = FULLCREW
3959 if game.brigcapacity-game.brigfree > 0:
3960 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3961 game.kcaptured += game.brigcapacity-game.brigfree
3962 game.brigfree = game.brigcapacity
3963 if communicating() and \
3964 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3965 # get attack report from base
3966 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3970 def cartesian(loc1=None, loc2=None):
3972 return game.quadrant * QUADSIZE + game.sector
3974 return game.quadrant * QUADSIZE + loc1
3976 return loc1 * QUADSIZE + loc2
3978 def getcourse(isprobe):
3979 "Get a course and distance from the user."
3981 dquad = copy.copy(game.quadrant)
3982 navmode = "unspecified"
3986 if game.landed and not isprobe:
3987 prout(_("Dummy! You can't leave standard orbit until you"))
3988 proutn(_("are back aboard the ship."))
3991 while navmode == "unspecified":
3992 if damaged(DNAVSYS):
3994 prout(_("Computer damaged; manual navigation only"))
3996 prout(_("Computer damaged; manual movement only"))
4001 key = scanner.nexttok()
4003 proutn(_("Manual or automatic- "))
4006 elif key == "IHALPHA":
4007 if scanner.sees("manual"):
4009 key = scanner.nexttok()
4011 elif scanner.sees("automatic"):
4012 navmode = "automatic"
4013 key = scanner.nexttok()
4021 prout(_("(Manual navigation assumed.)"))
4023 prout(_("(Manual movement assumed.)"))
4027 if navmode == "automatic":
4028 while key == "IHEOL":
4030 proutn(_("Target quadrant or quadrant§or- "))
4032 proutn(_("Destination sector or quadrant§or- "))
4035 key = scanner.nexttok()
4036 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4037 first = scanner.getcoord()
4041 if scanner.type == "IHEOL":
4044 scanner.push(scanner.token)
4045 second = scanner.getcoord()
4049 if second is not None:
4055 # only one pair of numbers was specified
4057 # only quadrant specified -- go to center of dest quad
4060 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4062 # only sector specified
4066 if not dquad.valid_quadrant() or not dsect.valid_sector():
4073 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4075 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4076 # the actual deltas get computed here
4077 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4078 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4080 while key == "IHEOL":
4081 proutn(_("X and Y displacements- "))
4084 key = scanner.nexttok()
4087 delta.j = scanner.real
4091 key = scanner.nexttok()
4093 delta.i = scanner.real
4094 elif key == "IHEOL":
4100 # Check for zero movement
4101 if delta.i == 0 and delta.j == 0:
4104 if itemp == "verbose" and not isprobe:
4106 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4108 return course(bearing=delta.bearing(), distance=delta.distance())
4111 def __init__(self, bearing, distance, origin=None):
4112 self.distance = distance
4113 self.bearing = bearing
4115 self.origin = cartesian(game.quadrant, game.sector)
4117 self.origin = origin
4118 # The bearing() code we inherited from FORTRAN is actually computing
4119 # clockface directions!
4120 if self.bearing < 0.0:
4121 self.bearing += 12.0
4122 self.angle = ((15.0 - self.bearing) * 0.5235988)
4123 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4124 bigger = max(abs(self.increment.i), abs(self.increment.j))
4125 self.increment /= bigger
4126 self.moves = int(round(10*self.distance*bigger))
4128 self.final = (self.location + self.moves*self.increment).roundtogrid()
4129 self.location = self.origin
4130 self.nextlocation = None
4132 self.location = self.origin
4135 return self.location.roundtogrid() == self.final
4137 "Next step on course."
4139 self.nextlocation = self.location + self.increment
4140 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4141 self.location = self.nextlocation
4144 return self.location.quadrant()
4146 return self.location.sector()
4148 return self.distance*(w**3)*(game.shldup+1)
4150 return 10.0*self.distance/w**2
4153 "Move under impulse power."
4155 if damaged(DIMPULS):
4158 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4160 if game.energy > 30.0:
4162 icourse = getcourse(isprobe=False)
4165 power = 20.0 + 100.0*icourse.distance
4168 if power >= game.energy:
4169 # Insufficient power for trip
4171 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4172 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4173 if game.energy > 30:
4174 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4175 int(0.01 * (game.energy-20.0)-0.05))
4176 prout(_(" quadrants.\""))
4178 prout(_("quadrant. They are, therefore, useless.\""))
4181 # Make sure enough time is left for the trip
4182 game.optime = icourse.distance/0.095
4183 if game.optime >= game.state.remtime:
4184 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4185 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4186 proutn(_("we dare spend the time?\" "))
4189 # Activate impulse engines and pay the cost
4190 imove(icourse, noattack=False)
4194 power = 20.0 + 100.0*icourse.distance
4195 game.energy -= power
4196 game.optime = icourse.distance/0.095
4197 if game.energy <= 0:
4201 def warp(wcourse, involuntary):
4202 "ove under warp drive."
4203 blooey = False; twarp = False
4204 if not involuntary: # Not WARPX entry
4209 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4211 if game.damage[DWARPEN] > 10.0:
4214 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4216 if damaged(DWARPEN) and game.warpfac > 4.0:
4219 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4220 prout(_(" is repaired, I can only give you warp 4.\""))
4222 # Read in course and distance
4225 wcourse = getcourse(isprobe=False)
4228 # Make sure starship has enough energy for the trip
4229 # Note: this formula is slightly different from the C version,
4230 # and lets you skate a bit closer to the edge.
4231 if wcourse.power(game.warpfac) >= game.energy:
4232 # Insufficient power for trip
4235 prout(_("Engineering to bridge--"))
4236 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4237 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4239 prout(_("We can't do it, Captain. We don't have enough energy."))
4241 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4244 prout(_("if you'll lower the shields."))
4248 prout(_("We haven't the energy to go that far with the shields up."))
4250 # Make sure enough time is left for the trip
4251 game.optime = wcourse.time(game.warpfac)
4252 if game.optime >= 0.8*game.state.remtime:
4254 prout(_("First Officer Spock- \"Captain, I compute that such"))
4255 proutn(_(" a trip would require approximately %2.0f") %
4256 (100.0*game.optime/game.state.remtime))
4257 prout(_(" percent of our"))
4258 proutn(_(" remaining time. Are you sure this is wise?\" "))
4264 if game.warpfac > 6.0:
4265 # Decide if engine damage will occur
4266 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4267 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4268 if prob > rnd.real():
4270 wcourse.distance = rnd.real(wcourse.distance)
4271 # Decide if time warp will occur
4272 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4274 if game.idebug and game.warpfac==10 and not twarp:
4276 proutn("=== Force time warp? ")
4280 # If time warp or engine damage, check path
4281 # If it is obstructed, don't do warp or damage
4282 look = wcourse.moves
4286 w = wcourse.sector()
4287 if not w.valid_sector():
4289 if game.quad[w.i][w.j] != '.':
4293 # Activate Warp Engines and pay the cost
4294 imove(wcourse, noattack=False)
4297 game.energy -= wcourse.power(game.warpfac)
4298 if game.energy <= 0:
4300 game.optime = wcourse.time(game.warpfac)
4304 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4306 prout(_("Engineering to bridge--"))
4307 prout(_(" Scott here. The warp engines are damaged."))
4308 prout(_(" We'll have to reduce speed to warp 4."))
4313 "Change the warp factor."
4315 key=scanner.nexttok()
4319 proutn(_("Warp factor- "))
4323 if game.damage[DWARPEN] > 10.0:
4324 prout(_("Warp engines inoperative."))
4326 if damaged(DWARPEN) and scanner.real > 4.0:
4327 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4328 prout(_(" but right now we can only go warp 4.\""))
4330 if scanner.real > 10.0:
4331 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4333 if scanner.real < 1.0:
4334 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4336 oldfac = game.warpfac
4337 game.warpfac = scanner.real
4338 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4339 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4342 if game.warpfac < 8.00:
4343 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4345 if game.warpfac == 10.0:
4346 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4348 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4352 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4354 # is captain on planet?
4356 if damaged(DTRANSP):
4359 prout(_("Scotty rushes to the transporter controls."))
4361 prout(_("But with the shields up it's hopeless."))
4363 prouts(_("His desperate attempt to rescue you . . ."))
4364 if rnd.withprob(0.5):
4368 prout(_("SUCCEEDS!"))
4371 proutn(_("The crystals mined were "))
4372 if rnd.withprob(0.25):
4379 # Check to see if captain in shuttle craft
4384 # Inform captain of attempt to reach safety
4388 prouts(_("***RED ALERT! RED ALERT!"))
4390 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4391 prouts(_(" a supernova."))
4393 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4394 prout(_("safely out of quadrant."))
