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 from __future__ import print_function, division
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
18 # 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
20 # pylint: disable=multiple-imports
21 import os, sys, math, curses, time, pickle, copy, gettext, getpass
22 import getopt, socket, locale
25 # This import only works on Unixes. The intention is to enable
26 # Ctrl-P, Ctrl-N, and friends in Cmd.
28 # pylint: disable=unused-import
33 # Prevent lossage under Python 3
41 docpath = (".", "doc/", "/usr/share/doc/sst/")
44 return gettext.gettext(st)
46 # Rolling our own LCG because Python changed its incompatibly in 3.2.
47 # Thus, we need to have our own to be 2/3 polyglot, which will also
48 # be helpful when we forwrard-port.
51 # LCG PRNG parameters tested against
52 # Knuth vol. 2. by the authors of ADVENT
60 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
61 return old_x / randomizer.LCG_M
65 v = randomizer.random()
67 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
72 v = randomizer.random()
76 v = args[0] + int(v * (args[1] - args[0]))
78 # logfp.write("#integer%s -> %s\n" % (args, v))
83 v = randomizer.random()
85 v *= args[0] # from [0, args[0])
87 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
89 # logfp.write("#real%s -> %f\n" % (args, v))
95 # logfp.write("#seed(%d)\n" % n)
96 game.lcg_x = n % randomizer.LCG_M
98 GALSIZE = 8 # Galaxy size in quadrants
99 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
100 MAXUNINHAB = 10 # Maximum uninhabited worlds
101 QUADSIZE = 10 # Quadrant size in sectors
102 BASEMIN = 2 # Minimum starbases
103 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
104 MAXKLGAME = 127 # Maximum Klingons per game
105 MAXKLQUAD = 9 # Maximum Klingons per quadrant
106 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
107 FOREVER = 1e30 # Time for the indefinite future
108 MAXBURST = 3 # Max # of torps you can launch in one turn
109 MINCMDR = 10 # Minimum number of Klingon commanders
110 DOCKFAC = 0.25 # Repair faster when docked
111 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
113 ALGERON = 2311 # Date of the Treaty of Algeron
134 class TrekError(Exception):
137 class JumpOut(Exception):
141 def __init__(self, x=None, y=None):
144 def valid_quadrant(self):
145 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)
146 def valid_sector(self):
147 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)
148 def invalidate(self):
149 self.i = self.j = None
150 def __eq__(self, other):
151 return other is not None and self.i == other.i and self.j == other.j
152 def __ne__(self, other):
153 return other is None or self.i != other.i or self.j != other.j
154 def __add__(self, other):
155 return Coord(self.i+other.i, self.j+other.j)
156 def __sub__(self, other):
157 return Coord(self.i-other.i, self.j-other.j)
158 def __mul__(self, other):
159 return Coord(self.i*other, self.j*other)
160 def __rmul__(self, other):
161 return Coord(self.i*other, self.j*other)
162 def __div__(self, other):
163 return Coord(self.i/other, self.j/other)
164 def __truediv__(self, other):
165 return Coord(self.i/other, self.j/other)
166 def __floordiv__(self, other):
167 return Coord(self.i//other, self.j//other)
168 def __mod__(self, other):
169 return Coord(self.i % other, self.j % other)
170 def __rtruediv__(self, other):
171 return Coord(self.i/other, self.j/other)
172 def __rfloordiv__(self, other):
173 return Coord(self.i//other, self.j//other)
174 def roundtogrid(self):
175 return Coord(int(round(self.i)), int(round(self.j)))
176 def distance(self, other=None):
179 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
181 return 1.90985*math.atan2(self.j, self.i)
198 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
199 return self.roundtogrid() // QUADSIZE
201 return self.roundtogrid() % QUADSIZE
204 s.i = self.i + rnd.integer(-1, 2)
205 s.j = self.j + rnd.integer(-1, 2)
208 if self.i is None or self.j is None:
210 return "%s - %s" % (self.i+1, self.j+1)
214 "Do not anger the Space Thingy!"
221 return (q.i, q.j) == (self.i, self.j)
225 self.name = None # string-valued if inhabited
226 self.quadrant = Coord() # quadrant located
227 self.pclass = None # could be ""M", "N", "O", or "destroyed"
228 self.crystals = "absent"# could be "mined", "present", "absent"
229 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
230 self.inhabited = False # is it inhabited?
238 self.starbase = False
241 self.supernova = False
243 self.status = "secure" # Could be "secure", "distressed", "enslaved"
245 return "<Quadrant: %(klingons)d>" % self.__dict__
251 self.starbase = False
254 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
256 def fill2d(size, fillfun):
257 "Fill an empty list in 2D."
259 for i in range(size):
261 for j in range(size):
262 lst[i].append(fillfun(i, j))
267 self.snap = False # snapshot taken
268 self.crew = 0 # crew complement
269 self.nscrem = 0 # remaining super commanders
270 self.starkl = 0 # destroyed stars
271 self.basekl = 0 # destroyed bases
272 self.nromrem = 0 # Romulans remaining
273 self.nplankl = 0 # destroyed uninhabited planets
274 self.nworldkl = 0 # destroyed inhabited planets
275 self.planets = [] # Planet information
276 self.date = 0.0 # stardate
277 self.remres = 0 # remaining resources
278 self.remtime = 0 # remaining time
279 self.baseq = [] # Base quadrant coordinates
280 self.kcmdr = [] # Commander quadrant coordinates
281 self.kscmdr = Coord() # Supercommander quadrant coordinates
283 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
285 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
287 for i in range(GALSIZE):
288 for j in range(GALSIZE):
289 yield (i, j, self.galaxy[i][j])
293 self.date = None # A real number
294 self.quadrant = None # A coord structure
297 OPTION_ALL = 0xffffffff
298 OPTION_TTY = 0x00000001 # old interface
299 OPTION_CURSES = 0x00000002 # new interface
300 OPTION_IOMODES = 0x00000003 # cover both interfaces
301 OPTION_PLANETS = 0x00000004 # planets and mining
302 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
303 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
304 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
305 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
306 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
307 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
308 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
309 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
310 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
311 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
312 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
313 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_PLAIN = 0x01000000 # user chose plain game
315 OPTION_ALMY = 0x02000000 # user chose Almy variant
316 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
317 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
322 "IOMODES": OPTION_IOMODES,
323 "PLANETS": OPTION_PLANETS,
324 "THOLIAN": OPTION_THOLIAN,
325 "THINGY": OPTION_THINGY,
326 "PROBE": OPTION_PROBE,
327 "SHOWME": OPTION_SHOWME,
328 "RAMMING": OPTION_RAMMING,
329 "MVBADDY": OPTION_MVBADDY,
330 "BLKHOLE": OPTION_BLKHOLE,
332 "WORLDS": OPTION_WORLDS,
333 "AUTOSCAN": OPTION_AUTOSCAN,
334 "CAPTURE": OPTION_CAPTURE,
335 "CLOAK": OPTION_CLOAK,
336 "PLAIN": OPTION_PLAIN,
338 "COLOR": OPTION_COLOR,
339 "DOTFILL": OPTION_DOTFILL,
360 NDEVICES = 17 # Number of devices
370 return (game.damage[dev] != 0.0)
372 return not damaged(DRADIO) or game.condition=="docked"
374 # Define future events
375 FSPY = 0 # Spy event happens always (no future[] entry)
376 # can cause SC to tractor beam Enterprise
377 FSNOVA = 1 # Supernova
378 FTBEAM = 2 # Commander tractor beams Enterprise
379 FSNAP = 3 # Snapshot for time warp
380 FBATTAK = 4 # Commander attacks base
381 FCDBAS = 5 # Commander destroys base
382 FSCMOVE = 6 # Supercommander moves (might attack base)
383 FSCDBAS = 7 # Supercommander destroys base
384 FDSPROB = 8 # Move deep space probe
385 FDISTR = 9 # Emit distress call from an inhabited world
386 FENSLV = 10 # Inhabited word is enslaved
387 FREPRO = 11 # Klingons build a ship in an enslaved system
390 # Abstract out the event handling -- underlying data structures will change
391 # when we implement stateful events
392 def findevent(evtype):
393 return game.future[evtype]
396 def __init__(self, etype=None, loc=None, power=None):
398 self.location = Coord()
403 self.power = power # enemy energy level
404 game.enemies.append(self)
406 motion = (loc != self.location)
407 if self.location.i is not None and self.location.j is not None:
410 game.quad[self.location.i][self.location.j] = '#'
412 game.quad[self.location.i][self.location.j] = '.'
414 self.location = copy.copy(loc)
415 game.quad[self.location.i][self.location.j] = self.type
416 self.kdist = self.kavgd = (game.sector - loc).distance()
418 self.location = Coord()
419 self.kdist = self.kavgd = None
420 # Guard prevents failure on Tholian or thingy
421 if self in game.enemies:
422 game.enemies.remove(self)
425 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
429 self.options = None # Game options
430 self.state = Snapshot() # A snapshot structure
431 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
432 self.quad = None # contents of our quadrant
433 self.damage = [0.0] * NDEVICES # damage encountered
434 self.future = [] # future events
438 self.future.append(Event())
439 self.passwd = None # Self Destruct password
441 self.quadrant = None # where we are in the large
442 self.sector = None # where we are in the small
443 self.tholian = None # Tholian enemy object
444 self.base = None # position of base in current quadrant
445 self.battle = None # base coordinates being attacked
446 self.plnet = None # location of planet in quadrant
447 self.gamewon = False # Finished!
448 self.ididit = False # action taken -- allows enemy to attack
449 self.alive = False # we are alive (not killed)
450 self.justin = False # just entered quadrant
451 self.shldup = False # shields are up
452 self.shldchg = False # shield is changing (affects efficiency)
453 self.iscate = False # super commander is here
454 self.ientesc = False # attempted escape from supercommander
455 self.resting = False # rest time
456 self.icraft = False # Kirk in Galileo
457 self.landed = False # party on planet (true), on ship (false)
458 self.alldone = False # game is now finished
459 self.neutz = False # Romulan Neutral Zone
460 self.isarmed = False # probe is armed
461 self.inorbit = False # orbiting a planet
462 self.imine = False # mining
463 self.icrystl = False # dilithium crystals aboard
464 self.iseenit = False # seen base attack report
465 self.thawed = False # thawed game
466 self.condition = None # "green", "yellow", "red", "docked", "dead"
467 self.iscraft = None # "onship", "offship", "removed"
468 self.skill = SKILL_NONE # Player skill level
469 self.inkling = 0 # initial number of klingons
470 self.inbase = 0 # initial number of bases
471 self.incom = 0 # initial number of commanders
472 self.inscom = 0 # initial number of commanders
473 self.inrom = 0 # initial number of commanders
474 self.instar = 0 # initial stars
475 self.intorps = 0 # initial/max torpedoes
476 self.torps = 0 # number of torpedoes
477 self.ship = 0 # ship type -- 'E' is Enterprise
478 self.abandoned = 0 # count of crew abandoned in space
479 self.length = 0 # length of game
480 self.klhere = 0 # klingons here
481 self.casual = 0 # causalties
482 self.nhelp = 0 # calls for help
483 self.nkinks = 0 # count of energy-barrier crossings
484 self.iplnet = None # planet # in quadrant
485 self.inplan = 0 # initial planets
486 self.irhere = 0 # Romulans in quadrant
487 self.isatb = 0 # =2 if super commander is attacking base
488 self.tourn = None # tournament number
489 self.nprobes = 0 # number of probes available
490 self.inresor = 0.0 # initial resources
491 self.intime = 0.0 # initial time
492 self.inenrg = 0.0 # initial/max energy
493 self.inshld = 0.0 # initial/max shield
494 self.inlsr = 0.0 # initial life support resources
495 self.indate = 0.0 # initial date
496 self.energy = 0.0 # energy level
497 self.shield = 0.0 # shield level
498 self.warpfac = 0.0 # warp speed
499 self.lsupres = 0.0 # life support reserves
500 self.optime = 0.0 # time taken by current operation
501 self.damfac = 0.0 # damage factor
502 self.lastchart = 0.0 # time star chart was last updated
503 self.cryprob = 0.0 # probability that crystal will work
504 self.probe = None # object holding probe course info
505 self.height = 0.0 # height of orbit around planet
506 self.score = 0.0 # overall score
507 self.perdate = 0.0 # rate of kills
508 self.idebug = False # Debugging instrumentation enabled?
509 self.cdebug = False # Debugging instrumentation for curses enabled?
510 self.statekscmdr = None # No SuperCommander coordinates yet.
511 self.brigcapacity = 400 # Enterprise brig capacity
512 self.brigfree = 400 # How many klingons can we put in the brig?
513 self.kcaptured = 0 # Total Klingons captured, for scoring.
514 self.iscloaked = False # Cloaking device on?
515 self.ncviol = 0 # Algreon treaty violations
516 self.isviolreported = False # We have been warned
517 self.lcg_x = 0 # LCG generator value
519 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
521 # Stas thinks this should be (C expression):
522 # game.remkl() + len(game.state.kcmdr) > 0 ?
523 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
524 # He says the existing expression is prone to divide-by-zero errors
525 # after killing the last klingon when score is shown -- perhaps also
526 # if the only remaining klingon is SCOM.
527 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
529 "Are there Klingons remaining?"
556 # Code from ai.c begins here
559 "Would this quadrant welcome another Klingon?"
560 return iq.valid_quadrant() and \
561 not game.state.galaxy[iq.i][iq.j].supernova and \
562 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
564 def tryexit(enemy, look, irun):
565 "A bad guy attempts to bug out."
567 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
568 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
569 if not welcoming(iq):
571 if enemy.type == 'R':
572 return [] # Romulans cannot escape!
574 # avoid intruding on another commander's territory
575 if enemy.type == 'C':
576 if iq in game.state.kcmdr:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if enemy.power > 1000.0:
584 oldloc = copy.copy(enemy.location)
585 # handle local matters related to escape
588 if game.condition != "docked":
590 # Handle global matters related to escape
591 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
592 game.state.galaxy[iq.i][iq.j].klingons += 1
593 if enemy.type == 'S':
597 schedule(FSCMOVE, 0.2777)
599 game.state.kscmdr = iq
601 for cmdr in game.state.kcmdr:
602 if cmdr == game.quadrant:
603 game.state.kcmdr.append(iq)
605 # report move out of quadrant.
606 return [(True, enemy, oldloc, iq)]
608 # The bad-guy movement algorithm:
610 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
611 # If both are operating full strength, force is 1000. If both are damaged,
612 # force is -1000. Having shields down subtracts an additional 1000.
614 # 2. Enemy has forces equal to the energy of the attacker plus
615 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
616 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
618 # Attacker Initial energy levels (nominal):
619 # Klingon Romulan Commander Super-Commander
620 # Novice 400 700 1200
622 # Good 450 800 1300 1750
623 # Expert 475 850 1350 1875
624 # Emeritus 500 900 1400 2000
625 # VARIANCE 75 200 200 200
627 # Enemy vessels only move prior to their attack. In Novice - Good games
628 # only commanders move. In Expert games, all enemy vessels move if there
629 # is a commander present. In Emeritus games all enemy vessels move.
631 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
632 # forces are 1000 greater than Enterprise.
634 # Agressive action on average cuts the distance between the ship and
635 # the enemy to 1/4 the original.
637 # 4. At lower energy advantage, movement units are proportional to the
638 # advantage with a 650 advantage being to hold ground, 800 to move forward
639 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
641 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
642 # retreat, especially at high skill levels.
644 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
646 def movebaddy(enemy):
647 "Tactical movement for the bad guys."
651 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
652 if game.skill >= SKILL_EXPERT:
653 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
655 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
656 old_dist = enemy.kdist
657 mdist = int(old_dist + 0.5) # Nearest integer distance
658 # If SC, check with spy to see if should hi-tail it
659 if enemy.type == 'S' and \
660 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
664 # decide whether to advance, retreat, or hold position
665 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
667 forces += 1000 # Good for enemy if shield is down!
668 if not damaged(DPHASER) or not damaged(DPHOTON):
669 if damaged(DPHASER): # phasers damaged
672 forces -= 0.2*(game.energy - 2500.0)
673 if damaged(DPHOTON): # photon torpedoes damaged
676 forces -= 50.0*game.torps
678 # phasers and photon tubes both out!
681 if forces <= 1000.0 and game.condition != "docked": # Typical situation
682 motion = ((forces + rnd.real(200))/150.0) - 5.0
684 if forces > 1000.0: # Very strong -- move in for kill
685 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
686 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
687 motion -= game.skill*(2.0-rnd.real()**2)
689 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
690 # don't move if no motion
693 # Limit motion according to skill
694 if abs(motion) > game.skill:
699 # calculate preferred number of steps
700 nsteps = abs(int(motion))
701 if motion > 0 and nsteps > mdist:
702 nsteps = mdist # don't overshoot
703 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
704 nsteps = max(nsteps, 1) # This shouldn't be necessary
706 proutn("NSTEPS = %d:" % nsteps)
707 # Compute preferred values of delta X and Y
708 m = game.sector - enemy.location
709 if 2.0 * abs(m.i) < abs(m.j):
711 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
713 m = (motion * m).sgn()
714 goto = enemy.location
716 for ll in range(nsteps):
718 proutn(" %d" % (ll+1))
719 # Check if preferred position available
730 attempts = 0 # Settle mysterious hang problem
731 while attempts < 20 and not success:
733 if look.i < 0 or look.i >= QUADSIZE:
735 return tryexit(enemy, look, irun)
736 if krawli == m.i or m.j == 0:
738 look.i = goto.i + krawli
740 elif look.j < 0 or look.j >= QUADSIZE:
742 return tryexit(enemy, look, irun)
743 if krawlj == m.j or m.i == 0:
745 look.j = goto.j + krawlj
747 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
748 # See if enemy should ram ship
749 if game.quad[look.i][look.j] == game.ship and \
750 enemy.type in ('C', 'S'):
751 collision(rammed=True, enemy=enemy)
753 if krawli != m.i and m.j != 0:
754 look.i = goto.i + krawli
756 elif krawlj != m.j and m.i != 0:
757 look.j = goto.j + krawlj
760 break # we have failed
771 # Enemy moved, but is still in sector
772 return [(False, enemy, old_dist, goto)]
775 "Sequence Klingon tactical movement."
778 # Figure out which Klingon is the commander (or Supercommander)
781 if game.quadrant in game.state.kcmdr:
782 for enemy in game.enemies:
783 if enemy.type == 'C':
784 tacmoves += movebaddy(enemy)
785 if game.state.kscmdr == game.quadrant:
786 for enemy in game.enemies:
787 if enemy.type == 'S':
788 tacmoves += movebaddy(enemy)
790 # If skill level is high, move other Klingons and Romulans too!
791 # Move these last so they can base their actions on what the
793 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
794 for enemy in game.enemies:
795 if enemy.type in ('K', 'R'):
796 tacmoves += movebaddy(enemy)
799 def movescom(iq, avoid):
800 "Supercommander movement helper."
801 # Avoid quadrants with bases if we want to avoid Enterprise
802 if not welcoming(iq) or (avoid and iq in game.state.baseq):
804 if game.justin and not game.iscate:
807 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
808 game.state.kscmdr = iq
809 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
810 if game.state.kscmdr == game.quadrant:
811 # SC has scooted, remove him from current quadrant
816 for enemy in game.enemies:
817 if enemy.type == 'S':
820 if game.condition != "docked":
823 # check for a helpful planet
824 for i in range(game.inplan):
825 if game.state.planets[i].quadrant == game.state.kscmdr and \
826 game.state.planets[i].crystals == "present":
828 game.state.planets[i].pclass = "destroyed"
829 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
832 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
833 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
834 prout(_(" by the Super-commander.\""))
836 return True # looks good!
838 def supercommander():
839 "Move the Super Commander."
846 prout("== SUPERCOMMANDER")
847 # Decide on being active or passive
848 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
849 (game.state.date-game.indate) < 3.0)
850 if not game.iscate and avoid:
851 # compute move away from Enterprise
852 idelta = game.state.kscmdr-game.quadrant
853 if idelta.distance() > 2.0:
855 idelta.i = game.state.kscmdr.j-game.quadrant.j
856 idelta.j = game.quadrant.i-game.state.kscmdr.i
858 # compute distances to starbases
859 if not game.state.baseq:
863 sc = game.state.kscmdr
864 for (i, base) in enumerate(game.state.baseq):
865 basetbl.append((i, (base - sc).distance()))
866 if len(game.state.baseq) > 1:
867 basetbl.sort(key=lambda x: x[1])
868 # look for nearest base without a commander, no Enterprise, and
869 # without too many Klingons, and not already under attack.
870 ifindit = iwhichb = 0
871 for (i2, base) in enumerate(game.state.baseq):
872 i = basetbl[i2][0] # bug in original had it not finding nearest
873 if base == game.quadrant or base == game.battle or not welcoming(base):
875 # if there is a commander, and no other base is appropriate,
876 # we will take the one with the commander
877 for cmdr in game.state.kcmdr:
878 if base == cmdr and ifindit != 2:
882 else: # no commander -- use this one
887 return # Nothing suitable -- wait until next time
888 ibq = game.state.baseq[iwhichb]
889 # decide how to move toward base
890 idelta = ibq - game.state.kscmdr
891 # Maximum movement is 1 quadrant in either or both axes
892 idelta = idelta.sgn()
893 # try moving in both x and y directions
894 # there was what looked like a bug in the Almy C code here,
895 # but it might be this translation is just wrong.
896 iq = game.state.kscmdr + idelta
897 if not movescom(iq, avoid):
898 # failed -- try some other maneuvers
899 if idelta.i == 0 or idelta.j == 0:
902 iq.j = game.state.kscmdr.j + 1
903 if not movescom(iq, avoid):
904 iq.j = game.state.kscmdr.j - 1
907 iq.i = game.state.kscmdr.i + 1
908 if not movescom(iq, avoid):
909 iq.i = game.state.kscmdr.i - 1
912 # try moving just in x or y
913 iq.j = game.state.kscmdr.j
914 if not movescom(iq, avoid):
915 iq.j = game.state.kscmdr.j + idelta.j
916 iq.i = game.state.kscmdr.i
919 if len(game.state.baseq) == 0:
922 for ibq in game.state.baseq:
923 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
926 return # no, don't attack base!
929 schedule(FSCDBAS, rnd.real(1.0, 3.0))
930 if is_scheduled(FCDBAS):
931 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
932 if not communicating():
936 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
938 prout(_(" reports that it is under attack from the Klingon Super-commander."))
939 prout(_(" It can survive until stardate %d.\"") \
940 % int(scheduled(FSCDBAS)))
943 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
947 game.optime = 0.0 # actually finished
949 # Check for intelligence report
950 if not game.idebug and \
951 (rnd.withprob(0.8) or \
952 (not communicating()) or \
953 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
956 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
957 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
962 if not game.tholian or game.justin:
965 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
968 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
971 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
974 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
978 # something is wrong!
979 game.tholian.move(None)
980 prout("***Internal error: Tholian in a bad spot.")
982 # do nothing if we are blocked
983 if game.quad[tid.i][tid.j] not in ('.', '#'):
985 here = copy.copy(game.tholian.location)
986 delta = (tid - game.tholian.location).sgn()
988 while here.i != tid.i:
990 if game.quad[here.i][here.j] == '.':
991 game.tholian.move(here)
993 while here.j != tid.j:
995 if game.quad[here.i][here.j] == '.':
996 game.tholian.move(here)
997 # check to see if all holes plugged
998 for i in range(QUADSIZE):
999 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
1001 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1003 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1005 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1007 # All plugged up -- Tholian splits
1008 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1010 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1011 game.tholian.move(None)
1014 # Code from battle.c begins here
1017 "Change cloaking-device status."
1018 if game.ship == 'F':
1019 prout(_("Ye Faerie Queene hath no cloaking device."))
1022 key = scanner.nexttok()
1029 if key == "IHALPHA":
1030 if scanner.sees("on"):
1032 prout(_("The cloaking device has already been switched on."))
1035 elif scanner.sees("off"):
1036 if not game.iscloaked:
1037 prout(_("The cloaking device has already been switched off."))
1044 if not game.iscloaked:
1045 proutn(_("Switch cloaking device on? "))
1050 proutn(_("Switch cloaking device off? "))
1057 if action == "CLOFF":
1058 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1059 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1062 prout("Engineer Scott- \"Aye, Sir.\"")
1063 game.iscloaked = False
1064 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1065 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1067 game.isviolreported = True
1069 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1072 if action == "CLON":
1074 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1077 if game.condition == "docked":
1078 prout(_("You cannot cloak while docked."))
1080 if game.state.date >= ALGERON and not game.isviolreported:
1081 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1082 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1083 proutn(_(" are you sure this is wise? "))
1086 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1088 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1089 game.iscloaked = True
1091 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1092 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1094 game.isviolreported = True
1096 def doshield(shraise):
1097 "Change shield status."
1103 key = scanner.nexttok()
1104 if key == "IHALPHA":
1105 if scanner.sees("transfer"):
1108 if damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1111 if scanner.sees("up"):
1113 elif scanner.sees("down"):
1115 if action == "NONE":
1116 proutn(_("Do you wish to change shield energy? "))
1119 elif damaged(DSHIELD):
1120 prout(_("Shields damaged and down."))
1123 proutn(_("Shields are up. Do you want them down? "))
1130 proutn(_("Shields are down. Do you want them up? "))
1136 if action == "SHUP": # raise shields
1138 prout(_("Shields already up."))
1142 if game.condition != "docked":
1144 prout(_("Shields raised."))
1145 if game.energy <= 0:
1147 prout(_("Shields raising uses up last of energy."))
1152 elif action == "SHDN":
1154 prout(_("Shields already down."))
1158 prout(_("Shields lowered."))
1161 elif action == "NRG":
1162 while scanner.nexttok() != "IHREAL":
1164 proutn(_("Energy to transfer to shields- "))
1169 if nrg > game.energy:
1170 prout(_("Insufficient ship energy."))
1173 if game.shield+nrg >= game.inshld:
1174 prout(_("Shield energy maximized."))
1175 if game.shield+nrg > game.inshld:
1176 prout(_("Excess energy requested returned to ship energy"))
1177 game.energy -= game.inshld-game.shield
1178 game.shield = game.inshld
1180 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1181 # Prevent shield drain loophole
1183 prout(_("Engineering to bridge--"))
1184 prout(_(" Scott here. Power circuit problem, Captain."))
1185 prout(_(" I can't drain the shields."))
1188 if game.shield+nrg < 0:
1189 prout(_("All shield energy transferred to ship."))
1190 game.energy += game.shield
1193 proutn(_("Scotty- \""))
1195 prout(_("Transferring energy to shields.\""))
1197 prout(_("Draining energy from shields.\""))
1203 "Choose a device to damage, at random."
1205 105, # DSRSENS: short range scanners 10.5%
1206 105, # DLRSENS: long range scanners 10.5%
1207 120, # DPHASER: phasers 12.0%
1208 120, # DPHOTON: photon torpedoes 12.0%
1209 25, # DLIFSUP: life support 2.5%
1210 65, # DWARPEN: warp drive 6.5%
1211 70, # DIMPULS: impulse engines 6.5%
1212 135, # DSHIELD: deflector shields 13.5%
1213 30, # DRADIO: subspace radio 3.0%
1214 45, # DSHUTTL: shuttle 4.5%
1215 15, # DCOMPTR: computer 1.5%
1216 20, # NAVCOMP: navigation system 2.0%
1217 75, # DTRANSP: transporter 7.5%
1218 20, # DSHCTRL: high-speed shield controller 2.0%
1219 10, # DDRAY: death ray 1.0%
1220 30, # DDSP: deep-space probes 3.0%
1221 10, # DCLOAK: the cloaking device 1.0
1223 assert(sum(weights) == 1000)
1224 idx = rnd.integer(1000)
1226 for (i, w) in enumerate(weights):
1230 return None # we should never get here
1232 def collision(rammed, enemy):
1233 "Collision handling for rammong events."
1234 prouts(_("***RED ALERT! RED ALERT!"))
1236 prout(_("***COLLISION IMMINENT."))
1240 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1242 proutn(_(" rammed by "))
1245 proutn(crmena(False, enemy.type, "sector", enemy.location))
1247 proutn(_(" (original position)"))
1249 deadkl(enemy.location, enemy.type, game.sector)
1250 proutn("***" + crmshp() + " heavily damaged.")
1251 icas = rnd.integer(10, 30)
1252 prout(_("***Sickbay reports %d casualties") % icas)
1254 game.state.crew -= icas
1255 # In the pre-SST2K version, all devices got equiprobably damaged,
1256 # which was silly. Instead, pick up to half the devices at
1257 # random according to our weighting table,
1258 ncrits = rnd.integer(NDEVICES//2)
1262 if game.damage[dev] < 0:
1264 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1265 # Damage for at least time of travel!
1266 game.damage[dev] += game.optime + extradm
1268 prout(_("***Shields are down."))
1275 def torpedo(origin, bearing, dispersion, number, nburst):
1276 "Let a photon torpedo fly"
1277 if not damaged(DSRSENS) or game.condition == "docked":
1278 setwnd(srscan_window)
1280 setwnd(message_window)
1281 ac = bearing + 0.25*dispersion # dispersion is a random variable
1282 bullseye = (15.0 - bearing)*0.5235988
1283 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1284 bumpto = Coord(0, 0)
1285 # Loop to move a single torpedo
1286 setwnd(message_window)
1287 for step in range(1, QUADSIZE*2):
1288 if not track.nexttok():
1291 if not w.valid_sector():
1293 iquad = game.quad[w.i][w.j]
1294 tracktorpedo(w, step, number, nburst, iquad)
1298 setwnd(message_window)
1299 if not damaged(DSRSENS) or game.condition == "docked":
1300 skip(1) # start new line after text track
1301 if iquad in ('E', 'F'): # Hit our ship
1303 prout(_("Torpedo hits %s.") % crmshp())
1304 hit = 700.0 + rnd.real(100) - \
1305 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1306 newcnd() # we're blown out of dock
1307 if game.landed or game.condition == "docked":
1308 return hit # Cheat if on a planet
1309 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1310 # is 143 degrees, which is almost exactly 4.8 clockface units
1311 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1312 displacement.nexttok()
1313 bumpto = displacement.sector()
1314 if not bumpto.valid_sector():
1316 if game.quad[bumpto.i][bumpto.j] == ' ':
1319 if game.quad[bumpto.i][bumpto.j] != '.':
1320 # can't move into object
1322 game.sector = bumpto
1324 game.quad[w.i][w.j] = '.'
1325 game.quad[bumpto.i][bumpto.j] = iquad
1326 prout(_(" displaced by blast to Sector %s ") % bumpto)
1327 for enemy in game.enemies:
1328 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1331 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1333 if iquad in ('C', 'S') and rnd.withprob(0.05):
1334 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1335 prout(_(" torpedo neutralized."))
1337 for enemy in game.enemies:
1338 if w == enemy.location:
1339 kp = math.fabs(enemy.power)
1340 h1 = 700.0 + rnd.integer(100) - \
1341 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1349 if enemy.power == 0:
1352 proutn(crmena(True, iquad, "sector", w))
1353 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1354 displacement.nexttok()
1355 bumpto = displacement.sector()
1356 if game.quad[bumpto.i][bumpto.j] == ' ':
1357 prout(_(" buffeted into black hole."))
1358 deadkl(w, iquad, bumpto)
1360 if not bumpto.valid_sector():
1361 prout(_(" damaged but not destroyed."))
1363 if game.quad[bumpto.i][bumpto.j] != '.':
1364 prout(_(" damaged but not destroyed."))
1366 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1367 enemy.location = bumpto
1368 game.quad[w.i][w.j] = '.'
1369 game.quad[bumpto.i][bumpto.j] = iquad
1370 for tenemy in game.enemies:
1371 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1375 prout("Internal error, no enemy where expected!")
1378 elif iquad == 'B': # Hit a base
1380 prout(_("***STARBASE DESTROYED.."))
1381 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1382 game.quad[w.i][w.j] = '.'
1383 game.base.invalidate()
1384 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1385 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1386 game.state.basekl += 1
1389 elif iquad == 'P': # Hit a planet
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nplankl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = '.'
1398 # captain perishes on planet
1401 elif iquad == '@': # Hit an inhabited world -- very bad!
1402 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1403 game.state.nworldkl += 1
1404 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1405 game.iplnet.pclass = "destroyed"
1407 game.plnet.invalidate()
1408 game.quad[w.i][w.j] = '.'
1410 # captain perishes on planet
1412 prout(_("The torpedo destroyed an inhabited planet."))
1414 elif iquad == '*': # Hit a star
1415 if rnd.withprob(0.9):
1418 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1420 elif iquad == '?': # Hit a thingy
1421 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1423 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1425 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1427 proutn(_("Mr. Spock-"))
1428 prouts(_(" \"Fascinating!\""))
1432 # Stas Sergeev added the possibility that
1433 # you can shove the Thingy and piss it off.
1434 # It then becomes an enemy and may fire at you.
1437 elif iquad == ' ': # Black hole
1439 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1441 elif iquad == '#': # hit the web
1443 prout(_("***Torpedo absorbed by Tholian web."))
1445 elif iquad == 'T': # Hit a Tholian
1446 h1 = 700.0 + rnd.integer(100) - \
1447 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1450 game.quad[w.i][w.j] = '.'
1455 proutn(crmena(True, 'T', "sector", w))
1456 if rnd.withprob(0.05):
1457 prout(_(" survives photon blast."))
1459 prout(_(" disappears."))
1460 game.tholian.move(None)
1461 game.quad[w.i][w.j] = '#'
1466 proutn("Don't know how to handle torpedo collision with ")
1467 proutn(crmena(True, iquad, "sector", w))
1472 setwnd(message_window)
1473 prout(_("Torpedo missed."))
1477 "Critical-hit resolution."
1478 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1480 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1481 proutn(_("***CRITICAL HIT--"))
1482 # Select devices and cause damage
1487 # Cheat to prevent shuttle damage unless on ship
1488 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1491 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1492 game.damage[j] += extradm
1495 for (i, j) in enumerate(cdam):
1497 if skipcount % 3 == 2 and i < len(cdam)-1:
1502 prout(_(" damaged."))
1503 if damaged(DSHIELD) and game.shldup:
1504 prout(_("***Shields knocked down."))
1506 if damaged(DCLOAK) and game.iscloaked:
1507 prout(_("***Cloaking device rendered inoperative."))
1508 game.iscloaked = False
1510 def attack(torps_ok):
1511 # bad guy attacks us
1512 # torps_ok == False forces use of phasers in an attack
1515 # game could be over at this point, check
1525 prout("=== ATTACK!")
1526 # Tholian gets to move before attacking
1529 # if you have just entered the RNZ, you'll get a warning
1530 if game.neutz: # The one chance not to be attacked
1533 # commanders get a chance to tac-move towards you
1534 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:
1535 for (bugout, enemy, old, goto) in moveklings():
1537 # we know about this if either short or long range
1538 # sensors are working
1539 if damaged(DSRSENS) and damaged(DLRSENS) \
1540 and game.condition != "docked":
1541 prout(crmena(True, enemy.type, "sector", old) + \
1542 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1543 else: # Enemy still in-sector
1544 if enemy.move(goto):
1545 if not damaged(DSRSENS) or game.condition == "docked":
1546 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1547 if enemy.kdist < old:
1548 proutn(_(" advances to "))
1550 proutn(_(" retreats to "))
1551 prout("Sector %s." % goto)
1553 # if no enemies remain after movement, we're done
1554 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1556 # set up partial hits if attack happens during shield status change
1557 pfac = 1.0/game.inshld
1559 chgfac = 0.25 + rnd.real(0.5)
1561 # message verbosity control
1562 if game.skill <= SKILL_FAIR:
1564 for enemy in game.enemies:
1566 continue # too weak to attack
1567 # compute hit strength and diminish shield power
1569 # Increase chance of photon torpedos if docked or enemy energy is low
1570 if game.condition == "docked":
1572 if enemy.power < 500:
1574 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1576 # different enemies have different probabilities of throwing a torp
1577 usephasers = not torps_ok or \
1578 (enemy.type == 'K' and r > 0.0005) or \
1579 (enemy.type == 'C' and r > 0.015) or \
1580 (enemy.type == 'R' and r > 0.3) or \
1581 (enemy.type == 'S' and r > 0.07) or \
1582 (enemy.type == '?' and r > 0.05)
1583 if usephasers: # Enemy uses phasers
1584 if game.condition == "docked":
1585 continue # Don't waste the effort!
1586 attempt = True # Attempt to attack
1587 dustfac = rnd.real(0.8, 0.85)
1588 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1590 else: # Enemy uses photon torpedo
1591 # We should be able to make the bearing() method work here
1592 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1594 proutn(_("***TORPEDO INCOMING"))
1595 if not damaged(DSRSENS):
1596 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1599 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1600 dispersion += 0.002*enemy.power*dispersion
1601 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1602 if game.unwon() == 0:
1603 finish(FWON) # Klingons did themselves in!
1604 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1605 return # Supernova or finished
1608 # incoming phaser or torpedo, shields may dissipate it
1609 if game.shldup or game.shldchg or game.condition == "docked":
1610 # shields will take hits
1611 propor = pfac * game.shield
1612 if game.condition == "docked":
1614 propor = max(propor, 0.1)
1615 hitsh = propor*chgfac*hit+1.0
1617 if absorb > game.shield:
1618 absorb = game.shield
1619 game.shield -= absorb
1621 # taking a hit blasts us out of a starbase dock
1622 if game.condition == "docked":
1624 # but the shields may take care of it
1625 if propor > 0.1 and hit < 0.005*game.energy:
1627 # hit from this opponent got through shields, so take damage
1629 proutn(_("%d unit hit") % int(hit))
1630 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1631 proutn(_(" on the ") + crmshp())
1632 if not damaged(DSRSENS) and usephasers:
1633 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1635 # Decide if hit is critical
1641 if game.energy <= 0:
1642 # Returning home upon your shield, not with it...
1645 if not attempt and game.condition == "docked":
1646 prout(_("***Enemies decide against attacking your ship."))
1647 percent = 100.0*pfac*game.shield+0.5
1649 # Shields fully protect ship
1650 proutn(_("Enemy attack reduces shield strength to "))
1652 # Emit message if starship suffered hit(s)
1654 proutn(_("Energy left %2d shields ") % int(game.energy))
1657 elif not damaged(DSHIELD):
1660 proutn(_("damaged, "))
1661 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1662 # Check if anyone was hurt
1663 if hitmax >= 200 or hittot >= 500:
1664 icas = rnd.integer(int(hittot * 0.015))
1667 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1668 prout(_(" in that last attack.\""))
1670 game.state.crew -= icas
1671 # After attack, reset average distance to enemies
1672 for enemy in game.enemies:
1673 enemy.kavgd = enemy.kdist
1677 def deadkl(w, etype, mv):
1678 "Kill a Klingon, Tholian, Romulan, or Thingy."
1679 # Added mv to allow enemy to "move" before dying
1680 proutn(crmena(True, etype, "sector", mv))
1681 # Decide what kind of enemy it is and update appropriately
1683 # Chalk up a Romulan
1684 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1686 game.state.nromrem -= 1
1695 # Killed some type of Klingon
1696 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1699 game.state.kcmdr.remove(game.quadrant)
1701 if game.state.kcmdr:
1702 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1703 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1708 game.state.nscrem -= 1
1709 game.state.kscmdr.invalidate()
1714 # For each kind of enemy, finish message to player
1715 prout(_(" destroyed."))
1716 if game.unwon() == 0:
1719 # Remove enemy ship from arrays describing local conditions
1720 for e in game.enemies:
1727 "Return None if target is invalid, otherwise return a course angle."
1728 if not w.valid_sector():
1732 # C code this was translated from is wacky -- why the sign reversal?