4395 if not damaged(DRADIO):
4396 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4397 # Try to use warp engines
4398 if damaged(DWARPEN):
4400 prout(_("Warp engines damaged."))
4403 game.warpfac = rnd.real(6.0, 8.0)
4404 prout(_("Warp factor set to %d") % int(game.warpfac))
4405 power = 0.75*game.energy
4406 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4407 dist = max(dist, rnd.real(math.sqrt(2)))
4408 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4409 game.optime = bugout.time(game.warpfac)
4411 game.inorbit = False
4412 warp(bugout, involuntary=True)
4414 # This is bad news, we didn't leave quadrant.
4418 prout(_("Insufficient energy to leave quadrant."))
4421 # Repeat if another snova
4422 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4425 finish(FWON) # Snova killed remaining enemy.
4428 "Let's do the time warp again."
4429 prout(_("***TIME WARP ENTERED."))
4430 if game.state.snap and rnd.withprob(0.5):
4432 prout(_("You are traveling backwards in time %d stardates.") %
4433 int(game.state.date-game.snapsht.date))
4434 game.state = game.snapsht
4435 game.state.snap = False
4436 if len(game.state.kcmdr):
4437 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4438 schedule(FBATTAK, expran(0.3*game.intime))
4439 schedule(FSNOVA, expran(0.5*game.intime))
4440 # next snapshot will be sooner
4441 schedule(FSNAP, expran(0.25*game.state.remtime))
4443 if game.state.nscrem:
4444 schedule(FSCMOVE, 0.2777)
4448 game.battle.invalidate()
4449 # Make sure Galileo is consistant -- Snapshot may have been taken
4450 # when on planet, which would give us two Galileos!
4452 for l in range(game.inplan):
4453 if game.state.planets[l].known == "shuttle_down":
4455 if game.iscraft == "onship" and game.ship=='E':
4456 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4457 game.iscraft = "offship"
4458 # Likewise, if in the original time the Galileo was abandoned, but
4459 # was on ship earlier, it would have vanished -- let's restore it.
4460 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4461 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4462 game.iscraft = "onship"
4463 # There used to be code to do the actual reconstrction here,
4464 # but the starchart is now part of the snapshotted galaxy state.
4465 prout(_("Spock has reconstructed a correct star chart from memory"))
4467 # Go forward in time
4468 game.optime = expran(0.5*game.intime)
4469 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4470 # cheat to make sure no tractor beams occur during time warp
4471 postpone(FTBEAM, game.optime)
4472 game.damage[DRADIO] += game.optime
4474 events() # Stas Sergeev added this -- do pending events
4477 "Launch deep-space probe."
4478 # New code to launch a deep space probe
4479 if game.nprobes == 0:
4482 if game.ship == 'E':
4483 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4485 prout(_("Ye Faerie Queene has no deep space probes."))
4490 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4492 if is_scheduled(FDSPROB):
4495 if damaged(DRADIO) and game.condition != "docked":
4496 prout(_("Spock- \"Records show the previous probe has not yet"))
4497 prout(_(" reached its destination.\""))
4499 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4501 key = scanner.nexttok()
4503 if game.nprobes == 1:
4504 prout(_("1 probe left."))
4506 prout(_("%d probes left") % game.nprobes)
4507 proutn(_("Are you sure you want to fire a probe? "))
4510 game.isarmed = False
4511 if key == "IHALPHA" and scanner.token == "armed":
4513 key = scanner.nexttok()
4514 elif key == "IHEOL":
4515 proutn(_("Arm NOVAMAX warhead? "))
4517 elif key == "IHREAL": # first element of course
4518 scanner.push(scanner.token)
4520 game.probe = getcourse(isprobe=True)
4524 schedule(FDSPROB, 0.01) # Time to move one sector
4525 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4530 "Yell for help from nearest starbase."
4531 # There's more than one way to move in this game!
4533 # Test for conditions which prevent calling for help
4534 if game.condition == "docked":
4535 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4538 prout(_("Subspace radio damaged."))
4540 if not game.state.baseq:
4541 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4544 prout(_("You must be aboard the %s.") % crmshp())
4546 # OK -- call for help from nearest starbase
4549 # There's one in this quadrant
4550 ddist = (game.base - game.sector).distance()
4552 ibq = None # Force base-quadrant game to persist past loop
4554 for ibq in game.state.baseq:
4555 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4559 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4561 # Since starbase not in quadrant, set up new quadrant
4564 # dematerialize starship
4565 game.quad[game.sector.i][game.sector.j]='.'
4566 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4567 % (game.quadrant, crmshp()))
4568 game.sector.invalidate()
4569 for m in range(1, 5+1):
4570 w = game.base.scatter()
4571 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4572 # found one -- finish up
4575 if game.sector is None:
4576 prout(_("You have been lost in space..."))
4577 finish(FMATERIALIZE)
4579 # Give starbase three chances to rematerialize starship
4580 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4581 for m in range(1, 3+1):
4582 if m == 1: proutn(_("1st"))
4583 elif m == 2: proutn(_("2nd"))
4584 elif m == 3: proutn(_("3rd"))
4585 proutn(_(" attempt to re-materialize ") + crmshp())
4586 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4589 if rnd.real() > probf:
4593 if game.options & OPTION_CURSES:
4594 curses.delay_output(500)
4596 game.quad[game.sector.i][game.sector.j]='?'
4599 setwnd(message_window)
4600 finish(FMATERIALIZE)
4602 game.quad[game.sector.i][game.sector.j]=game.ship
4604 prout(_("succeeds."))
4608 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4613 if game.condition=="docked":
4615 prout(_("You cannot abandon Ye Faerie Queene."))
4618 # Must take shuttle craft to exit
4619 if game.damage[DSHUTTL]==-1:
4620 prout(_("Ye Faerie Queene has no shuttle craft."))
4622 if game.damage[DSHUTTL]<0:
4623 prout(_("Shuttle craft now serving Big Macs."))
4625 if game.damage[DSHUTTL]>0:
4626 prout(_("Shuttle craft damaged."))
4629 prout(_("You must be aboard the ship."))
4631 if game.iscraft != "onship":
4632 prout(_("Shuttle craft not currently available."))
4634 # Emit abandon ship messages
4636 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4638 prouts(_("***ALL HANDS ABANDON SHIP!"))
4640 prout(_("Captain and crew escape in shuttle craft."))
4641 if not game.state.baseq:
4642 # Oops! no place to go...
4645 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4647 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4648 prout(_("Remainder of ship's complement beam down"))
4649 prout(_("to nearest habitable planet."))
4650 elif q.planet is not None and not damaged(DTRANSP):
4651 prout(_("Remainder of ship's complement beam down to %s.") %
4654 prout(_("Entire crew of %d left to die in outer space.") %
4656 game.casual += game.state.crew
4657 game.abandoned += game.state.crew
4658 # If at least one base left, give 'em the Faerie Queene
4660 game.icrystl = False # crystals are lost
4661 game.nprobes = 0 # No probes
4662 prout(_("You are captured by Klingons and released to"))
4663 prout(_("the Federation in a prisoner-of-war exchange."))
4664 nb = rnd.integer(len(game.state.baseq))
4665 # Set up quadrant and position FQ adjacient to base
4666 if not game.quadrant == game.state.baseq[nb]:
4667 game.quadrant = game.state.baseq[nb]
4668 game.sector.i = game.sector.j = 5
4671 # position next to base by trial and error
4672 game.quad[game.sector.i][game.sector.j] = '.'
4674 for l in range(QUADSIZE):
4675 game.sector = game.base.scatter()
4676 if game.sector.valid_sector() and \
4677 game.quad[game.sector.i][game.sector.j] == '.':
4680 break # found a spot
4681 game.sector.i=QUADSIZE/2
4682 game.sector.j=QUADSIZE/2
4684 # Get new commission
4685 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4686 game.state.crew = FULLCREW
4687 prout(_("Starfleet puts you in command of another ship,"))
4688 prout(_("the Faerie Queene, which is antiquated but,"))
4689 prout(_("still useable."))
4691 prout(_("The dilithium crystals have been moved."))
4693 game.iscraft = "offship" # Galileo disappears
4695 game.condition="docked"
4696 for l in range(NDEVICES):
4697 game.damage[l] = 0.0
4698 game.damage[DSHUTTL] = -1
4699 game.energy = game.inenrg = 3000.0
4700 game.shield = game.inshld = 1250.0
4701 game.torps = game.intorps = 6
4702 game.lsupres=game.inlsr=3.0
4705 game.brigfree = game.brigcapacity = 300
4708 # Code from planets.c begins here.
4711 "Abort a lengthy operation if an event interrupts it."
4714 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4719 "Report on (uninhabited) planets in the galaxy."