1733 delta.j = (w.j - game.sector.j)
1734 delta.i = (game.sector.i - w.i)
1735 if delta == Coord(0, 0):
1737 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1738 prout(_(" I recommend an immediate review of"))
1739 prout(_(" the Captain's psychological profile.\""))
1742 return delta.bearing()
1745 "Launch photon torpedo salvo."
1748 if damaged(DPHOTON):
1749 prout(_("Photon tubes damaged."))
1753 prout(_("No torpedoes left."))
1756 # First, get torpedo count
1759 if scanner.token == "IHALPHA":
1762 elif scanner.token == "IHEOL" or not scanner.waiting():
1763 prout(_("%d torpedoes left.") % game.torps)
1765 proutn(_("Number of torpedoes to fire- "))
1766 continue # Go back around to get a number
1767 else: # key == "IHREAL"
1773 if n <= 0: # abort command
1778 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1781 scanner.chew() # User requested more torps than available
1782 continue # Go back around
1783 break # All is good, go to next stage
1787 key = scanner.nexttok()
1788 if i == 0 and key == "IHEOL":
1789 break # no coordinate waiting, we will try prompting
1790 if i == 1 and key == "IHEOL":
1791 # direct all torpedoes at one target
1793 target.append(target[0])
1794 tcourse.append(tcourse[0])
1797 scanner.push(scanner.token)
1798 target.append(scanner.getcoord())
1799 if target[-1] is None:
1801 tcourse.append(targetcheck(target[-1]))
1802 if tcourse[-1] is None:
1805 if len(target) == 0:
1806 # prompt for each one
1808 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1810 target.append(scanner.getcoord())
1811 if target[-1] is None:
1813 tcourse.append(targetcheck(target[-1]))
1814 if tcourse[-1] is None:
1817 # Loop for moving <n> torpedoes
1819 if game.condition != "docked":
1821 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1822 if math.fabs(dispersion) >= 0.47:
1824 dispersion *= rnd.real(1.2, 2.2)
1826 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1828 prouts(_("***TORPEDO MISFIRES."))
1831 prout(_(" Remainder of burst aborted."))
1832 if rnd.withprob(0.2):
1833 prout(_("***Photon tubes damaged by misfire."))
1834 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1838 elif game.shldup or game.condition == "docked":
1839 dispersion *= 1.0 + 0.0001*game.shield
1840 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1841 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1847 "Check for phasers overheating."
1849 checkburn = (rpow-1500.0)*0.00038
1850 if rnd.withprob(checkburn):
1851 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1852 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1854 def checkshctrl(rpow):
1855 "Check shield control."
1857 if rnd.withprob(0.998):
1858 prout(_("Shields lowered."))
1860 # Something bad has happened
1861 prouts(_("***RED ALERT! RED ALERT!"))
1863 hit = rpow*game.shield/game.inshld
1864 game.energy -= rpow+hit*0.8
1865 game.shield -= hit*0.2
1866 if game.energy <= 0.0:
1867 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1872 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1874 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1875 icas = rnd.integer(int(hit*0.012))
1880 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1881 prout(_(" %d casualties so far.\"") % icas)
1883 game.state.crew -= icas
1885 prout(_("Phaser energy dispersed by shields."))
1886 prout(_("Enemy unaffected."))
1891 "Register a phaser hit on Klingons and Romulans."
1898 dustfac = rnd.real(0.9, 1.0)
1899 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1900 kpini = game.enemies[kk].power
1901 kp = math.fabs(kpini)
1902 if PHASEFAC*hit < kp:
1904 if game.enemies[kk].power < 0:
1905 game.enemies[kk].power -= -kp
1907 game.enemies[kk].power -= kp
1908 kpow = game.enemies[kk].power
1909 w = game.enemies[kk].location
1911 if not damaged(DSRSENS):
1913 proutn(_("%d unit hit on ") % int(hit))
1915 proutn(_("Very small hit on "))
1916 ienm = game.quad[w.i][w.j]
1919 proutn(crmena(False, ienm, "sector", w))
1928 else: # decide whether or not to emasculate klingon
1929 # pylint: disable=chained-comparison
1930 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1931 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1932 prout(_(" has just lost its firepower.\""))
1933 game.enemies[kk].power = -kpow
1938 "Fire phasers at bad guys."
1942 irec = 0 # Cheating inhibitor
1951 # SR sensors and Computer are needed for automode
1952 if damaged(DSRSENS) or damaged(DCOMPTR):
1954 if game.condition == "docked":
1955 prout(_("Phasers can't be fired through base shields."))
1958 if damaged(DPHASER):
1959 prout(_("Phaser control damaged."))
1963 if damaged(DSHCTRL):
1964 prout(_("High speed shield control damaged."))
1967 if game.energy <= 200.0:
1968 prout(_("Insufficient energy to activate high-speed shield control."))
1971 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1973 # Original code so convoluted, I re-did it all
1974 # (That was Tom Almy talking about the C code, I think -- ESR)
1975 while automode == "NOTSET":
1976 key = scanner.nexttok()
1977 if key == "IHALPHA":
1978 if scanner.sees("manual"):
1979 if len(game.enemies)==0:
1980 prout(_("There is no enemy present to select."))
1983 automode = "AUTOMATIC"
1986 key = scanner.nexttok()
1987 elif scanner.sees("automatic"):
1988 if (not itarg) and len(game.enemies) != 0:
1989 automode = "FORCEMAN"
1991 if len(game.enemies)==0:
1992 prout(_("Energy will be expended into space."))
1993 automode = "AUTOMATIC"
1994 key = scanner.nexttok()
1995 elif scanner.sees("no"):
2000 elif key == "IHREAL":
2001 if len(game.enemies)==0:
2002 prout(_("Energy will be expended into space."))
2003 automode = "AUTOMATIC"
2005 automode = "FORCEMAN"
2007 automode = "AUTOMATIC"
2010 if len(game.enemies)==0:
2011 prout(_("Energy will be expended into space."))
2012 automode = "AUTOMATIC"
2014 automode = "FORCEMAN"
2016 proutn(_("Manual or automatic? "))
2021 if automode == "AUTOMATIC":
2022 if key == "IHALPHA" and scanner.sees("no"):
2024 key = scanner.nexttok()
2025 if key != "IHREAL" and len(game.enemies) != 0:
2026 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2031 for i in range(len(game.enemies)):
2032 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2034 proutn(_("%d units required. ") % irec)
2036 proutn(_("Units to fire= "))
2037 key = scanner.nexttok()
2042 proutn(_("Energy available= %.2f") % avail)
2045 if not rpow > avail:
2051 key = scanner.nexttok()
2052 if key == "IHALPHA" and scanner.sees("no"):
2055 game.energy -= 200 # Go and do it!
2056 if checkshctrl(rpow):
2061 if len(game.enemies):
2064 for i in range(len(game.enemies)):
2068 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2069 over = rnd.real(1.01, 1.06) * hits[i]
2071 powrem -= hits[i] + over
2072 if powrem <= 0 and temp < hits[i]:
2081 if extra > 0 and not game.alldone:
2083 proutn(_("*** Tholian web absorbs "))
2084 if len(game.enemies)>0:
2085 proutn(_("excess "))
2086 prout(_("phaser energy."))
2088 prout(_("%d expended on empty space.") % int(extra))
2089 elif automode == "FORCEMAN":
2092 if damaged(DCOMPTR):
2093 prout(_("Battle computer damaged, manual fire only."))
2096 prouts(_("---WORKING---"))
2098 prout(_("Short-range-sensors-damaged"))
2099 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2100 prout(_("Manual-fire-must-be-used"))
2102 elif automode == "MANUAL":
2104 for k in range(len(game.enemies)):
2105 aim = game.enemies[k].location
2106 ienm = game.quad[aim.i][aim.j]
2108 proutn(_("Energy available= %.2f") % (avail-0.006))
2112 if damaged(DSRSENS) and \
2113 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2114 prout(cramen(ienm) + _(" can't be located without short range scan."))
2117 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2121 if itarg and k > kz:
2122 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2125 if not damaged(DCOMPTR):
2130 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2131 key = scanner.nexttok()
2132 if key == "IHALPHA" and scanner.sees("no"):
2134 key = scanner.nexttok()
2136 if key == "IHALPHA":
2140 if k == 1: # Let me say I'm baffled by this
2143 if scanner.real < 0:
2147 hits.append(scanner.real)
2148 rpow += scanner.real
2149 # If total requested is too much, inform and start over
2151 prout(_("Available energy exceeded -- try again."))
2154 key = scanner.nexttok() # scan for next value
2156 # zero energy -- abort
2159 if key == "IHALPHA" and scanner.sees("no"):
2164 game.energy -= 200.0
2165 if checkshctrl(rpow):
2169 # Say shield raised or malfunction, if necessary
2175 if rnd.withprob(0.01):
2176 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2177 prouts(_(" CLICK CLICK POP . . ."))
2178 prout(_(" No response, sir!"))
2181 prout(_("Shields raised."))
2188 game.ididit = False # Nothing if we fail
2191 # Make sure there is room in the brig
2192 if game.brigfree == 0:
2193 prout(_("Security reports the brig is already full."))
2197 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2200 if damaged(DTRANSP):
2201 prout(_("Scotty- \"Transporter damaged, sir.\""))
2204 # find out if there are any at all
2206 prout(_("Uhura- \"Getting no response, sir.\""))
2209 # if there is more than one Klingon, find out which one
2210 # Cruddy, just takes one at random. Should ask the captain.
2211 # Nah, just select the weakest one since it is most likely to
2212 # surrender (Tom Almy mod)
2213 klingons = [e for e in game.enemies if e.type == 'K']
2214 weakest = sorted(klingons, key=lambda e: e.power)[0]
2215 game.optime = 0.05 # This action will take some time
2216 game.ididit = True # So any others can strike back
2218 # check out that Klingon
2219 # The algorithm isn't that great and could use some more
2220 # intelligent design
2221 # x = 300 + 25*skill;
2222 x = game.energy / (weakest.power * len(klingons))
2223 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2224 # % (game.energy, weakest.power, len(klingons)))
2225 x *= 2.5 # would originally have been equivalent of 1.4,
2226 # but we want command to work more often, more humanely
2227 #prout(_("Prob = %.4f" % x))
2228 # x = 100; // For testing, of course!
2229 if x < rnd.real(100):
2230 # guess what, he surrendered!!!
2231 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2234 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2235 if i > game.brigfree:
2236 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2239 prout(_("%d captives taken") % i)
2240 deadkl(weakest.location, weakest.type, game.sector)
2245 # big surprise, he refuses to surrender
2246 prout(_("Fat chance, captain!"))
2248 # Code from events.c begins here.
2250 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2251 # event of each type active at any given time. Mostly these means we can
2252 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2253 # BSD Trek, from which we swiped the idea, can have up to 5.
2255 def unschedule(evtype):
2256 "Remove an event from the schedule."
2257 game.future[evtype].date = FOREVER
2258 return game.future[evtype]
2260 def is_scheduled(evtype):
2261 "Is an event of specified type scheduled."
2262 return game.future[evtype].date != FOREVER
2264 def scheduled(evtype):
2265 "When will this event happen?"
2266 return game.future[evtype].date
2268 def schedule(evtype, offset):
2269 "Schedule an event of specified type."
2270 game.future[evtype].date = game.state.date + offset
2271 return game.future[evtype]
2273 def postpone(evtype, offset):
2274 "Postpone a scheduled event."
2275 game.future[evtype].date += offset
2278 "Rest period is interrupted by event."
2281 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2283 game.resting = False
2289 "Run through the event queue looking for things to do."
2291 fintim = game.state.date + game.optime
2300 def tractorbeam(yank):
2301 "Tractor-beaming cases merge here."
2303 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2305 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2306 # If Kirk & Co. screwing around on planet, handle
2307 atover(True) # atover(true) is Grab
2310 if game.icraft: # Caught in Galileo?
2313 # Check to see if shuttle is aboard
2314 if game.iscraft == "offship":
2316 if rnd.withprob(0.5):
2317 prout(_("Galileo, left on the planet surface, is captured"))
2318 prout(_("by aliens and made into a flying McDonald's."))
2319 game.damage[DSHUTTL] = -10
2320 game.iscraft = "removed"
2322 prout(_("Galileo, left on the planet surface, is well hidden."))
2324 game.quadrant = game.state.kscmdr
2326 game.quadrant = game.state.kcmdr[i]
2327 game.sector = randplace(QUADSIZE)
2328 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2329 % (game.quadrant, game.sector))
2331 prout(_("(Remainder of rest/repair period cancelled.)"))
2332 game.resting = False
2334 if not damaged(DSHIELD) and game.shield > 0:
2335 doshield(shraise=True) # raise shields
2336 game.shldchg = False
2338 prout(_("(Shields not currently useable.)"))
2340 # Adjust finish time to time of tractor beaming?
2341 # fintim = game.state.date+game.optime
2342 attack(torps_ok=False)
2343 if not game.state.kcmdr:
2346 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2349 "Code merges here for any commander destroying a starbase."
2350 # Not perfect, but will have to do
2351 # Handle case where base is in same quadrant as starship
2352 if game.battle == game.quadrant:
2353 game.state.chart[game.battle.i][game.battle.j].starbase = False
2354 game.quad[game.base.i][game.base.j] = '.'
2355 game.base.invalidate()
2358 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2359 elif game.state.baseq and communicating():
2360 # Get word via subspace radio
2363 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2364 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2366 prout(_("the Klingon Super-Commander"))
2368 prout(_("a Klingon Commander"))
2369 game.state.chart[game.battle.i][game.battle.j].starbase = False
2370 # Remove Starbase from galaxy
2371 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2372 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2374 # reinstate a commander's base attack
2378 game.battle.invalidate()
2380 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2381 for i in range(1, NEVENTS):
2382 if i == FSNOVA: proutn("=== Supernova ")
2383 elif i == FTBEAM: proutn("=== T Beam ")
2384 elif i == FSNAP: proutn("=== Snapshot ")
2385 elif i == FBATTAK: proutn("=== Base Attack ")
2386 elif i == FCDBAS: proutn("=== Base Destroy ")
2387 elif i == FSCMOVE: proutn("=== SC Move ")
2388 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2389 elif i == FDSPROB: proutn("=== Probe Move ")
2390 elif i == FDISTR: proutn("=== Distress Call ")
2391 elif i == FENSLV: proutn("=== Enslavement ")
2392 elif i == FREPRO: proutn("=== Klingon Build ")
2394 prout("%.2f" % (scheduled(i)))
2397 radio_was_broken = damaged(DRADIO)
2400 # Select earliest extraneous event, evcode==0 if no events
2405 for l in range(1, NEVENTS):
2406 if game.future[l].date < datemin:
2409 prout("== Event %d fires" % evcode)
2410 datemin = game.future[l].date
2411 xtime = datemin-game.state.date
2413 game.energy -= xtime*500.0
2414 if game.energy <= 0:
2417 game.state.date = datemin
2418 # Decrement Federation resources and recompute remaining time
2419 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2421 if game.state.remtime <= 0:
2424 # Any crew left alive?
2425 if game.state.crew <= 0:
2428 # Is life support adequate?
2429 if damaged(DLIFSUP) and game.condition != "docked":
2430 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2433 game.lsupres -= xtime
2434 if game.damage[DLIFSUP] <= xtime:
2435 game.lsupres = game.inlsr
2438 if game.condition == "docked":
2440 # Don't fix Deathray here
2441 for l in range(NDEVICES):
2442 if game.damage[l] > 0.0 and l != DDRAY:
2443 if game.damage[l]-repair > 0.0:
2444 game.damage[l] -= repair
2446 game.damage[l] = 0.0
2447 # If radio repaired, update star chart and attack reports
2448 if radio_was_broken and not damaged(DRADIO):
2449 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2450 prout(_(" surveillance reports are coming in."))
2452 if not game.iseenit:
2456 prout(_(" The star chart is now up to date.\""))
2458 # Cause extraneous event EVCODE to occur
2459 game.optime -= xtime
2460 if evcode == FSNOVA: # Supernova
2463 schedule(FSNOVA, expran(0.5*game.intime))
2464 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2466 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2467 if game.state.nscrem == 0 or game.iscloaked or \
2468 ictbeam or istract or \
2469 game.condition == "docked" or game.isatb == 1 or game.iscate:
2471 if game.ientesc or \
2472 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2473 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2474 (damaged(DSHIELD) and \
2475 (game.energy < 2500 or damaged(DPHASER)) and \
2476 (game.torps < 5 or damaged(DPHOTON))):
2478 istract = ictbeam = True
2479 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2482 elif evcode == FTBEAM: # Tractor beam
2483 if not game.state.kcmdr:
2486 i = rnd.integer(len(game.state.kcmdr))
2487 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2488 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2489 # Drats! Have to reschedule
2491 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2495 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2496 game.snapsht = copy.deepcopy(game.state)
2497 game.state.snap = True
2498 schedule(FSNAP, expran(0.5 * game.intime))
2499 elif evcode == FBATTAK: # Commander attacks starbase
2500 if not game.state.kcmdr or not game.state.baseq:
2505 ibq = None # Force battle location to persist past loop
2507 for ibq in game.state.baseq:
2508 for cmdr in game.state.kcmdr:
2509 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2511 # no match found -- try later
2512 schedule(FBATTAK, expran(0.3*game.intime))
2517 # commander + starbase combination found -- launch attack
2519 schedule(FCDBAS, rnd.real(1.0, 4.0))
2520 if game.isatb: # extra time if SC already attacking
2521 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2522 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2523 game.iseenit = False
2524 if not communicating():
2525 continue # No warning :-(
2529 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2530 prout(_(" reports that it is under attack and that it can"))
2531 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2534 elif evcode == FSCDBAS: # Supercommander destroys base
2537 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2538 continue # WAS RETURN!
2540 game.battle = game.state.kscmdr
2542 elif evcode == FCDBAS: # Commander succeeds in destroying base
2543 if evcode == FCDBAS:
2545 if not game.state.baseq \
2546 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2547 game.battle.invalidate()
2549 # find the lucky pair
2550 for cmdr in game.state.kcmdr:
2551 if cmdr == game.battle:
2554 # No action to take after all
2557 elif evcode == FSCMOVE: # Supercommander moves
2558 schedule(FSCMOVE, 0.2777)
2559 if not game.ientesc and not istract and game.isatb != 1 and \
2560 (not game.iscate or not game.justin):
2562 elif evcode == FDSPROB: # Move deep space probe
2563 schedule(FDSPROB, 0.01)
2564 if not game.probe.nexttok():
2565 if not game.probe.quadrant().valid_quadrant() or \
2566 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2567 # Left galaxy or ran into supernova
2571 proutn(_("Lt. Uhura- \"The deep space probe "))
2572 if not game.probe.quadrant().valid_quadrant():
2573 prout(_("has left the galaxy.\""))
2575 prout(_("is no longer transmitting.\""))
2581 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2582 pquad = game.probe.quadrant()
2583 pdest = game.state.galaxy[pquad.i][pquad.j]
2585 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2586 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2587 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2588 pdest.charted = True
2589 game.probe.moves -= 1 # One less to travel
2590 if game.probe.arrived() and game.isarmed and pdest.stars:
2591 supernova(game.probe.quadrant()) # fire in the hole!
2593 if game.state.galaxy[pquad.i][pquad.j].supernova:
2595 elif evcode == FDISTR: # inhabited system issues distress call
2597 # try a whole bunch of times to find something suitable
2598 for i in range(100):
2599 # need a quadrant which is not the current one,
2600 # which has some stars which are inhabited and
2601 # not already under attack, which is not
2602 # supernova'ed, and which has some Klingons in it
2603 w = randplace(GALSIZE)
2604 q = game.state.galaxy[w.i][w.j]
2605 if not (game.quadrant == w or q.planet is None or \
2606 not q.planet.inhabited or \
2607 q.supernova or q.status!="secure" or q.klingons<=0):
2610 # can't seem to find one; ignore this call
2612 prout("=== Couldn't find location for distress event.")
2614 # got one!! Schedule its enslavement
2615 ev = schedule(FENSLV, expran(game.intime))
2617 q.status = "distressed"
2618 # tell the captain about it if we can
2620 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2621 % (q.planet, repr(w)))
2622 prout(_("by a Klingon invasion fleet."))
2625 elif evcode == FENSLV: # starsystem is enslaved
2626 ev = unschedule(FENSLV)
2627 # see if current distress call still active
2628 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2632 q.status = "enslaved"
2634 # play stork and schedule the first baby
2635 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2636 ev2.quadrant = ev.quadrant
2638 # report the disaster if we can
2640 prout(_("Uhura- We've lost contact with starsystem %s") % \
2642 prout(_("in Quadrant %s.\n") % ev.quadrant)
2643 elif evcode == FREPRO: # Klingon reproduces
2644 # If we ever switch to a real event queue, we'll need to
2645 # explicitly retrieve and restore the x and y.
2646 ev = schedule(FREPRO, expran(1.0 * game.intime))
2647 # see if current distress call still active
2648 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2652 if game.remkl() >= MAXKLGAME:
2653 continue # full right now
2654 # reproduce one Klingon
2657 if game.klhere >= MAXKLQUAD:
2659 # this quadrant not ok, pick an adjacent one
2660 for m.i in range(w.i - 1, w.i + 2):
2661 for m.j in range(w.j - 1, w.j + 2):
2662 if not m.valid_quadrant():
2664 q = game.state.galaxy[m.i][m.j]
2665 # check for this quad ok (not full & no snova)
2666 if q.klingons >= MAXKLQUAD or q.supernova:
2669 # search for eligible quadrant failed
2675 if game.quadrant == w:
2677 newkling() # also adds it to game.enemies
2678 # recompute time left
2681 if game.quadrant == w:
2682 prout(_("Spock- sensors indicate the Klingons have"))
2683 prout(_("launched a warship from %s.") % q.planet)
2685 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2686 if q.planet is not None:
2687 proutn(_("near %s ") % q.planet)
2688 prout(_("in Quadrant %s.") % w)
2694 key = scanner.nexttok()
2697 proutn(_("How long? "))
2702 origTime = delay = scanner.real
2705 if delay >= game.state.remtime or len(game.enemies) != 0:
2706 proutn(_("Are you sure? "))
2709 # Alternate resting periods (events) with attacks
2713 game.resting = False
2714 if not game.resting:
2715 prout(_("%d stardates left.") % int(game.state.remtime))
2717 temp = game.optime = delay
2718 if len(game.enemies):
2719 rtime = rnd.real(1.0, 2.0)
2723 if game.optime < delay:
2724 attack(torps_ok=False)
2732 # Repair Deathray if long rest at starbase
2733 if origTime-delay >= 9.99 and game.condition == "docked":
2734 game.damage[DDRAY] = 0.0
2735 # leave if quadrant supernovas
2736 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2738 game.resting = False
2743 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2744 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2745 if rnd.withprob(0.05):
2746 # Wow! We've supernova'ed
2747 supernova(game.quadrant)
2749 # handle initial nova
2750 game.quad[nov.i][nov.j] = '.'
2751 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2752 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2753 game.state.starkl += 1
2754 # Set up queue to recursively trigger adjacent stars
2760 for offset.i in range(-1, 1+1):
2761 for offset.j in range(-1, 1+1):
2762 if offset.j == 0 and offset.i == 0:
2764 neighbor = start + offset
2765 if not neighbor.valid_sector():
2767 iquad = game.quad[neighbor.i][neighbor.j]
2768 # Empty space ends reaction
2769 if iquad in ('.', '?', ' ', 'T', '#'):
2771 elif iquad == '*': # Affect another star
2772 if rnd.withprob(0.05):
2773 # This star supernovas
2774 supernova(game.quadrant)
2777 hits.append(neighbor)
2778 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2779 game.state.starkl += 1
2780 proutn(crmena(True, '*', "sector", neighbor))
2782 game.quad[neighbor.i][neighbor.j] = '.'
2784 elif iquad in ('P', '@'): # Destroy planet
2785 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2787 game.state.nplankl += 1
2789 game.state.nworldkl += 1
2790 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2791 game.iplnet.pclass = "destroyed"
2793 game.plnet.invalidate()
2797 game.quad[neighbor.i][neighbor.j] = '.'
2798 elif iquad == 'B': # Destroy base
2799 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2800 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2801 game.base.invalidate()
2802 game.state.basekl += 1
2804 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2805 game.quad[neighbor.i][neighbor.j] = '.'
2806 elif iquad in ('E', 'F'): # Buffet ship
2807 prout(_("***Starship buffeted by nova."))
2809 if game.shield >= 2000.0:
2810 game.shield -= 2000.0
2812 diff = 2000.0 - game.shield
2816 prout(_("***Shields knocked out."))
2817 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2819 game.energy -= 2000.0
2820 if game.energy <= 0:
2823 # add in course nova contributes to kicking starship
2825 bump += (game.sector-hits[-1]).sgn()
2826 elif iquad == 'K': # kill klingon
2827 deadkl(neighbor, iquad, neighbor)
2828 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2830 for ll in range(len(game.enemies)):
2831 if game.enemies[ll].location == neighbor:
2832 target = game.enemies[ll]
2834 if target is not None:
2835 target.power -= 800.0 # If firepower is lost, die
2836 if target.power <= 0.0:
2837 deadkl(neighbor, iquad, neighbor)
2838 continue # neighbor loop
2839 # Else enemy gets flung by the blast wave
2840 newc = neighbor + neighbor - start
2841 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2842 if not newc.valid_sector():
2843 # can't leave quadrant
2846 iquad1 = game.quad[newc.i][newc.j]
2848 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2850 deadkl(neighbor, iquad, newc)
2853 # can't move into something else
2856 proutn(_(", buffeted to Sector %s") % newc)
2857 game.quad[neighbor.i][neighbor.j] = '.'
2858 game.quad[newc.i][newc.j] = iquad
2860 # Starship affected by nova -- kick it away.
2862 direc = ncourse[3*(bump.i+1)+bump.j+2]
2867 scourse = course(bearing=direc, distance=dist)
2868 game.optime = scourse.time(w=4)
2870 prout(_("Force of nova displaces starship."))
2871 imove(scourse, noattack=True)
2872 game.optime = scourse.time(w=4)
2876 "Star goes supernova."
2881 # Scheduled supernova -- select star at random.
2884 for nq.i in range(GALSIZE):
2885 for nq.j in range(GALSIZE):
2886 nstars += game.state.galaxy[nq.i][nq.j].stars
2888 return # nothing to supernova exists
2889 num = rnd.integer(nstars) + 1
2890 for nq.i in range(GALSIZE):
2891 for nq.j in range(GALSIZE):
2892 num -= game.state.galaxy[nq.i][nq.j].stars
2898 proutn("=== Super nova here?")
2901 if nq != game.quadrant or game.justin:
2902 # it isn't here, or we just entered (treat as enroute)
2905 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2906 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2909 # we are in the quadrant!
2910 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2911 for ns.i in range(QUADSIZE):
2912 for ns.j in range(QUADSIZE):
2913 if game.quad[ns.i][ns.j]=='*':
2920 prouts(_("***RED ALERT! RED ALERT!"))
2922 prout(_("***Incipient supernova detected at Sector %s") % ns)
2923 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2924 proutn(_("Emergency override attempts t"))
2925 prouts("***************")
2929 # destroy any Klingons in supernovaed quadrant
2930 game.state.galaxy[nq.i][nq.j].klingons = 0
2931 if nq == game.state.kscmdr:
2932 # did in the Supercommander!
2933 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2937 # Changing this to [w for w in game.state.kcmdr if w != nq]
2938 # causes regression-test failure
2939 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2940 #comkills = len(game.state.kcmdr) - len(survivors)
2941 game.state.kcmdr = survivors
2942 if not game.state.kcmdr:
2944 # destroy Romulans and planets in supernovaed quadrant
2945 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2946 game.state.galaxy[nq.i][nq.j].romulans = 0
2947 game.state.nromrem -= nrmdead
2949 for loop in range(game.inplan):
2950 if game.state.planets[loop].quadrant == nq:
2951 game.state.planets[loop].pclass = "destroyed"
2953 # Destroy any base in supernovaed quadrant
2954 game.state.baseq = [x for x in game.state.baseq if x != nq]
2955 # If starship caused supernova, tally up destruction
2957 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2958 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2959 game.state.nplankl += npdead
2960 # mark supernova in galaxy and in star chart
2961 if game.quadrant == nq or communicating():
2962 game.state.galaxy[nq.i][nq.j].supernova = True
2963 # If supernova destroys last Klingons give special message
2964 if game.unwon()==0 and nq != game.quadrant:
2967 prout(_("Lucky you!"))
2968 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2971 # if some Klingons remain, continue or die in supernova
2976 # Code from finish.c ends here.
2979 "Self-destruct maneuver. Finish with a BANG!"
2981 if damaged(DCOMPTR):
2982 prout(_("Computer damaged; cannot execute destruct sequence."))
2984 prouts(_("---WORKING---")); skip(1)
2985 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2986 prouts(" 10"); skip(1)
2987 prouts(" 9"); skip(1)
2988 prouts(" 8"); skip(1)
2989 prouts(" 7"); skip(1)
2990 prouts(" 6"); skip(1)
2992 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2994 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2996 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2999 if game.passwd != scanner.token:
3000 prouts(_("PASSWORD-REJECTED;"))
3002 prouts(_("CONTINUITY-EFFECTED"))
3005 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3006 prouts(" 5"); skip(1)
3007 prouts(" 4"); skip(1)
3008 prouts(" 3"); skip(1)
3009 prouts(" 2"); skip(1)
3010 prouts(" 1"); skip(1)
3011 if rnd.withprob(0.15):
3012 prouts(_("GOODBYE-CRUEL-WORLD"))
3020 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3024 if len(game.enemies) != 0:
3025 whammo = 25.0 * game.energy
3026 for e in game.enemies[::-1]:
3027 if e.power*e.kdist <= whammo:
3028 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3032 "Compute our rate of kils over time."
3033 elapsed = game.state.date - game.indate
3034 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3037 starting = (game.inkling + game.incom + game.inscom)
3038 remaining = game.unwon()
3039 return (starting - remaining)/elapsed
3043 badpt = 5.0*game.state.starkl + \
3045 10.0*game.state.nplankl + \
3046 300*game.state.nworldkl + \
3048 100.0*game.state.basekl +\
3049 3.0*game.abandoned +\
3051 if game.ship == 'F':
3053 elif game.ship is None:
3058 # end the game, with appropriate notifications
3062 prout(_("It is stardate %.1f.") % game.state.date)
3064 if ifin == FWON: # Game has been won
3065 if game.state.nromrem != 0:
3066 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3069 prout(_("You have smashed the Klingon invasion fleet and saved"))
3070 prout(_("the Federation."))
3071 if game.alive and game.brigcapacity-game.brigfree > 0:
3072 game.kcaptured += game.brigcapacity-game.brigfree
3073 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3078 badpt = 0.0 # Close enough!
3079 # killsPerDate >= RateMax
3080 if game.state.date-game.indate < 5.0 or \
3081 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3083 prout(_("In fact, you have done so well that Starfleet Command"))
3084 if game.skill == SKILL_NOVICE:
3085 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3086 elif game.skill == SKILL_FAIR:
3087 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3088 elif game.skill == SKILL_GOOD:
3089 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3090 elif game.skill == SKILL_EXPERT:
3091 prout(_("promotes you to Commodore Emeritus."))
3093 prout(_("Now that you think you're really good, try playing"))
3094 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3095 elif game.skill == SKILL_EMERITUS:
3097 proutn(_("Computer- "))
3098 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3100 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3102 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3104 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3106 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3108 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3110 prout(_("Now you can retire and write your own Star Trek game!"))
3112 elif game.skill >= SKILL_EXPERT:
3113 if game.thawed and not game.idebug:
3114 prout(_("You cannot get a citation, so..."))
3116 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3120 # Only grant long life if alive (original didn't!)
3122 prout(_("LIVE LONG AND PROSPER."))
3127 elif ifin == FDEPLETE: # Federation Resources Depleted
3128 prout(_("Your time has run out and the Federation has been"))
3129 prout(_("conquered. Your starship is now Klingon property,"))
3130 prout(_("and you are put on trial as a war criminal. On the"))
3131 proutn(_("basis of your record, you are "))
3132 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3133 prout(_("acquitted."))
3135 prout(_("LIVE LONG AND PROSPER."))
3137 prout(_("found guilty and"))
3138 prout(_("sentenced to death by slow torture."))
3142 elif ifin == FLIFESUP:
3143 prout(_("Your life support reserves have run out, and"))
3144 prout(_("you die of thirst, starvation, and asphyxiation."))
3145 prout(_("Your starship is a derelict in space."))
3147 prout(_("Your energy supply is exhausted."))
3149 prout(_("Your starship is a derelict in space."))
3150 elif ifin == FBATTLE:
3151 prout(_("The %s has been destroyed in battle.") % crmshp())
3153 prout(_("Dulce et decorum est pro patria mori."))
3155 prout(_("You have made three attempts to cross the negative energy"))
3156 prout(_("barrier which surrounds the galaxy."))
3158 prout(_("Your navigation is abominable."))
3161 prout(_("Your starship has been destroyed by a nova."))
3162 prout(_("That was a great shot."))
3164 elif ifin == FSNOVAED:
3165 prout(_("The %s has been fried by a supernova.") % crmshp())
3166 prout(_("...Not even cinders remain..."))
3167 elif ifin == FABANDN:
3168 prout(_("You have been captured by the Klingons. If you still"))
3169 prout(_("had a starbase to be returned to, you would have been"))
3170 prout(_("repatriated and given another chance. Since you have"))
3171 prout(_("no starbases, you will be mercilessly tortured to death."))
3172 elif ifin == FDILITHIUM:
3173 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3174 elif ifin == FMATERIALIZE:
3175 prout(_("Starbase was unable to re-materialize your starship."))
3176 prout(_("Sic transit gloria mundi"))
3177 elif ifin == FPHASER:
3178 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3180 prout(_("You and your landing party have been"))
3181 prout(_("converted to energy, dissipating through space."))
3182 elif ifin == FMINING:
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 prout(_("The Galileo is instantly annihilated by the supernova."))
3196 prout(_("You and your mining party are atomized."))
3198 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3199 prout(_("joins the Romulans, wreaking terror on the Federation."))
3200 elif ifin == FPNOVA:
3201 prout(_("You and your mining party are atomized."))
3203 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3204 prout(_("joins the Romulans, wreaking terror on the Federation."))
3205 elif ifin == FSTRACTOR:
3206 prout(_("The shuttle craft Galileo is also caught,"))
3207 prout(_("and breaks up under the strain."))
3209 prout(_("Your debris is scattered for millions of miles."))
3210 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3212 prout(_("The mutants attack and kill Spock."))
3213 prout(_("Your ship is captured by Klingons, and"))
3214 prout(_("your crew is put on display in a Klingon zoo."))
3215 elif ifin == FTRIBBLE:
3216 prout(_("Tribbles consume all remaining water,"))
3217 prout(_("food, and oxygen on your ship."))
3219 prout(_("You die of thirst, starvation, and asphyxiation."))
3220 prout(_("Your starship is a derelict in space."))
3222 prout(_("Your ship is drawn to the center of the black hole."))
3223 prout(_("You are crushed into extremely dense matter."))
3224 elif ifin == FCLOAK:
3226 prout(_("You have violated the Treaty of Algeron."))
3227 prout(_("The Romulan Empire can never trust you again."))
3229 prout(_("Your last crew member has died."))
3230 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3231 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3232 prout(_("You may have missed some warning messages."))
3234 if game.ship == 'F':
3236 elif game.ship == 'E':
3239 if game.unwon() != 0:
3240 goodies = game.state.remres/game.inresor
3241 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3242 if goodies/baddies >= rnd.real(1.0, 1.5):
3243 prout(_("As a result of your actions, a treaty with the Klingon"))
3244 prout(_("Empire has been signed. The terms of the treaty are"))
3245 if goodies/baddies >= rnd.real(3.0):
3246 prout(_("favorable to the Federation."))
3248 prout(_("Congratulations!"))
3250 prout(_("highly unfavorable to the Federation."))
3252 prout(_("The Federation will be destroyed."))
3254 prout(_("Since you took the last Klingon with you, you are a"))
3255 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3256 prout(_("statue in your memory. Rest in peace, and try not"))
3257 prout(_("to think about pigeons."))
3260 scanner.chew() # Clean up leftovers
3263 "Compute player's score."
3264 timused = game.state.date - game.indate
3265 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3267 game.perdate = killrate()
3268 ithperd = 500*game.perdate + 0.5
3271 iwon = 100*game.skill
3272 if game.ship == 'E':
3274 elif game.ship == 'F':
3278 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3279 game.score = 10*(dead_ordinaries)\
3280 + 50*(game.incom - len(game.state.kcmdr)) \
3282 + 20*(game.inrom - game.state.nromrem) \
3283 + 200*(game.inscom - game.state.nscrem) \
3284 - game.state.nromrem \
3285 + 3 * game.kcaptured \
3290 prout(_("Your score --"))
3291 if game.inrom - game.state.nromrem:
3292 prout(_("%6d Romulans destroyed %5d") %
3293 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3294 if game.state.nromrem and game.gamewon:
3295 prout(_("%6d Romulans captured %5d") %
3296 (game.state.nromrem, game.state.nromrem))
3298 prout(_("%6d ordinary Klingons destroyed %5d") %
3299 (dead_ordinaries, 10*dead_ordinaries))
3300 if game.incom - len(game.state.kcmdr):
3301 prout(_("%6d Klingon commanders destroyed %5d") %
3302 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3304 prout(_("%d Klingons captured %5d") %
3305 (game.kcaptured, 3 * game.kcaptured))
3306 if game.inscom - game.state.nscrem:
3307 prout(_("%6d Super-Commander destroyed %5d") %
3308 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3310 prout(_("%6.2f Klingons per stardate %5d") %
3311 (game.perdate, ithperd))
3312 if game.state.starkl:
3313 prout(_("%6d stars destroyed by your action %5d") %
3314 (game.state.starkl, -5*game.state.starkl))
3315 if game.state.nplankl:
3316 prout(_("%6d planets destroyed by your action %5d") %
3317 (game.state.nplankl, -10*game.state.nplankl))
3318 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3319 prout(_("%6d inhabited planets destroyed by your action %5d") %
3320 (game.state.nworldkl, -300*game.state.nworldkl))
3321 if game.state.basekl:
3322 prout(_("%6d bases destroyed by your action %5d") %
3323 (game.state.basekl, -100*game.state.basekl))
3325 prout(_("%6d calls for help from starbase %5d") %
3326 (game.nhelp, -45*game.nhelp))
3328 prout(_("%6d casualties incurred %5d") %
3329 (game.casual, -game.casual))
3331 prout(_("%6d crew abandoned in space %5d") %
3332 (game.abandoned, -3*game.abandoned))
3334 prout(_("%6d ship(s) lost or destroyed %5d") %
3335 (klship, -100*klship))
3337 if game.ncviol == 1:
3338 prout(_("1 Treaty of Algeron violation -100"))
3340 prout(_("%6d Treaty of Algeron violations %5d\n") %
3341 (game.ncviol, -100*game.ncviol))
3343 prout(_("Penalty for getting yourself killed -200"))
3345 proutn(_("Bonus for winning "))
3346 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3347 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3348 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3349 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3350 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3351 prout(" %5d" % iwon)
3353 prout(_("TOTAL SCORE %5d") % game.score)
3356 "Emit winner's commemmorative plaque."
3359 proutn(_("File or device name for your plaque: "))
3362 fp = open(winner, "w")
3365 prout(_("Invalid name."))
3367 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3369 # The 38 below must be 64 for 132-column paper
3370 nskip = 38 - len(winner)/2
3371 # This is where the ASCII art picture was emitted.
3372 # It got garbled somewhere in the chain of transmission to the Almy version.
3373 # We should restore it if we can find old enough FORTRAN sources.