4723 prout(_("Spock- \"Planet report follows, Captain.\""))
4725 for i in range(game.inplan):
4726 if game.state.planets[i].pclass == "destroyed":
4728 if (game.state.planets[i].known != "unknown" \
4729 and not game.state.planets[i].inhabited) \
4732 if game.idebug and game.state.planets[i].known=="unknown":
4733 proutn("(Unknown) ")
4734 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4735 proutn(_(" class "))
4736 proutn(game.state.planets[i].pclass)
4738 if game.state.planets[i].crystals != "present":
4740 prout(_("dilithium crystals present."))
4741 if game.state.planets[i].known=="shuttle_down":
4742 prout(_(" Shuttle Craft Galileo on surface."))
4744 prout(_("No information available."))
4747 "Enter standard orbit."
4751 prout(_("Already in standard orbit."))
4753 if damaged(DWARPEN) and damaged(DIMPULS):
4754 prout(_("Both warp and impulse engines damaged."))
4756 if game.plnet is None:
4757 prout("There is no planet in this sector.")
4759 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4760 prout(crmshp() + _(" not adjacent to planet."))
4763 game.optime = rnd.real(0.02, 0.05)
4764 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4768 game.height = rnd.real(1400, 8600)
4769 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4774 "Examine planets in this quadrant."
4775 if damaged(DSRSENS):
4776 if game.options & OPTION_TTY:
4777 prout(_("Short range sensors damaged."))
4779 if game.iplnet is None:
4780 if game.options & OPTION_TTY:
4781 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4783 if game.iplnet.known == "unknown":
4784 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4786 prout(_(" Planet at Sector %s is of class %s.") %
4787 (game.plnet, game.iplnet.pclass))
4788 if game.iplnet.known=="shuttle_down":
4789 prout(_(" Sensors show Galileo still on surface."))
4790 proutn(_(" Readings indicate"))
4791 if game.iplnet.crystals != "present":
4793 prout(_(" dilithium crystals present.\""))
4794 if game.iplnet.known == "unknown":
4795 game.iplnet.known = "known"
4796 elif game.iplnet.inhabited:
4797 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4798 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4801 "Use the transporter."
4805 if damaged(DTRANSP):
4806 prout(_("Transporter damaged."))
4807 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4809 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4813 if not game.inorbit:
4814 prout(crmshp() + _(" not in standard orbit."))
4817 prout(_("Impossible to transport through shields."))
4819 if game.iplnet.known=="unknown":
4820 prout(_("Spock- \"Captain, we have no information on this planet"))
4821 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4822 prout(_(" you may not go down.\""))
4824 if not game.landed and game.iplnet.crystals=="absent":
4825 prout(_("Spock- \"Captain, I fail to see the logic in"))
4826 prout(_(" exploring a planet with no dilithium crystals."))
4827 proutn(_(" Are you sure this is wise?\" "))
4831 if not (game.options & OPTION_PLAIN):
4832 nrgneed = 50 * game.skill + game.height / 100.0
4833 if nrgneed > game.energy:
4834 prout(_("Engineering to bridge--"))
4835 prout(_(" Captain, we don't have enough energy for transportation."))
4837 if not game.landed and nrgneed * 2 > game.energy:
4838 prout(_("Engineering to bridge--"))
4839 prout(_(" Captain, we have enough energy only to transport you down to"))
4840 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4841 if game.iplnet.known == "shuttle_down":
4842 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4843 proutn(_(" Are you sure this is wise?\" "))
4848 # Coming from planet
4849 if game.iplnet.known=="shuttle_down":
4850 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4854 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4855 prout(_("Landing party assembled, ready to beam up."))
4857 prout(_("Kirk whips out communicator..."))
4858 prouts(_("BEEP BEEP BEEP"))
4860 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4863 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4865 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4867 prout(_("Kirk- \"Energize.\""))
4870 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4872 if not rnd.withprob(0.98):
4873 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4875 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4878 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4879 game.landed = not game.landed
4880 game.energy -= nrgneed
4882 prout(_("Transport complete."))
4883 if game.landed and game.iplnet.known=="shuttle_down":
4884 prout(_("The shuttle craft Galileo is here!"))
4885 if not game.landed and game.imine:
4892 "Strip-mine a world for dilithium."
4896 prout(_("Mining party not on planet."))
4898 if game.iplnet.crystals == "mined":
4899 prout(_("This planet has already been strip-mined for dilithium."))
4901 elif game.iplnet.crystals == "absent":
4902 prout(_("No dilithium crystals on this planet."))
4905 prout(_("You've already mined enough crystals for this trip."))
4907 if game.icrystl and game.cryprob == 0.05:
4908 prout(_("With all those fresh crystals aboard the ") + crmshp())
4909 prout(_("there's no reason to mine more at this time."))
4911 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4914 prout(_("Mining operation complete."))
4915 game.iplnet.crystals = "mined"
4916 game.imine = game.ididit = True
4919 "Use dilithium crystals."
4923 if not game.icrystl:
4924 prout(_("No dilithium crystals available."))
4926 if game.energy >= 1000:
4927 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4928 prout(_(" except when Condition Yellow exists."))
4930 prout(_("Spock- \"Captain, I must warn you that loading"))
4931 prout(_(" raw dilithium crystals into the ship's power"))
4932 prout(_(" system may risk a severe explosion."))
4933 proutn(_(" Are you sure this is wise?\" "))
4938 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4939 prout(_(" Mr. Spock and I will try it.\""))
4941 prout(_("Spock- \"Crystals in place, Sir."))
4942 prout(_(" Ready to activate circuit.\""))
4944 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4946 if rnd.withprob(game.cryprob):
4947 prouts(_(" \"Activating now! - - No good! It's***"))
4949 prouts(_("***RED ALERT! RED A*L********************************"))
4952 prouts(_("****************** KA-BOOM!!!! *******************"))
4956 game.energy += rnd.real(5000.0, 5500.0)
4957 prouts(_(" \"Activating now! - - "))
4958 prout(_("The instruments"))
4959 prout(_(" are going crazy, but I think it's"))
4960 prout(_(" going to work!! Congratulations, Sir!\""))
4965 "Use shuttlecraft for planetary jaunt."
4968 if damaged(DSHUTTL):
4969 if game.damage[DSHUTTL] == -1.0:
4970 if game.inorbit and game.iplnet.known == "shuttle_down":
4971 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4973 prout(_("Ye Faerie Queene had no shuttle craft."))
4974 elif game.damage[DSHUTTL] > 0:
4975 prout(_("The Galileo is damaged."))
4976 else: # game.damage[DSHUTTL] < 0
4977 prout(_("Shuttle craft is now serving Big Macs."))
4979 if not game.inorbit:
4980 prout(crmshp() + _(" not in standard orbit."))
4982 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4983 prout(_("Shuttle craft not currently available."))
4985 if not game.landed and game.iplnet.known=="shuttle_down":
4986 prout(_("You will have to beam down to retrieve the shuttle craft."))
4988 if game.shldup or game.condition == "docked":
4989 prout(_("Shuttle craft cannot pass through shields."))
4991 if game.iplnet.known=="unknown":
4992 prout(_("Spock- \"Captain, we have no information on this planet"))
4993 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4994 prout(_(" you may not fly down.\""))
4996 game.optime = 3.0e-5*game.height
4997 if game.optime >= 0.8*game.state.remtime:
4998 prout(_("First Officer Spock- \"Captain, I compute that such"))
4999 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5000 int(100*game.optime/game.state.remtime))
5001 prout(_("remaining time."))
5002 proutn(_("Are you sure this is wise?\" "))
5008 if game.iscraft == "onship":
5010 if not damaged(DTRANSP):
5011 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5015 proutn(_("Shuttle crew"))
5017 proutn(_("Rescue party"))
5018 prout(_(" boards Galileo and swoops toward planet surface."))
5019 game.iscraft = "offship"
5023 game.iplnet.known="shuttle_down"
5024 prout(_("Trip complete."))
5027 # Ready to go back to ship
5028 prout(_("You and your mining party board the"))
5029 prout(_("shuttle craft for the trip back to the Enterprise."))
5031 prouts(_("The short hop begins . . ."))
5033 game.iplnet.known="known"
5039 game.iscraft = "onship"
5045 prout(_("Trip complete."))
5048 # Kirk on ship and so is Galileo
5049 prout(_("Mining party assembles in the hangar deck,"))
5050 prout(_("ready to board the shuttle craft \"Galileo\"."))
5052 prouts(_("The hangar doors open; the trip begins."))
5055 game.iscraft = "offship"
5058 game.iplnet.known = "shuttle_down"
5061 prout(_("Trip complete."))
5065 "Use the big zapper."
5069 if game.ship != 'E':
5070 prout(_("Ye Faerie Queene has no death ray."))