3375 fp.write(_(" U. S. S. ENTERPRISE\n"))
3376 fp.write("\n\n\n\n")
3377 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3379 fp.write(_(" Starfleet Command bestows to you\n"))
3381 fp.write("%*s%s\n\n" % (nskip, "", winner))
3382 fp.write(_(" the rank of\n\n"))
3383 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3385 if game.skill == SKILL_EXPERT:
3386 fp.write(_(" Expert level\n\n"))
3387 elif game.skill == SKILL_EMERITUS:
3388 fp.write(_("Emeritus level\n\n"))
3390 fp.write(_(" Cheat level\n\n"))
3391 timestring = time.ctime()
3392 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3393 (timestring+4, timestring+20, timestring+11))
3394 fp.write(_(" Your score: %d\n\n") % game.score)
3395 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3398 # Code from io.c begins here
3400 rows = linecount = 0 # for paging
3403 fullscreen_window = None
3404 srscan_window = None # Short range scan
3405 report_window = None # Report legends for status window
3406 status_window = None # The status window itself
3407 lrscan_window = None # Long range scan
3408 message_window = None # Main window for scrolling text
3409 prompt_window = None # Prompt window at bottom of display
3414 # for some recent versions of python2, the following enables UTF8
3415 # for the older ones we probably need to set C locale, and python3
3416 # has no problems at all
3417 if sys.version_info[0] < 3:
3418 locale.setlocale(locale.LC_ALL, "")
3419 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3420 gettext.textdomain("sst")
3421 if not (game.options & OPTION_CURSES):
3422 ln_env = os.getenv("LINES")
3428 stdscr = curses.initscr()
3432 if game.options & OPTION_COLOR:
3433 curses.start_color()
3434 curses.use_default_colors()
3435 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3436 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3437 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3438 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3439 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3440 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3441 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3442 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3443 global fullscreen_window, srscan_window, report_window, status_window
3444 global lrscan_window, message_window, prompt_window
3445 (rows, _columns) = stdscr.getmaxyx()
3446 fullscreen_window = stdscr
3447 srscan_window = curses.newwin(12, 25, 0, 0)
3448 report_window = curses.newwin(11, 0, 1, 25)
3449 status_window = curses.newwin(10, 0, 1, 39)
3450 lrscan_window = curses.newwin(5, 0, 0, 64)
3451 message_window = curses.newwin(0, 0, 12, 0)
3452 prompt_window = curses.newwin(1, 0, rows-2, 0)
3453 message_window.scrollok(True)
3454 setwnd(fullscreen_window)
3458 if game.options & OPTION_CURSES:
3459 stdscr.keypad(False)
3465 "Wait for user action -- OK to do nothing if on a TTY"
3466 if game.options & OPTION_CURSES:
3471 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3475 if game.skill > SKILL_FAIR:
3476 prompt = _("[CONTINUE?]")
3478 prompt = _("[PRESS ENTER TO CONTINUE]")
3480 if game.options & OPTION_CURSES:
3482 setwnd(prompt_window)
3483 prompt_window.clear()
3484 prompt_window.addstr(prompt)
3485 prompt_window.getstr()
3486 prompt_window.clear()
3487 prompt_window.refresh()
3488 setwnd(message_window)
3491 sys.stdout.write('\n')
3495 sys.stdout.write('\n' * rows)
3499 "Skip i lines. Pause game if this would cause a scrolling event."
3500 for _dummy in range(i):
3501 if game.options & OPTION_CURSES:
3502 (y, _x) = curwnd.getyx()
3505 except curses.error:
3510 if rows and linecount >= rows:
3513 sys.stdout.write('\n')
3515 def proutn(proutntline):
3516 "Utter a line with no following line feed."
3517 if game.options & OPTION_CURSES:
3518 (y, x) = curwnd.getyx()
3519 (my, _mx) = curwnd.getmaxyx()
3520 if curwnd == message_window and y >= my - 2:
3523 if logfp and game.cdebug:
3524 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3525 curwnd.addstr(proutntline)
3528 sys.stdout.write(proutntline)
3531 def prout(proutline):
3535 def prouts(proutsline):
3537 for c in proutsline:
3538 if not replayfp or replayfp.closed: # Don't slow down replays
3541 if game.options & OPTION_CURSES:
3545 if not replayfp or replayfp.closed:
3549 "Get a line of input."
3550 if game.options & OPTION_CURSES:
3551 linein = codecs.decode(curwnd.getstr()) + "\n"
3554 if replayfp and not replayfp.closed:
3556 linein = replayfp.readline()
3559 prout("*** Replay finished")
3562 elif linein[0] != "#":
3566 linein = my_input() + "\n"
3575 "Change windows -- OK for this to be a no-op in tty mode."
3577 if game.options & OPTION_CURSES:
3578 if game.cdebug and logfp:
3579 if wnd == fullscreen_window:
3580 legend = "fullscreen"
3581 elif wnd == srscan_window:
3583 elif wnd == report_window:
3585 elif wnd == status_window:
3587 elif wnd == lrscan_window:
3589 elif wnd == message_window:
3591 elif wnd == prompt_window:
3595 logfp.write("#curses: setwnd(%s)\n" % legend)
3597 # Some curses implementations get confused when you try this.
3599 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3600 except curses.error:
3604 "Clear to end of line -- can be a no-op in tty mode"
3605 if game.options & OPTION_CURSES:
3610 "Clear screen -- can be a no-op in tty mode."
3612 if game.options & OPTION_CURSES:
3618 def textcolor(color=DEFAULT):
3619 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3620 if color == DEFAULT:
3622 elif color == BLACK:
3623 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3625 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3626 elif color == GREEN:
3627 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3629 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3631 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3632 elif color == MAGENTA:
3633 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3634 elif color == BROWN:
3635 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3636 elif color == LIGHTGRAY:
3637 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3638 elif color == DARKGRAY:
3639 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3640 elif color == LIGHTBLUE:
3641 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3642 elif color == LIGHTGREEN:
3643 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3644 elif color == LIGHTCYAN:
3645 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3646 elif color == LIGHTRED:
3647 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3648 elif color == LIGHTMAGENTA:
3649 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3650 elif color == YELLOW:
3651 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3652 elif color == WHITE:
3653 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3656 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3657 curwnd.attron(curses.A_REVERSE)
3660 # Things past this point have policy implications.
3664 "Hook to be called after moving to redraw maps."
3665 if game.options & OPTION_CURSES:
3668 setwnd(srscan_window)
3672 setwnd(status_window)
3673 status_window.clear()
3674 status_window.move(0, 0)
3675 setwnd(report_window)
3676 report_window.clear()
3677 report_window.move(0, 0)
3679 setwnd(lrscan_window)
3680 lrscan_window.clear()
3681 lrscan_window.move(0, 0)
3682 lrscan(silent=False)
3684 def put_srscan_sym(w, sym):
3685 "Emit symbol for short-range scan."
3686 srscan_window.move(w.i+1, w.j*2+2)
3687 srscan_window.addch(sym)
3688 srscan_window.refresh()
3691 "Enemy fall down, go boom."
3692 if game.options & OPTION_CURSES:
3694 setwnd(srscan_window)
3695 srscan_window.attron(curses.A_REVERSE)
3696 put_srscan_sym(w, game.quad[w.i][w.j])
3700 srscan_window.attroff(curses.A_REVERSE)
3701 put_srscan_sym(w, game.quad[w.i][w.j])
3702 curses.delay_output(500)
3703 setwnd(message_window)
3706 "Sound and visual effects for teleportation."
3707 if game.options & OPTION_CURSES:
3709 setwnd(message_window)
3711 prouts(" . . . . . ")
3712 if game.options & OPTION_CURSES:
3713 #curses.delay_output(1000)
3717 def tracktorpedo(w, step, i, n, iquad):
3718 "Torpedo-track animation."
3719 if not game.options & OPTION_CURSES:
3723 proutn(_("Track for torpedo number %d- ") % (i+1))
3726 proutn(_("Torpedo track- "))
3727 elif step in {4, 9}:
3731 if not damaged(DSRSENS) or game.condition=="docked":
3732 if i != 0 and step == 1:
3735 if iquad in {'.', ' '}:
3736 put_srscan_sym(w, '+')
3740 put_srscan_sym(w, iquad)
3742 curwnd.attron(curses.A_REVERSE)
3743 put_srscan_sym(w, iquad)
3747 curwnd.attroff(curses.A_REVERSE)
3748 put_srscan_sym(w, iquad)
3753 "Display the current galaxy chart."
3754 if game.options & OPTION_CURSES:
3755 setwnd(message_window)
3756 message_window.clear()
3758 if game.options & OPTION_TTY:
3763 def prstat(txt, data):
3765 if game.options & OPTION_CURSES:
3767 setwnd(status_window)
3769 proutn(" " * (NSYM - len(txt)))
3772 if game.options & OPTION_CURSES:
3773 setwnd(report_window)
3775 # Code from moving.c begins here
3777 def imove(icourse=None, noattack=False):
3778 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3781 def newquadrant(noattack):
3782 # Leaving quadrant -- allow final enemy attack
3783 # Don't set up attack if being pushed by nova or cloaked
3784 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3786 for enemy in game.enemies:
3787 finald = (w - enemy.location).distance()
3788 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3789 # Stas Sergeev added the condition
3790 # that attacks only happen if Klingons
3791 # are present and your skill is good.
3792 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3793 attack(torps_ok=False)
3796 # check for edge of galaxy
3800 if icourse.final.i < 0:
3801 icourse.final.i = -icourse.final.i
3803 if icourse.final.j < 0:
3804 icourse.final.j = -icourse.final.j
3806 if icourse.final.i >= GALSIZE*QUADSIZE:
3807 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3809 if icourse.final.j >= GALSIZE*QUADSIZE:
3810 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3818 if game.nkinks == 3:
3819 # Three strikes -- you're out!
3823 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3824 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3825 prout(_("YOU WILL BE DESTROYED."))
3826 # Compute final position in new quadrant
3827 if trbeam: # Don't bother if we are to be beamed
3829 game.quadrant = icourse.final.quadrant()
3830 game.sector = icourse.final.sector()
3832 prout(_("Entering Quadrant %s.") % game.quadrant)
3833 game.quad[game.sector.i][game.sector.j] = game.ship
3835 if game.skill>SKILL_NOVICE:
3836 attack(torps_ok=False)
3838 def check_collision(h):
3839 iquad = game.quad[h.i][h.j]
3841 # object encountered in flight path
3842 stopegy = 50.0*icourse.distance/game.optime
3843 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3844 for enemy in game.enemies:
3845 if enemy.location == game.sector:
3846 collision(rammed=False, enemy=enemy)
3848 # This should not happen
3849 prout(_("Which way did he go?"))
3853 prouts(_("***RED ALERT! RED ALERT!"))
3855 proutn("***" + crmshp())
3856 proutn(_(" pulled into black hole at Sector %s") % h)
3857 # Getting pulled into a black hole was certain
3858 # death in Almy's original. Stas Sergeev added a
3859 # possibility that you'll get timewarped instead.
3861 for m in range(NDEVICES):
3862 if game.damage[m]>0:
3864 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3865 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3875 prout(_(" encounters Tholian web at %s;") % h)
3877 prout(_(" blocked by object at %s;") % h)
3878 proutn(_("Emergency stop required "))
3879 prout(_("%2d units of energy.") % int(stopegy))
3880 game.energy -= stopegy
3881 if game.energy <= 0:
3888 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3889 game.inorbit = False
3890 # If tractor beam is to occur, don't move full distance
3891 if game.state.date+game.optime >= scheduled(FTBEAM):
3893 # We can't be tractor beamed if cloaked,
3894 # so move the event into the future
3895 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3898 game.condition = "red"
3899 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3900 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3902 game.quad[game.sector.i][game.sector.j] = '.'
3903 for _m in range(icourse.moves):
3905 w = icourse.sector()
3906 if icourse.origin.quadrant() != icourse.location.quadrant():
3907 newquadrant(noattack)
3909 elif check_collision(w):
3910 prout(_("Collision detected"))
3914 # We're in destination quadrant -- compute new average enemy distances
3915 game.quad[game.sector.i][game.sector.j] = game.ship
3917 for enemy in game.enemies:
3918 finald = (w-enemy.location).distance()
3919 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3920 enemy.kdist = finald
3922 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3923 attack(torps_ok=False)
3924 for enemy in game.enemies:
3925 enemy.kavgd = enemy.kdist
3928 setwnd(message_window)
3931 "Dock our ship at a starbase."
3933 if game.condition == "docked" and verbose:
3934 prout(_("Already docked."))
3937 prout(_("You must first leave standard orbit."))
3939 if game.base is None or not game.base.valid_sector():
3940 prout(_("No starbase available for docking in this quadrant."))
3942 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3943 prout(crmshp() + _(" not adjacent to base."))
3946 prout(_("You cannot dock while cloaked."))
3948 game.condition = "docked"
3952 if game.energy < game.inenrg:
3953 game.energy = game.inenrg
3954 game.shield = game.inshld
3955 game.torps = game.intorps
3956 game.lsupres = game.inlsr
3957 game.state.crew = FULLCREW
3958 if game.brigcapacity-game.brigfree > 0:
3959 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3960 game.kcaptured += game.brigcapacity-game.brigfree
3961 game.brigfree = game.brigcapacity
3962 if communicating() and \
3963 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3964 # get attack report from base
3965 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3969 def cartesian(loc1=None, loc2=None):
3971 return game.quadrant * QUADSIZE + game.sector
3973 return game.quadrant * QUADSIZE + loc1
3975 return loc1 * QUADSIZE + loc2
3977 def getcourse(isprobe):
3978 "Get a course and distance from the user."
3980 dquad = copy.copy(game.quadrant)
3981 navmode = "unspecified"
3985 if game.landed and not isprobe:
3986 prout(_("Dummy! You can't leave standard orbit until you"))
3987 proutn(_("are back aboard the ship."))
3990 while navmode == "unspecified":
3991 if damaged(DNAVSYS):
3993 prout(_("Computer damaged; manual navigation only"))
3995 prout(_("Computer damaged; manual movement only"))
4000 key = scanner.nexttok()
4002 proutn(_("Manual or automatic- "))
4005 elif key == "IHALPHA":
4006 if scanner.sees("manual"):
4008 key = scanner.nexttok()
4010 elif scanner.sees("automatic"):
4011 navmode = "automatic"
4012 key = scanner.nexttok()
4020 prout(_("(Manual navigation assumed.)"))
4022 prout(_("(Manual movement assumed.)"))
4026 if navmode == "automatic":
4027 while key == "IHEOL":
4029 proutn(_("Target quadrant or quadrant§or- "))
4031 proutn(_("Destination sector or quadrant§or- "))
4034 key = scanner.nexttok()
4035 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4036 first = scanner.getcoord()
4040 if scanner.type == "IHEOL":
4043 scanner.push(scanner.token)
4044 second = scanner.getcoord()
4048 if second is not None:
4054 # only one pair of numbers was specified
4056 # only quadrant specified -- go to center of dest quad
4059 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4061 # only sector specified
4065 if not dquad.valid_quadrant() or not dsect.valid_sector():
4072 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4074 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4075 # the actual deltas get computed here
4076 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4077 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4079 while key == "IHEOL":
4080 proutn(_("X and Y displacements- "))
4083 key = scanner.nexttok()
4086 delta.j = scanner.real
4090 key = scanner.nexttok()
4092 delta.i = scanner.real
4093 elif key == "IHEOL":
4099 # Check for zero movement
4100 if delta.i == 0 and delta.j == 0:
4103 if itemp == "verbose" and not isprobe:
4105 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4107 return course(bearing=delta.bearing(), distance=delta.distance())
4110 def __init__(self, bearing, distance, origin=None):
4111 self.distance = distance
4112 self.bearing = bearing
4114 self.origin = cartesian(game.quadrant, game.sector)
4116 self.origin = origin
4117 # The bearing() code we inherited from FORTRAN is actually computing
4118 # clockface directions!
4119 if self.bearing < 0.0:
4120 self.bearing += 12.0
4121 self.angle = ((15.0 - self.bearing) * 0.5235988)
4122 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4123 bigger = max(abs(self.increment.i), abs(self.increment.j))
4124 self.increment /= bigger
4125 self.moves = int(round(10*self.distance*bigger))
4127 self.final = (self.location + self.moves*self.increment).roundtogrid()
4128 self.location = self.origin
4129 self.nextlocation = None
4131 self.location = self.origin
4134 return self.location.roundtogrid() == self.final
4136 "Next step on course."
4138 self.nextlocation = self.location + self.increment
4139 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4140 self.location = self.nextlocation
4143 return self.location.quadrant()
4145 return self.location.sector()
4147 return self.distance*(w**3)*(game.shldup+1)
4149 return 10.0*self.distance/w**2
4152 "Move under impulse power."
4154 if damaged(DIMPULS):
4157 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4159 if game.energy > 30.0:
4161 icourse = getcourse(isprobe=False)
4164 power = 20.0 + 100.0*icourse.distance
4167 if power >= game.energy:
4168 # Insufficient power for trip
4170 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4171 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4172 if game.energy > 30:
4173 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4174 int(0.01 * (game.energy-20.0)-0.05))
4175 prout(_(" quadrants.\""))
4177 prout(_("quadrant. They are, therefore, useless.\""))
4180 # Make sure enough time is left for the trip
4181 game.optime = icourse.distance/0.095
4182 if game.optime >= game.state.remtime:
4183 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4184 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4185 proutn(_("we dare spend the time?\" "))
4188 # Activate impulse engines and pay the cost
4189 imove(icourse, noattack=False)
4193 power = 20.0 + 100.0*icourse.distance
4194 game.energy -= power
4195 game.optime = icourse.distance/0.095
4196 if game.energy <= 0:
4200 def warp(wcourse, involuntary):
4201 "ove under warp drive."
4202 blooey = False; twarp = False
4203 if not involuntary: # Not WARPX entry
4208 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4210 if game.damage[DWARPEN] > 10.0:
4213 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4215 if damaged(DWARPEN) and game.warpfac > 4.0:
4218 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4219 prout(_(" is repaired, I can only give you warp 4.\""))
4221 # Read in course and distance
4224 wcourse = getcourse(isprobe=False)
4227 # Make sure starship has enough energy for the trip
4228 # Note: this formula is slightly different from the C version,
4229 # and lets you skate a bit closer to the edge.
4230 if wcourse.power(game.warpfac) >= game.energy:
4231 # Insufficient power for trip
4234 prout(_("Engineering to bridge--"))
4235 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4236 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4238 prout(_("We can't do it, Captain. We don't have enough energy."))
4240 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4243 prout(_("if you'll lower the shields."))
4247 prout(_("We haven't the energy to go that far with the shields up."))
4249 # Make sure enough time is left for the trip
4250 game.optime = wcourse.time(game.warpfac)
4251 if game.optime >= 0.8*game.state.remtime:
4253 prout(_("First Officer Spock- \"Captain, I compute that such"))
4254 proutn(_(" a trip would require approximately %2.0f") %
4255 (100.0*game.optime/game.state.remtime))
4256 prout(_(" percent of our"))
4257 proutn(_(" remaining time. Are you sure this is wise?\" "))
4263 if game.warpfac > 6.0:
4264 # Decide if engine damage will occur
4265 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4266 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4267 if prob > rnd.real():
4269 wcourse.distance = rnd.real(wcourse.distance)
4270 # Decide if time warp will occur
4271 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4273 if game.idebug and game.warpfac==10 and not twarp:
4275 proutn("=== Force time warp? ")
4279 # If time warp or engine damage, check path
4280 # If it is obstructed, don't do warp or damage
4281 look = wcourse.moves
4285 w = wcourse.sector()
4286 if not w.valid_sector():
4288 if game.quad[w.i][w.j] != '.':
4292 # Activate Warp Engines and pay the cost
4293 imove(wcourse, noattack=False)
4296 game.energy -= wcourse.power(game.warpfac)
4297 if game.energy <= 0:
4299 game.optime = wcourse.time(game.warpfac)
4303 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4305 prout(_("Engineering to bridge--"))
4306 prout(_(" Scott here. The warp engines are damaged."))
4307 prout(_(" We'll have to reduce speed to warp 4."))
4312 "Change the warp factor."