5072 if len(game.enemies)==0:
5073 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5076 prout(_("Death Ray is damaged."))
5078 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5079 prout(_(" is highly unpredictible. Considering the alternatives,"))
5080 proutn(_(" are you sure this is wise?\" "))
5083 prout(_("Spock- \"Acknowledged.\""))
5086 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5088 prout(_("Crew scrambles in emergency preparation."))
5089 prout(_("Spock and Scotty ready the death ray and"))
5090 prout(_("prepare to channel all ship's power to the device."))
5092 prout(_("Spock- \"Preparations complete, sir.\""))
5093 prout(_("Kirk- \"Engage!\""))
5095 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5098 if game.options & OPTION_PLAIN:
5102 prouts(_("Sulu- \"Captain! It's working!\""))
5104 while len(game.enemies) > 0:
5105 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5106 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5107 if game.unwon() == 0:
5109 if (game.options & OPTION_PLAIN) == 0:
5110 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5111 if rnd.withprob(0.05):
5112 prout(_(" is still operational.\""))
5114 prout(_(" has been rendered nonfunctional.\""))
5115 game.damage[DDRAY] = 39.95
5117 r = rnd.real() # Pick failure method
5119 prouts(_("Sulu- \"Captain! It's working!\""))
5121 prouts(_("***RED ALERT! RED ALERT!"))
5123 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5125 prouts(_("***RED ALERT! RED A*L********************************"))
5128 prouts(_("****************** KA-BOOM!!!! *******************"))
5133 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5135 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5137 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5138 prout(_(" have apparently been transformed into strange mutations."))
5139 prout(_(" Vulcans do not seem to be affected."))
5141 prout(_("Kirk- \"Raauch! Raauch!\""))
5145 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5147 proutn(_("Spock- \"I believe the word is"))
5148 prouts(_(" *ASTONISHING*"))
5149 prout(_(" Mr. Sulu."))
5150 for i in range(QUADSIZE):
5151 for j in range(QUADSIZE):
5152 if game.quad[i][j] == '.':
5153 game.quad[i][j] = '?'
5154 prout(_(" Captain, our quadrant is now infested with"))
5155 prouts(_(" - - - - - - *THINGS*."))
5157 prout(_(" I have no logical explanation.\""))
5159 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5161 prout(_("Scotty- \"There are so many tribbles down here"))
5162 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5166 # Code from reports.c begins here
5168 def attackreport(curt):
5169 "eport status of bases under attack."
5171 if is_scheduled(FCDBAS):
5172 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5173 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5174 elif game.isatb == 1:
5175 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5176 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5178 prout(_("No Starbase is currently under attack."))
5180 if is_scheduled(FCDBAS):
5181 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5183 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5187 # report on general game status
5189 # pylint: disable=consider-using-ternary
5190 s1 = (game.thawed and _("thawed ")) or ""
5191 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5192 s3 = (None, _("novice"), _("fair"),
5193 _("good"), _("expert"), _("emeritus"))[game.skill]
5194 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5195 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5196 prout(_("No plaque is allowed."))
5198 prout(_("This is tournament game %d.") % game.tourn)
5199 prout(_("Your secret password is \"%s\"") % game.passwd)
5200 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5201 (game.inkling + game.incom + game.inscom)))
5202 if game.incom - len(game.state.kcmdr):
5203 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5204 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5205 prout(_(", but no Commanders."))
5208 if game.skill > SKILL_FAIR:
5209 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5210 if len(game.state.baseq) != game.inbase:
5212 if game.inbase-len(game.state.baseq)==1:
5213 proutn(_("has been 1 base"))
5215 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5216 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5218 prout(_("There are %d bases.") % game.inbase)
5219 if communicating() or game.iseenit:
5220 # Don't report this if not seen and
5221 # either the radio is dead or not at base!
5225 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5226 if game.brigcapacity != game.brigfree:
5227 embriggened = game.brigcapacity-game.brigfree
5228 if embriggened == 1:
5229 prout(_("1 Klingon in brig"))
5231 prout(_("%d Klingons in brig.") % embriggened)
5232 if game.kcaptured == 0:
5234 elif game.kcaptured == 1:
5235 prout(_("1 captured Klingon turned in to Starfleet."))
5237 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5239 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5240 if game.ship == 'E':
5241 proutn(_("You have "))
5243 proutn("%d" % (game.nprobes))
5246 proutn(_(" deep space probe"))
5250 if communicating() and is_scheduled(FDSPROB):
5252 proutn(_("An armed deep space probe is in "))
5254 proutn(_("A deep space probe is in "))
5255 prout("Quadrant %s." % game.probe.quadrant())
5257 if game.cryprob <= .05:
5258 prout(_("Dilithium crystals aboard ship... not yet used."))
5262 while game.cryprob > ai:
5265 prout(_("Dilithium crystals have been used %d time%s.") % \
5266 (i, (_("s"), "")[i==1]))
5270 "Long-range sensor scan."
5271 if damaged(DLRSENS):
5272 # Now allow base's sensors if docked
5273 if game.condition != "docked":
5275 prout(_("LONG-RANGE SENSORS DAMAGED."))
5278 prout(_("Starbase's long-range scan"))
5280 prout(_("Long-range scan"))
5281 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5284 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5285 if not Coord(x, y).valid_quadrant():
5289 if not damaged(DRADIO):
5290 game.state.galaxy[x][y].charted = True
5291 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5292 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5293 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5294 if not silent and game.state.galaxy[x][y].supernova:
5297 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5298 proutn(((3 - len(cn)) * '.') + cn)
5306 for i in range(NDEVICES):
5309 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5310 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5312 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5313 game.damage[i]+0.05,
5314 DOCKFAC*game.damage[i]+0.005))
5316 prout(_("All devices functional."))
5319 "Update the chart in the Enterprise's computer from galaxy data."
5320 game.lastchart = game.state.date
5321 for i in range(GALSIZE):
5322 for j in range(GALSIZE):
5323 if game.state.galaxy[i][j].charted:
5324 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5325 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5326 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5329 "Display the star chart."
5331 if (game.options & OPTION_AUTOSCAN):
5335 if game.lastchart < game.state.date and game.condition == "docked":
5336 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5338 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5339 if game.state.date > game.lastchart:
5340 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5341 prout(" 1 2 3 4 5 6 7 8")
5342 for i in range(GALSIZE):
5343 if (game.options & OPTION_ALPHAMERIC):
5344 proutn("%c |" % letterize(i+1))
5346 proutn("%d |" % (i+1))
5347 for j in range(GALSIZE):
5348 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5352 if game.state.galaxy[i][j].supernova:
5354 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5356 elif game.state.galaxy[i][j].charted:
5357 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5358 if (game.options & OPTION_DOTFILL):
5359 show = show.replace(" ", ".")
5363 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5371 def sectscan(goodScan, i, j):
5372 "Light up an individual dot in a sector."
5373 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5374 if game.quad[i][j] in ('E', 'F'):
5377 textcolor({"green":GREEN,
5381 "dead":BROWN}[game.condition])
5383 textcolor({'?':LIGHTMAGENTA,
5391 }.get(game.quad[i][j], DEFAULT))
5392 proutn("%c " % game.quad[i][j])
5398 "Emit status report lines"
5399 if not req or req == 1:
5400 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5401 % (game.state.date, game.state.remtime))
5402 if not req or req == 2:
5403 if game.condition != "docked":
5405 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5406 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5408 prout(_(", CLOAKED"))
5409 if not req or req == 3:
5410 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5411 if not req or req == 4:
5412 if damaged(DLIFSUP):
5413 if game.condition == "docked":
5414 s = _("DAMAGED, Base provides")
5416 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5419 prstat(_("Life Support"), s)
5420 if not req or req == 5:
5421 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5422 if not req or req == 6:
5424 if game.icrystl and (game.options & OPTION_SHOWME):
5425 extra = _(" (have crystals)")
5426 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5427 if not req or req == 7:
5428 prstat(_("Torpedoes"), "%d" % (game.torps))
5429 if not req or req == 8:
5430 if damaged(DSHIELD):
5436 data = _(" %d%% %.1f units") \
5437 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5438 prstat(_("Shields"), s+data)
5439 if not req or req == 9:
5440 prstat(_("Klingons Left"), "%d" % game.unwon())
5441 if not req or req == 10:
5442 if game.options & OPTION_WORLDS:
5443 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5444 if plnet and plnet.inhabited:
5445 prstat(_("Major system"), plnet.name)
5447 prout(_("Sector is uninhabited"))
5448 elif not req or req == 11:
5449 attackreport(not req)
5452 "Request specified status data, a historical relic from slow TTYs."
5453 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5454 while scanner.nexttok() == "IHEOL":
5455 proutn(_("Information desired? "))
5457 if scanner.token in requests:
5458 status(requests.index(scanner.token))
5460 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5461 prout((" date, condition, position, lsupport, warpfactor,"))
5462 prout((" energy, torpedoes, shields, klingons, system, time."))
5467 if damaged(DSRSENS):
5468 # Allow base's sensors if docked
5469 if game.condition != "docked":
5470 prout(_(" S.R. SENSORS DAMAGED!"))
5473 prout(_(" [Using Base's sensors]"))
5475 prout(_(" Short-range scan"))
5476 if goodScan and communicating():
5477 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5478 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5479 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5480 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5481 prout(" 1 2 3 4 5 6 7 8 9 10")
5482 if game.condition != "docked":
5484 for i in range(QUADSIZE):
5485 if (game.options & OPTION_ALPHAMERIC):
5486 proutn("%c " % letterize(i+1))
5488 proutn("%2d " % (i+1))
5489 for j in range(QUADSIZE):
5490 sectscan(goodScan, i, j)
5494 "Use computer to get estimated time of arrival for a warp jump."
5495 w1 = Coord(); w2 = Coord()
5497 if damaged(DCOMPTR):
5498 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5501 if scanner.nexttok() != "IHREAL":
5504 proutn(_("Destination quadrant and/or sector? "))
5505 if scanner.nexttok()!="IHREAL":
5508 w1.j = int(scanner.real-0.5)
5509 if scanner.nexttok() != "IHREAL":
5512 w1.i = int(scanner.real-0.5)
5513 if scanner.nexttok() == "IHREAL":
5514 w2.j = int(scanner.real-0.5)
5515 if scanner.nexttok() != "IHREAL":
5518 w2.i = int(scanner.real-0.5)
5520 if game.quadrant.j>w1.i:
5524 if game.quadrant.i>w1.j:
5528 if not w1.valid_quadrant() or not w2.valid_sector():
5531 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5532 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5535 prout(_("Answer \"no\" if you don't know the value:"))
5538 proutn(_("Time or arrival date? "))
5539 if scanner.nexttok()=="IHREAL":
5540 ttime = scanner.real
5541 if ttime > game.state.date:
5542 ttime -= game.state.date # Actually a star date
5543 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5544 if ttime <= 1e-10 or twarp > 10:
5545 prout(_("We'll never make it, sir."))
5548 twarp = max(twarp, 1.0)
5551 proutn(_("Warp factor? "))
5552 if scanner.nexttok()== "IHREAL":
5554 twarp = scanner.real
5555 if twarp<1.0 or twarp > 10.0:
5559 prout(_("Captain, certainly you can give me one of these."))
5562 ttime = (10.0*dist)/twarp**2
5563 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5564 if tpower >= game.energy:
5565 prout(_("Insufficient energy, sir."))
5566 if not game.shldup or tpower > game.energy*2.0:
5569 proutn(_("New warp factor to try? "))
5570 if scanner.nexttok() == "IHREAL":
5572 twarp = scanner.real
5573 if twarp<1.0 or twarp > 10.0:
5581 prout(_("But if you lower your shields,"))
5582 proutn(_("remaining"))
5585 proutn(_("Remaining"))
5586 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5588 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5590 prout(_("Any warp speed is adequate."))
5592 prout(_("Minimum warp needed is %.2f,") % (twarp))
5593 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5594 if game.state.remtime < ttime:
5595 prout(_("Unfortunately, the Federation will be destroyed by then."))
5597 prout(_("You'll be taking risks at that speed, Captain"))
5598 if (game.isatb==1 and game.state.kscmdr == w1 and \
5599 scheduled(FSCDBAS)< ttime+game.state.date) or \
5600 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5601 prout(_("The starbase there will be destroyed by then."))
5602 proutn(_("New warp factor to try? "))
5603 if scanner.nexttok() == "IHREAL":
5605 twarp = scanner.real
5606 if twarp<1.0 or twarp > 10.0:
5614 # This is new in SST2K.
5617 mode = scanner.nexttok()
5620 for k, v in option_names.items():
5621 if (v & game.options) and k != "ALL":
5624 prout(str(" ".join(active)))
5625 elif scanner.token in {"set", "clear"}:
5626 mode = scanner.token
5630 if scanner.type == "IHEOL":
5632 if scanner.token.upper() in option_names:
5633 changemask |= option_names[scanner.token.upper()]
5635 prout(_("No such option as ") + scanner.token)
5637 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES):
5639 game.options |= changemask
5640 elif mode == "clear":
5641 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)):
5643 game.options &=~ changemask
5644 prout(_("Acknowledged, Captain."))
5650 # Code from setup.c begins here
5653 "Issue a historically correct banner."
5655 prout(_("-SUPER- STAR TREK"))
5657 # From the FORTRAN original
5658 # prout(_("Latest update-21 Sept 78"))
5664 scanner.push("emsave.trk")
5665 key = scanner.nexttok()
5667 proutn(_("File name: "))
5668 key = scanner.nexttok()
5669 if key != "IHALPHA":
5672 if '.' not in scanner.token:
5673 scanner.token += ".trk"
5675 fp = open(scanner.token, "wb")
5677 prout(_("Can't freeze game as file %s") % scanner.token)
5679 pickle.dump(game, fp)
5684 "Retrieve saved game."
5687 key = scanner.nexttok()
5689 proutn(_("File name: "))
5690 key = scanner.nexttok()
5691 if key != "IHALPHA":
5694 if '.' not in scanner.token:
5695 scanner.token += ".trk"
5697 fp = open(scanner.token, "rb")
5699 prout(_("Can't thaw game in %s") % scanner.token)
5701 game = pickle.load(fp)
5706 # I used <http://www.memory-alpha.org> to find planets
5707 # with references in ST:TOS. Earth and the Alpha Centauri
5708 # Colony have been omitted.
5710 # Some planets marked Class G and P here will be displayed as class M
5711 # because of the way planets are generated. This is a known bug.
5714 _("Andoria (Fesoan)"), # several episodes
5715 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5716 _("Vulcan (T'Khasi)"), # many episodes
5717 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5718 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5719 _("Ardana"), # TOS: "The Cloud Minders"
5720 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5721 _("Gideon"), # TOS: "The Mark of Gideon"
5722 _("Aldebaran III"), # TOS: "The Deadly Years"
5723 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5724 _("Altair IV"), # TOS: "Amok Time
5725 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5726 _("Benecia"), # TOS: "The Conscience of the King"
5727 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5728 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5729 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5730 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5731 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5732 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5733 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5734 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5735 _("Ingraham B"), # TOS: "Operation: Annihilate"
5736 _("Janus IV"), # TOS: "The Devil in the Dark"
5737 _("Makus III"), # TOS: "The Galileo Seven"
5738 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5739 _("Omega IV"), # TOS: "The Omega Glory"
5740 _("Regulus V"), # TOS: "Amok Time
5741 _("Deneva"), # TOS: "Operation -- Annihilate!"
5742 # Worlds from BSD Trek
5743 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5744 _("Beta III"), # TOS: "The Return of the Archons"
5745 _("Triacus"), # TOS: "And the Children Shall Lead",
5746 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5748 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5749 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5750 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5751 # _("Izar"), # TOS: "Whom Gods Destroy"
5752 # _("Tiburon"), # TOS: "The Way to Eden"
5753 # _("Merak II"), # TOS: "The Cloud Minders"
5754 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5755 # _("Iotia"), # TOS: "A Piece of the Action"
5759 _("S. R. Sensors"), \
5760 _("L. R. Sensors"), \
5762 _("Photon Tubes"), \
5763 _("Life Support"), \
5764 _("Warp Engines"), \
5765 _("Impulse Engines"), \
5767 _("Subspace Radio"), \
5768 _("Shuttle Craft"), \
5770 _("Navigation System"), \
5772 _("Shield Control"), \
5775 _("Cloaking Device"), \
5779 "Prepare to play, set up cosmos."
5781 # Decide how many of everything
5783 return # frozen game
5784 # Prepare the Enterprise
5785 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5787 game.state.crew = FULLCREW
5788 game.energy = game.inenrg = 5000.0
5789 game.shield = game.inshld = 2500.0
5792 game.quadrant = randplace(GALSIZE)
5793 game.sector = randplace(QUADSIZE)
5794 game.torps = game.intorps = 10
5795 game.nprobes = rnd.integer(2, 5)
5797 for i in range(NDEVICES):
5798 game.damage[i] = 0.0
5799 # Set up assorted game parameters
5800 game.battle = Coord()
5801 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5802 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5803 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5804 game.isatb = game.state.nplankl = 0
5805 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5806 game.iscraft = "onship"
5811 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5813 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5815 game.state.planets = [] # Planet information
5816 game.state.baseq = [] # Base quadrant coordinates
5817 game.state.kcmdr = [] # Commander quadrant coordinates
5818 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5820 # Starchart is functional but we've never seen it
5821 game.lastchart = FOREVER
5822 # Put stars in the galaxy
5824 for i in range(GALSIZE):
5825 for j in range(GALSIZE):
5826 # Can't have more stars per quadrant than fit in one decimal digit,
5827 # if we do the chart representation will break.