4314 key=scanner.nexttok()
4318 proutn(_("Warp factor- "))
4322 if game.damage[DWARPEN] > 10.0:
4323 prout(_("Warp engines inoperative."))
4325 if damaged(DWARPEN) and scanner.real > 4.0:
4326 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4327 prout(_(" but right now we can only go warp 4.\""))
4329 if scanner.real > 10.0:
4330 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4332 if scanner.real < 1.0:
4333 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4335 oldfac = game.warpfac
4336 game.warpfac = scanner.real
4337 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4338 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4341 if game.warpfac < 8.00:
4342 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4344 if game.warpfac == 10.0:
4345 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4347 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4351 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4353 # is captain on planet?
4355 if damaged(DTRANSP):
4358 prout(_("Scotty rushes to the transporter controls."))
4360 prout(_("But with the shields up it's hopeless."))
4362 prouts(_("His desperate attempt to rescue you . . ."))
4363 if rnd.withprob(0.5):
4367 prout(_("SUCCEEDS!"))
4370 proutn(_("The crystals mined were "))
4371 if rnd.withprob(0.25):
4378 # Check to see if captain in shuttle craft
4383 # Inform captain of attempt to reach safety
4387 prouts(_("***RED ALERT! RED ALERT!"))
4389 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4390 prouts(_(" a supernova."))
4392 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4393 prout(_("safely out of quadrant."))
4394 if not damaged(DRADIO):
4395 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4396 # Try to use warp engines
4397 if damaged(DWARPEN):
4399 prout(_("Warp engines damaged."))
4402 game.warpfac = rnd.real(6.0, 8.0)
4403 prout(_("Warp factor set to %d") % int(game.warpfac))
4404 power = 0.75*game.energy
4405 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4406 dist = max(dist, rnd.real(math.sqrt(2)))
4407 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4408 game.optime = bugout.time(game.warpfac)
4410 game.inorbit = False
4411 warp(bugout, involuntary=True)
4413 # This is bad news, we didn't leave quadrant.
4417 prout(_("Insufficient energy to leave quadrant."))
4420 # Repeat if another snova
4421 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4424 finish(FWON) # Snova killed remaining enemy.
4427 "Let's do the time warp again."
4428 prout(_("***TIME WARP ENTERED."))
4429 if game.state.snap and rnd.withprob(0.5):
4431 prout(_("You are traveling backwards in time %d stardates.") %
4432 int(game.state.date-game.snapsht.date))
4433 game.state = game.snapsht
4434 game.state.snap = False
4435 if len(game.state.kcmdr):
4436 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4437 schedule(FBATTAK, expran(0.3*game.intime))
4438 schedule(FSNOVA, expran(0.5*game.intime))
4439 # next snapshot will be sooner
4440 schedule(FSNAP, expran(0.25*game.state.remtime))
4442 if game.state.nscrem:
4443 schedule(FSCMOVE, 0.2777)
4447 game.battle.invalidate()
4448 # Make sure Galileo is consistant -- Snapshot may have been taken
4449 # when on planet, which would give us two Galileos!
4451 for l in range(game.inplan):
4452 if game.state.planets[l].known == "shuttle_down":
4454 if game.iscraft == "onship" and game.ship=='E':
4455 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4456 game.iscraft = "offship"
4457 # Likewise, if in the original time the Galileo was abandoned, but
4458 # was on ship earlier, it would have vanished -- let's restore it.
4459 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4460 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4461 game.iscraft = "onship"
4462 # There used to be code to do the actual reconstrction here,
4463 # but the starchart is now part of the snapshotted galaxy state.
4464 prout(_("Spock has reconstructed a correct star chart from memory"))
4466 # Go forward in time
4467 game.optime = expran(0.5*game.intime)
4468 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4469 # cheat to make sure no tractor beams occur during time warp
4470 postpone(FTBEAM, game.optime)
4471 game.damage[DRADIO] += game.optime
4473 events() # Stas Sergeev added this -- do pending events
4476 "Launch deep-space probe."
4477 # New code to launch a deep space probe
4478 if game.nprobes == 0:
4481 if game.ship == 'E':
4482 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4484 prout(_("Ye Faerie Queene has no deep space probes."))
4489 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4491 if is_scheduled(FDSPROB):
4494 if damaged(DRADIO) and game.condition != "docked":
4495 prout(_("Spock- \"Records show the previous probe has not yet"))
4496 prout(_(" reached its destination.\""))
4498 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4500 key = scanner.nexttok()
4502 if game.nprobes == 1:
4503 prout(_("1 probe left."))
4505 prout(_("%d probes left") % game.nprobes)
4506 proutn(_("Are you sure you want to fire a probe? "))
4509 game.isarmed = False
4510 if key == "IHALPHA" and scanner.token == "armed":
4512 key = scanner.nexttok()
4513 elif key == "IHEOL":
4514 proutn(_("Arm NOVAMAX warhead? "))
4516 elif key == "IHREAL": # first element of course
4517 scanner.push(scanner.token)
4519 game.probe = getcourse(isprobe=True)
4523 schedule(FDSPROB, 0.01) # Time to move one sector
4524 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4529 "Yell for help from nearest starbase."
4530 # There's more than one way to move in this game!
4532 # Test for conditions which prevent calling for help
4533 if game.condition == "docked":
4534 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4537 prout(_("Subspace radio damaged."))
4539 if not game.state.baseq:
4540 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4543 prout(_("You must be aboard the %s.") % crmshp())
4545 # OK -- call for help from nearest starbase
4548 # There's one in this quadrant
4549 ddist = (game.base - game.sector).distance()
4551 ibq = None # Force base-quadrant game to persist past loop
4553 for ibq in game.state.baseq:
4554 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4558 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4560 # Since starbase not in quadrant, set up new quadrant
4563 # dematerialize starship
4564 game.quad[game.sector.i][game.sector.j]='.'
4565 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4566 % (game.quadrant, crmshp()))
4567 game.sector.invalidate()
4568 for m in range(1, 5+1):
4569 w = game.base.scatter()
4570 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4571 # found one -- finish up
4574 if game.sector is None:
4575 prout(_("You have been lost in space..."))
4576 finish(FMATERIALIZE)
4578 # Give starbase three chances to rematerialize starship
4579 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4580 for m in range(1, 3+1):
4581 if m == 1: proutn(_("1st"))
4582 elif m == 2: proutn(_("2nd"))
4583 elif m == 3: proutn(_("3rd"))
4584 proutn(_(" attempt to re-materialize ") + crmshp())
4585 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4588 if rnd.real() > probf:
4592 if game.options & OPTION_CURSES:
4593 curses.delay_output(500)
4595 game.quad[game.sector.i][game.sector.j]='?'
4598 setwnd(message_window)
4599 finish(FMATERIALIZE)
4601 game.quad[game.sector.i][game.sector.j]=game.ship
4603 prout(_("succeeds."))
4607 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4612 if game.condition=="docked":
4614 prout(_("You cannot abandon Ye Faerie Queene."))
4617 # Must take shuttle craft to exit
4618 if game.damage[DSHUTTL]==-1:
4619 prout(_("Ye Faerie Queene has no shuttle craft."))
4621 if game.damage[DSHUTTL]<0:
4622 prout(_("Shuttle craft now serving Big Macs."))
4624 if game.damage[DSHUTTL]>0:
4625 prout(_("Shuttle craft damaged."))
4628 prout(_("You must be aboard the ship."))
4630 if game.iscraft != "onship":
4631 prout(_("Shuttle craft not currently available."))
4633 # Emit abandon ship messages
4635 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4637 prouts(_("***ALL HANDS ABANDON SHIP!"))
4639 prout(_("Captain and crew escape in shuttle craft."))
4640 if not game.state.baseq:
4641 # Oops! no place to go...
4644 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4646 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4647 prout(_("Remainder of ship's complement beam down"))
4648 prout(_("to nearest habitable planet."))
4649 elif q.planet is not None and not damaged(DTRANSP):
4650 prout(_("Remainder of ship's complement beam down to %s.") %
4653 prout(_("Entire crew of %d left to die in outer space.") %
4655 game.casual += game.state.crew
4656 game.abandoned += game.state.crew
4657 # If at least one base left, give 'em the Faerie Queene
4659 game.icrystl = False # crystals are lost
4660 game.nprobes = 0 # No probes
4661 prout(_("You are captured by Klingons and released to"))
4662 prout(_("the Federation in a prisoner-of-war exchange."))
4663 nb = rnd.integer(len(game.state.baseq))
4664 # Set up quadrant and position FQ adjacient to base
4665 if not game.quadrant == game.state.baseq[nb]:
4666 game.quadrant = game.state.baseq[nb]
4667 game.sector.i = game.sector.j = 5
4670 # position next to base by trial and error
4671 game.quad[game.sector.i][game.sector.j] = '.'
4673 for l in range(QUADSIZE):
4674 game.sector = game.base.scatter()
4675 if game.sector.valid_sector() and \
4676 game.quad[game.sector.i][game.sector.j] == '.':
4679 break # found a spot
4680 game.sector.i=QUADSIZE/2
4681 game.sector.j=QUADSIZE/2
4683 # Get new commission
4684 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4685 game.state.crew = FULLCREW
4686 prout(_("Starfleet puts you in command of another ship,"))
4687 prout(_("the Faerie Queene, which is antiquated but,"))
4688 prout(_("still useable."))
4690 prout(_("The dilithium crystals have been moved."))
4692 game.iscraft = "offship" # Galileo disappears
4694 game.condition="docked"
4695 for l in range(NDEVICES):
4696 game.damage[l] = 0.0
4697 game.damage[DSHUTTL] = -1
4698 game.energy = game.inenrg = 3000.0
4699 game.shield = game.inshld = 1250.0
4700 game.torps = game.intorps = 6
4701 game.lsupres=game.inlsr=3.0
4704 game.brigfree = game.brigcapacity = 300
4707 # Code from planets.c begins here.
4710 "Abort a lengthy operation if an event interrupts it."
4713 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4718 "Report on (uninhabited) planets in the galaxy."
4722 prout(_("Spock- \"Planet report follows, Captain.\""))
4724 for i in range(game.inplan):
4725 if game.state.planets[i].pclass == "destroyed":
4727 if (game.state.planets[i].known != "unknown" \
4728 and not game.state.planets[i].inhabited) \
4731 if game.idebug and game.state.planets[i].known=="unknown":
4732 proutn("(Unknown) ")
4733 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4734 proutn(_(" class "))
4735 proutn(game.state.planets[i].pclass)
4737 if game.state.planets[i].crystals != "present":
4739 prout(_("dilithium crystals present."))
4740 if game.state.planets[i].known=="shuttle_down":
4741 prout(_(" Shuttle Craft Galileo on surface."))
4743 prout(_("No information available."))
4746 "Enter standard orbit."
4750 prout(_("Already in standard orbit."))
4752 if damaged(DWARPEN) and damaged(DIMPULS):
4753 prout(_("Both warp and impulse engines damaged."))
4755 if game.plnet is None:
4756 prout("There is no planet in this sector.")
4758 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4759 prout(crmshp() + _(" not adjacent to planet."))
4762 game.optime = rnd.real(0.02, 0.05)
4763 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4767 game.height = rnd.real(1400, 8600)
4768 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4773 "Examine planets in this quadrant."
4774 if damaged(DSRSENS):
4775 if game.options & OPTION_TTY:
4776 prout(_("Short range sensors damaged."))
4778 if game.iplnet is None:
4779 if game.options & OPTION_TTY:
4780 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4782 if game.iplnet.known == "unknown":
4783 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4785 prout(_(" Planet at Sector %s is of class %s.") %
4786 (game.plnet, game.iplnet.pclass))
4787 if game.iplnet.known=="shuttle_down":
4788 prout(_(" Sensors show Galileo still on surface."))
4789 proutn(_(" Readings indicate"))
4790 if game.iplnet.crystals != "present":
4792 prout(_(" dilithium crystals present.\""))
4793 if game.iplnet.known == "unknown":
4794 game.iplnet.known = "known"
4795 elif game.iplnet.inhabited:
4796 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4797 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4800 "Use the transporter."
4804 if damaged(DTRANSP):
4805 prout(_("Transporter damaged."))
4806 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4808 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4812 if not game.inorbit:
4813 prout(crmshp() + _(" not in standard orbit."))
4816 prout(_("Impossible to transport through shields."))
4818 if game.iplnet.known=="unknown":
4819 prout(_("Spock- \"Captain, we have no information on this planet"))
4820 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4821 prout(_(" you may not go down.\""))
4823 if not game.landed and game.iplnet.crystals=="absent":
4824 prout(_("Spock- \"Captain, I fail to see the logic in"))
4825 prout(_(" exploring a planet with no dilithium crystals."))
4826 proutn(_(" Are you sure this is wise?\" "))
4830 if not (game.options & OPTION_PLAIN):
4831 nrgneed = 50 * game.skill + game.height / 100.0
4832 if nrgneed > game.energy:
4833 prout(_("Engineering to bridge--"))
4834 prout(_(" Captain, we don't have enough energy for transportation."))
4836 if not game.landed and nrgneed * 2 > game.energy:
4837 prout(_("Engineering to bridge--"))
4838 prout(_(" Captain, we have enough energy only to transport you down to"))
4839 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4840 if game.iplnet.known == "shuttle_down":
4841 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4842 proutn(_(" Are you sure this is wise?\" "))
4847 # Coming from planet
4848 if game.iplnet.known=="shuttle_down":
4849 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4853 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4854 prout(_("Landing party assembled, ready to beam up."))
4856 prout(_("Kirk whips out communicator..."))
4857 prouts(_("BEEP BEEP BEEP"))
4859 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4862 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4864 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4866 prout(_("Kirk- \"Energize.\""))
4869 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4871 if not rnd.withprob(0.98):
4872 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4874 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4877 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4878 game.landed = not game.landed
4879 game.energy -= nrgneed
4881 prout(_("Transport complete."))
4882 if game.landed and game.iplnet.known=="shuttle_down":
4883 prout(_("The shuttle craft Galileo is here!"))
4884 if not game.landed and game.imine:
4891 "Strip-mine a world for dilithium."
4895 prout(_("Mining party not on planet."))
4897 if game.iplnet.crystals == "mined":
4898 prout(_("This planet has already been strip-mined for dilithium."))
4900 elif game.iplnet.crystals == "absent":
4901 prout(_("No dilithium crystals on this planet."))
4904 prout(_("You've already mined enough crystals for this trip."))
4906 if game.icrystl and game.cryprob == 0.05:
4907 prout(_("With all those fresh crystals aboard the ") + crmshp())
4908 prout(_("there's no reason to mine more at this time."))
4910 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4913 prout(_("Mining operation complete."))
4914 game.iplnet.crystals = "mined"
4915 game.imine = game.ididit = True
4918 "Use dilithium crystals."
4922 if not game.icrystl:
4923 prout(_("No dilithium crystals available."))
4925 if game.energy >= 1000:
4926 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4927 prout(_(" except when Condition Yellow exists."))
4929 prout(_("Spock- \"Captain, I must warn you that loading"))
4930 prout(_(" raw dilithium crystals into the ship's power"))
4931 prout(_(" system may risk a severe explosion."))
4932 proutn(_(" Are you sure this is wise?\" "))
4937 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4938 prout(_(" Mr. Spock and I will try it.\""))
4940 prout(_("Spock- \"Crystals in place, Sir."))
4941 prout(_(" Ready to activate circuit.\""))
4943 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4945 if rnd.withprob(game.cryprob):
4946 prouts(_(" \"Activating now! - - No good! It's***"))
4948 prouts(_("***RED ALERT! RED A*L********************************"))
4951 prouts(_("****************** KA-BOOM!!!! *******************"))
4955 game.energy += rnd.real(5000.0, 5500.0)
4956 prouts(_(" \"Activating now! - - "))
4957 prout(_("The instruments"))
4958 prout(_(" are going crazy, but I think it's"))
4959 prout(_(" going to work!! Congratulations, Sir!\""))
4964 "Use shuttlecraft for planetary jaunt."
4967 if damaged(DSHUTTL):
4968 if game.damage[DSHUTTL] == -1.0:
4969 if game.inorbit and game.iplnet.known == "shuttle_down":
4970 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4972 prout(_("Ye Faerie Queene had no shuttle craft."))
4973 elif game.damage[DSHUTTL] > 0:
4974 prout(_("The Galileo is damaged."))
4975 else: # game.damage[DSHUTTL] < 0
4976 prout(_("Shuttle craft is now serving Big Macs."))
4978 if not game.inorbit:
4979 prout(crmshp() + _(" not in standard orbit."))
4981 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4982 prout(_("Shuttle craft not currently available."))
4984 if not game.landed and game.iplnet.known=="shuttle_down":
4985 prout(_("You will have to beam down to retrieve the shuttle craft."))
4987 if game.shldup or game.condition == "docked":
4988 prout(_("Shuttle craft cannot pass through shields."))
4990 if game.iplnet.known=="unknown":
4991 prout(_("Spock- \"Captain, we have no information on this planet"))
4992 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4993 prout(_(" you may not fly down.\""))
4995 game.optime = 3.0e-5*game.height
4996 if game.optime >= 0.8*game.state.remtime:
4997 prout(_("First Officer Spock- \"Captain, I compute that such"))
4998 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4999 int(100*game.optime/game.state.remtime))
5000 prout(_("remaining time."))
5001 proutn(_("Are you sure this is wise?\" "))
5007 if game.iscraft == "onship":
5009 if not damaged(DTRANSP):
5010 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5014 proutn(_("Shuttle crew"))
5016 proutn(_("Rescue party"))
5017 prout(_(" boards Galileo and swoops toward planet surface."))
5018 game.iscraft = "offship"
5022 game.iplnet.known="shuttle_down"
5023 prout(_("Trip complete."))
5026 # Ready to go back to ship
5027 prout(_("You and your mining party board the"))
5028 prout(_("shuttle craft for the trip back to the Enterprise."))
5030 prouts(_("The short hop begins . . ."))
5032 game.iplnet.known="known"
5038 game.iscraft = "onship"
5044 prout(_("Trip complete."))
5047 # Kirk on ship and so is Galileo
5048 prout(_("Mining party assembles in the hangar deck,"))
5049 prout(_("ready to board the shuttle craft \"Galileo\"."))
5051 prouts(_("The hangar doors open; the trip begins."))
5054 game.iscraft = "offship"
5057 game.iplnet.known = "shuttle_down"
5060 prout(_("Trip complete."))
5064 "Use the big zapper."
5068 if game.ship != 'E':
5069 prout(_("Ye Faerie Queene has no death ray."))
5071 if len(game.enemies)==0:
5072 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5075 prout(_("Death Ray is damaged."))
5077 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5078 prout(_(" is highly unpredictible. Considering the alternatives,"))
5079 proutn(_(" are you sure this is wise?\" "))
5082 prout(_("Spock- \"Acknowledged.\""))
5085 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5087 prout(_("Crew scrambles in emergency preparation."))
5088 prout(_("Spock and Scotty ready the death ray and"))
5089 prout(_("prepare to channel all ship's power to the device."))
5091 prout(_("Spock- \"Preparations complete, sir.\""))
5092 prout(_("Kirk- \"Engage!\""))
5094 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5097 if game.options & OPTION_PLAIN:
5101 prouts(_("Sulu- \"Captain! It's working!\""))
5103 while len(game.enemies) > 0:
5104 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5105 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5106 if game.unwon() == 0:
5108 if (game.options & OPTION_PLAIN) == 0:
5109 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5110 if rnd.withprob(0.05):
5111 prout(_(" is still operational.\""))
5113 prout(_(" has been rendered nonfunctional.\""))
5114 game.damage[DDRAY] = 39.95
5116 r = rnd.real() # Pick failure method
5118 prouts(_("Sulu- \"Captain! It's working!\""))
5120 prouts(_("***RED ALERT! RED ALERT!"))
5122 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5124 prouts(_("***RED ALERT! RED A*L********************************"))
5127 prouts(_("****************** KA-BOOM!!!! *******************"))
5132 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5134 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5136 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5137 prout(_(" have apparently been transformed into strange mutations."))
5138 prout(_(" Vulcans do not seem to be affected."))