5828 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5830 game.state.galaxy[i][j].stars = k
5831 # Locate star bases in galaxy
5833 prout("=== Allocating %d bases" % game.inbase)
5834 for i in range(game.inbase):
5837 w = randplace(GALSIZE)
5838 if not game.state.galaxy[w.i][w.j].starbase:
5841 # C version: for (j = i-1; j > 0; j--)
5842 # so it did them in the opposite order.
5843 for j in range(1, i):
5844 # Improved placement algorithm to spread out bases
5845 distq = (w - game.state.baseq[j]).distance()
5846 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5849 prout("=== Abandoning base #%d at %s" % (i, w))
5851 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5853 prout("=== Saving base #%d, close to #%d" % (i, j))
5857 prout("=== Placing base #%d in quadrant %s" % (i, w))
5858 game.state.baseq.append(w)
5859 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5860 # Position ordinary Klingon Battle Cruisers
5862 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5863 klumper = min(klumper, MAXKLQUAD)
5866 klump = int((1.0 - r*r)*klumper)
5867 klump = min(klump, krem)
5870 w = randplace(GALSIZE)
5871 if not game.state.galaxy[w.i][w.j].supernova and \
5872 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5874 game.state.galaxy[w.i][w.j].klingons += klump
5877 # Position Klingon Commander Ships
5878 for i in range(game.incom):
5880 w = randplace(GALSIZE)
5881 if not welcoming(w) or w in game.state.kcmdr:
5883 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5885 game.state.galaxy[w.i][w.j].klingons += 1
5886 game.state.kcmdr.append(w)
5887 # Locate planets in galaxy
5888 for i in range(game.inplan):
5890 w = randplace(GALSIZE)
5891 if game.state.galaxy[w.i][w.j].planet is None:
5895 new.crystals = "absent"
5896 if (game.options & OPTION_WORLDS) and i < NINHAB:
5897 new.pclass = "M" # All inhabited planets are class M
5898 new.crystals = "absent"
5900 new.name = systnames[i]
5901 new.inhabited = True
5903 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5904 if rnd.withprob(0.33):
5905 new.crystals = "present"
5906 new.known = "unknown"
5907 new.inhabited = False
5908 game.state.galaxy[w.i][w.j].planet = new
5909 game.state.planets.append(new)
5911 for i in range(game.state.nromrem):
5912 w = randplace(GALSIZE)
5913 game.state.galaxy[w.i][w.j].romulans += 1
5914 # Place the Super-Commander if needed
5915 if game.state.nscrem > 0:
5917 w = randplace(GALSIZE)
5920 game.state.kscmdr = w
5921 game.state.galaxy[w.i][w.j].klingons += 1
5922 # Initialize times for extraneous events
5923 schedule(FSNOVA, expran(0.5 * game.intime))
5924 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5925 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5926 schedule(FBATTAK, expran(0.3*game.intime))
5928 if game.state.nscrem:
5929 schedule(FSCMOVE, 0.2777)
5934 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5935 schedule(FDISTR, expran(1.0 + game.intime))
5940 # Place thing (in tournament game, we don't want one!)
5941 # New in SST2K: never place the Thing near a starbase.
5942 # This makes sense and avoids a special case in the old code.
5944 if game.tourn is None:
5946 thing = randplace(GALSIZE)
5947 if thing not in game.state.baseq:
5950 game.state.snap = False
5951 if game.skill == SKILL_NOVICE:
5952 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5953 prout(_("a deadly Klingon invasion force. As captain of the United"))
5954 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5955 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5956 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5957 prout(_("your mission. As you proceed you may be given more time."))
5959 prout(_("You will have %d supporting starbases.") % (game.inbase))
5960 proutn(_("Starbase locations- "))
5962 prout(_("Stardate %d.") % int(game.state.date))
5964 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5965 prout(_("An unknown number of Romulans."))
5966 if game.state.nscrem:
5967 prout(_("And one (GULP) Super-Commander."))
5968 prout(_("%d stardates.") % int(game.intime))
5969 proutn(_("%d starbases in ") % game.inbase)
5970 for i in range(game.inbase):
5971 proutn(repr(game.state.baseq[i]))
5974 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5975 proutn(_(" Sector %s") % game.sector)
5977 prout(_("Good Luck!"))
5978 if game.state.nscrem:
5979 prout(_(" YOU'LL NEED IT."))
5982 setwnd(message_window)
5984 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5986 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5987 attack(torps_ok=False)
5990 "Choose your game type."
5992 game.tourn = game.length = 0
5994 game.skill = SKILL_NONE
5995 # Do not chew here, we want to use command-line tokens
5996 if not scanner.inqueue: # Can start with command line options
5997 proutn(_("Would you like a regular, tournament, or saved game? "))
5999 if scanner.sees("tournament"):
6000 while scanner.nexttok() == "IHEOL":
6001 proutn(_("Type in tournament number-"))
6002 if scanner.real == 0:
6004 continue # We don't want a blank entry
6005 game.tourn = int(round(scanner.real))
6006 rnd.seed(scanner.real)
6008 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6010 if scanner.sees("saved") or scanner.sees("frozen"):
6014 if game.passwd is None:
6016 if not game.alldone:
6017 game.thawed = True # No plaque if not finished
6021 if scanner.sees("regular"):
6023 proutn(_("What is \"%s\"? ") % scanner.token)
6025 while game.length==0 or game.skill==SKILL_NONE:
6026 if scanner.nexttok() == "IHALPHA":
6027 if scanner.sees("short"):
6029 elif scanner.sees("medium"):
6031 elif scanner.sees("long"):
6033 elif scanner.sees("novice"):
6034 game.skill = SKILL_NOVICE
6035 elif scanner.sees("fair"):
6036 game.skill = SKILL_FAIR
6037 elif scanner.sees("good"):
6038 game.skill = SKILL_GOOD
6039 elif scanner.sees("expert"):
6040 game.skill = SKILL_EXPERT
6041 elif scanner.sees("emeritus"):
6042 game.skill = SKILL_EMERITUS
6044 proutn(_("What is \""))
6045 proutn(scanner.token)
6050 proutn(_("Would you like a Short, Medium, or Long game? "))
6051 elif game.skill == SKILL_NONE:
6052 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6053 # Choose game options -- added by ESR for SST2K
6054 if scanner.nexttok() != "IHALPHA":
6056 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6058 if scanner.sees("plain"):
6059 # Approximates the UT FORTRAN version.
6060 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6061 game.options |= OPTION_PLAIN
6062 elif scanner.sees("almy"):
6063 # Approximates Tom Almy's version.
6064 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6065 game.options |= OPTION_ALMY
6066 elif scanner.sees("fancy") or scanner.sees("\n"):
6068 elif len(scanner.token):
6069 proutn(_("What is \"%s\"?") % scanner.token)
6071 if game.passwd == "debug": # pragma: no cover
6073 prout("=== Debug mode enabled.")
6074 # Use parameters to generate initial values of things
6075 game.damfac = 0.5 * game.skill
6076 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6078 if game.options & OPTION_PLANETS:
6079 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6080 if game.options & OPTION_WORLDS:
6081 game.inplan += int(NINHAB)
6082 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6083 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6084 game.state.remtime = 7.0 * game.length
6085 game.intime = game.state.remtime
6086 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6087 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6088 game.state.remres = (game.inkling+4*game.incom)*game.intime
6089 game.inresor = game.state.remres
6090 if game.inkling > 50:
6094 def dropin(iquad=None):
6095 "Drop a feature on a random dot in the current quadrant."
6097 w = randplace(QUADSIZE)
6098 if game.quad[w.i][w.j] == '.':
6100 if iquad is not None:
6101 game.quad[w.i][w.j] = iquad
6105 "Update our alert status."
6106 game.condition = "green"
6107 if game.energy < 1000.0:
6108 game.condition = "yellow"
6109 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6110 game.condition = "red"
6112 game.condition="dead"
6115 "Drop new Klingon into current quadrant."
6116 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6119 "Sort enemies by distance so 'nearest' is meaningful."
6120 game.enemies.sort(key=lambda x: x.kdist)
6123 "Set up a new state of quadrant, for when we enter or re-enter it."
6126 game.neutz = game.inorbit = game.landed = False
6127 game.ientesc = game.iseenit = game.isviolreported = False
6129 # Create a blank quadrant
6130 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6132 # Attempt to escape Super-commander, so tbeam back!
6135 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6136 # cope with supernova
6139 game.klhere = q.klingons
6140 game.irhere = q.romulans
6142 game.quad[game.sector.i][game.sector.j] = game.ship
6145 # Position ordinary Klingons
6146 for _i in range(game.klhere):
6148 # If we need a commander, promote a Klingon
6149 for cmdr in game.state.kcmdr:
6150 if cmdr == game.quadrant:
6151 e = game.enemies[game.klhere-1]
6152 game.quad[e.location.i][e.location.j] = 'C'
6153 e.power = rnd.real(950,1350) + 50.0*game.skill
6155 # If we need a super-commander, promote a Klingon
6156 if game.quadrant == game.state.kscmdr:
6158 game.quad[e.location.i][e.location.j] = 'S'
6159 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6160 game.iscate = (game.remkl() > 1)
6161 # Put in Romulans if needed
6162 for _i in range(q.romulans):
6163 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6164 # If quadrant needs a starbase, put it in
6166 game.base = dropin('B')
6167 # If quadrant needs a planet, put it in
6169 game.iplnet = q.planet
6170 if not q.planet.inhabited:
6171 game.plnet = dropin('P')
6173 game.plnet = dropin('@')
6174 # Check for condition
6177 if game.irhere > 0 and game.klhere == 0:
6179 if not damaged(DRADIO):
6181 prout(_("LT. Uhura- \"Captain, an urgent message."))
6182 prout(_(" I'll put it on audio.\" CLICK"))
6184 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6185 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6186 # Put in THING if needed
6187 if thing == game.quadrant:
6188 Enemy(etype='?', loc=dropin(),
6189 power=rnd.real(6000,6500.0)+250.0*game.skill)
6190 if not damaged(DSRSENS):
6192 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6193 prout(_(" Please examine your short-range scan.\""))
6194 # Decide if quadrant needs a Tholian; lighten up if skill is low
6195 if game.options & OPTION_THOLIAN:
6196 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6197 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6198 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6201 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6202 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6203 if game.quad[w.i][w.j] == '.':
6205 game.tholian = Enemy(etype='T', loc=w,
6206 power=rnd.integer(100, 500) + 25.0*game.skill)
6207 # Reserve unoccupied corners
6208 if game.quad[0][0]=='.':
6209 game.quad[0][0] = 'X'
6210 if game.quad[0][QUADSIZE-1]=='.':
6211 game.quad[0][QUADSIZE-1] = 'X'
6212 if game.quad[QUADSIZE-1][0]=='.':
6213 game.quad[QUADSIZE-1][0] = 'X'
6214 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6215 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6217 # And finally the stars
6218 for _i in range(q.stars):
6220 # Put in a few black holes
6221 for _i in range(1, 3+1):
6222 if rnd.withprob(0.5):
6224 # Take out X's in corners if Tholian present
6226 if game.quad[0][0]=='X':
6227 game.quad[0][0] = '.'
6228 if game.quad[0][QUADSIZE-1]=='X':
6229 game.quad[0][QUADSIZE-1] = '.'
6230 if game.quad[QUADSIZE-1][0]=='X':
6231 game.quad[QUADSIZE-1][0] = '.'
6232 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6233 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6234 # This should guarantee that replay games don't lose info about the chart
6235 if (game.options & OPTION_AUTOSCAN) or replayfp:
6239 "Set the self-destruct password."
6240 if game.options & OPTION_PLAIN:
6243 proutn(_("Please type in a secret password- "))
6245 game.passwd = scanner.token
6246 #game.passwd = getpass.getpass("Please type in a secret password- ")
6247 if game.passwd is not None:
6251 game.passwd += chr(ord('a')+rnd.integer(26))
6252 game.passwd += chr(ord('a')+rnd.integer(26))
6253 game.passwd += chr(ord('a')+rnd.integer(26))
6255 # Code from sst.c begins here
6258 ("SRSCAN", OPTION_TTY),
6259 ("STATUS", OPTION_TTY),
6260 ("REQUEST", OPTION_TTY),
6261 ("LRSCAN", OPTION_TTY),
6273 ("SENSORS", OPTION_PLANETS),
6274 ("ORBIT", OPTION_PLANETS),
6275 ("TRANSPORT", OPTION_PLANETS),
6276 ("MINE", OPTION_PLANETS),
6277 ("CRYSTALS", OPTION_PLANETS),
6278 ("SHUTTLE", OPTION_PLANETS),
6279 ("PLANETS", OPTION_PLANETS),
6284 ("PROBE", OPTION_PROBE),
6286 ("FREEZE", 0), # Synonym for SAVE
6289 # No abbreviations accepted after this point
6292 ("CAPTURE", OPTION_CAPTURE),
6293 ("CLOAK", OPTION_CLOAK),
6296 ("SOS", 0), # Synonym for MAYDAY
6297 ("CALL", 0), # Synonym for MAYDAY
6305 def listCommands(): # pragma: no cover
6306 "Generate a list of legal commands."
6307 # Coverage-disabled because testing for this is fragile
6308 # in the presence of changes in the command set.
6309 prout(_("LEGAL COMMANDS ARE:"))
6311 for (key, opt) in commands:
6312 if not opt or (opt & game.options):
6313 proutn("%-12s " % key)
6315 if emitted % 5 == 4:
6320 "Browse on-line help."
6321 key = scanner.nexttok()
6324 setwnd(prompt_window)
6325 proutn(_("Help on what command? "))
6326 key = scanner.nexttok()
6327 setwnd(message_window)
6330 cmds = [x[0] for x in commands]
6331 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6338 cmd = scanner.token.upper()
6339 for directory in docpath:
6341 fp = open(os.path.join(directory, "sst.doc"), "r")
6346 prout(_("Spock- \"Captain, that information is missing from the"))
6347 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6348 proutn(_(" in these directories: %s") % ":".join(docpath))
6350 # This used to continue: "You need to find SST.DOC and put
6351 # it in the current directory."
6354 linebuf = fp.readline()
6356 prout(_("Spock- \"Captain, there is no information on that command.\""))
6359 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6360 linebuf = linebuf[3:].strip()
6361 if cmd.upper() == linebuf:
6364 prout(_("Spock- \"Captain, I've found the following information:\""))
6367 linebuf = fp.readline()
6368 if "******" in linebuf:
6374 "Command-interpretation loop."
6376 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6377 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6379 game.isviolreported = True
6380 while True: # command loop
6382 while True: # get a command
6384 game.optime = game.justin = False
6386 setwnd(prompt_window)
6389 if scanner.nexttok() == "IHEOL":
6390 if game.options & OPTION_CURSES:
6393 elif scanner.token == "":
6397 setwnd(message_window)
6399 abandon_passed = False
6400 cmd = "" # Force cmd to persist after loop
6401 opt = 0 # Force opt to persist after loop
6402 for (cmd, opt) in commands:
6403 # commands after ABANDON cannot be abbreviated
6404 if cmd == "ABANDON":
6405 abandon_passed = True
6406 if cmd == scanner.token.upper() or (not abandon_passed \
6407 and cmd.startswith(scanner.token.upper())):
6409 if cmd == "": # pragma: no cover
6412 elif opt and not (opt & game.options):
6416 if game.options & OPTION_CURSES:
6417 prout("COMMAND> %s" % cmd)
6418 if cmd == "SRSCAN": # srscan
6420 elif cmd == "STATUS": # status
6422 elif cmd == "REQUEST": # status request
6424 elif cmd == "LRSCAN": # long range scan
6425 lrscan(silent=False)
6426 elif cmd == "PHASERS": # phasers
6431 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6436 elif cmd == "MOVE": # move under warp
6437 warp(wcourse=None, involuntary=False)
6438 elif cmd == "SHIELDS": # shields
6439 doshield(shraise=False)
6442 game.shldchg = False
6443 elif cmd == "DOCK": # dock at starbase
6446 attack(torps_ok=False)
6447 elif cmd == "DAMAGES": # damage reports
6449 elif cmd == "CHART": # chart
6451 elif cmd == "IMPULSE": # impulse
6453 elif cmd == "REST": # rest
6457 elif cmd == "WARP": # warp
6459 elif cmd == "SENSORS": # sensors
6461 elif cmd == "ORBIT": # orbit
6465 elif cmd == "TRANSPORT": # transport "beam"
6467 elif cmd == "MINE": # mine
6471 elif cmd == "CRYSTALS": # crystals
6475 elif cmd == "SHUTTLE": # shuttle
6479 elif cmd == "PLANETS": # Planet list
6481 elif cmd == "REPORT": # Game Report
6483 elif cmd == "COMPUTER": # use COMPUTER!
6485 elif cmd == "COMMANDS":
6487 elif cmd == "EMEXIT": # Emergency exit
6488 clrscr() # Hide screen
6489 freeze(True) # forced save
6490 raise SystemExit(1) # And quick exit
6491 elif cmd == "PROBE":
6492 probe() # Launch probe
6495 elif cmd == "ABANDON": # Abandon Ship
6497 elif cmd == "DESTRUCT": # Self Destruct
6499 elif cmd == "SAVE": # Save Game
6502 if game.skill > SKILL_GOOD:
6503 prout(_("WARNING--Saved games produce no plaques!"))
6504 elif cmd == "DEATHRAY": # Try a desparation measure
6508 elif cmd == "CAPTURE":
6510 elif cmd == "CLOAK":
6512 elif cmd == "DEBUGCMD": # What do we want for debug???
6514 elif cmd == "MAYDAY": # Call for help
6519 game.alldone = True # quit the game
6522 elif cmd == "SCORE":
6523 score() # see current score
6524 elif cmd == "CURSES":
6525 game.options |= (OPTION_CURSES | OPTION_COLOR)
6527 elif cmd == "OPTIONS":
6531 break # Game has ended
6532 if game.optime != 0.0:
6535 break # Events did us in
6536 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6539 if hitme and not game.justin:
6540 attack(torps_ok=True)
6543 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6554 "Emit the name of an enemy or feature."
6555 if ch == 'R': s = _("Romulan")
6556 elif ch == 'K': s = _("Klingon")
6557 elif ch == 'C': s = _("Commander")
6558 elif ch == 'S': s = _("Super-commander")
6559 elif ch == '*': s = _("Star")
6560 elif ch == 'P': s = _("Planet")
6561 elif ch == 'B': s = _("Starbase")
6562 elif ch == ' ': s = _("Black hole")
6563 elif ch == 'T': s = _("Tholian")
6564 elif ch == '#': s = _("Tholian web")
6565 elif ch == '?': s = _("Stranger")
6566 elif ch == '@': s = _("Inhabited World")
6567 else: s = "Unknown??" # pragma: no cover
6570 def crmena(loud, enemy, loctype, w):
6571 "Emit the name of an enemy and his location."
6575 buf += cramen(enemy) + _(" at ")
6576 if loctype == "quadrant":
6577 buf += _("Quadrant ")
6578 elif loctype == "sector":
6580 return buf + repr(w)
6583 "Emit our ship name."
6584 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6587 "Emit a line of stars"
6588 prouts("******************************************************")
6592 return -avrage*math.log(1e-7 + rnd.real())
6594 def randplace(size):
6595 "Choose a random location."
6597 w.i = rnd.integer(size)
6598 w.j = rnd.integer(size)
6608 # Get a token from the user
6611 # Fill the token queue if nothing here
6612 while not self.inqueue:
6614 if curwnd==prompt_window:
6616 setwnd(message_window)
6623 self.inqueue = sline.lstrip().split() + ["\n"]
6624 # From here on in it's all looking at the queue
6625 self.token = self.inqueue.pop(0)
6626 if self.token == "\n":
6630 self.real = float(self.token)
6631 self.type = "IHREAL"
6636 self.token = self.token.lower()
6637 self.type = "IHALPHA"
6640 def append(self, tok):
6641 self.inqueue.append(tok)
6642 def push(self, tok):
6643 self.inqueue.insert(0, tok)
6647 # Demand input for next scan
6649 self.real = self.token = None
6651 # compares s to item and returns true if it matches to the length of s
6652 return s.startswith(self.token)
6654 # Round token value to nearest integer
6655 return int(round(self.real))
6659 if (game.options & OPTION_ALPHAMERIC):
6661 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6662 s.i = ord(self.token[0]) - ord("a")
6663 s.j = int(self.token[1:])-1
6665 except (TypeError, IndexError):
6668 if self.type != "IHREAL":
6673 if self.type != "IHREAL":
6678 def __repr__(self): # pragma: no cover
6679 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6682 "Yes-or-no confirmation."
6686 if scanner.token == 'y':
6688 if scanner.token == 'n':
6691 proutn(_("Please answer with \"y\" or \"n\": "))
6694 "Complain about unparseable input."
6697 prout(_("Beg your pardon, Captain?"))
6699 def debugme(): # pragma: no cover
6700 "Access to the internals for debugging."
6701 proutn("Reset levels? ")
6703 if game.energy < game.inenrg:
6704 game.energy = game.inenrg
6705 game.shield = game.inshld
6706 game.torps = game.intorps
6707 game.lsupres = game.inlsr
6708 proutn("Reset damage? ")
6710 for i in range(NDEVICES):
6711 if game.damage[i] > 0.0:
6712 game.damage[i] = 0.0
6713 proutn("Toggle debug flag? ")
6715 game.idebug = not game.idebug
6717 prout("Debug output ON")
6719 prout("Debug output OFF")
6720 proutn("Cause selective damage? ")
6722 for i in range(NDEVICES):
6723 proutn("Kill %s?" % device[i])
6725 key = scanner.nexttok()
6726 if key == "IHALPHA" and scanner.sees("y"):
6727 game.damage[i] = 10.0
6728 proutn("Examine/change events? ")
6733 FSNOVA: "Supernova ",
6736 FBATTAK: "Base Attack ",
6737 FCDBAS: "Base Destroy ",
6738 FSCMOVE: "SC Move ",
6739 FSCDBAS: "SC Base Destroy ",
6740 FDSPROB: "Probe Move ",
6741 FDISTR: "Distress Call ",
6742 FENSLV: "Enslavement ",
6743 FREPRO: "Klingon Build ",
6745 for i in range(1, NEVENTS):
6748 proutn("%.2f" % (scheduled(i)-game.state.date))
6749 if i in {FENSLV, FREPRO}:
6751 proutn(" in %s" % ev.quadrant)
6756 key = scanner.nexttok()
6760 elif key == "IHREAL":
6761 ev = schedule(i, scanner.real)
6762 if i in {FENSLV, FREPRO}:
6764 proutn("In quadrant- ")
6765 key = scanner.nexttok()
6766 # "IHEOL" says to leave coordinates as they are
6769 prout("Event %d canceled, no x coordinate." % (i))
6772 w.i = int(round(scanner.real))
6773 key = scanner.nexttok()
6775 prout("Event %d canceled, no y coordinate." % (i))
6778 w.j = int(round(scanner.real))
6781 proutn("Induce supernova here? ")
6783 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6786 if __name__ == '__main__':
6788 #global line, thing, game
6794 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6795 if os.getenv("TERM"):
6796 game.options |= OPTION_CURSES
6798 game.options |= OPTION_TTY
6799 seed = int(time.time())
6800 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6801 for (switch, val) in options:
6803 # pylint: disable=raise-missing-from
6805 replayfp = open(val, "r")
6807 sys.stderr.write("sst: can't open replay file %s\n" % val)
6809 # pylint: disable=raise-missing-from
6811 line = replayfp.readline().strip()
6812 (leader, __, seed) = line.split()
6813 # pylint: disable=eval-used
6815 line = replayfp.readline().strip()
6816 arguments += line.split()[2:]
6817 except ValueError: # pragma: no cover
6818 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6820 game.options |= OPTION_TTY
6821 game.options &=~ OPTION_CURSES
6822 elif switch == '-s': # pragma: no cover
6824 elif switch == '-t':
6825 game.options |= OPTION_TTY
6826 game.options &=~ OPTION_CURSES
6827 elif switch == '-x': # pragma: no cover
6829 elif switch == '-c': # Enable curses debugging - undocumented
6831 elif switch == '-V': # pragma: no cover
6832 print("SST2K", version)
6834 else: # pragma: no cover
6835 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6837 # where to save the input in case of bugs
6838 if "TMPDIR" in os.environ: # pragma: no cover
6839 tmpdir = os.environ['TMPDIR']
6843 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6844 except IOError: # pragma: no cover
6845 sys.stderr.write("sst: warning, can't open logfile\n")
6848 logfp.write("# seed %s\n" % seed)
6849 logfp.write("# arguments %s\n" % " ".join(arguments))
6850 logfp.write("# SST2K version %s\n" % version)
6851 logfp.write("# recorded by %s@%s on %s\n" % \
6852 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6854 scanner = sstscanner()
6855 for arg in arguments:
6859 while True: # Play a game
6860 setwnd(fullscreen_window)
6866 game.alldone = False
6872 if (game.options & OPTION_TTY):
6875 if game.tourn and game.alldone:
6876 proutn(_("Do you want your score recorded?"))
6882 if (game.options & OPTION_TTY):
6883 proutn(_("Do you want to play again? "))
6889 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6893 except KeyboardInterrupt: # pragma: no cover