5140 prout(_("Kirk- \"Raauch! Raauch!\""))
5144 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5146 proutn(_("Spock- \"I believe the word is"))
5147 prouts(_(" *ASTONISHING*"))
5148 prout(_(" Mr. Sulu."))
5149 for i in range(QUADSIZE):
5150 for j in range(QUADSIZE):
5151 if game.quad[i][j] == '.':
5152 game.quad[i][j] = '?'
5153 prout(_(" Captain, our quadrant is now infested with"))
5154 prouts(_(" - - - - - - *THINGS*."))
5156 prout(_(" I have no logical explanation.\""))
5158 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5160 prout(_("Scotty- \"There are so many tribbles down here"))
5161 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5165 # Code from reports.c begins here
5167 def attackreport(curt):
5168 "eport status of bases under attack."
5170 if is_scheduled(FCDBAS):
5171 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5172 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5173 elif game.isatb == 1:
5174 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5175 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5177 prout(_("No Starbase is currently under attack."))
5179 if is_scheduled(FCDBAS):
5180 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5182 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5186 # report on general game status
5188 # pylint: disable=consider-using-ternary
5189 s1 = (game.thawed and _("thawed ")) or ""
5190 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5191 s3 = (None, _("novice"), _("fair"),
5192 _("good"), _("expert"), _("emeritus"))[game.skill]
5193 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5194 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5195 prout(_("No plaque is allowed."))
5197 prout(_("This is tournament game %d.") % game.tourn)
5198 prout(_("Your secret password is \"%s\"") % game.passwd)
5199 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5200 (game.inkling + game.incom + game.inscom)))
5201 if game.incom - len(game.state.kcmdr):
5202 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5203 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5204 prout(_(", but no Commanders."))
5207 if game.skill > SKILL_FAIR:
5208 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5209 if len(game.state.baseq) != game.inbase:
5211 if game.inbase-len(game.state.baseq)==1:
5212 proutn(_("has been 1 base"))
5214 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5215 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5217 prout(_("There are %d bases.") % game.inbase)
5218 if communicating() or game.iseenit:
5219 # Don't report this if not seen and
5220 # either the radio is dead or not at base!
5224 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5225 if game.brigcapacity != game.brigfree:
5226 embriggened = game.brigcapacity-game.brigfree
5227 if embriggened == 1:
5228 prout(_("1 Klingon in brig"))
5230 prout(_("%d Klingons in brig.") % embriggened)
5231 if game.kcaptured == 0:
5233 elif game.kcaptured == 1:
5234 prout(_("1 captured Klingon turned in to Starfleet."))
5236 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5238 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5239 if game.ship == 'E':
5240 proutn(_("You have "))
5242 proutn("%d" % (game.nprobes))
5245 proutn(_(" deep space probe"))
5249 if communicating() and is_scheduled(FDSPROB):
5251 proutn(_("An armed deep space probe is in "))
5253 proutn(_("A deep space probe is in "))
5254 prout("Quadrant %s." % game.probe.quadrant())
5256 if game.cryprob <= .05:
5257 prout(_("Dilithium crystals aboard ship... not yet used."))
5261 while game.cryprob > ai:
5264 prout(_("Dilithium crystals have been used %d time%s.") % \
5265 (i, (_("s"), "")[i==1]))
5269 "Long-range sensor scan."
5270 if damaged(DLRSENS):
5271 # Now allow base's sensors if docked
5272 if game.condition != "docked":
5274 prout(_("LONG-RANGE SENSORS DAMAGED."))
5277 prout(_("Starbase's long-range scan"))
5279 prout(_("Long-range scan"))
5280 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5283 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5284 if not Coord(x, y).valid_quadrant():
5288 if not damaged(DRADIO):
5289 game.state.galaxy[x][y].charted = True
5290 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5291 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5292 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5293 if not silent and game.state.galaxy[x][y].supernova:
5296 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5297 proutn(((3 - len(cn)) * '.') + cn)
5305 for i in range(NDEVICES):
5308 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5309 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5311 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5312 game.damage[i]+0.05,
5313 DOCKFAC*game.damage[i]+0.005))
5315 prout(_("All devices functional."))
5318 "Update the chart in the Enterprise's computer from galaxy data."
5319 game.lastchart = game.state.date
5320 for i in range(GALSIZE):
5321 for j in range(GALSIZE):
5322 if game.state.galaxy[i][j].charted:
5323 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5324 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5325 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5328 "Display the star chart."
5330 if (game.options & OPTION_AUTOSCAN):
5334 if game.lastchart < game.state.date and game.condition == "docked":
5335 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5337 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5338 if game.state.date > game.lastchart:
5339 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5340 prout(" 1 2 3 4 5 6 7 8")
5341 for i in range(GALSIZE):
5342 proutn("%d |" % (i+1))
5343 for j in range(GALSIZE):
5344 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5348 if game.state.galaxy[i][j].supernova:
5350 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5352 elif game.state.galaxy[i][j].charted:
5353 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5354 if (game.options & OPTION_DOTFILL):
5355 show = show.replace(" ", ".")
5359 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5367 def sectscan(goodScan, i, j):
5368 "Light up an individual dot in a sector."
5369 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5370 if game.quad[i][j] in ('E', 'F'):
5373 textcolor({"green":GREEN,
5377 "dead":BROWN}[game.condition])
5379 textcolor({'?':LIGHTMAGENTA,
5387 }.get(game.quad[i][j], DEFAULT))
5388 proutn("%c " % game.quad[i][j])
5394 "Emit status report lines"
5395 if not req or req == 1:
5396 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5397 % (game.state.date, game.state.remtime))
5398 if not req or req == 2:
5399 if game.condition != "docked":
5401 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5402 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5404 prout(_(", CLOAKED"))
5405 if not req or req == 3:
5406 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5407 if not req or req == 4:
5408 if damaged(DLIFSUP):
5409 if game.condition == "docked":
5410 s = _("DAMAGED, Base provides")
5412 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5415 prstat(_("Life Support"), s)
5416 if not req or req == 5:
5417 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5418 if not req or req == 6:
5420 if game.icrystl and (game.options & OPTION_SHOWME):
5421 extra = _(" (have crystals)")
5422 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5423 if not req or req == 7:
5424 prstat(_("Torpedoes"), "%d" % (game.torps))
5425 if not req or req == 8:
5426 if damaged(DSHIELD):
5432 data = _(" %d%% %.1f units") \
5433 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5434 prstat(_("Shields"), s+data)
5435 if not req or req == 9:
5436 prstat(_("Klingons Left"), "%d" % game.unwon())
5437 if not req or req == 10:
5438 if game.options & OPTION_WORLDS:
5439 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5440 if plnet and plnet.inhabited:
5441 prstat(_("Major system"), plnet.name)
5443 prout(_("Sector is uninhabited"))
5444 elif not req or req == 11:
5445 attackreport(not req)
5448 "Request specified status data, a historical relic from slow TTYs."
5449 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5450 while scanner.nexttok() == "IHEOL":
5451 proutn(_("Information desired? "))
5453 if scanner.token in requests:
5454 status(requests.index(scanner.token))
5456 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5457 prout((" date, condition, position, lsupport, warpfactor,"))
5458 prout((" energy, torpedoes, shields, klingons, system, time."))
5463 if damaged(DSRSENS):
5464 # Allow base's sensors if docked
5465 if game.condition != "docked":
5466 prout(_(" S.R. SENSORS DAMAGED!"))
5469 prout(_(" [Using Base's sensors]"))
5471 prout(_(" Short-range scan"))
5472 if goodScan and communicating():
5473 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5474 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5475 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5476 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5477 prout(" 1 2 3 4 5 6 7 8 9 10")
5478 if game.condition != "docked":
5480 for i in range(QUADSIZE):
5481 proutn("%2d " % (i+1))
5482 for j in range(QUADSIZE):
5483 sectscan(goodScan, i, j)
5487 "Use computer to get estimated time of arrival for a warp jump."
5488 w1 = Coord(); w2 = Coord()
5490 if damaged(DCOMPTR):
5491 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5494 if scanner.nexttok() != "IHREAL":
5497 proutn(_("Destination quadrant and/or sector? "))
5498 if scanner.nexttok()!="IHREAL":
5501 w1.j = int(scanner.real-0.5)
5502 if scanner.nexttok() != "IHREAL":
5505 w1.i = int(scanner.real-0.5)
5506 if scanner.nexttok() == "IHREAL":
5507 w2.j = int(scanner.real-0.5)
5508 if scanner.nexttok() != "IHREAL":
5511 w2.i = int(scanner.real-0.5)
5513 if game.quadrant.j>w1.i:
5517 if game.quadrant.i>w1.j:
5521 if not w1.valid_quadrant() or not w2.valid_sector():
5524 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5525 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5528 prout(_("Answer \"no\" if you don't know the value:"))
5531 proutn(_("Time or arrival date? "))
5532 if scanner.nexttok()=="IHREAL":
5533 ttime = scanner.real
5534 if ttime > game.state.date:
5535 ttime -= game.state.date # Actually a star date
5536 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5537 if ttime <= 1e-10 or twarp > 10:
5538 prout(_("We'll never make it, sir."))
5541 twarp = max(twarp, 1.0)
5544 proutn(_("Warp factor? "))
5545 if scanner.nexttok()== "IHREAL":
5547 twarp = scanner.real
5548 if twarp<1.0 or twarp > 10.0:
5552 prout(_("Captain, certainly you can give me one of these."))
5555 ttime = (10.0*dist)/twarp**2
5556 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5557 if tpower >= game.energy:
5558 prout(_("Insufficient energy, sir."))
5559 if not game.shldup or tpower > game.energy*2.0:
5562 proutn(_("New warp factor to try? "))
5563 if scanner.nexttok() == "IHREAL":
5565 twarp = scanner.real
5566 if twarp<1.0 or twarp > 10.0:
5574 prout(_("But if you lower your shields,"))
5575 proutn(_("remaining"))
5578 proutn(_("Remaining"))
5579 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5581 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5583 prout(_("Any warp speed is adequate."))
5585 prout(_("Minimum warp needed is %.2f,") % (twarp))
5586 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5587 if game.state.remtime < ttime:
5588 prout(_("Unfortunately, the Federation will be destroyed by then."))
5590 prout(_("You'll be taking risks at that speed, Captain"))
5591 if (game.isatb==1 and game.state.kscmdr == w1 and \
5592 scheduled(FSCDBAS)< ttime+game.state.date) or \
5593 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5594 prout(_("The starbase there will be destroyed by then."))
5595 proutn(_("New warp factor to try? "))
5596 if scanner.nexttok() == "IHREAL":
5598 twarp = scanner.real
5599 if twarp<1.0 or twarp > 10.0:
5607 # This is new in SST2K.
5610 mode = scanner.nexttok()
5613 for k, v in option_names.items():
5614 if (v & game.options) and k != "ALL":
5617 prout(str(" ".join(active)))
5618 elif scanner.token in {"set", "clear"}:
5619 mode = scanner.token
5623 if scanner.type == "IHEOL":
5625 if scanner.token.upper() in option_names:
5626 changemask |= option_names[scanner.token.upper()]
5628 prout(_("No such option as ") + scanner.token)
5630 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES):
5632 game.options |= changemask
5633 elif mode == "clear":
5634 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)):
5636 game.options &=~ changemask
5637 prout(_("Acknowledged, Captain."))
5643 # Code from setup.c begins here
5646 "Issue a historically correct banner."
5648 prout(_("-SUPER- STAR TREK"))
5650 # From the FORTRAN original
5651 # prout(_("Latest update-21 Sept 78"))
5657 scanner.push("emsave.trk")
5658 key = scanner.nexttok()
5660 proutn(_("File name: "))
5661 key = scanner.nexttok()
5662 if key != "IHALPHA":
5665 if '.' not in scanner.token:
5666 scanner.token += ".trk"
5668 fp = open(scanner.token, "wb")
5670 prout(_("Can't freeze game as file %s") % scanner.token)
5672 pickle.dump(game, fp)
5677 "Retrieve saved game."
5680 key = scanner.nexttok()
5682 proutn(_("File name: "))
5683 key = scanner.nexttok()
5684 if key != "IHALPHA":
5687 if '.' not in scanner.token:
5688 scanner.token += ".trk"
5690 fp = open(scanner.token, "rb")
5692 prout(_("Can't thaw game in %s") % scanner.token)
5694 game = pickle.load(fp)
5699 # I used <http://www.memory-alpha.org> to find planets
5700 # with references in ST:TOS. Earth and the Alpha Centauri
5701 # Colony have been omitted.
5703 # Some planets marked Class G and P here will be displayed as class M
5704 # because of the way planets are generated. This is a known bug.
5707 _("Andoria (Fesoan)"), # several episodes
5708 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5709 _("Vulcan (T'Khasi)"), # many episodes
5710 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5711 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5712 _("Ardana"), # TOS: "The Cloud Minders"
5713 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5714 _("Gideon"), # TOS: "The Mark of Gideon"
5715 _("Aldebaran III"), # TOS: "The Deadly Years"
5716 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5717 _("Altair IV"), # TOS: "Amok Time
5718 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5719 _("Benecia"), # TOS: "The Conscience of the King"
5720 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5721 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5722 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5723 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5724 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5725 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5726 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5727 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5728 _("Ingraham B"), # TOS: "Operation: Annihilate"
5729 _("Janus IV"), # TOS: "The Devil in the Dark"
5730 _("Makus III"), # TOS: "The Galileo Seven"
5731 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5732 _("Omega IV"), # TOS: "The Omega Glory"
5733 _("Regulus V"), # TOS: "Amok Time
5734 _("Deneva"), # TOS: "Operation -- Annihilate!"
5735 # Worlds from BSD Trek
5736 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5737 _("Beta III"), # TOS: "The Return of the Archons"
5738 _("Triacus"), # TOS: "And the Children Shall Lead",
5739 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5741 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5742 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5743 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5744 # _("Izar"), # TOS: "Whom Gods Destroy"
5745 # _("Tiburon"), # TOS: "The Way to Eden"
5746 # _("Merak II"), # TOS: "The Cloud Minders"
5747 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5748 # _("Iotia"), # TOS: "A Piece of the Action"
5752 _("S. R. Sensors"), \
5753 _("L. R. Sensors"), \
5755 _("Photon Tubes"), \
5756 _("Life Support"), \
5757 _("Warp Engines"), \
5758 _("Impulse Engines"), \
5760 _("Subspace Radio"), \
5761 _("Shuttle Craft"), \
5763 _("Navigation System"), \
5765 _("Shield Control"), \
5768 _("Cloaking Device"), \
5772 "Prepare to play, set up cosmos."
5774 # Decide how many of everything
5776 return # frozen game
5777 # Prepare the Enterprise
5778 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5780 game.state.crew = FULLCREW
5781 game.energy = game.inenrg = 5000.0
5782 game.shield = game.inshld = 2500.0
5785 game.quadrant = randplace(GALSIZE)
5786 game.sector = randplace(QUADSIZE)
5787 game.torps = game.intorps = 10
5788 game.nprobes = rnd.integer(2, 5)
5790 for i in range(NDEVICES):
5791 game.damage[i] = 0.0
5792 # Set up assorted game parameters
5793 game.battle = Coord()
5794 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5795 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5796 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5797 game.isatb = game.state.nplankl = 0
5798 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5799 game.iscraft = "onship"
5804 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5806 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5808 game.state.planets = [] # Planet information
5809 game.state.baseq = [] # Base quadrant coordinates
5810 game.state.kcmdr = [] # Commander quadrant coordinates
5811 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5813 # Starchart is functional but we've never seen it
5814 game.lastchart = FOREVER
5815 # Put stars in the galaxy
5817 for i in range(GALSIZE):
5818 for j in range(GALSIZE):
5819 # Can't have more stars per quadrant than fit in one decimal digit,
5820 # if we do the chart representation will break.
5821 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5823 game.state.galaxy[i][j].stars = k
5824 # Locate star bases in galaxy
5826 prout("=== Allocating %d bases" % game.inbase)
5827 for i in range(game.inbase):
5830 w = randplace(GALSIZE)
5831 if not game.state.galaxy[w.i][w.j].starbase:
5834 # C version: for (j = i-1; j > 0; j--)
5835 # so it did them in the opposite order.
5836 for j in range(1, i):
5837 # Improved placement algorithm to spread out bases
5838 distq = (w - game.state.baseq[j]).distance()
5839 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5842 prout("=== Abandoning base #%d at %s" % (i, w))
5844 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5846 prout("=== Saving base #%d, close to #%d" % (i, j))
5850 prout("=== Placing base #%d in quadrant %s" % (i, w))
5851 game.state.baseq.append(w)
5852 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5853 # Position ordinary Klingon Battle Cruisers
5855 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5856 klumper = min(klumper, MAXKLQUAD)
5859 klump = int((1.0 - r*r)*klumper)
5860 klump = min(klump, krem)
5863 w = randplace(GALSIZE)
5864 if not game.state.galaxy[w.i][w.j].supernova and \
5865 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5867 game.state.galaxy[w.i][w.j].klingons += klump
5870 # Position Klingon Commander Ships
5871 for i in range(game.incom):
5873 w = randplace(GALSIZE)
5874 if not welcoming(w) or w in game.state.kcmdr:
5876 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5878 game.state.galaxy[w.i][w.j].klingons += 1
5879 game.state.kcmdr.append(w)
5880 # Locate planets in galaxy
5881 for i in range(game.inplan):
5883 w = randplace(GALSIZE)
5884 if game.state.galaxy[w.i][w.j].planet is None:
5888 new.crystals = "absent"
5889 if (game.options & OPTION_WORLDS) and i < NINHAB:
5890 new.pclass = "M" # All inhabited planets are class M
5891 new.crystals = "absent"
5893 new.name = systnames[i]
5894 new.inhabited = True
5896 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5897 if rnd.withprob(0.33):
5898 new.crystals = "present"
5899 new.known = "unknown"
5900 new.inhabited = False
5901 game.state.galaxy[w.i][w.j].planet = new
5902 game.state.planets.append(new)
5904 for i in range(game.state.nromrem):
5905 w = randplace(GALSIZE)
5906 game.state.galaxy[w.i][w.j].romulans += 1
5907 # Place the Super-Commander if needed
5908 if game.state.nscrem > 0:
5910 w = randplace(GALSIZE)
5913 game.state.kscmdr = w
5914 game.state.galaxy[w.i][w.j].klingons += 1
5915 # Initialize times for extraneous events
5916 schedule(FSNOVA, expran(0.5 * game.intime))
5917 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5918 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5919 schedule(FBATTAK, expran(0.3*game.intime))
5921 if game.state.nscrem:
5922 schedule(FSCMOVE, 0.2777)
5927 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5928 schedule(FDISTR, expran(1.0 + game.intime))
5933 # Place thing (in tournament game, we don't want one!)
5934 # New in SST2K: never place the Thing near a starbase.
5935 # This makes sense and avoids a special case in the old code.
5937 if game.tourn is None:
5939 thing = randplace(GALSIZE)
5940 if thing not in game.state.baseq:
5943 game.state.snap = False
5944 if game.skill == SKILL_NOVICE:
5945 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5946 prout(_("a deadly Klingon invasion force. As captain of the United"))
5947 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5948 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5949 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5950 prout(_("your mission. As you proceed you may be given more time."))
5952 prout(_("You will have %d supporting starbases.") % (game.inbase))
5953 proutn(_("Starbase locations- "))
5955 prout(_("Stardate %d.") % int(game.state.date))
5957 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5958 prout(_("An unknown number of Romulans."))
5959 if game.state.nscrem:
5960 prout(_("And one (GULP) Super-Commander."))
5961 prout(_("%d stardates.") % int(game.intime))
5962 proutn(_("%d starbases in ") % game.inbase)
5963 for i in range(game.inbase):
5964 proutn(repr(game.state.baseq[i]))
5967 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5968 proutn(_(" Sector %s") % game.sector)
5970 prout(_("Good Luck!"))
5971 if game.state.nscrem:
5972 prout(_(" YOU'LL NEED IT."))
5975 setwnd(message_window)
5977 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5979 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5980 attack(torps_ok=False)
5983 "Choose your game type."
5985 game.tourn = game.length = 0
5987 game.skill = SKILL_NONE
5988 # Do not chew here, we want to use command-line tokens
5989 if not scanner.inqueue: # Can start with command line options
5990 proutn(_("Would you like a regular, tournament, or saved game? "))
5992 if scanner.sees("tournament"):
5993 while scanner.nexttok() == "IHEOL":
5994 proutn(_("Type in tournament number-"))
5995 if scanner.real == 0:
5997 continue # We don't want a blank entry
5998 game.tourn = int(round(scanner.real))
5999 rnd.seed(scanner.real)
6001 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6003 if scanner.sees("saved") or scanner.sees("frozen"):
6007 if game.passwd is None:
6009 if not game.alldone:
6010 game.thawed = True # No plaque if not finished
6014 if scanner.sees("regular"):
6016 proutn(_("What is \"%s\"? ") % scanner.token)
6018 while game.length==0 or game.skill==SKILL_NONE:
6019 if scanner.nexttok() == "IHALPHA":
6020 if scanner.sees("short"):
6022 elif scanner.sees("medium"):
6024 elif scanner.sees("long"):
6026 elif scanner.sees("novice"):
6027 game.skill = SKILL_NOVICE
6028 elif scanner.sees("fair"):
6029 game.skill = SKILL_FAIR
6030 elif scanner.sees("good"):
6031 game.skill = SKILL_GOOD
6032 elif scanner.sees("expert"):
6033 game.skill = SKILL_EXPERT
6034 elif scanner.sees("emeritus"):
6035 game.skill = SKILL_EMERITUS
6037 proutn(_("What is \""))
6038 proutn(scanner.token)
6043 proutn(_("Would you like a Short, Medium, or Long game? "))
6044 elif game.skill == SKILL_NONE:
6045 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6046 # Choose game options -- added by ESR for SST2K
6047 if scanner.nexttok() != "IHALPHA":
6049 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6051 if scanner.sees("plain"):
6052 # Approximates the UT FORTRAN version.
6053 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)
6054 game.options |= OPTION_PLAIN
6055 elif scanner.sees("almy"):
6056 # Approximates Tom Almy's version.
6057 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
6058 game.options |= OPTION_ALMY
6059 elif scanner.sees("fancy") or scanner.sees("\n"):
6061 elif len(scanner.token):
6062 proutn(_("What is \"%s\"?") % scanner.token)
6064 if game.passwd == "debug":
6066 prout("=== Debug mode enabled.")
6067 # Use parameters to generate initial values of things
6068 game.damfac = 0.5 * game.skill
6069 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6071 if game.options & OPTION_PLANETS:
6072 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6073 if game.options & OPTION_WORLDS:
6074 game.inplan += int(NINHAB)
6075 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6076 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6077 game.state.remtime = 7.0 * game.length
6078 game.intime = game.state.remtime
6079 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6080 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6081 game.state.remres = (game.inkling+4*game.incom)*game.intime
6082 game.inresor = game.state.remres
6083 if game.inkling > 50:
6087 def dropin(iquad=None):
6088 "Drop a feature on a random dot in the current quadrant."
6090 w = randplace(QUADSIZE)
6091 if game.quad[w.i][w.j] == '.':
6093 if iquad is not None:
6094 game.quad[w.i][w.j] = iquad
6098 "Update our alert status."
6099 game.condition = "green"
6100 if game.energy < 1000.0:
6101 game.condition = "yellow"
6102 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6103 game.condition = "red"
6105 game.condition="dead"
6108 "Drop new Klingon into current quadrant."
6109 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6112 "Sort enemies by distance so 'nearest' is meaningful."
6113 game.enemies.sort(key=lambda x: x.kdist)
6116 "Set up a new state of quadrant, for when we enter or re-enter it."
6119 game.neutz = game.inorbit = game.landed = False
6120 game.ientesc = game.iseenit = game.isviolreported = False
6122 # Create a blank quadrant
6123 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6125 # Attempt to escape Super-commander, so tbeam back!
6128 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6129 # cope with supernova
6132 game.klhere = q.klingons
6133 game.irhere = q.romulans
6135 game.quad[game.sector.i][game.sector.j] = game.ship
6138 # Position ordinary Klingons
6139 for _i in range(game.klhere):
6141 # If we need a commander, promote a Klingon
6142 for cmdr in game.state.kcmdr:
6143 if cmdr == game.quadrant:
6144 e = game.enemies[game.klhere-1]
6145 game.quad[e.location.i][e.location.j] = 'C'
6146 e.power = rnd.real(950,1350) + 50.0*game.skill
6148 # If we need a super-commander, promote a Klingon
6149 if game.quadrant == game.state.kscmdr:
6151 game.quad[e.location.i][e.location.j] = 'S'
6152 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6153 game.iscate = (game.remkl() > 1)
6154 # Put in Romulans if needed
6155 for _i in range(q.romulans):
6156 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6157 # If quadrant needs a starbase, put it in
6159 game.base = dropin('B')
6160 # If quadrant needs a planet, put it in
6162 game.iplnet = q.planet
6163 if not q.planet.inhabited:
6164 game.plnet = dropin('P')
6166 game.plnet = dropin('@')
6167 # Check for condition
6170 if game.irhere > 0 and game.klhere == 0:
6172 if not damaged(DRADIO):
6174 prout(_("LT. Uhura- \"Captain, an urgent message."))
6175 prout(_(" I'll put it on audio.\" CLICK"))
6177 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6178 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6179 # Put in THING if needed
6180 if thing == game.quadrant:
6181 Enemy(etype='?', loc=dropin(),
6182 power=rnd.real(6000,6500.0)+250.0*game.skill)
6183 if not damaged(DSRSENS):
6185 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6186 prout(_(" Please examine your short-range scan.\""))
6187 # Decide if quadrant needs a Tholian; lighten up if skill is low
6188 if game.options & OPTION_THOLIAN:
6189 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6190 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6191 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6194 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6195 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6196 if game.quad[w.i][w.j] == '.':
6198 game.tholian = Enemy(etype='T', loc=w,
6199 power=rnd.integer(100, 500) + 25.0*game.skill)
6200 # Reserve unoccupied corners
6201 if game.quad[0][0]=='.':
6202 game.quad[0][0] = 'X'
6203 if game.quad[0][QUADSIZE-1]=='.':
6204 game.quad[0][QUADSIZE-1] = 'X'
6205 if game.quad[QUADSIZE-1][0]=='.':
6206 game.quad[QUADSIZE-1][0] = 'X'
6207 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6208 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6210 # And finally the stars
6211 for _i in range(q.stars):
6213 # Put in a few black holes
6214 for _i in range(1, 3+1):
6215 if rnd.withprob(0.5):
6217 # Take out X's in corners if Tholian present
6219 if game.quad[0][0]=='X':
6220 game.quad[0][0] = '.'
6221 if game.quad[0][QUADSIZE-1]=='X':
6222 game.quad[0][QUADSIZE-1] = '.'
6223 if game.quad[QUADSIZE-1][0]=='X':
6224 game.quad[QUADSIZE-1][0] = '.'
6225 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6226 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6227 # This should guarantee that replay games don't lose info about the chart
6228 if (game.options & OPTION_AUTOSCAN) or replayfp:
6232 "Set the self-destruct password."
6233 if game.options & OPTION_PLAIN:
6236 proutn(_("Please type in a secret password- "))
6238 game.passwd = scanner.token
6239 if game.passwd is not None:
6243 game.passwd += chr(ord('a')+rnd.integer(26))
6244 game.passwd += chr(ord('a')+rnd.integer(26))
6245 game.passwd += chr(ord('a')+rnd.integer(26))
6247 # Code from sst.c begins here
6250 ("SRSCAN", OPTION_TTY),
6251 ("STATUS", OPTION_TTY),
6252 ("REQUEST", OPTION_TTY),
6253 ("LRSCAN", OPTION_TTY),
6265 ("SENSORS", OPTION_PLANETS),
6266 ("ORBIT", OPTION_PLANETS),
6267 ("TRANSPORT", OPTION_PLANETS),
6268 ("MINE", OPTION_PLANETS),
6269 ("CRYSTALS", OPTION_PLANETS),
6270 ("SHUTTLE", OPTION_PLANETS),
6271 ("PLANETS", OPTION_PLANETS),
6276 ("PROBE", OPTION_PROBE),
6278 ("FREEZE", 0), # Synonym for SAVE
6281 # No abbreviations accepted after this point
6284 ("CAPTURE", OPTION_CAPTURE),
6285 ("CLOAK", OPTION_CLOAK),
6288 ("SOS", 0), # Synonym for MAYDAY
6289 ("CALL", 0), # Synonym for MAYDAY
6298 "Generate a list of legal commands."
6299 prout(_("LEGAL COMMANDS ARE:"))
6301 for (key, opt) in commands:
6302 if not opt or (opt & game.options):
6303 proutn("%-12s " % key)
6305 if emitted % 5 == 4:
6310 "Browse on-line help."
6311 key = scanner.nexttok()
6314 setwnd(prompt_window)
6315 proutn(_("Help on what command? "))
6316 key = scanner.nexttok()
6317 setwnd(message_window)
6320 cmds = [x[0] for x in commands]
6321 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6328 cmd = scanner.token.upper()
6329 for directory in docpath:
6331 fp = open(os.path.join(directory, "sst.doc"), "r")
6336 prout(_("Spock- \"Captain, that information is missing from the"))
6337 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6338 proutn(_(" in these directories: %s") % ":".join(docpath))
6340 # This used to continue: "You need to find SST.DOC and put
6341 # it in the current directory."
6344 linebuf = fp.readline()
6346 prout(_("Spock- \"Captain, there is no information on that command.\""))
6349 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6350 linebuf = linebuf[3:].strip()
6351 if cmd.upper() == linebuf:
6354 prout(_("Spock- \"Captain, I've found the following information:\""))
6357 linebuf = fp.readline()
6358 if "******" in linebuf:
6364 "Command-interpretation loop."
6366 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6367 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6369 game.isviolreported = True
6370 while True: # command loop
6372 while True: # get a command
6374 game.optime = game.justin = False
6376 setwnd(prompt_window)
6379 if scanner.nexttok() == "IHEOL":
6380 if game.options & OPTION_CURSES:
6383 elif scanner.token == "":
6387 setwnd(message_window)
6389 abandon_passed = False
6390 cmd = "" # Force cmd to persist after loop
6391 opt = 0 # Force opt to persist after loop
6392 for (cmd, opt) in commands:
6393 # commands after ABANDON cannot be abbreviated
6394 if cmd == "ABANDON":
6395 abandon_passed = True
6396 if cmd == scanner.token.upper() or (not abandon_passed \
6397 and cmd.startswith(scanner.token.upper())):
6402 elif opt and not (opt & game.options):
6406 if game.options & OPTION_CURSES:
6407 prout("COMMAND> %s" % cmd)
6408 if cmd == "SRSCAN": # srscan
6410 elif cmd == "STATUS": # status
6412 elif cmd == "REQUEST": # status request
6414 elif cmd == "LRSCAN": # long range scan
6415 lrscan(silent=False)
6416 elif cmd == "PHASERS": # phasers
6421 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6426 elif cmd == "MOVE": # move under warp
6427 warp(wcourse=None, involuntary=False)
6428 elif cmd == "SHIELDS": # shields
6429 doshield(shraise=False)
6432 game.shldchg = False
6433 elif cmd == "DOCK": # dock at starbase
6436 attack(torps_ok=False)
6437 elif cmd == "DAMAGES": # damage reports
6439 elif cmd == "CHART": # chart
6441 elif cmd == "IMPULSE": # impulse
6443 elif cmd == "REST": # rest
6447 elif cmd == "WARP": # warp
6449 elif cmd == "SENSORS": # sensors
6451 elif cmd == "ORBIT": # orbit
6455 elif cmd == "TRANSPORT": # transport "beam"
6457 elif cmd == "MINE": # mine
6461 elif cmd == "CRYSTALS": # crystals
6465 elif cmd == "SHUTTLE": # shuttle
6469 elif cmd == "PLANETS": # Planet list
6471 elif cmd == "REPORT": # Game Report
6473 elif cmd == "COMPUTER": # use COMPUTER!
6475 elif cmd == "COMMANDS":
6477 elif cmd == "EMEXIT": # Emergency exit
6478 clrscr() # Hide screen
6479 freeze(True) # forced save
6480 raise SystemExit(1) # And quick exit
6481 elif cmd == "PROBE":
6482 probe() # Launch probe
6485 elif cmd == "ABANDON": # Abandon Ship
6487 elif cmd == "DESTRUCT": # Self Destruct
6489 elif cmd == "SAVE": # Save Game
6492 if game.skill > SKILL_GOOD:
6493 prout(_("WARNING--Saved games produce no plaques!"))
6494 elif cmd == "DEATHRAY": # Try a desparation measure
6498 elif cmd == "CAPTURE":
6500 elif cmd == "CLOAK":
6502 elif cmd == "DEBUGCMD": # What do we want for debug???
6504 elif cmd == "MAYDAY": # Call for help
6509 game.alldone = True # quit the game
6512 elif cmd == "SCORE":
6513 score() # see current score
6514 elif cmd == "CURSES":
6515 game.options |= (OPTION_CURSES | OPTION_COLOR)
6517 elif cmd == "OPTIONS":
6521 break # Game has ended
6522 if game.optime != 0.0:
6525 break # Events did us in
6526 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6529 if hitme and not game.justin:
6530 attack(torps_ok=True)
6533 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6544 "Emit the name of an enemy or feature."
6545 if ch == 'R': s = _("Romulan")
6546 elif ch == 'K': s = _("Klingon")
6547 elif ch == 'C': s = _("Commander")
6548 elif ch == 'S': s = _("Super-commander")
6549 elif ch == '*': s = _("Star")
6550 elif ch == 'P': s = _("Planet")
6551 elif ch == 'B': s = _("Starbase")
6552 elif ch == ' ': s = _("Black hole")
6553 elif ch == 'T': s = _("Tholian")
6554 elif ch == '#': s = _("Tholian web")
6555 elif ch == '?': s = _("Stranger")
6556 elif ch == '@': s = _("Inhabited World")
6557 else: s = "Unknown??"
6560 def crmena(loud, enemy, loctype, w):
6561 "Emit the name of an enemy and his location."
6565 buf += cramen(enemy) + _(" at ")
6566 if loctype == "quadrant":
6567 buf += _("Quadrant ")
6568 elif loctype == "sector":
6570 return buf + repr(w)
6573 "Emit our ship name."
6574 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6577 "Emit a line of stars"
6578 prouts("******************************************************")
6582 return -avrage*math.log(1e-7 + rnd.real())
6584 def randplace(size):
6585 "Choose a random location."
6587 w.i = rnd.integer(size)
6588 w.j = rnd.integer(size)
6598 # Get a token from the user
6601 # Fill the token queue if nothing here
6602 while not self.inqueue:
6604 if curwnd==prompt_window:
6606 setwnd(message_window)
6613 self.inqueue = sline.lstrip().split() + ["\n"]
6614 # From here on in it's all looking at the queue
6615 self.token = self.inqueue.pop(0)
6616 if self.token == "\n":
6620 self.real = float(self.token)
6621 self.type = "IHREAL"
6626 self.token = self.token.lower()
6627 self.type = "IHALPHA"
6630 def append(self, tok):
6631 self.inqueue.append(tok)
6632 def push(self, tok):
6633 self.inqueue.insert(0, tok)
6637 # Demand input for next scan
6639 self.real = self.token = None
6641 # compares s to item and returns true if it matches to the length of s
6642 return s.startswith(self.token)
6644 # Round token value to nearest integer
6645 return int(round(self.real))
6649 if self.type != "IHREAL":
6654 if self.type != "IHREAL":
6660 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6663 "Yes-or-no confirmation."
6667 if scanner.token == 'y':
6669 if scanner.token == 'n':
6672 proutn(_("Please answer with \"y\" or \"n\": "))
6675 "Complain about unparseable input."
6678 prout(_("Beg your pardon, Captain?"))
6681 "Access to the internals for debugging."
6682 proutn("Reset levels? ")
6684 if game.energy < game.inenrg:
6685 game.energy = game.inenrg
6686 game.shield = game.inshld
6687 game.torps = game.intorps
6688 game.lsupres = game.inlsr
6689 proutn("Reset damage? ")
6691 for i in range(NDEVICES):
6692 if game.damage[i] > 0.0:
6693 game.damage[i] = 0.0
6694 proutn("Toggle debug flag? ")
6696 game.idebug = not game.idebug
6698 prout("Debug output ON")
6700 prout("Debug output OFF")
6701 proutn("Cause selective damage? ")
6703 for i in range(NDEVICES):
6704 proutn("Kill %s?" % device[i])
6706 key = scanner.nexttok()
6707 if key == "IHALPHA" and scanner.sees("y"):
6708 game.damage[i] = 10.0
6709 proutn("Examine/change events? ")
6714 FSNOVA: "Supernova ",
6717 FBATTAK: "Base Attack ",
6718 FCDBAS: "Base Destroy ",
6719 FSCMOVE: "SC Move ",
6720 FSCDBAS: "SC Base Destroy ",
6721 FDSPROB: "Probe Move ",
6722 FDISTR: "Distress Call ",
6723 FENSLV: "Enslavement ",
6724 FREPRO: "Klingon Build ",
6726 for i in range(1, NEVENTS):
6729 proutn("%.2f" % (scheduled(i)-game.state.date))
6730 if i in {FENSLV, FREPRO}:
6732 proutn(" in %s" % ev.quadrant)
6737 key = scanner.nexttok()
6741 elif key == "IHREAL":
6742 ev = schedule(i, scanner.real)
6743 if i in {FENSLV, FREPRO}:
6745 proutn("In quadrant- ")
6746 key = scanner.nexttok()
6747 # "IHEOL" says to leave coordinates as they are
6750 prout("Event %d canceled, no x coordinate." % (i))
6753 w.i = int(round(scanner.real))
6754 key = scanner.nexttok()
6756 prout("Event %d canceled, no y coordinate." % (i))
6759 w.j = int(round(scanner.real))
6762 proutn("Induce supernova here? ")
6764 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6767 if __name__ == '__main__':
6769 #global line, thing, game
6775 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6776 if os.getenv("TERM"):
6777 game.options |= OPTION_CURSES
6779 game.options |= OPTION_TTY
6780 seed = int(time.time())
6781 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6782 for (switch, val) in options:
6784 # pylint: disable=raise-missing-from
6786 replayfp = open(val, "r")
6788 sys.stderr.write("sst: can't open replay file %s\n" % val)
6790 # pylint: disable=raise-missing-from
6792 line = replayfp.readline().strip()
6793 (leader, __, seed) = line.split()
6794 # pylint: disable=eval-used
6796 line = replayfp.readline().strip()
6797 arguments += line.split()[2:]
6799 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6801 game.options |= OPTION_TTY
6802 game.options &=~ OPTION_CURSES
6803 elif switch == '-s':
6805 elif switch == '-t':
6806 game.options |= OPTION_TTY
6807 game.options &=~ OPTION_CURSES
6808 elif switch == '-x':
6810 elif switch == '-c': # Enable curses debugging - undocumented
6812 elif switch == '-V':
6813 print("SST2K", version)
6816 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6818 # where to save the input in case of bugs
6819 if "TMPDIR" in os.environ:
6820 tmpdir = os.environ['TMPDIR']
6824 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6826 sys.stderr.write("sst: warning, can't open logfile\n")
6829 logfp.write("# seed %s\n" % seed)
6830 logfp.write("# arguments %s\n" % " ".join(arguments))
6831 logfp.write("# SST2K version %s\n" % version)
6832 logfp.write("# recorded by %s@%s on %s\n" % \
6833 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6835 scanner = sstscanner()
6836 for arg in arguments:
6840 while True: # Play a game
6841 setwnd(fullscreen_window)
6847 game.alldone = False
6855 if game.tourn and game.alldone:
6856 proutn(_("Do you want your score recorded?"))
6862 proutn(_("Do you want to play again? "))
6866 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6870 except KeyboardInterrupt: