#!/usr/bin/env python3 """ sst.py -- Super Star Trek 2K SST2K is a Python translation of a C translation of a FORTRAN original dating back to 1973. Beautiful Python it is not, but it works. Translation by Eric S. Raymond; original game by David Matuszek and Paul Reynolds, with modifications by Don Smith, Tom Almy, Stas Sergeev, and Eric S. Raymond. See the doc/HACKING file in the distribution for designers notes and advice on how to modify (and how not to modify!) this code. """ # Copyright by Eric S. Raymond # SPDX-License-Identifier: BSD-2-clause # 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 # pylint: disable=multiple-imports import os, sys, math, curses, time, pickle, copy, gettext, getpass import getopt, socket import codecs # This import only works on Unixes. The intention is to enable # Ctrl-P, Ctrl-N, and friends in Cmd. try: # pylint: disable=unused-import import readline except ImportError: # pragma: no cover pass version = "2.7" docpath = (".", "doc/", "/usr/share/doc/sst/") def _(st): return gettext.gettext(st) # Rolling our own LCG because Python changed its incompatibly in 3.2. # Thus, we needed to have our own to be 2/3 polyglot; it will be # helpful when and if we ever forward-port to another language. class randomizer: # LCG PRNG parameters tested against # Knuth vol. 2. by the authors of ADVENT LCG_A = 1093 LCG_C = 221587 LCG_M = 1048576 @staticmethod def random(): old_x = game.lcg_x game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M return old_x / randomizer.LCG_M @staticmethod def withprob(p): v = randomizer.random() #if logfp: # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p)) return v < p @staticmethod def integer(*args): v = randomizer.random() if len(args) == 1: v = int(v * args[0]) else: v = args[0] + int(v * (args[1] - args[0])) #if logfp: # logfp.write("#integer%s -> %s\n" % (args, v)) return int(v) @staticmethod def real(*args): v = randomizer.random() if len(args) == 1: v *= args[0] # from [0, args[0]) elif len(args) == 2: v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) #if logfp: # logfp.write("#real%s -> %f\n" % (args, v)) return v @staticmethod def seed(n): #if logfp: # logfp.write("#seed(%d)\n" % n) game.lcg_x = n % randomizer.LCG_M @staticmethod def getrngstate(): return game.lcg_x @staticmethod def setrngstate(n): game.lcg_x = n GALSIZE = 8 # Galaxy size in quadrants NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds MAXUNINHAB = 10 # Maximum uninhabited worlds QUADSIZE = 10 # Quadrant size in sectors BASEMIN = 2 # Minimum starbases BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases MAXKLGAME = 127 # Maximum Klingons per game MAXKLQUAD = 9 # Maximum Klingons per quadrant FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong FOREVER = 1e30 # Time for the indefinite future MAXBURST = 3 # Max # of torps you can launch in one turn MINCMDR = 10 # Minimum number of Klingon commanders DOCKFAC = 0.25 # Repair faster when docked PHASEFAC = 2.0 # Phaser attenuation factor ALGERON = 2311 # Date of the Treaty of Algeron DEFAULT = -1 BLACK = 0 BLUE = 1 GREEN = 2 CYAN = 3 RED = 4 MAGENTA = 5 BROWN = 6 LIGHTGRAY = 7 DARKGRAY = 8 LIGHTBLUE = 9 LIGHTGREEN = 10 LIGHTCYAN = 11 LIGHTRED = 12 LIGHTMAGENTA = 13 YELLOW = 14 WHITE = 15 class TrekError(Exception): pass class JumpOut(Exception): pass def letterize(n): return chr(ord('a') + n - 1) class Coord: def __init__(self, x=None, y=None): self.i = x # Row self.j = y # Column def valid_quadrant(self): 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) def valid_sector(self): 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) def invalidate(self): self.i = self.j = None def __eq__(self, other): return other is not None and self.i == other.i and self.j == other.j def __ne__(self, other): return other is None or self.i != other.i or self.j != other.j def __add__(self, other): return Coord(self.i+other.i, self.j+other.j) def __sub__(self, other): return Coord(self.i-other.i, self.j-other.j) def __mul__(self, other): return Coord(self.i*other, self.j*other) def __rmul__(self, other): return Coord(self.i*other, self.j*other) def __div__(self, other): # pragma: no cover return Coord(self.i/other, self.j/other) def __truediv__(self, other): # pragma: no cover return Coord(self.i/other, self.j/other) def __floordiv__(self, other): # pragma: no cover return Coord(self.i//other, self.j//other) def __mod__(self, other): return Coord(self.i % other, self.j % other) def __rtruediv__(self, other): # pragma: no cover return Coord(self.i/other, self.j/other) def __rfloordiv__(self, other): # pragma: no cover return Coord(self.i//other, self.j//other) def roundtogrid(self): return Coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): if not other: other = Coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) def bearing(self): return 1.90985*math.atan2(self.j, self.i) def sgn(self): s = Coord() if self.i == 0: s.i = 0 elif self.i < 0: s.i = -1 else: s.i = 1 if self.j == 0: s.j = 0 elif self.j < 0: s.j = -1 else: s.j = 1 return s def quadrant(self): #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) return self.roundtogrid() // QUADSIZE def sector(self): return self.roundtogrid() % QUADSIZE def __str__(self): if self.i is None or self.j is None: return "Nowhere" # pragma: no cover if (game.options & OPTION_ALPHAMERIC): return letterize(self.i + 1) + str(self.j + 1) return "%s - %s" % (self.i+1, self.j+1) __repr__ = __str__ class Thingy(): "Do not anger the Space Thingy!" def __init__(self): self.location = Coord() def at(self, q): return (q.i, q.j) == (self.location.i, self.location.j) class Planet: def __init__(self): self.name = None # string-valued if inhabited self.quadrant = Coord() # quadrant located self.pclass = None # could be ""M", "N", "O", or "destroyed" self.crystals = "absent"# could be "mined", "present", "absent" self.known = "unknown" # could be "unknown", "known", "shuttle_down" self.inhabited = False # is it inhabited? def __str__(self): return self.name class Quadrant: def __init__(self): self.stars = 0 self.planet = None self.starbase = False self.klingons = 0 self.romulans = 0 self.supernova = False self.charted = False self.status = "secure" # Could be "secure", "distressed", "enslaved" def __str__(self): return "" % self.__dict__ # pragma: no cover __repr__ = __str__ class Page: def __init__(self): self.stars = None self.starbase = False self.klingons = None def __repr__(self): return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover def fill2d(size, fillfun): "Fill an empty list in 2D." lst = [] for i in range(size): lst.append([]) for j in range(size): lst[i].append(fillfun(i, j)) return lst class Snapshot: def __init__(self): self.snap = False # snapshot taken self.crew = 0 # crew complement self.nscrem = 0 # remaining super commanders self.starkl = 0 # destroyed stars self.basekl = 0 # destroyed bases self.nromrem = 0 # Romulans remaining self.nplankl = 0 # destroyed uninhabited planets self.nworldkl = 0 # destroyed inhabited planets self.planets = [] # Planet information self.date = 0.0 # stardate self.remres = 0 # remaining resources self.remtime = 0 # remaining time self.baseq = [] # Base quadrant coordinates self.kcmdr = [] # Commander quadrant coordinates self.kscmdr = Coord() # Supercommander quadrant coordinates # the galaxy self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) # the starchart self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) def traverse(self): for i in range(GALSIZE): for j in range(GALSIZE): yield (i, j, self.galaxy[i][j]) class Event: def __init__(self): self.date = None # A real number self.quadrant = None # A coord structure # game options OPTION_ALL = 0xffffffff OPTION_TTY = 0x00000001 # old interface OPTION_CURSES = 0x00000002 # new interface OPTION_IOMODES = 0x00000003 # cover both interfaces OPTION_PLANETS = 0x00000004 # planets and mining (> 1974) OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version) OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980) OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart (ESR, 2005) OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979) OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy, 1979?) OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?) OPTION_BLKHOLE = 0x00000400 # black hole may timewarp you (Stas, 2005) OPTION_BASE = 0x00000800 # bases have good shields (Stas, 2005) OPTION_WORLDS = 0x00001000 # logic for inhabited worlds (ESR, 2006) OPTION_AUTOSCAN = 0x00002000 # automatic LRSCAN before CHART (ESR, 2006) OPTION_CAPTURE = 0x00004000 # Enable BSD-Trek capture (Almy, 2013). OPTION_CLOAK = 0x80008000 # Enable BSD-Trek capture (Almy, 2013). OPTION_ALMY = 0x01000000 # Almy's death ray upgrade (1997?) OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010) OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019) OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023) option_names = { "ALL": OPTION_ALL, "TTY": OPTION_TTY, "IOMODES": OPTION_IOMODES, "PLANETS": OPTION_PLANETS, "PROBE": OPTION_PROBE, "SHOWME": OPTION_SHOWME, "RAMMING": OPTION_RAMMING, "MVBADDY": OPTION_MVBADDY, "AUTOPASS": OPTION_AUTOPASS, "BLKHOLE": OPTION_BLKHOLE, "BASE": OPTION_BASE, "WORLDS": OPTION_WORLDS, "AUTOSCAN": OPTION_AUTOSCAN, "CAPTURE": OPTION_CAPTURE, "CLOAK": OPTION_CLOAK, "ALMY": OPTION_ALMY, "COLOR": OPTION_COLOR, "DOTFILL": OPTION_DOTFILL, "ALPHAMERIC": OPTION_ALPHAMERIC, } # Define devices DSRSENS = 0 DLRSENS = 1 DPHASER = 2 DPHOTON = 3 DLIFSUP = 4 DWARPEN = 5 DIMPULS = 6 DSHIELD = 7 DRADIO = 8 DSHUTTL = 9 DCOMPTR = 10 DNAVSYS = 11 DTRANSP = 12 DSHCTRL = 13 DDRAY = 14 DDSP = 15 DCLOAK = 16 NDEVICES = 17 # Number of devices SKILL_NONE = 0 SKILL_NOVICE = 1 SKILL_FAIR = 2 SKILL_GOOD = 3 SKILL_EXPERT = 4 SKILL_EMERITUS = 5 def damaged(dev): return (game.damage[dev] != 0.0) def communicating(): return not damaged(DRADIO) or game.condition=="docked" # Define future events FSPY = 0 # Spy event happens always (no future[] entry) # can cause SC to tractor beam Enterprise FSNOVA = 1 # Supernova FTBEAM = 2 # Commander tractor beams Enterprise FSNAP = 3 # Snapshot for time warp FBATTAK = 4 # Commander attacks base FCDBAS = 5 # Commander destroys base FSCMOVE = 6 # Supercommander moves (might attack base) FSCDBAS = 7 # Supercommander destroys base FDSPROB = 8 # Move deep space probe FDISTR = 9 # Emit distress call from an inhabited world FENSLV = 10 # Inhabited word is enslaved FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 # Abstract out the event handling -- underlying data structures will change # when we implement stateful events def findevent(evtype): # pragma: no cover return game.future[evtype] class Enemy: def __init__(self, etype=None, loc=None, power=None): self.type = etype self.location = Coord() self.kdist = None self.kavgd = None if loc: self.move(loc) self.power = power # enemy energy level game.enemies.append(self) def move(self, loc): motion = (loc != self.location) if self.location.i is not None and self.location.j is not None: if motion: if self.type == 'T': game.quad[self.location.i][self.location.j] = '#' else: game.quad[self.location.i][self.location.j] = '.' if loc: self.location = copy.copy(loc) game.quad[self.location.i][self.location.j] = self.type self.kdist = self.kavgd = (game.sector - loc).distance() else: self.location = Coord() self.kdist = self.kavgd = None # Guard prevents failure on Tholian or thingy if self in game.enemies: game.enemies.remove(self) return motion def __repr__(self): return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover class Gamestate: def __init__(self): self.options = None # Game options self.state = Snapshot() # A snapshot structure self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes self.quad = None # contents of our quadrant self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events i = NEVENTS while i > 0: i -= 1 self.future.append(Event()) self.passwd = None # Self Destruct password self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small self.tholian = None # Tholian enemy object self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant self.gamewon = False # Finished! self.ididit = False # action taken -- allows enemy to attack self.alive = False # we are alive (not killed) self.justin = False # just entered quadrant self.shldup = False # shields are up self.shldchg = False # shield is changing (affects efficiency) self.iscate = False # super commander is here self.ientesc = False # attempted escape from supercommander self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) self.alldone = False # game is now finished self.neutz = False # Romulan Neutral Zone self.isarmed = False # probe is armed self.inorbit = False # orbiting a planet self.imine = False # mining self.icrystl = False # dilithium crystals aboard self.iseenit = False # seen base attack report self.thawed = False # thawed game self.condition = None # "green", "yellow", "red", "docked", "dead" self.iscraft = None # "onship", "offship", "removed" self.skill = SKILL_NONE # Player skill level self.inkling = 0 # initial number of klingons self.inbase = 0 # initial number of bases self.incom = 0 # initial number of commanders self.inscom = 0 # initial number of commanders self.inrom = 0 # initial number of commanders self.instar = 0 # initial stars self.intorps = 0 # initial/max torpedoes self.torps = 0 # number of torpedoes self.ship = 0 # ship type -- 'E' is Enterprise self.abandoned = 0 # count of crew abandoned in space self.length = 0 # length of game self.klhere = 0 # klingons here self.casual = 0 # causalties self.nhelp = 0 # calls for help self.nkinks = 0 # count of energy-barrier crossings self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =2 if super commander is attacking base self.tourn = None # tournament number self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources self.intime = 0.0 # initial time self.inenrg = 0.0 # initial/max energy self.inshld = 0.0 # initial/max shield self.inlsr = 0.0 # initial life support resources self.indate = 0.0 # initial date self.energy = 0.0 # energy level self.shield = 0.0 # shield level self.warpfac = 0.0 # warp speed self.lsupres = 0.0 # life support reserves self.optime = 0.0 # time taken by current operation self.damfac = 0.0 # damage factor self.lastchart = 0.0 # time star chart was last updated self.cryprob = 0.0 # probability that crystal will work self.probe = None # object holding probe course info self.height = 0.0 # height of orbit around planet self.score = 0.0 # overall score self.perdate = 0.0 # rate of kills self.idebug = False # Debugging instrumentation enabled? self.cdebug = False # Debugging instrumentation for curses enabled? self.statekscmdr = None # No SuperCommander coordinates yet. self.brigcapacity = 400 # Enterprise brig capacity self.brigfree = 400 # How many klingons can we put in the brig? self.kcaptured = 0 # Total Klingons captured, for scoring. self.iscloaked = False # Cloaking device on? self.ncviol = 0 # Algreon treaty violations self.isviolreported = False # We have been warned self.lcg_x = 0 # LCG generator value def remkl(self): return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())]) def recompute(self): # Stas thinks this should be (C expression): # game.remkl() + len(game.state.kcmdr) > 0 ? # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99 # He says the existing expression is prone to divide-by-zero errors # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr)) def unwon(self): "Are there Klingons remaining?" return self.remkl() FWON = 0 FDEPLETE = 1 FLIFESUP = 2 FNRG = 3 FBATTLE = 4 FNEG3 = 5 FNOVA = 6 FSNOVAED = 7 FABANDN = 8 FDILITHIUM = 9 FMATERIALIZE = 10 FPHASER = 11 FLOST = 12 FMINING = 13 FDPLANET = 14 FPNOVA = 15 FSSC = 16 FSTRACTOR = 17 FDRAY = 18 FTRIBBLE = 19 FHOLE = 20 FCREW = 21 FCLOAK = 22 # Code from ai.c begins here def welcoming(iq): "Would this quadrant welcome another Klingon?" return iq.valid_quadrant() and \ not game.state.galaxy[iq.i][iq.j].supernova and \ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD def tryexit(enemy, look, irun): "A bad guy attempts to bug out." iq = Coord() iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1 if not welcoming(iq): return [] if enemy.type == 'R': return [] # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory if enemy.type == 'C': if iq in game.state.kcmdr: return [] # refuse to leave if currently attacking starbase if game.battle == game.quadrant: return [] # don't leave if over 1000 units of energy if enemy.power > 1000.0: return [] oldloc = copy.copy(enemy.location) # handle local matters related to escape enemy.move(None) game.klhere -= 1 if game.condition != "docked": newcnd() # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 if enemy.type == 'S': game.iscate = False game.ientesc = False game.isatb = 0 schedule(FSCMOVE, 0.2777) unschedule(FSCDBAS) game.state.kscmdr = iq else: for cmdr in game.state.kcmdr: if cmdr == game.quadrant: game.state.kcmdr.append(iq) break # report move out of quadrant. return [(True, enemy, oldloc, iq)] # The bad-guy movement algorithm: # # 1. Enterprise has "force" based on condition of phaser and photon torpedoes. # If both are operating full strength, force is 1000. If both are damaged, # force is -1000. Having shields down subtracts an additional 1000. # # 2. Enemy has forces equal to the energy of the attacker plus # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. # # Attacker Initial energy levels (nominal): # Klingon Romulan Commander Super-Commander # Novice 400 700 1200 # Fair 425 750 1250 # Good 450 800 1300 1750 # Expert 475 850 1350 1875 # Emeritus 500 900 1400 2000 # VARIANCE 75 200 200 200 # # Enemy vessels only move prior to their attack. In Novice - Good games # only commanders move. In Expert games, all enemy vessels move if there # is a commander present. In Emeritus games all enemy vessels move. # # 3. If Enterprise is not docked, an aggressive action is taken if enemy # forces are 1000 greater than Enterprise. # # Agressive action on average cuts the distance between the ship and # the enemy to 1/4 the original. # # 4. At lower energy advantage, movement units are proportional to the # advantage with a 650 advantage being to hold ground, 800 to move forward # 1, 950 for two, 150 for back 4, etc. Variance of 100. # # If docked, is reduced by roughly 1.75*game.skill, generally forcing a # retreat, especially at high skill levels. # # 5. Motion is limited to skill level, except for SC hi-tailing it out. def movebaddy(enemy): "Tactical movement for the bad guys." goto = Coord() look = Coord() irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: 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) else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) old_dist = enemy.kdist mdist = int(old_dist + 0.5) # Nearest integer distance # If SC, check with spy to see if should hi-tail it if enemy.type == 'S' and \ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000 # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): if damaged(DPHASER): # phasers damaged forces += 300.0 else: forces -= 0.2*(game.energy - 2500.0) if damaged(DPHOTON): # photon torpedoes damaged forces += 300.0 else: forces -= 50.0*game.torps else: # phasers and photon tubes both out! forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation motion = ((forces + rnd.real(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill motion = (1.0 - rnd.real())**2 * old_dist + 1.0 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-rnd.real()**2) if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover # don't move if no motion if motion == 0: return [] # Limit motion according to skill if abs(motion) > game.skill: if motion < 0: motion = -game.skill else: motion = game.skill # calculate preferred number of steps nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: nsteps = mdist # don't overshoot nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary nsteps = max(nsteps, 1) # This shouldn't be necessary if game.idebug: proutn("NSTEPS = %d:" % nsteps) # pragma: no cover # Compute preferred values of delta X and Y m = game.sector - enemy.location if 2.0 * abs(m.i) < abs(m.j): m.i = 0 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): m.j = 0 m = (motion * m).sgn() goto = enemy.location # main move loop for ll in range(nsteps): if game.idebug: proutn(" %d" % (ll+1)) # pragma: no cover # Check if preferred position available look = goto + m if m.i < 0: krawli = 1 else: krawli = -1 if m.j < 0: krawlj = 1 else: krawlj = -1 success = False attempts = 0 # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 if look.i < 0 or look.i >= QUADSIZE: if motion < 0: return tryexit(enemy, look, irun) if krawli == m.i or m.j == 0: break look.i = goto.i + krawli krawli = -krawli elif look.j < 0 or look.j >= QUADSIZE: if motion < 0: return tryexit(enemy, look, irun) if krawlj == m.j or m.i == 0: break look.j = goto.j + krawlj krawlj = -krawlj elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship if game.quad[look.i][look.j] == game.ship and \ enemy.type in ('C', 'S'): collision(rammed=True, enemy=enemy) return [] if krawli != m.i and m.j != 0: look.i = goto.i + krawli krawli = -krawli elif krawlj != m.j and m.i != 0: look.j = goto.j + krawlj krawlj = -krawlj else: break # we have failed else: success = True if success: goto = look if game.idebug: proutn(repr(goto)) # pragma: no cover else: break # done early if game.idebug: skip(1) # pragma: no cover # Enemy moved, but is still in sector return [(False, enemy, old_dist, goto)] def moveklings(): "Sequence Klingon tactical movement." if game.idebug: prout("== MOVCOM") # pragma: no cover # Figure out which Klingon is the commander (or Supercommander) # and do move tacmoves = [] if game.quadrant in game.state.kcmdr: for enemy in game.enemies: if enemy.type == 'C': tacmoves += movebaddy(enemy) if game.state.kscmdr == game.quadrant: for enemy in game.enemies: if enemy.type == 'S': tacmoves += movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: if enemy.type in ('K', 'R'): tacmoves += movebaddy(enemy) return tacmoves def movescom(iq, avoid): "Supercommander movement helper." # Avoid quadrants with bases if we want to avoid Enterprise if not welcoming(iq) or (avoid and iq in game.state.baseq): return False if game.justin and not game.iscate: return False # do the move game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 game.state.kscmdr = iq game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 if game.state.kscmdr == game.quadrant: # SC has scooted, remove him from current quadrant game.iscate = False game.isatb = 0 game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: if enemy.type == 'S': enemy.move(None) game.klhere -= 1 if game.condition != "docked": newcnd() sortenemies() # check for a helpful planet for i in range(game.inplan): if game.state.planets[i].quadrant == game.state.kscmdr and \ game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break return True # looks good! def supercommander(): "Move the Super Commander." iq = Coord() sc = Coord() ibq = Coord() idelta = Coord() basetbl = [] if game.idebug: prout("== SUPERCOMMANDER") # pragma: no cover # Decide on being active or passive 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 \ (game.state.date-game.indate) < 3.0) if not game.iscate and avoid: # compute move away from Enterprise idelta = game.state.kscmdr-game.quadrant if idelta.distance() > 2.0: # circulate in space idelta.i = game.state.kscmdr.j-game.quadrant.j idelta.j = game.quadrant.i-game.state.kscmdr.i else: # compute distances to starbases if not game.state.baseq: # nothing left to do unschedule(FSCMOVE) return sc = game.state.kscmdr for (i, base) in enumerate(game.state.baseq): basetbl.append((i, (base - sc).distance())) if len(game.state.baseq) > 1: basetbl.sort(key=lambda x: x[1]) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 for (i2, base) in enumerate(game.state.baseq): i = basetbl[i2][0] # bug in original had it not finding nearest if base == game.quadrant or base == game.battle or not welcoming(base): continue # if there is a commander, and no other base is appropriate, # we will take the one with the commander for cmdr in game.state.kcmdr: if base == cmdr and ifindit != 2: ifindit = 2 iwhichb = i break else: # no commander -- use this one ifindit = 1 iwhichb = i break if ifindit == 0: return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr # Maximum movement is 1 quadrant in either or both axes idelta = idelta.sgn() # try moving in both x and y directions # there was what looked like a bug in the Almy C code here, # but it might be this translation is just wrong. iq = game.state.kscmdr + idelta if not movescom(iq, avoid): # failed -- try some other maneuvers if idelta.i == 0 or idelta.j == 0: # attempt angle move if idelta.i != 0: iq.j = game.state.kscmdr.j + 1 if not movescom(iq, avoid): iq.j = game.state.kscmdr.j - 1 movescom(iq, avoid) elif idelta.j != 0: iq.i = game.state.kscmdr.i + 1 if not movescom(iq, avoid): iq.i = game.state.kscmdr.i - 1 movescom(iq, avoid) else: # try moving just in x or y iq.j = game.state.kscmdr.j if not movescom(iq, avoid): iq.j = game.state.kscmdr.j + idelta.j iq.i = game.state.kscmdr.i movescom(iq, avoid) # check for a base if len(game.state.baseq) == 0: unschedule(FSCMOVE) else: for ibq in game.state.baseq: if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: return # no, don't attack base! game.iseenit = False game.isatb = 1 schedule(FSCDBAS, rnd.real(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): return # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ % game.state.kscmdr) prout(_(" reports that it is under attack from the Klingon Super-commander.")) prout(_(" It can survive until stardate %d.\"") \ % int(scheduled(FSCDBAS))) if not game.resting: return prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) if not ja(): return game.resting = False game.optime = 0.0 # actually finished return # Check for intelligence report if not game.idebug and \ (rnd.withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr) return def movetholian(): "Move the Tholian." if not game.tholian or game.justin: return tid = Coord() if game.tholian.location.i == 0 and game.tholian.location.j == 0: tid.i = 0 tid.j = QUADSIZE-1 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: tid.i = QUADSIZE-1 tid.j = QUADSIZE-1 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: tid.i = QUADSIZE-1 tid.j = 0 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: tid.i = 0 tid.j = 0 else: # pragma: no cover # something is wrong! game.tholian.move(None) prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked if game.quad[tid.i][tid.j] not in ('.', '#'): return here = copy.copy(game.tholian.location) delta = (tid - game.tholian.location).sgn() # move in x axis while here.i != tid.i: here.i += delta.i if game.quad[here.i][here.j] == '.': game.tholian.move(here) # move in y axis while here.j != tid.j: here.j += delta.j if game.quad[here.i][here.j] == '.': game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): if game.quad[0][i] != '#' and game.quad[0][i] != 'T': return if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T': return if game.quad[i][0] != '#' and game.quad[i][0] != 'T': return if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T': return # All plugged up -- Tholian splits game.quad[game.tholian.location.i][game.tholian.location.j] = '#' dropin(' ') prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) return # Code from battle.c begins here def cloak(): "Change cloaking-device status." if game.ship == 'F': prout(_("Ye Faerie Queene hath no cloaking device.")) return key = scanner.nexttok() if key == "IHREAL": huh() return action = None if key == "IHALPHA": if scanner.sees("on"): if game.iscloaked: prout(_("The cloaking device has already been switched on.")) return action = "CLON" elif scanner.sees("off"): if not game.iscloaked: prout(_("The cloaking device has already been switched off.")) return action = "CLOFF" else: huh() return else: if not game.iscloaked: proutn(_("Switch cloaking device on? ")) if not ja(): return action = "CLON" else: proutn(_("Switch cloaking device off? ")) if not ja(): return action = "CLOFF" if action is None: return if action == "CLOFF": if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\"")) if not ja(): return prout("Engineer Scott- \"Aye, Sir.\"") game.iscloaked = False if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) game.ncviol += 1 game.isviolreported = True #if (neutz and game.state.date >= ALGERON) finish(FCLOAK); return if action == "CLON": if damaged(DCLOAK): prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\"")) return if game.condition == "docked": prout(_("You cannot cloak while docked.")) if game.state.date >= ALGERON and not game.isviolreported: prout(_("Spock- \"Captain, using the cloaking device is a violation")) prout(_(" of the Treaty of Algeron. Considering the alternatives,")) proutn(_(" are you sure this is wise? ")) if not ja(): return prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\"")) attack(True) prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\"")) game.iscloaked = True if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) game.ncviol += 1 game.isviolreported = True def doshield(shraise): "Change shield status." action = "NONE" game.ididit = False if shraise: action = "SHUP" else: key = scanner.nexttok() if key == "IHALPHA": if scanner.sees("transfer"): action = "NRG" else: if damaged(DSHIELD): prout(_("Shields damaged and down.")) return if scanner.sees("up"): action = "SHUP" elif scanner.sees("down"): action = "SHDN" if action == "NONE": proutn(_("Do you wish to change shield energy? ")) if ja(): action = "NRG" elif damaged(DSHIELD): prout(_("Shields damaged and down.")) return elif game.shldup: proutn(_("Shields are up. Do you want them down? ")) if ja(): action = "SHDN" else: scanner.chew() return else: proutn(_("Shields are down. Do you want them up? ")) if ja(): action = "SHUP" else: scanner.chew() return if action == "SHUP": # raise shields if game.shldup: prout(_("Shields already up.")) return game.shldup = True game.shldchg = True if game.condition != "docked": game.energy -= 50.0 prout(_("Shields raised.")) if game.energy <= 0: skip(1) prout(_("Shields raising uses up last of energy.")) finish(FNRG) return game.ididit = True return elif action == "SHDN": if not game.shldup: prout(_("Shields already down.")) return game.shldup = False game.shldchg = True prout(_("Shields lowered.")) game.ididit = True return elif action == "NRG": while scanner.nexttok() != "IHREAL": scanner.chew() proutn(_("Energy to transfer to shields- ")) nrg = scanner.real scanner.chew() if nrg == 0: return if nrg > game.energy: prout(_("Insufficient ship energy.")) return game.ididit = True if game.shield+nrg >= game.inshld: prout(_("Shield energy maximized.")) if game.shield+nrg > game.inshld: prout(_("Excess energy requested returned to ship energy")) game.energy -= game.inshld-game.shield game.shield = game.inshld return if nrg < 0.0 and game.energy-nrg > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. Power circuit problem, Captain.")) prout(_(" I can't drain the shields.")) game.ididit = False return if game.shield+nrg < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return proutn(_("Scotty- \"")) if nrg > 0: prout(_("Transferring energy to shields.\"")) else: prout(_("Draining energy from shields.\"")) game.shield += nrg game.energy -= nrg return def randdevice(): "Choose a device to damage, at random." weights = ( 105, # DSRSENS: short range scanners 10.5% 105, # DLRSENS: long range scanners 10.5% 120, # DPHASER: phasers 12.0% 120, # DPHOTON: photon torpedoes 12.0% 25, # DLIFSUP: life support 2.5% 65, # DWARPEN: warp drive 6.5% 70, # DIMPULS: impulse engines 6.5% 135, # DSHIELD: deflector shields 13.5% 30, # DRADIO: subspace radio 3.0% 45, # DSHUTTL: shuttle 4.5% 15, # DCOMPTR: computer 1.5% 20, # NAVCOMP: navigation system 2.0% 75, # DTRANSP: transporter 7.5% 20, # DSHCTRL: high-speed shield controller 2.0% 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% 10, # DCLOAK: the cloaking device 1.0 ) assert(sum(weights) == 1000) idx = rnd.integer(1000) wsum = 0 for (i, w) in enumerate(weights): wsum += w if idx < wsum: return i return None # pragma: no cover def collision(rammed, enemy): "Collision handling for ramming events." prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***COLLISION IMMINENT.")) skip(2) proutn("***") proutn(crmshp()) hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) if rammed: proutn(_(" rammed by ")) else: proutn(_(" rams ")) proutn(crmena(False, enemy.type, "sector", enemy.location)) if rammed: proutn(_(" (original position)")) skip(1) deadkl(enemy.location, enemy.type, game.sector) prout("***" + crmshp() + " heavily damaged.") icas = rnd.integer(10, 30) prout(_("***Sickbay reports %d casualties") % icas) game.casual += icas game.state.crew -= icas # In the pre-SST2K versions, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, ncrits = rnd.integer(NDEVICES//2) while ncrits > 0: ncrits -= 1 dev = randdevice() if game.damage[dev] < 0: continue extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False prout(_("***Shields are down.")) if game.unwon(): announce() damagereport() else: finish(FWON) def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition == "docked": setwnd(srscan_window) else: setwnd(message_window) ac = bearing + 0.25*dispersion # dispersion is a random variable bullseye = (15.0 - bearing)*0.5235988 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) bumpto = Coord(0, 0) # Loop to move a single torpedo setwnd(message_window) for step in range(1, QUADSIZE*2): if not track.nextstep(): break w = track.sector() if not w.valid_sector(): break iquad = game.quad[w.i][w.j] tracktorpedo(w, step, number, nburst, iquad) if iquad == '.': continue # hit something setwnd(message_window) if not damaged(DSRSENS) or game.condition == "docked": skip(1) # start new line after text track if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + rnd.real(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd() # we're blown out of dock if game.landed or game.condition == "docked": return hit # Cheat if on a planet # In the C/FORTRAN version, dispersion was 2.5 radians, which # is 143 degrees, which is almost exactly 4.8 clockface units displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) displacement.nextstep() bumpto = displacement.sector() if not bumpto.valid_sector(): return hit if game.quad[bumpto.i][bumpto.j] == ' ': finish(FHOLE) return hit if game.quad[bumpto.i][bumpto.j] != '.': # can't move into object return hit game.sector = bumpto proutn(crmshp()) game.quad[w.i][w.j] = '.' game.quad[bumpto.i][bumpto.j] = iquad prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() sortenemies() return None elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy if iquad in ('C', 'S') and rnd.withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: if w == enemy.location: kp = math.fabs(enemy.power) h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp if enemy.power < 0: enemy.power -= -h1 else: enemy.power -= h1 if enemy.power == 0: deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w) displacement.nextstep() bumpto = displacement.sector() if game.quad[bumpto.i][bumpto.j] == ' ': prout(_(" buffeted into black hole.")) deadkl(w, iquad, bumpto) return None if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return None if game.quad[bumpto.i][bumpto.j] != '.': prout(_(" damaged but not destroyed.")) else: prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) enemy.location = bumpto game.quad[w.i][w.j] = '.' game.quad[bumpto.i][bumpto.j] = iquad for tenemy in game.enemies: tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance() sortenemies() break else: # pragma: no cover prout("Internal error, no enemy where expected!") raise SystemExit(1) return None elif iquad == 'B': # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = [x for x in game.state.baseq if x != game.quadrant] game.quad[w.i][w.j] = '.' game.base.invalidate() game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False game.state.basekl += 1 newcnd() return None elif iquad == 'P': # Hit a planet prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) return None elif iquad == '@': # Hit an inhabited world -- very bad! prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() game.quad[w.i][w.j] = '.' if game.landed: # captain perishes on planet finish(FDPLANET) prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == '*': # Hit a star if rnd.withprob(0.9): nova(w) else: prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None elif iquad == '?': # Hit a thingy skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) prouts(_(" HACK! HACK! HACK! *CHOKE!* ")) skip(1) proutn(_("Mr. Spock-")) prouts(_(" \"Fascinating!\"")) skip(1) deadkl(w, iquad, w) return None elif iquad == ' ': # Black hole skip(1) prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) return None elif iquad == '#': # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == 'T': # Hit a Tholian h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.i][w.j] = '.' deadkl(w, iquad, w) game.tholian = None return None skip(1) proutn(crmena(True, 'T', "sector", w)) if rnd.withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.tholian.move(None) game.quad[w.i][w.j] = '#' dropin(' ') return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") proutn(crmena(True, iquad, "sector", w)) skip(1) return None break skip(1) setwnd(message_window) prout(_("Torpedo missed.")) return None def fry(hit): "Critical-hit resolution." if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5): return ncrit = int(1.0 + hit/(500.0+rnd.real(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] while ncrit > 0: while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)): break cdam.append(j) extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100)) game.damage[j] += extradm ncrit -= 1 skipcount = 0 for (i, j) in enumerate(cdam): proutn(device[j]) if skipcount % 3 == 2 and i < len(cdam)-1: skip(1) skipcount += 1 if i < len(cdam)-1: proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) game.shldup = False if damaged(DCLOAK) and game.iscloaked: prout(_("***Cloaking device rendered inoperative.")) game.iscloaked = False def attack(torps_ok): # bad guy attacks us # torps_ok == False forces use of phasers in an attack if game.iscloaked: return # game could be over at this point, check if game.alldone: return attempt = False ihurt = False hitmax = 0.0 hittot = 0.0 chgfac = 1.0 where = "neither" if game.idebug: prout("=== ATTACK!") # pragma: no cover # Tholian gets to move before attacking if game.tholian: movetholian() # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked game.neutz = False return # commanders get a chance to tac-move towards you 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: for (bugout, enemy, old, goto) in moveklings(): if bugout: # we know about this if either short or long range # sensors are working if damaged(DSRSENS) and damaged(DLRSENS) \ and game.condition != "docked": prout(crmena(True, enemy.type, "sector", old) + \ (_(" escapes to Quadrant %s (and regains strength).") % goto)) else: # Enemy still in-sector if enemy.move(goto): if not damaged(DSRSENS) or game.condition == "docked": proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) if enemy.kdist < old: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) prout("Sector %s." % goto) sortenemies() # if no enemies remain after movement, we're done if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: chgfac = 0.25 + rnd.real(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" for enemy in game.enemies: if enemy.power < 0: continue # too weak to attack # compute hit strength and diminish shield power r = rnd.real() # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 if enemy.power < 500: r *= 0.25 if enemy.type in ('T', '?'): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ (enemy.type == 'K' and r > 0.0005) or \ (enemy.type == 'C' and r > 0.015) or \ (enemy.type == 'R' and r > 0.3) or \ (enemy.type == 'S' and r > 0.07) or \ (enemy.type == '?' and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue # Don't waste the effort! attempt = True # Attempt to attack dustfac = rnd.real(0.8, 0.85) hit = enemy.power*math.pow(dustfac, enemy.kavgd) enemy.power *= 0.75 else: # Enemy uses photon torpedo # We should be able to make the bearing() method work here pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True prout(" ") dispersion = (rnd.real()+rnd.real())*0.5 - 0.5 dispersion += 0.002*enemy.power*dispersion hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) if game.unwon() == 0: finish(FWON) # Klingons did themselves in! if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: return # Supernova or finished if hit is None: continue # incoming phaser or torpedo, shields may dissipate it if game.shldup or game.shldchg or game.condition == "docked": # shields will take hits propor = pfac * game.shield if game.condition == "docked": propor *= 2.1 propor = max(propor, 0.1) hitsh = propor*chgfac*hit+1.0 absorb = 0.8*hitsh if absorb > game.shield: absorb = game.shield game.shield -= absorb hit -= hitsh # taking a hit blasts us out of a starbase dock if game.condition == "docked": dock(False) # but the shields may take care of it if propor > 0.1 and hit < 0.005*game.energy: continue # hit from this opponent got through shields, so take damage ihurt = True proutn(_("%d unit hit") % int(hit)) if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: prout(_(" from ") + crmena(False, enemy.type, where, enemy.location)) skip(1) # Decide if hit is critical if hit > hitmax: hitmax = hit hittot += hit fry(hit) game.energy -= hit if game.energy <= 0: # Returning home upon your shield, not with it... finish(FBATTLE) return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship proutn(_("Enemy attack reduces shield strength to ")) else: # Emit message if starship suffered hit(s) skip(1) proutn(_("Energy left %2d shields ") % int(game.energy)) if game.shldup: proutn(_("up ")) elif not damaged(DSHIELD): proutn(_("down ")) else: proutn(_("damaged, ")) prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: icas = rnd.integer(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) prout(_(" in that last attack.\"")) game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies for enemy in game.enemies: enemy.kavgd = enemy.kdist sortenemies() return def deadkl(w, etype, mv): "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying proutn(crmena(True, etype, "sector", mv)) # Decide what kind of enemy it is and update appropriately if etype == 'R': # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 elif etype == 'T': # Killed a Tholian game.tholian = None elif etype == '?': # Killed a Thingy global thing thing = None else: # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 if etype == 'C': game.state.kcmdr.remove(game.quadrant) unschedule(FTBEAM) if game.state.kcmdr: schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) elif etype == 'K': pass elif etype == 'S': game.state.nscrem -= 1 game.state.kscmdr.invalidate() game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) if game.unwon() == 0: return game.recompute() # Remove enemy ship from arrays describing local conditions for e in game.enemies: if e.location == w: e.move(None) break return def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not w.valid_sector(): huh() return None delta = Coord() # C code this was translated from is wacky -- why the sign reversal? delta.j = (w.j - game.sector.j) delta.i = (game.sector.i - w.i) if delta == Coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) scanner.chew() return None return delta.bearing() def torps(): "Launch photon torpedo salvo." tcourse = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) scanner.chew() return if game.torps == 0: prout(_("No torpedoes left.")) scanner.chew() return # First, get torpedo count while True: scanner.nexttok() if scanner.token == "IHALPHA": huh() return elif scanner.token == "IHEOL" or not scanner.waiting(): prout(_("%d torpedoes left.") % game.torps) scanner.chew() proutn(_("Number of torpedoes to fire- ")) continue # Go back around to get a number else: # key == "IHREAL" try: n = scanner.int() except TypeError: huh() return if n <= 0: # abort command scanner.chew() return if n > MAXBURST: scanner.chew() prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) return if n > game.torps: scanner.chew() # User requested more torps than available continue # Go back around break # All is good, go to next stage # Next, get targets target = [] for i in range(n): key = scanner.nexttok() if i == 0 and key == "IHEOL": break # no coordinate waiting, we will try prompting if i == 1 and key == "IHEOL": # direct all torpedoes at one target while i < n: target.append(target[0]) tcourse.append(tcourse[0]) i += 1 break scanner.push(scanner.token) target.append(scanner.getcoord()) if target[-1] is None: return tcourse.append(targetcheck(target[-1])) if tcourse[-1] is None: return scanner.chew() if len(target) == 0: # prompt for each one for i in range(n): proutn(_("Target sector for torpedo number %d- ") % (i+1)) scanner.chew() target.append(scanner.getcoord()) if target[-1] is None: return tcourse.append(targetcheck(target[-1])) if tcourse[-1] is None: return game.ididit = True # Loop for moving torpedoes for i in range(n): if game.condition != "docked": game.torps -= 1 dispersion = (rnd.real()+rnd.real())*0.5 -0.5 if math.fabs(dispersion) >= 0.47: # misfire! dispersion *= rnd.real(1.2, 2.2) if n > 0: prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) if rnd.withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0) break if game.iscloaked: dispersion *= 1.2 elif game.shldup or game.condition == "docked": dispersion *= 1.0 + 0.0001*game.shield torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n) if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return if game.unwon()<=0: finish(FWON) def overheat(rpow): "Check for phasers overheating." if rpow > 1500: checkburn = (rpow-1500.0)*0.00038 if rnd.withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): "Check shield control." skip(1) if rnd.withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened prouts(_("***RED ALERT! RED ALERT!")) skip(2) hit = rpow*game.shield/game.inshld game.energy -= rpow+hit*0.8 game.shield -= hit*0.2 if game.energy <= 0.0: prouts(_("Sulu- \"Captain! Shield malf***********************\"")) skip(1) stars() finish(FPHASER) return True prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) icas = rnd.integer(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: skip(1) prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")) prout(_(" %d casualties so far.\"") % icas) game.casual += icas game.state.crew -= icas skip(1) prout(_("Phaser energy dispersed by shields.")) prout(_("Enemy unaffected.")) overheat(rpow) return True def hittem(hits): "Register a phaser hit on Klingons and Romulans." w = Coord() skip(1) kk = 0 for wham in hits: if wham == 0: continue dustfac = rnd.real(0.9, 1.0) hit = wham*math.pow(dustfac, game.enemies[kk].kdist) kpini = game.enemies[kk].power kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit if game.enemies[kk].power < 0: game.enemies[kk].power -= -kp else: game.enemies[kk].power -= kp kpow = game.enemies[kk].power w = game.enemies[kk].location if hit > 0.005: if not damaged(DSRSENS): boom(w) proutn(_("%d unit hit on ") % int(hit)) else: proutn(_("Very small hit on ")) ienm = game.quad[w.i][w.j] proutn(crmena(False, ienm, "sector", w)) skip(1) if kpow == 0: deadkl(w, ienm, w) if game.unwon()==0: finish(FWON) if game.alldone: return continue else: # decide whether or not to emasculate klingon # pylint: disable=chained-comparison if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini: prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) game.enemies[kk].power = -kpow kk += 1 return def phasers(): "Fire phasers at bad guys." hits = [] kz = 0 k = 1 irec = 0 # Cheating inhibitor ifast = False no = False itarg = True msgflag = True rpow = 0.0 automode = "NOTSET" key = "" skip(1) # SR sensors and Computer are needed for automode if damaged(DSRSENS) or damaged(DCOMPTR): itarg = False if game.condition == "docked": prout(_("Phasers can't be fired through base shields.")) scanner.chew() return if damaged(DPHASER): prout(_("Phaser control damaged.")) scanner.chew() return if game.shldup: if damaged(DSHCTRL): prout(_("High speed shield control damaged.")) scanner.chew() return if game.energy <= 200.0: prout(_("Insufficient energy to activate high-speed shield control.")) scanner.chew() return prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) ifast = True # Original code so convoluted, I re-did it all # (That was Tom Almy talking about the C code, I think -- ESR) while automode == "NOTSET": key = scanner.nexttok() if key == "IHALPHA": if scanner.sees("manual"): if len(game.enemies)==0: prout(_("There is no enemy present to select.")) scanner.chew() key = "IHEOL" automode = "AUTOMATIC" else: automode = "MANUAL" key = scanner.nexttok() elif scanner.sees("automatic"): if (not itarg) and len(game.enemies) != 0: automode = "FORCEMAN" else: if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" key = scanner.nexttok() elif scanner.sees("no"): no = True else: huh() return elif key == "IHREAL": if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: automode = "FORCEMAN" else: automode = "AUTOMATIC" else: # "IHEOL" if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: automode = "FORCEMAN" else: proutn(_("Manual or automatic? ")) scanner.chew() avail = game.energy if ifast: avail -= 200.0 if automode == "AUTOMATIC": if key == "IHALPHA" and scanner.sees("no"): no = True key = scanner.nexttok() if key != "IHREAL" and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec = 0 while True: scanner.chew() if not kz: for i in range(len(game.enemies)): irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0 kz = 1 proutn(_("%d units required. ") % irec) scanner.chew() proutn(_("Units to fire= ")) key = scanner.nexttok() if key != "IHREAL": return rpow = scanner.real if rpow > avail: proutn(_("Energy available= %.2f") % avail) skip(1) key = "IHEOL" if not rpow > avail: break if rpow <= 0: # chicken out scanner.chew() return key = scanner.nexttok() if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: game.energy -= 200 # Go and do it! if checkshctrl(rpow): return scanner.chew() game.energy -= rpow extra = rpow if len(game.enemies): extra = 0.0 powrem = rpow for i in range(len(game.enemies)): hits.append(0.0) if powrem <= 0: continue hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist)) over = rnd.real(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: hits[i] = temp if powrem <= 0: over = 0.0 extra += over if powrem > 0.0: extra += powrem hittem(hits) game.ididit = True if extra > 0 and not game.alldone: if game.tholian: proutn(_("*** Tholian web absorbs ")) if len(game.enemies)>0: proutn(_("excess ")) prout(_("phaser energy.")) else: prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": scanner.chew() key = "IHEOL" if damaged(DCOMPTR): prout(_("Battle computer damaged, manual fire only.")) else: skip(1) prouts(_("---WORKING---")) skip(1) prout(_("Short-range-sensors-damaged")) prout(_("Insufficient-data-for-automatic-phaser-fire")) prout(_("Manual-fire-must-be-used")) skip(1) elif automode == "MANUAL": rpow = 0.0 for k in range(len(game.enemies)): aim = game.enemies[k].location ienm = game.quad[aim.i][aim.j] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) skip(1) msgflag = False rpow = 0.0 if damaged(DSRSENS) and \ not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() key = "IHEOL" hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko continue if key == "IHEOL": scanner.chew() if itarg and k > kz: irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): proutn("%d" % irec) else: proutn("??") proutn(") ") proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim)) key = scanner.nexttok() if key == "IHALPHA" and scanner.sees("no"): no = True key = scanner.nexttok() continue if key == "IHALPHA": huh() return if key == "IHEOL": if k == 1: # Let me say I'm baffled by this msgflag = True continue if scanner.real < 0: # abort out scanner.chew() return hits.append(scanner.real) rpow += scanner.real # If total requested is too much, inform and start over if rpow > avail: prout(_("Available energy exceeded -- try again.")) scanner.chew() return key = scanner.nexttok() # scan for next value if rpow == 0.0: # zero energy -- abort scanner.chew() return if key == "IHALPHA" and scanner.sees("no"): no = True game.energy -= rpow scanner.chew() if ifast: game.energy -= 200.0 if checkshctrl(rpow): return hittem(hits) game.ididit = True # Say shield raised or malfunction, if necessary if game.alldone: return if ifast: skip(1) if no == 0: if rnd.withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) game.shldup = False else: prout(_("Shields raised.")) else: game.shldup = False overheat(rpow) def capture(): game.ididit = False # Nothing if we fail game.optime = 0.0 # Make sure there is room in the brig if game.brigfree == 0: prout(_("Security reports the brig is already full.")) return if damaged(DRADIO): prout(_("Uhura- \"We have no subspace radio communication, sir.\"")) return if damaged(DTRANSP): prout(_("Scotty- \"Transporter damaged, sir.\"")) return # find out if there are any at all if game.klhere < 1: prout(_("Uhura- \"Getting no response, sir.\"")) return # if there is more than one Klingon, find out which one # Cruddy, just takes one at random. Should ask the captain. # Nah, just select the weakest one since it is most likely to # surrender (Tom Almy mod) klingons = [e for e in game.enemies if e.type == 'K'] weakest = sorted(klingons, key=lambda e: e.power)[0] game.optime = 0.05 # This action will take some time game.ididit = True # So any others can strike back # check out that Klingon # The algorithm isn't that great and could use some more # intelligent design # x = 300 + 25*skill; x = game.energy / (weakest.power * len(klingons)) #prout(_("Stats: energy = %s, kpower = %s, klingons = %s") # % (game.energy, weakest.power, len(klingons))) x *= 2.5 # would originally have been equivalent of 1.4, # but we want command to work more often, more humanely #prout(_("Prob = %.4f" % x)) # x = 100; // For testing, of course! if x < rnd.real(100): # guess what, he surrendered!!! prout(_("Klingon captain at %s surrenders.") % weakest.location) i = rnd.real(200) if i > 0: prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i)) if i > game.brigfree: prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree)) i = game.brigfree game.brigfree -= i prout(_("%d captives taken") % i) deadkl(weakest.location, weakest.type, game.sector) if game.unwon()<=0: finish(FWON) return # big surprise, he refuses to surrender prout(_("Fat chance, captain!")) # Code from events.c begins here. # This isn't a real event queue a la BSD Trek yet -- you can only have one # event of each type active at any given time. Mostly these means we can # only have one FDISTR/FENSLV/FREPRO sequence going at any given time # BSD Trek, from which we swiped the idea, can have up to 5. def unschedule(evtype): "Remove an event from the schedule." game.future[evtype].date = FOREVER return game.future[evtype] def is_scheduled(evtype): "Is an event of specified type scheduled." return game.future[evtype].date != FOREVER def scheduled(evtype): "When will this event happen?" return game.future[evtype].date def schedule(evtype, offset): "Schedule an event of specified type." game.future[evtype].date = game.state.date + offset return game.future[evtype] def postpone(evtype, offset): "Postpone a scheduled event." game.future[evtype].date += offset def cancelrest(): "Rest period is interrupted by event." if game.resting: skip(1) proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) if ja(): game.resting = False game.optime = 0.0 return True return False def events(): "Run through the event queue looking for things to do." i = 0 fintim = game.state.date + game.optime yank = 0 ictbeam = False istract = False w = Coord() hold = Coord() ev = Event() ev2 = Event() def tractorbeam(yank): "Tractor-beaming cases merge here." announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) prout("***" + crmshp() + _(" caught in long range tractor beam--")) # If Kirk & Co. screwing around on planet, handle atover(True) # atover(true) is Grab if game.alldone: return if game.icraft: # Caught in Galileo? finish(FSTRACTOR) return # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) if rnd.withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) if evcode == FSPY: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \ % (game.quadrant, game.sector)) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: doshield(shraise=True) # raise shields game.shldchg = False else: prout(_("(Shields not currently useable.)")) newqad() # Adjust finish time to time of tractor beaming? # fintim = game.state.date+game.optime attack(torps_ok=False) if not game.state.kcmdr: unschedule(FTBEAM) else: schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr))) def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False game.quad[game.base.i][game.base.j] = '.' game.base.invalidate() newcnd() skip(1) prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) elif game.state.baseq and communicating(): # Get word via subspace radio announce() skip(1) prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle) if game.isatb == 2: prout(_("the Klingon Super-Commander")) else: prout(_("a Klingon Commander")) game.state.chart[game.battle.i][game.battle.j].starbase = False # Remove Starbase from galaxy game.state.galaxy[game.battle.i][game.battle.j].starbase = False game.state.baseq = [x for x in game.state.baseq if x != game.battle] if game.isatb == 2: # reinstate a commander's base attack game.battle = hold game.isatb = 0 else: game.battle.invalidate() if game.idebug: # pragma: no cover prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) for i in range(1, NEVENTS): if i == FSNOVA: proutn("=== Supernova ") elif i == FTBEAM: proutn("=== T Beam ") elif i == FSNAP: proutn("=== Snapshot ") elif i == FBATTAK: proutn("=== Base Attack ") elif i == FCDBAS: proutn("=== Base Destroy ") elif i == FSCMOVE: proutn("=== SC Move ") elif i == FSCDBAS: proutn("=== SC Base Destroy ") elif i == FDSPROB: proutn("=== Probe Move ") elif i == FDISTR: proutn("=== Distress Call ") elif i == FENSLV: proutn("=== Enslavement ") elif i == FREPRO: proutn("=== Klingon Build ") if is_scheduled(i): prout("%.2f" % (scheduled(i))) else: prout("never") radio_was_broken = damaged(DRADIO) hold.i = hold.j = 0 while True: # Select earliest extraneous event, evcode==0 if no events evcode = FSPY if game.alldone: return datemin = fintim for l in range(1, NEVENTS): if game.future[l].date < datemin: evcode = l if game.idebug: prout("== Event %d fires" % evcode) # pragma: no cover datemin = game.future[l].date xtime = datemin-game.state.date if game.iscloaked: game.energy -= xtime*500.0 if game.energy <= 0: finish(FNRG) return game.state.date = datemin # Decrement Federation resources and recompute remaining time game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime game.recompute() if game.state.remtime <= 0: finish(FDEPLETE) return # Any crew left alive? if game.state.crew <= 0: finish(FCREW) return # Is life support adequate? if damaged(DLIFSUP) and game.condition != "docked": if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres: finish(FLIFESUP) return game.lsupres -= xtime if game.damage[DLIFSUP] <= xtime: game.lsupres = game.inlsr # Fix devices repair = xtime if game.condition == "docked": repair /= DOCKFAC # Don't fix Deathray here for l in range(NDEVICES): if game.damage[l] > 0.0 and l != DDRAY: if game.damage[l]-repair > 0.0: game.damage[l] -= repair else: game.damage[l] = 0.0 # If radio repaired, update star chart and attack reports if radio_was_broken and not damaged(DRADIO): prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and")) prout(_(" surveillance reports are coming in.")) skip(1) if not game.iseenit: attackreport(False) game.iseenit = True rechart() prout(_(" The star chart is now up to date.\"")) skip(1) # Cause extraneous event EVCODE to occur game.optime -= xtime if evcode == FSNOVA: # Supernova announce() supernova(None) schedule(FSNOVA, expran(0.5*game.intime)) if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return elif evcode == FSPY: # Check with spy to see if SC should tractor beam if game.state.nscrem == 0 or game.iscloaked or \ ictbeam or istract or \ game.condition == "docked" or game.isatb == 1 or game.iscate: return if game.ientesc or \ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \ (damaged(DSHIELD) and \ (game.energy < 2500 or damaged(DPHASER)) and \ (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! istract = ictbeam = True tractorbeam((game.state.kscmdr-game.quadrant).distance()) else: return elif evcode == FTBEAM: # Tractor beam if not game.state.kcmdr: unschedule(FTBEAM) continue i = rnd.integer(len(game.state.kcmdr)) yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or game.iscloaked or yank == 0: # Drats! Have to reschedule schedule(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) continue ictbeam = True tractorbeam(yank) elif evcode == FSNAP: # Snapshot of the universe (for time warp) game.snapsht = copy.deepcopy(game.state) game.state.snap = True schedule(FSNAP, expran(0.5 * game.intime)) elif evcode == FBATTAK: # Commander attacks starbase if not game.state.kcmdr or not game.state.baseq: # no can do unschedule(FBATTAK) unschedule(FCDBAS) continue ibq = None # Force battle location to persist past loop try: for ibq in game.state.baseq: for cmdr in game.state.kcmdr: if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: raise JumpOut # no match found -- try later schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) continue except JumpOut: pass # commander + starbase combination found -- launch attack game.battle = ibq schedule(FCDBAS, rnd.real(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) game.iseenit = False if not communicating(): continue # No warning :-( game.iseenit = True announce() skip(1) prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base unschedule(FSCDBAS) game.isatb = 2 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: continue # WAS RETURN! hold = game.battle game.battle = game.state.kscmdr destroybase() elif evcode == FCDBAS: # Commander succeeds in destroying base if evcode == FCDBAS: unschedule(FCDBAS) if not game.state.baseq \ or not game.state.galaxy[game.battle.i][game.battle.j].starbase: game.battle.invalidate() continue # find the lucky pair for cmdr in game.state.kcmdr: if cmdr == game.battle: break else: # No action to take after all continue destroybase() elif evcode == FSCMOVE: # Supercommander moves schedule(FSCMOVE, 0.2777) if not game.ientesc and not istract and game.isatb != 1 and \ (not game.iscate or not game.justin): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) if not game.probe.nextstep(): if not game.probe.quadrant().valid_quadrant() or \ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) if not game.probe.quadrant().valid_quadrant(): prout(_("has left the galaxy.\"")) else: prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue if communicating(): #announce() skip(1) prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) pquad = game.probe.quadrant() pdest = game.state.galaxy[pquad.i][pquad.j] if communicating(): game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase game.state.chart[pquad.i][pquad.j].stars = pdest.stars pdest.charted = True game.probe.moves -= 1 # One less to travel if game.probe.arrived() and game.isarmed and pdest.stars: supernova(game.probe.quadrant()) # fire in the hole! unschedule(FDSPROB) if game.state.galaxy[pquad.i][pquad.j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) # try a whole bunch of times to find something suitable for i in range(100): # need a quadrant which is not the current one, # which has some stars which are inhabited and # not already under attack, which is not # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.i][w.j] if not (game.quadrant == w or q.planet is None or \ not q.planet.inhabited or \ q.supernova or q.status!="secure" or q.klingons<=0): break else: # can't seem to find one; ignore this call if game.idebug: prout("=== Couldn't find location for distress event.") # pragma: no cover continue # got one!! Schedule its enslavement ev = schedule(FENSLV, expran(game.intime)) ev.quadrant = w q.status = "distressed" # tell the captain about it if we can if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ % (q.planet, repr(w))) prout(_("by a Klingon invasion fleet.")) if cancelrest(): return elif evcode == FENSLV: # starsystem is enslaved ev = unschedule(FENSLV) # see if current distress call still active q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue q.status = "enslaved" # play stork and schedule the first baby ev2 = schedule(FREPRO, expran(2.0 * game.intime)) ev2.quadrant = ev.quadrant # report the disaster if we can if communicating(): prout(_("Uhura- We've lost contact with starsystem %s") % \ q.planet) prout(_("in Quadrant %s.\n") % ev.quadrant) elif evcode == FREPRO: # Klingon reproduces # If we ever switch to a real event queue, we'll need to # explicitly retrieve and restore the x and y. ev = schedule(FREPRO, expran(1.0 * game.intime)) # see if current distress call still active q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] if q.klingons <= 0: q.status = "secure" continue if game.remkl() >= MAXKLGAME: continue # full right now # reproduce one Klingon w = ev.quadrant m = Coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one for m.i in range(w.i - 1, w.i + 2): for m.j in range(w.j - 1, w.j + 2): if not m.valid_quadrant(): continue q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue raise JumpOut # search for eligible quadrant failed continue except JumpOut: w = m # deliver the child q.klingons += 1 if game.quadrant == w: game.klhere += 1 newkling() # also adds it to game.enemies # recompute time left game.recompute() if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) if q.planet is not None: proutn(_("near %s ") % q.planet) prout(_("in Quadrant %s.") % w) def wait(): "Wait on events." game.ididit = False while True: key = scanner.nexttok() if key != "IHEOL": break proutn(_("How long? ")) scanner.chew() if key != "IHREAL": huh() return origTime = delay = scanner.real if delay <= 0.0: return if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) if not ja(): return # Alternate resting periods (events) with attacks game.resting = True while True: if delay <= 0: game.resting = False if not game.resting: prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay if len(game.enemies): rtime = rnd.real(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp if game.optime < delay: attack(torps_ok=False) if game.alldone: return events() game.ididit = True if game.alldone: return delay -= temp # Repair Deathray if long rest at starbase if origTime-delay >= 9.99 and game.condition == "docked": game.damage[DDRAY] = 0.0 # leave if quadrant supernovas if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break game.resting = False game.optime = 0.0 def nova(nov): "Star goes nova." ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) if rnd.withprob(0.05): # Wow! We've supernova'ed supernova(game.quadrant) return # handle initial nova game.quad[nov.i][nov.j] = '.' prout(crmena(False, '*', "sector", nov) + _(" novas.")) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 # Set up queue to recursively trigger adjacent stars hits = [nov] kount = 0 while hits: offset = Coord() start = hits.pop() for offset.i in range(-1, 1+1): for offset.j in range(-1, 1+1): if offset.j == 0 and offset.i == 0: continue neighbor = start + offset if not neighbor.valid_sector(): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction if iquad in ('.', '?', ' ', 'T', '#'): pass elif iquad == '*': # Affect another star if rnd.withprob(0.05): # This star supernovas supernova(game.quadrant) return else: hits.append(neighbor) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 proutn(crmena(True, '*', "sector", neighbor)) prout(_(" novas.")) game.quad[neighbor.i][neighbor.j] = '.' kount += 1 elif iquad in ('P', '@'): # Destroy planet game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None if iquad == 'P': game.state.nplankl += 1 else: game.state.nworldkl += 1 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() if game.landed: finish(FPNOVA) return game.quad[neighbor.i][neighbor.j] = '.' elif iquad == 'B': # Destroy base game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant] game.base.invalidate() game.state.basekl += 1 newcnd() prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) game.quad[neighbor.i][neighbor.j] = '.' elif iquad in ('E', 'F'): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: game.shield -= 2000.0 else: diff = 2000.0 - game.shield game.energy -= diff game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff else: game.energy -= 2000.0 if game.energy <= 0: finish(FNOVA) return # add in course nova contributes to kicking starship if hits: bump += (game.sector-hits[-1]).sgn() elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies target = None for ll in range(len(game.enemies)): if game.enemies[ll].location == neighbor: target = game.enemies[ll] break if target is not None: target.power -= 800.0 # If firepower is lost, die if target.power <= 0.0: deadkl(neighbor, iquad, neighbor) continue # neighbor loop # Else enemy gets flung by the blast wave newc = neighbor + neighbor - start proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) if not newc.valid_sector(): # can't leave quadrant skip(1) continue iquad1 = game.quad[newc.i][newc.j] if iquad1 == ' ': proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc)) skip(1) deadkl(neighbor, iquad, newc) continue if iquad1 != '.': # can't move into something else skip(1) continue proutn(_(", buffeted to Sector %s") % newc) game.quad[neighbor.i][neighbor.j] = '.' game.quad[newc.i][newc.j] = iquad target.move(newc) # Starship affected by nova -- kick it away. dist = kount*0.1 direc = ncourse[3*(bump.i+1)+bump.j+2] if direc == 0.0: dist = 0.0 if dist == 0.0: return scourse = course(bearing=direc, distance=dist) game.optime = scourse.time(w=4) skip(1) prout(_("Force of nova displaces starship.")) imove(scourse, noattack=True) game.optime = scourse.time(w=4) return def supernova(w): "Star goes supernova." num = 0; npdead = 0 if w is not None: nq = copy.copy(w) else: # Scheduled supernova -- select star at random. nstars = 0 nq = Coord() for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): nstars += game.state.galaxy[nq.i][nq.j].stars if nstars == 0: return # nothing to supernova exists num = rnd.integer(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars if num <= 0: break if num <=0: break if game.idebug: # pragma: no cover proutn("=== Super nova here?") if ja(): nq = game.quadrant if nq != game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) if communicating(): skip(1) prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) prout(_(" Supernova in Quadrant %s; caution advised.") % nq) else: ns = Coord() # we are in the quadrant! num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): if game.quad[ns.i][ns.j]=='*': num -= 1 if num==0: break if num==0: break skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***Incipient supernova detected at Sector %s") % ns) if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: proutn(_("Emergency override attempts t")) prouts("***************") skip(1) stars() game.alldone = True # destroy any Klingons in supernovaed quadrant game.state.galaxy[nq.i][nq.j].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) # Changing this to [w for w in game.state.kcmdr if w != nq] # causes regression-test failure survivors = list(filter(lambda w: w != nq, game.state.kcmdr)) #comkills = len(game.state.kcmdr) - len(survivors) game.state.kcmdr = survivors if not game.state.kcmdr: unschedule(FTBEAM) # destroy Romulans and planets in supernovaed quadrant nrmdead = game.state.galaxy[nq.i][nq.j].romulans game.state.galaxy[nq.i][nq.j].romulans = 0 game.state.nromrem -= nrmdead # Destroy planets for loop in range(game.inplan): if game.state.planets[loop].quadrant == nq: game.state.planets[loop].pclass = "destroyed" npdead += 1 # Destroy any base in supernovaed quadrant game.state.baseq = [x for x in game.state.baseq if x != nq] # If starship caused supernova, tally up destruction if w is not None: game.state.starkl += game.state.galaxy[nq.i][nq.j].stars game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase game.state.nplankl += npdead # mark supernova in galaxy and in star chart if game.quadrant == nq or communicating(): game.state.galaxy[nq.i][nq.j].supernova = True # If supernova destroys last Klingons give special message if game.unwon()==0 and nq != game.quadrant: skip(2) if w is None: prout(_("Lucky you!")) proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) finish(FWON) return # if some Klingons remain, continue or die in supernova if game.alldone: finish(FSNOVAED) return # Code from finish.c ends here. def selfdestruct(): "Self-destruct maneuver. Finish with a BANG!" scanner.chew() if damaged(DCOMPTR): prout(_("Computer damaged; cannot execute destruct sequence.")) return prouts(_("---WORKING---")); skip(1) prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1) prouts(" 10"); skip(1) prouts(" 9"); skip(1) prouts(" 8"); skip(1) prouts(" 7"); skip(1) prouts(" 6"); skip(1) skip(1) prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-")) skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-")) skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED")) skip(1) scanner.nexttok() if game.passwd != scanner.token: prouts(_("PASSWORD-REJECTED;")) skip(1) prouts(_("CONTINUITY-EFFECTED")) skip(2) return prouts(_("PASSWORD-ACCEPTED")); skip(1) prouts(" 5"); skip(1) prouts(" 4"); skip(1) prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) if rnd.withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() def kaboom(): stars() if game.ship=='E': prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) stars() skip(1) if len(game.enemies) != 0: whammo = 25.0 * game.energy for e in game.enemies[::-1]: if e.power*e.kdist <= whammo: deadkl(e.location, game.quad[e.location.i][e.location.j], e.location) finish(FDILITHIUM) def killrate(): "Compute our rate of kils over time." elapsed = game.state.date - game.indate if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 return 0 else: starting = (game.inkling + game.incom + game.inscom) remaining = game.unwon() return (starting - remaining)/elapsed def badpoints(): "Compute demerits." badpt = 5.0*game.state.starkl + \ game.casual + \ 10.0*game.state.nplankl + \ 300*game.state.nworldkl + \ 45.0*game.nhelp +\ 100.0*game.state.basekl +\ 3.0*game.abandoned +\ 100*game.ncviol if game.ship == 'F': badpt += 100.0 elif game.ship is None: badpt += 200.0 return badpt def finish(ifin): # end the game, with appropriate notifications igotit = False game.alldone = True skip(3) prout(_("It is stardate %.1f.") % game.state.date) skip(1) if ifin == FWON: # Game has been won if game.state.nromrem != 0: prout(_("The remaining %d Romulans surrender to Starfleet Command.") % game.state.nromrem) prout(_("You have smashed the Klingon invasion fleet and saved")) prout(_("the Federation.")) if game.alive and game.brigcapacity-game.brigfree > 0: game.kcaptured += game.brigcapacity-game.brigfree prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree)) game.gamewon = True if game.alive: badpt = badpoints() if badpt < 100.0: badpt = 0.0 # Close enough! # killsPerDate >= RateMax if game.state.date-game.indate < 5.0 or \ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt: skip(1) prout(_("In fact, you have done so well that Starfleet Command")) if game.skill == SKILL_NOVICE: prout(_("promotes you one step in rank from \"Novice\" to \"Fair\".")) elif game.skill == SKILL_FAIR: prout(_("promotes you one step in rank from \"Fair\" to \"Good\".")) elif game.skill == SKILL_GOOD: prout(_("promotes you one step in rank from \"Good\" to \"Expert\".")) elif game.skill == SKILL_EXPERT: prout(_("promotes you to Commodore Emeritus.")) skip(1) prout(_("Now that you think you're really good, try playing")) prout(_("the \"Emeritus\" game. It will splatter your ego.")) elif game.skill == SKILL_EMERITUS: skip(1) proutn(_("Computer- ")) prouts(_("ERROR-ERROR-ERROR-ERROR")) skip(2) prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) skip(1) prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI")) skip(2) prout(_("Now you can retire and write your own Star Trek game!")) skip(1) elif game.skill >= SKILL_EXPERT: if game.thawed and not game.idebug: prout(_("You cannot get a citation, so...")) else: proutn(_("Do you want your Commodore Emeritus Citation printed? ")) scanner.chew() if ja(): igotit = True # Only grant long life if alive (original didn't!) skip(1) prout(_("LIVE LONG AND PROSPER.")) score() if igotit: plaque() return elif ifin == FDEPLETE: # Federation Resources Depleted prout(_("Your time has run out and the Federation has been")) prout(_("conquered. Your starship is now Klingon property,")) prout(_("and you are put on trial as a war criminal. On the")) proutn(_("basis of your record, you are ")) if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom): prout(_("acquitted.")) skip(1) prout(_("LIVE LONG AND PROSPER.")) else: prout(_("found guilty and")) prout(_("sentenced to death by slow torture.")) game.alive = False score() return elif ifin == FLIFESUP: prout(_("Your life support reserves have run out, and")) prout(_("you die of thirst, starvation, and asphyxiation.")) prout(_("Your starship is a derelict in space.")) elif ifin == FNRG: prout(_("Your energy supply is exhausted.")) skip(1) prout(_("Your starship is a derelict in space.")) elif ifin == FBATTLE: prout(_("The %s has been destroyed in battle.") % crmshp()) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: prout(_("You have made three attempts to cross the negative energy")) prout(_("barrier which surrounds the galaxy.")) skip(1) prout(_("Your navigation is abominable.")) score() elif ifin == FNOVA: prout(_("Your starship has been destroyed by a nova.")) prout(_("That was a great shot.")) skip(1) elif ifin == FSNOVAED: prout(_("The %s has been fried by a supernova.") % crmshp()) prout(_("...Not even cinders remain...")) elif ifin == FABANDN: prout(_("You have been captured by the Klingons. If you still")) prout(_("had a starbase to be returned to, you would have been")) prout(_("repatriated and given another chance. Since you have")) prout(_("no starbases, you will be mercilessly tortured to death.")) elif ifin == FDILITHIUM: prout(_("Your starship is now an expanding cloud of subatomic particles")) elif ifin == FMATERIALIZE: prout(_("Starbase was unable to re-materialize your starship.")) prout(_("Sic transit gloria mundi.")) elif ifin == FPHASER: prout(_("The %s has been cremated by its own phasers.") % crmshp()) elif ifin == FLOST: prout(_("You and your landing party have been")) prout(_("converted to energy, dissipating through space.")) elif ifin == FMINING: # This does not seem to be reachable from any code path. prout(_("You are left with your landing party on")) prout(_("a wild jungle planet inhabited by primitive cannibals.")) skip(1) prout(_("They are very fond of \"Captain Kirk\" soup.")) skip(1) prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDPLANET: prout(_("You and your mining party perish.")) skip(1) prout(_("That was a great shot.")) skip(1) elif ifin == FSSC: # This does not seem to be reachable from any code path. prout(_("The Galileo is instantly annihilated by the supernova.")) prout(_("You and your mining party are atomized.")) skip(1) prout(_("Mr. Spock takes command of the %s and") % crmshp()) prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FPNOVA: prout(_("You and your mining party are atomized.")) skip(1) prout(_("Mr. Spock takes command of the %s and") % crmshp()) prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FSTRACTOR: prout(_("The shuttle craft Galileo is also caught,")) prout(_("and breaks up under the strain.")) skip(1) prout(_("Your debris is scattered for millions of miles.")) prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDRAY: prout(_("The mutants attack and kill Spock.")) prout(_("Your ship is captured by Klingons, and")) prout(_("your crew is put on display in a Klingon zoo.")) elif ifin == FTRIBBLE: prout(_("Tribbles consume all remaining water,")) prout(_("food, and oxygen on your ship.")) skip(1) prout(_("You die of thirst, starvation, and asphyxiation.")) prout(_("Your starship is a derelict in space.")) elif ifin == FHOLE: prout(_("Your ship is drawn to the center of the black hole.")) prout(_("You are crushed into extremely dense matter.")) elif ifin == FCLOAK: game.ncviol += 1 prout(_("You have violated the Treaty of Algeron.")) prout(_("The Romulan Empire can never trust you again.")) elif ifin == FCREW: prout(_("Your last crew member has died.")) if ifin != FWON and ifin != FCLOAK and game.iscloaked: prout(_("Your ship was cloaked so your subspace radio did not receive anything.")) prout(_("You may have missed some warning messages.")) skip(1) if game.ship == 'F': game.ship = None elif game.ship == 'E': game.ship = 'F' game.alive = False if game.unwon() != 0: goodies = game.state.remres/game.inresor baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) if goodies/baddies >= rnd.real(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) if goodies/baddies >= rnd.real(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) else: prout(_("highly unfavorable to the Federation.")) else: prout(_("The Federation will be destroyed.")) else: prout(_("Since you took the last Klingon with you, you are a")) prout(_("martyr and a hero. Someday maybe they'll erect a")) prout(_("statue in your memory. Rest in peace, and try not")) prout(_("to think about pigeons.")) game.gamewon = True score() scanner.chew() # Clean up leftovers def score(): "Compute player's score." timused = game.state.date - game.indate if (timused == 0 or game.unwon() != 0) and timused < 5.0: timused = 5.0 game.perdate = killrate() ithperd = 500*game.perdate + 0.5 iwon = 0 if game.gamewon: iwon = 100*game.skill if game.ship == 'E': klship = 0 elif game.ship == 'F': klship = 1 else: klship = 2 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem game.score = 10*(dead_ordinaries)\ + 50*(game.incom - len(game.state.kcmdr)) \ + ithperd + iwon \ + 20*(game.inrom - game.state.nromrem) \ + 200*(game.inscom - game.state.nscrem) \ - game.state.nromrem \ + 3 * game.kcaptured \ - badpoints() if not game.alive: game.score -= 200 skip(2) prout(_("Your score --")) if game.inrom - game.state.nromrem: prout(_("%6d Romulans destroyed %5d") % (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))) if game.state.nromrem and game.gamewon: prout(_("%6d Romulans captured %5d") % (game.state.nromrem, game.state.nromrem)) if dead_ordinaries: prout(_("%6d ordinary Klingons destroyed %5d") % (dead_ordinaries, 10*dead_ordinaries)) if game.incom - len(game.state.kcmdr): prout(_("%6d Klingon commanders destroyed %5d") % (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr)))) if game.kcaptured: prout(_("%d Klingons captured %5d") % (game.kcaptured, 3 * game.kcaptured)) if game.inscom - game.state.nscrem: prout(_("%6d Super-Commander destroyed %5d") % (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) if ithperd: prout(_("%6.2f Klingons per stardate %5d") % (game.perdate, ithperd)) if game.state.starkl: prout(_("%6d stars destroyed by your action %5d") % (game.state.starkl, -5*game.state.starkl)) if game.state.nplankl: prout(_("%6d planets destroyed by your action %5d") % (game.state.nplankl, -10*game.state.nplankl)) if (game.options & OPTION_WORLDS) and game.state.nworldkl: prout(_("%6d inhabited planets destroyed by your action %5d") % (game.state.nworldkl, -300*game.state.nworldkl)) if game.state.basekl: prout(_("%6d bases destroyed by your action %5d") % (game.state.basekl, -100*game.state.basekl)) if game.nhelp: prout(_("%6d calls for help from starbase %5d") % (game.nhelp, -45*game.nhelp)) if game.casual: prout(_("%6d casualties incurred %5d") % (game.casual, -game.casual)) if game.abandoned: prout(_("%6d crew abandoned in space %5d") % (game.abandoned, -3*game.abandoned)) if klship: prout(_("%6d ship(s) lost or destroyed %5d") % (klship, -100*klship)) if game.ncviol > 0: if game.ncviol == 1: prout(_("1 Treaty of Algeron violation -100")) else: prout(_("%6d Treaty of Algeron violations %5d\n") % (game.ncviol, -100*game.ncviol)) if not game.alive: prout(_("Penalty for getting yourself killed -200")) if game.gamewon: proutn(_("Bonus for winning ")) if game.skill == SKILL_NOVICE: proutn(_("Novice game ")) elif game.skill == SKILL_FAIR: proutn(_("Fair game ")) elif game.skill == SKILL_GOOD: proutn(_("Good game ")) elif game.skill == SKILL_EXPERT: proutn(_("Expert game ")) elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game")) prout(" %5d" % iwon) skip(1) prout(_("TOTAL SCORE %5d") % game.score) def plaque(): "Emit winner's commemmorative plaque." skip(2) while True: proutn(_("File or device name for your plaque: ")) winner = cgetline() try: fp = open(winner, "w") break except IOError: prout(_("Invalid name.")) proutn(_("Enter name to go on plaque (up to 30 characters): ")) winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 # This is where the ASCII art picture was emitted. # It got garbled somewhere in the chain of transmission to the Almy version. # We should restore it if we can find old enough FORTRAN sources. fp.write("\n\n\n") fp.write(_(" U. S. S. ENTERPRISE\n")) fp.write("\n\n\n\n") fp.write(_(" For demonstrating outstanding ability as a starship captain\n")) fp.write("\n") fp.write(_(" Starfleet Command bestows to you\n")) fp.write("\n") fp.write("%*s%s\n\n" % (nskip, "", winner)) fp.write(_(" the rank of\n\n")) fp.write(_(" \"Commodore Emeritus\"\n\n")) fp.write(" ") if game.skill == SKILL_EXPERT: fp.write(_(" Expert level\n\n")) elif game.skill == SKILL_EMERITUS: fp.write(_("Emeritus level\n\n")) else: fp.write(_(" Cheat level\n\n")) timestring = time.ctime() fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % (timestring+4, timestring+20, timestring+11)) fp.write(_(" Your score: %d\n\n") % game.score) fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate) fp.close() # Code from io.c begins here rows = linecount = 0 # for paging stdscr = None replayfp = None fullscreen_window = None srscan_window = None # Short range scan report_window = None # Report legends for status window status_window = None # The status window itself lrscan_window = None # Long range scan message_window = None # Main window for scrolling text prompt_window = None # Prompt window at bottom of display curwnd = None def iostart(): global stdscr, rows gettext.bindtextdomain("sst", "/usr/local/share/locale") gettext.textdomain("sst") if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: rows = ln_env else: rows = 25 else: # pragma: no cover stdscr = curses.initscr() stdscr.keypad(True) curses.nonl() curses.cbreak() if game.options & OPTION_COLOR: curses.start_color() curses.use_default_colors() curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1) curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1) curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1) curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1) curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1) curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1) curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1) curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1) global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window (rows, _columns) = stdscr.getmaxyx() fullscreen_window = stdscr srscan_window = curses.newwin(12, 25, 0, 0) report_window = curses.newwin(11, 0, 1, 25) status_window = curses.newwin(10, 0, 1, 39) lrscan_window = curses.newwin(5, 0, 0, 64) message_window = curses.newwin(0, 0, 12, 0) prompt_window = curses.newwin(1, 0, rows-2, 0) message_window.scrollok(True) setwnd(fullscreen_window) def ioend(): "Wrap up I/O." if game.options & OPTION_CURSES: # pragma: no cover stdscr.keypad(False) curses.echo() curses.nocbreak() curses.endwin() def waitfor(): "Wait for user action -- OK to do nothing if on a TTY" if game.options & OPTION_CURSES: # pragma: no cover stdscr.getch() def announce(): skip(1) prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): if game.skill > SKILL_FAIR: prompt = _("[CONTINUE?]") else: prompt = _("[PRESS ENTER TO CONTINUE]") if game.options & OPTION_CURSES: # pragma: no cover drawmaps(0) setwnd(prompt_window) prompt_window.clear() prompt_window.addstr(prompt) prompt_window.getstr() prompt_window.clear() prompt_window.refresh() setwnd(message_window) else: global linecount sys.stdout.write('\n') proutn(prompt) if not replayfp: input() sys.stdout.write('\n' * rows) linecount = 0 def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." for _dummy in range(i): if game.options & OPTION_CURSES: # pragma: no cover (y, _x) = curwnd.getyx() try: curwnd.move(y+1, 0) except curses.error: pass else: global linecount linecount += 1 if rows and linecount >= rows: pause_game() else: sys.stdout.write('\n') def proutn(proutntline): "Utter a line with no following line feed." if game.options & OPTION_CURSES: # pragma: no cover (y, x) = curwnd.getyx() (my, _mx) = curwnd.getmaxyx() if curwnd == message_window and y >= my - 2: pause_game() clrscr() if logfp and game.cdebug: logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline))) curwnd.addstr(proutntline) curwnd.refresh() else: sys.stdout.write(proutntline) sys.stdout.flush() def prout(proutline): proutn(proutline) skip(1) def prouts(proutsline): "Emit slowly!" for c in proutsline: if not replayfp or replayfp.closed: # Don't slow down replays time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: # pragma: no cover curwnd.refresh() else: sys.stdout.flush() if not replayfp or replayfp.closed: time.sleep(0.03) def cgetline(): "Get a line of input." if game.options & OPTION_CURSES: # pragma: no cover linein = codecs.decode(curwnd.getstr()) + "\n" curwnd.refresh() else: if replayfp and not replayfp.closed: while True: linein = replayfp.readline() proutn(linein) if linein == '': # pragma: no cover prout("*** Replay finished") replayfp.close() break elif linein[0] != "#": break else: try: linein = input() + "\n" except EOFError: prout("") sys.exit(0) if logfp: logfp.write(linein) return linein def setwnd(wnd): "Change windows -- OK for this to be a no-op in tty mode." global curwnd if game.options & OPTION_CURSES: # pragma: no cover if game.cdebug and logfp: if wnd == fullscreen_window: legend = "fullscreen" elif wnd == srscan_window: legend = "srscan" elif wnd == report_window: legend = "report" elif wnd == status_window: legend = "status" elif wnd == lrscan_window: legend = "lrscan" elif wnd == message_window: legend = "message" elif wnd == prompt_window: legend = "prompt" else: legend = "unknown" logfp.write("#curses: setwnd(%s)\n" % legend) curwnd = wnd # Some curses implementations get confused when you try this. try: curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window)) except curses.error: pass def clreol(): "Clear to end of line -- can be a no-op in tty mode" if game.options & OPTION_CURSES: # pragma: no cover curwnd.clrtoeol() curwnd.refresh() def clrscr(): "Clear screen -- can be a no-op in tty mode." global linecount if game.options & OPTION_CURSES: # pragma: no cover curwnd.clear() curwnd.move(0, 0) curwnd.refresh() linecount = 0 def textcolor(color=DEFAULT): if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover if color == DEFAULT: curwnd.attrset(0) elif color == BLACK: curwnd.attron(curses.color_pair(curses.COLOR_BLACK)) elif color == BLUE: curwnd.attron(curses.color_pair(curses.COLOR_BLUE)) elif color == GREEN: curwnd.attron(curses.color_pair(curses.COLOR_GREEN)) elif color == CYAN: curwnd.attron(curses.color_pair(curses.COLOR_CYAN)) elif color == RED: curwnd.attron(curses.color_pair(curses.COLOR_RED)) elif color == MAGENTA: curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA)) elif color == BROWN: curwnd.attron(curses.color_pair(curses.COLOR_YELLOW)) elif color == LIGHTGRAY: curwnd.attron(curses.color_pair(curses.COLOR_WHITE)) elif color == DARKGRAY: curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD) elif color == LIGHTBLUE: curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD) elif color == LIGHTGREEN: curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD) elif color == LIGHTCYAN: curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD) elif color == LIGHTRED: curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD) elif color == LIGHTMAGENTA: curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD) elif color == YELLOW: curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD) elif color == WHITE: curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD) def highvideo(): if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover curwnd.attron(curses.A_REVERSE) # # Things past this point have policy implications. # def drawmaps(mode): "Hook to be called after moving to redraw maps." if game.options & OPTION_CURSES: # pragma: no cover if mode == 1: sensor() setwnd(srscan_window) curwnd.move(0, 0) srscan() if mode != 2: setwnd(status_window) status_window.clear() status_window.move(0, 0) setwnd(report_window) report_window.clear() report_window.move(0, 0) status() setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) lrscan(silent=False) def put_srscan_sym(w, sym): # pragma: no cover "Emit symbol for short-range scan." srscan_window.move(w.i+1, w.j*2+2) srscan_window.addch(sym) srscan_window.refresh() def boom(w): "Enemy fall down, go boom." if game.options & OPTION_CURSES: # pragma: no cover drawmaps(0) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.i][w.j]) #sound(500) #time.sleep(1.0) #nosound() srscan_window.attroff(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.i][w.j]) curses.delay_output(500) setwnd(message_window) def warble(): "Sound and visual effects for teleportation." if game.options & OPTION_CURSES: # pragma: no cover drawmaps(2) setwnd(message_window) #sound(50) prouts(" . . . . . ") if game.options & OPTION_CURSES: # pragma: no cover #curses.delay_output(1000) #nosound() pass def tracktorpedo(w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: if step == 1: if n != 1: skip(1) proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) elif step in {4, 9}: skip(1) proutn("%s " % w) else: # pragma: no cover if not damaged(DSRSENS) or game.condition=="docked": if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) if iquad in {'.', ' '}: put_srscan_sym(w, '+') #sound(step*10) #time.sleep(0.1) #nosound() put_srscan_sym(w, iquad) else: curwnd.attron(curses.A_REVERSE) put_srscan_sym(w, iquad) #sound(500) #time.sleep(1.0) #nosound() curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: proutn("%s " % w) def makechart(): "Display the current galaxy chart." if game.options & OPTION_CURSES: # pragma: no cover setwnd(message_window) message_window.clear() chart() if game.options & OPTION_TTY: skip(1) NSYM = 14 def prstat(txt, data): proutn(txt) if game.options & OPTION_CURSES: # pragma: no cover skip(1) setwnd(status_window) else: proutn(" " * (NSYM - len(txt))) proutn(data) skip(1) if game.options & OPTION_CURSES: # pragma: no cover setwnd(report_window) # Code from moving.c begins here def imove(icourse=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." w = Coord() def newquadrant(noattack): # Leaving quadrant -- allow final enemy attack # Don't set up attack if being pushed by nova or cloaked if len(game.enemies) != 0 and not noattack and not game.iscloaked: newcnd() for enemy in game.enemies: finald = (w - enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) # Stas Sergeev added the condition # that attacks only happen if Klingons # are present and your skill is good. if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) if game.alldone: return # check for edge of galaxy kinks = 0 while True: kink = False if icourse.final.i < 0: icourse.final.i = -icourse.final.i kink = True if icourse.final.j < 0: icourse.final.j = -icourse.final.j kink = True if icourse.final.i >= GALSIZE*QUADSIZE: icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i kink = True if icourse.final.j >= GALSIZE*QUADSIZE: icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j kink = True if kink: kinks += 1 else: break if kinks: game.nkinks += 1 if game.nkinks == 3: # Three strikes -- you're out! finish(FNEG3) return skip(1) prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) prout(_("YOU WILL BE DESTROYED.")) # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return game.quadrant = icourse.final.quadrant() game.sector = icourse.final.sector() skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.i][game.sector.j] = game.ship newqad() if game.skill>SKILL_NOVICE: attack(torps_ok=False) def check_collision(h): iquad = game.quad[h.i][h.j] if iquad != '.': # object encountered in flight path stopegy = 50.0*icourse.distance/game.optime if iquad in ('T', 'K', 'C', 'S', 'R', '?'): for enemy in game.enemies: if enemy.location == h: collision(rammed=False, enemy=enemy) return True # This should not happen prout(_("Which way did he go?")) # pragma: no cover return False # pragma: no cover elif iquad == ' ': skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) proutn("***" + crmshp()) proutn(_(" pulled into black hole at Sector %s") % h) # Getting pulled into a black hole was certain # death in Almy's original. Stas Sergeev added a # possibility that you'll get timewarped instead. n=0 for m in range(NDEVICES): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf): timwrp() else: finish(FHOLE) return True else: # something else skip(1) proutn(crmshp()) if iquad == '#': prout(_(" encounters Tholian web at %s;") % h) else: prout(_(" blocked by object at %s;") % h) proutn(_("Emergency stop required ")) prout(_("%2d units of energy.") % int(stopegy)) game.energy -= stopegy if game.energy <= 0: finish(FNRG) return True return False trbeam = False if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): if game.iscloaked: # We can't be tractor beamed if cloaked, # so move the event into the future postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) else: trbeam = True game.condition = "red" icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move out game.quad[game.sector.i][game.sector.j] = '.' for _m in range(icourse.moves): icourse.nextstep() w = icourse.sector() if icourse.origin.quadrant() != icourse.location.quadrant(): newquadrant(noattack) break elif check_collision(w): prout(_("Collision detected")) break else: game.sector = w # We're in destination quadrant -- compute new average enemy distances game.quad[game.sector.i][game.sector.j] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald sortenemies() if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) for enemy in game.enemies: enemy.kavgd = enemy.kdist newcnd() drawmaps(0) setwnd(message_window) def dock(verbose): "Dock our ship at a starbase." scanner.chew() if game.condition == "docked" and verbose: prout(_("Already docked.")) return if game.inorbit: prout(_("You must first leave standard orbit.")) return if game.base is None or not game.base.valid_sector(): prout(_("No starbase available for docking in this quadrant.")) return if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1): prout(crmshp() + _(" not adjacent to base.")) return if game.iscloaked: prout(_("You cannot dock while cloaked.")) return game.condition = "docked" if verbose: prout(_("Docked.")) game.ididit = True if game.energy < game.inenrg: game.energy = game.inenrg game.shield = game.inshld game.torps = game.intorps game.lsupres = game.inlsr game.state.crew = FULLCREW if game.brigcapacity-game.brigfree > 0: prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree)) game.kcaptured += game.brigcapacity-game.brigfree game.brigfree = game.brigcapacity if communicating() and \ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit): # get attack report from base prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) attackreport(False) game.iseenit = True def cartesian(loc1=None, loc2=None): if loc1 is None: return game.quadrant * QUADSIZE + game.sector elif loc2 is None: return game.quadrant * QUADSIZE + loc1 else: return loc1 * QUADSIZE + loc2 def getcourse(isprobe): "Get a course and distance from the user." key = "" dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = Coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scanner.chew() raise TrekError while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: prout(_("Computer damaged; manual navigation only")) else: prout(_("Computer damaged; manual movement only")) scanner.chew() navmode = "manual" key = "IHEOL" break key = scanner.nexttok() if key == "IHEOL": proutn(_("Manual or automatic- ")) iprompt = True scanner.chew() elif key == "IHALPHA": if scanner.sees("manual"): navmode = "manual" key = scanner.nexttok() break elif scanner.sees("automatic"): navmode = "automatic" key = scanner.nexttok() break else: huh() scanner.chew() raise TrekError else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) else: prout(_("(Manual movement assumed.)")) navmode = "manual" break delta = Coord() if navmode == "automatic": while key == "IHEOL": if isprobe: proutn(_("Target quadrant or quadrant§or- ")) else: proutn(_("Destination sector or quadrant§or- ")) scanner.chew() iprompt = True key = scanner.nexttok() scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us first = scanner.getcoord() if first is None: raise TrekError scanner.nexttok() if scanner.type == "IHEOL": second = None else: scanner.push(scanner.token) second = scanner.getcoord() if second is None: raise TrekError scanner.chew() if second is not None: dquad.i = first.i dquad.j = first.j dsect.i = second.i dsect.j = second.j else: # only one pair of numbers was specified if isprobe: # only quadrant specified -- go to center of dest quad dquad.i = first.i dquad.j = first.j dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior else: # only sector specified dsect.i = first.i dsect.j = first.j itemp = "normal" if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() raise TrekError skip(1) if not isprobe: if itemp > "curt": if iprompt: prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual while key == "IHEOL": proutn(_("X and Y displacements- ")) scanner.chew() iprompt = True key = scanner.nexttok() itemp = "verbose" if key == "IHREAL": delta.j = scanner.real else: huh() raise TrekError key = scanner.nexttok() if key == "IHREAL": delta.i = scanner.real elif key == "IHEOL": delta.i = 0 scanner.push("\n") else: huh() raise TrekError # Check for zero movement if delta.i == 0 and delta.j == 0: scanner.chew() raise TrekError if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) scanner.chew() return course(bearing=delta.bearing(), distance=delta.distance()) class course: def __init__(self, bearing, distance, origin=None): self.distance = distance self.bearing = bearing if origin is None: self.origin = cartesian(game.quadrant, game.sector) else: self.origin = origin # The bearing() code we inherited from FORTRAN is actually computing # clockface directions! if self.bearing < 0.0: self.bearing += 12.0 self.angle = ((15.0 - self.bearing) * 0.5235988) self.increment = Coord(-math.sin(self.angle), math.cos(self.angle)) bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger self.moves = int(round(10*self.distance*bigger)) self.reset() self.final = (self.location + self.moves*self.increment).roundtogrid() self.location = self.origin self.nextlocation = None def reset(self): self.location = self.origin self.step = 0 def arrived(self): return self.location.roundtogrid() == self.final def nextstep(self): "Next step on course." self.step += 1 self.nextlocation = self.location + self.increment samequad = (self.location.quadrant() == self.nextlocation.quadrant()) self.location = self.nextlocation return samequad def quadrant(self): return self.location.quadrant() def sector(self): return self.location.sector() def power(self, w): return self.distance*(w**3)*(game.shldup+1) def time(self, w): return 10.0*self.distance/w**2 def impulse(): "Move under impulse power." game.ididit = False if damaged(DIMPULS): scanner.chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: try: icourse = getcourse(isprobe=False) except TrekError: return power = 20.0 + 100.0*icourse.distance else: power = 30.0 if power >= game.energy: # Insufficient power for trip skip(1) prout(_("First Officer Spock- \"Captain, the impulse engines")) prout(_("require 20.0 units to engage, plus 100.0 units per")) if game.energy > 30: proutn(_("quadrant. We can go, therefore, a maximum of %d") % int(0.01 * (game.energy-20.0)-0.05)) prout(_(" quadrants.\"")) else: prout(_("quadrant. They are, therefore, useless.\"")) scanner.chew() return # Make sure enough time is left for the trip game.optime = icourse.distance/0.095 if game.optime >= game.state.remtime: prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) proutn(_("we dare spend the time?\" ")) if not ja(): return # Activate impulse engines and pay the cost imove(icourse, noattack=False) game.ididit = True if game.alldone: return power = 20.0 + 100.0*icourse.distance game.energy -= power game.optime = icourse.distance/0.095 if game.energy <= 0: finish(FNRG) return def warp(wcourse, involuntary): "ove under warp drive." blooey = False; twarp = False if not involuntary: # Not WARPX entry game.ididit = False if game.iscloaked: scanner.chew() skip(1) prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\"")) return if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() skip(1) prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return # Read in course and distance if wcourse is None: try: wcourse = getcourse(isprobe=False) except TrekError: return # Make sure starship has enough energy for the trip # Note: this formula is slightly different from the C version, # and lets you skate a bit closer to the edge. if wcourse.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) prout(_("Engineering to bridge--")) if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy: iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp) if game.shldup: prout(",") prout(_("if you'll lower the shields.")) else: prout(".") else: prout(_("We haven't the energy to go that far with the shields up.")) return # Make sure enough time is left for the trip game.optime = wcourse.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) proutn(_(" a trip would require approximately %2.0f") % (100.0*game.optime/game.state.remtime)) prout(_(" percent of our")) proutn(_(" remaining time. Are you sure this is wise?\" ")) if not ja(): game.ididit = False game.optime=0 return # Entry WARPX if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 if prob > rnd.real(): blooey = True wcourse.distance = rnd.real(wcourse.distance) # Decide if time warp will occur if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real(): twarp = True if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover blooey = False proutn("=== Force time warp? ") if ja(): twarp = True if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage look = wcourse.moves while look > 0: look -= 1 wcourse.nextstep() w = wcourse.sector() if not w.valid_sector(): break if game.quad[w.i][w.j] != '.': blooey = False twarp = False wcourse.reset() # Activate Warp Engines and pay the cost imove(wcourse, noattack=False) if game.alldone: return game.energy -= wcourse.power(game.warpfac) if game.energy <= 0: finish(FNRG) game.optime = wcourse.time(game.warpfac) if twarp: timwrp() if blooey: game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) prout(_(" We'll have to reduce speed to warp 4.")) game.ididit = True return def setwarp(): "Change the warp factor." while True: key=scanner.nexttok() if key != "IHEOL": break scanner.chew() proutn(_("Warp factor- ")) if key != "IHREAL": huh() return if game.damage[DWARPEN] > 10.0: prout(_("Warp engines inoperative.")) return if damaged(DWARPEN) and scanner.real > 4.0: prout(_("Engineer Scott- \"I'm doing my best, Captain,")) prout(_(" but right now we can only go warp 4.\"")) return if scanner.real > 10.0: prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) return if scanner.real < 1.0: prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) return oldfac = game.warpfac game.warpfac = scanner.real if game.warpfac <= oldfac or game.warpfac <= 6.0: prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % int(game.warpfac)) return if game.warpfac < 8.00: prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")) return if game.warpfac == 10.0: prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")) return prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")) return def atover(igrab): "Cope with being tossed out of quadrant by supernova or yanked by beam." scanner.chew() # is captain on planet? if game.landed: if damaged(DTRANSP): finish(FPNOVA) return prout(_("Scotty rushes to the transporter controls.")) if game.shldup: prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) if rnd.withprob(0.5): prout(_("fails.")) finish(FPNOVA) return prout(_("SUCCEEDS!")) if game.imine: game.imine = False proutn(_("The crystals mined were ")) if rnd.withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) game.icrystl = True if igrab: return # Check to see if captain in shuttle craft if game.icraft: finish(FSTRACTOR) if game.alldone: return # Inform captain of attempt to reach safety skip(1) while True: if game.justin: prouts(_("***RED ALERT! RED ALERT!")) skip(1) proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True # Try to use warp engines if damaged(DWARPEN): skip(1) prout(_("Warp engines damaged.")) finish(FSNOVAED) return game.warpfac = rnd.real(6.0, 8.0) prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) dist = max(dist, rnd.real(math.sqrt(2))) bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: return skip(1) prout(_("Insufficient energy to leave quadrant.")) finish(FSNOVAED) return # Repeat if another snova if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break if game.unwon()==0: finish(FWON) # Snova killed remaining enemy. def timwrp(): "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) if game.state.snap and rnd.withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) game.state = game.snapsht game.state.snap = False if len(game.state.kcmdr): schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr))) schedule(FBATTAK, expran(0.3*game.intime)) schedule(FSNOVA, expran(0.5*game.intime)) # next snapshot will be sooner schedule(FSNAP, expran(0.25*game.state.remtime)) if game.state.nscrem: schedule(FSCMOVE, 0.2777) game.isatb = 0 unschedule(FCDBAS) unschedule(FSCDBAS) game.battle.invalidate() # Make sure Galileo is consistant -- Snapshot may have been taken # when on planet, which would give us two Galileos! gotit = False for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True if game.iscraft == "onship" and game.ship=='E': prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but # was on ship earlier, it would have vanished -- let's restore it. if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\"")) game.iscraft = "onship" # There used to be code to do the actual reconstrction here, # but the starchart is now part of the snapshotted galaxy state. prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time game.optime = expran(0.5*game.intime) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) game.damage[DRADIO] += game.optime newqad() events() # Stas Sergeev added this -- do pending events def probe(): "Launch deep-space probe." # New code to launch a deep space probe if game.nprobes == 0: scanner.chew() skip(1) if game.ship == 'E': prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): scanner.chew() skip(1) prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) return if is_scheduled(FDSPROB): scanner.chew() skip(1) if damaged(DRADIO) and game.condition != "docked": prout(_("Spock- \"Records show the previous probe has not yet")) prout(_(" reached its destination.\"")) else: prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return key = scanner.nexttok() if key == "IHEOL": if game.nprobes == 1: prout(_("1 probe left.")) else: prout(_("%d probes left") % game.nprobes) proutn(_("Are you sure you want to fire a probe? ")) if not ja(): return game.isarmed = False if key == "IHALPHA" and scanner.token == "armed": game.isarmed = True key = scanner.nexttok() elif key == "IHEOL": proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() elif key == "IHREAL": # first element of course scanner.push(scanner.token) try: game.probe = getcourse(isprobe=True) except TrekError: return game.nprobes -= 1 schedule(FDSPROB, 0.01) # Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) game.ididit = True return def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) return if damaged(DRADIO): prout(_("Subspace radio damaged.")) return if not game.state.baseq: prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) return if game.landed: prout(_("You must be aboard the %s.") % crmshp()) return # OK -- call for help from nearest starbase game.nhelp += 1 if game.base.i!=0: # There's one in this quadrant ddist = (game.base - game.sector).distance() else: ibq = None # Force base-quadrant game to persist past loop ddist = FOREVER for ibq in game.state.baseq: xdist = QUADSIZE * (ibq - game.quadrant).distance() if xdist < ddist: ddist = xdist if ibq is None: prout(_("No starbases remain. You are alone in a hostile galaxy.")) return # Since starbase not in quadrant, set up new quadrant game.quadrant = ibq newqad() # dematerialize starship game.quad[game.sector.i][game.sector.j]='.' proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ % (game.quadrant, crmshp())) game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() if w.valid_sector() and game.quad[w.i][w.j]=='.': # found one -- finish up game.sector = w break if game.sector is None: prout(_("You have been lost in space...")) finish(FMATERIALIZE) return # Give starbase three chances to rematerialize starship probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333) for m in range(1, 3+1): if m == 1: proutn(_("1st")) elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] textcolor(RED) warble() if rnd.real() > probf: break prout(_("fails.")) textcolor(DEFAULT) if game.options & OPTION_CURSES: # pragma: no cover curses.delay_output(500) if m > 3: game.quad[game.sector.i][game.sector.j]='?' game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return game.quad[game.sector.i][game.sector.j]=game.ship textcolor(GREEN) prout(_("succeeds.")) textcolor(DEFAULT) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!='E': prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle craft now serving Big Macs.")) return if game.damage[DSHUTTL]>0: prout(_("Shuttle craft damaged.")) return if game.landed: prout(_("You must be aboard the ship.")) return if game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return # Emit abandon ship messages skip(1) prouts(_("***ABANDON SHIP! ABANDON SHIP!")) skip(1) prouts(_("***ALL HANDS ABANDON SHIP!")) skip(2) prout(_("Captain and crew escape in shuttle craft.")) if not game.state.baseq: # Oops! no place to go... finish(FABANDN) return q = game.state.galaxy[game.quadrant.i][game.quadrant.j] # Dispose of crew if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) elif q.planet is not None and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: prout(_("Entire crew of %d left to die in outer space.") % game.state.crew) game.casual += game.state.crew game.abandoned += game.state.crew # If at least one base left, give 'em the Faerie Queene skip(1) game.icrystl = False # crystals are lost game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) nb = rnd.integer(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] game.sector.i = game.sector.j = 5 newqad() while True: # position next to base by trial and error game.quad[game.sector.i][game.sector.j] = '.' l = QUADSIZE for l in range(QUADSIZE): game.sector = game.base.scatter() if game.sector.valid_sector() and \ game.quad[game.sector.i][game.sector.j] == '.': break if l < QUADSIZE: break # found a spot game.sector.i=QUADSIZE/2 game.sector.j=QUADSIZE/2 newqad() # Get new commission game.quad[game.sector.i][game.sector.j] = game.ship = 'F' game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) prout(_("still useable.")) if game.icrystl: prout(_("The dilithium crystals have been moved.")) game.imine = False game.iscraft = "offship" # Galileo disappears # Resupply ship game.condition="docked" for l in range(NDEVICES): game.damage[l] = 0.0 game.damage[DSHUTTL] = -1 game.energy = game.inenrg = 3000.0 game.shield = game.inshld = 1250.0 game.torps = game.intorps = 6 game.lsupres=game.inlsr=3.0 game.shldup=False game.warpfac=5.0 game.brigfree = game.brigcapacity = 300 return # Code from planets.c begins here. def consumeTime(): "Abort a lengthy operation if an event interrupts it." game.ididit = True events() if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: return True return False def survey(): "Report on (uninhabited) planets in the galaxy." iknow = False skip(1) scanner.chew() prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): if game.state.planets[i].pclass == "destroyed": continue if (game.state.planets[i].known != "unknown" \ and not game.state.planets[i].inhabited) \ or game.idebug: iknow = True if game.idebug and game.state.planets[i].known=="unknown": proutn("(Unknown) ") proutn(_("Quadrant %s") % game.state.planets[i].quadrant) proutn(_(" class ")) proutn(game.state.planets[i].pclass) proutn(" ") if game.state.planets[i].crystals != "present": proutn(_("no ")) prout(_("dilithium crystals present.")) if game.state.planets[i].known=="shuttle_down": prout(_(" Shuttle Craft Galileo on surface.")) if not iknow: prout(_("No information available.")) def orbit(): "Enter standard orbit." skip(1) scanner.chew() if game.inorbit: prout(_("Already in standard orbit.")) return if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return if game.plnet is None: prout("There is no planet in this sector.") return if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: prout(crmshp() + _(" not adjacent to planet.")) skip(1) return game.optime = rnd.real(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return game.height = rnd.real(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True def sensor(): "Examine planets in this quadrant." if damaged(DSRSENS): if game.options & OPTION_TTY: prout(_("Short range sensors damaged.")) return if game.iplnet is None: if game.options & OPTION_TTY: prout(_("Spock- \"No planet in this quadrant, Captain.\"")) return if game.iplnet.known == "unknown": prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) skip(1) prout(_(" Planet at Sector %s is of class %s.") % (game.plnet, game.iplnet.pclass)) if game.iplnet.known=="shuttle_down": prout(_(" Sensors show Galileo still on surface.")) proutn(_(" Readings indicate")) if game.iplnet.crystals != "present": proutn(_(" no")) prout(_(" dilithium crystals present.\"")) if game.iplnet.known == "unknown": game.iplnet.known = "known" elif game.iplnet.inhabited: prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) prout(_(" is located at Sector %s, Captain.\"") % game.plnet) def beam(): "Use the transporter." nrgneed = 0 scanner.chew() skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"): skip(1) proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) if ja(): shuttle() return if not game.inorbit: prout(crmshp() + _(" not in standard orbit.")) return if game.shldup: prout(_("Impossible to transport through shields.")) return if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not go down.\"")) return if not game.landed and game.iplnet.crystals=="absent": prout(_("Spock- \"Captain, I fail to see the logic in")) prout(_(" exploring a planet with no dilithium crystals.")) proutn(_(" Are you sure this is wise?\" ")) if not ja(): scanner.chew() return if (game.options & OPTION_ALMY): nrgneed = 50 * game.skill + game.height / 100.0 if nrgneed > game.energy: prout(_("Engineering to bridge--")) prout(_(" Captain, we don't have enough energy for transportation.")) return if not game.landed and nrgneed * 2 > game.energy: prout(_("Engineering to bridge--")) prout(_(" Captain, we have enough energy only to transport you down to")) prout(_(" the planet, but there wouldn't be an energy for the trip back.")) if game.iplnet.known == "shuttle_down": prout(_(" Although the Galileo shuttle craft may still be on a surface.")) proutn(_(" Are you sure this is wise?\" ")) if not ja(): scanner.chew() return if game.landed: # Coming from planet if game.iplnet.known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) if ja(): scanner.chew() return prout(_("Your crew hides the Galileo to prevent capture by aliens.")) prout(_("Landing party assembled, ready to beam up.")) skip(1) prout(_("Kirk whips out communicator...")) prouts(_("BEEP BEEP BEEP")) skip(2) prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\"")) else: # Going to planet prout(_("Scotty- \"Transporter room ready, Sir.\"")) skip(1) prout(_("Kirk and landing party prepare to beam down to planet surface.")) skip(1) prout(_("Kirk- \"Energize.\"")) game.ididit = True skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) if not rnd.withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) finish(FLOST) return prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW") game.landed = not game.landed game.energy -= nrgneed skip(2) prout(_("Transport complete.")) if game.landed and game.iplnet.known=="shuttle_down": prout(_("The shuttle craft Galileo is here!")) if not game.landed and game.imine: game.icrystl = True game.cryprob = 0.05 game.imine = False return def mine(): "Strip-mine a world for dilithium." skip(1) scanner.chew() if not game.landed: prout(_("Mining party not on planet.")) return if game.iplnet.crystals == "mined": prout(_("This planet has already been strip-mined for dilithium.")) return elif game.iplnet.crystals == "absent": prout(_("No dilithium crystals on this planet.")) return if game.imine: prout(_("You've already mined enough crystals for this trip.")) return if game.icrystl and game.cryprob == 0.05: prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) game.iplnet.crystals = "mined" game.imine = game.ididit = True def usecrystals(): "Use dilithium crystals." game.ididit = False skip(1) scanner.chew() if not game.icrystl: prout(_("No dilithium crystals available.")) return if game.energy >= 1000: prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation")) prout(_(" except when Condition Yellow exists.")) return prout(_("Spock- \"Captain, I must warn you that loading")) prout(_(" raw dilithium crystals into the ship's power")) prout(_(" system may risk a severe explosion.")) proutn(_(" Are you sure this is wise?\" ")) if not ja(): scanner.chew() return skip(1) prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) prout(_(" Mr. Spock and I will try it.\"")) skip(1) prout(_("Spock- \"Crystals in place, Sir.")) prout(_(" Ready to activate circuit.\"")) skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) if rnd.withprob(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) skip(1) stars() prouts(_("****************** KA-BOOM!!!! *******************")) skip(1) kaboom() return game.energy += rnd.real(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) prout(_(" going to work!! Congratulations, Sir!\"")) game.cryprob *= 2.0 game.ididit = True def shuttle(): "Use shuttlecraft for planetary jaunt." scanner.chew() skip(1) if damaged(DSHUTTL): if game.damage[DSHUTTL] == -1.0: if game.inorbit and game.iplnet.known == "shuttle_down": prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at.")) else: prout(_("Ye Faerie Queene had no shuttle craft.")) elif game.damage[DSHUTTL] > 0: prout(_("The Galileo is damaged.")) else: # game.damage[DSHUTTL] < 0 prout(_("Shuttle craft is now serving Big Macs.")) return if not game.inorbit: prout(crmshp() + _(" not in standard orbit.")) return if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return if not game.landed and game.iplnet.known=="shuttle_down": prout(_("You will have to beam down to retrieve the shuttle craft.")) return if game.shldup or game.condition == "docked": prout(_("Shuttle craft cannot pass through shields.")) return if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not fly down.\"")) return game.optime = 3.0e-5*game.height if game.optime >= 0.8*game.state.remtime: prout(_("First Officer Spock- \"Captain, I compute that such")) proutn(_(" a maneuver would require approximately %2d%% of our") % \ int(100*game.optime/game.state.remtime)) prout(_("remaining time.")) proutn(_("Are you sure this is wise?\" ")) if not ja(): game.optime = 0.0 return if game.landed: # Kirk on planet if game.iscraft == "onship": # Galileo on ship! if not damaged(DTRANSP): proutn(_("Spock- \"Would you rather use the transporter?\" ")) if ja(): beam() return proutn(_("Shuttle crew")) else: proutn(_("Rescue party")) prout(_(" boards Galileo and swoops toward planet surface.")) game.iscraft = "offship" skip(1) if consumeTime(): return game.iplnet.known="shuttle_down" prout(_("Trip complete.")) return else: # Ready to go back to ship prout(_("You and your mining party board the")) prout(_("shuttle craft for the trip back to the Enterprise.")) skip(1) prouts(_("The short hop begins . . .")) skip(1) game.iplnet.known="known" game.icraft = True skip(1) game.landed = False if consumeTime(): return game.iscraft = "onship" game.icraft = False if game.imine: game.icrystl = True game.cryprob = 0.05 game.imine = False prout(_("Trip complete.")) return else: # Kirk on ship and so is Galileo prout(_("Mining party assembles in the hangar deck,")) prout(_("ready to board the shuttle craft \"Galileo\".")) skip(1) prouts(_("The hangar doors open; the trip begins.")) skip(1) game.icraft = True game.iscraft = "offship" if consumeTime(): return game.iplnet.known = "shuttle_down" game.landed = True game.icraft = False prout(_("Trip complete.")) return def deathray(): "Use the big zapper." game.ididit = False skip(1) scanner.chew() if game.ship != 'E': prout(_("Ye Faerie Queene has no death ray.")) return if len(game.enemies)==0: prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) return if damaged(DDRAY): prout(_("Death Ray is damaged.")) return prout(_("Spock- \"Captain, the 'Experimental Death Ray'")) prout(_(" is highly unpredictible. Considering the alternatives,")) proutn(_(" are you sure this is wise?\" ")) if not ja(): return prout(_("Spock- \"Acknowledged.\"")) skip(1) game.ididit = True prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE")) skip(1) prout(_("Crew scrambles in emergency preparation.")) prout(_("Spock and Scotty ready the death ray and")) prout(_("prepare to channel all ship's power to the device.")) skip(1) prout(_("Spock- \"Preparations complete, sir.\"")) prout(_("Kirk- \"Engage!\"")) skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) dprob = 0.30 # Ugh. This test (For Tom Almy's death-ray upgrade) was inverted for a long time. # Furthermore, somebody (ESR or Stas?) changed Tom Almy's 0.7 upgraded chance of # working to 0.5. if game.options & OPTION_ALMY: dprob = 0.5 r = rnd.real() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) while len(game.enemies) > 0: deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if game.unwon() == 0: finish(FWON) if (game.options & OPTION_ALMY): prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) if rnd.withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return r = rnd.real() # Pick failure method if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!")) skip(1) prouts(_("***RED ALERT! RED A*L********************************")) skip(1) stars() prouts(_("****************** KA-BOOM!!!! *******************")) skip(1) kaboom() return if r <= 0.55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) skip(1) prout(_("Spock- \"Fascinating! . . . All humans aboard")) prout(_(" have apparently been transformed into strange mutations.")) prout(_(" Vulcans do not seem to be affected.")) skip(1) prout(_("Kirk- \"Raauch! Raauch!\"")) finish(FDRAY) return if r <= 0.75: prouts(_("Sulu- \"Captain! It's --WHAT?!?!\"")) skip(2) proutn(_("Spock- \"I believe the word is")) prouts(_(" *ASTONISHING*")) prout(_(" Mr. Sulu.")) for i in range(QUADSIZE): for j in range(QUADSIZE): if game.quad[i][j] == '.': game.quad[i][j] = '?' prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) prout(_(" I have no logical explanation.\"")) return prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\"")) skip(1) prout(_("Scotty- \"There are so many tribbles down here")) prout(_(" in Engineering, we can't move for 'em, Captain.\"")) finish(FTRIBBLE) return # Code from reports.c begins here def attackreport(curt): "eport status of bases under attack." if not curt: if is_scheduled(FCDBAS): prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS))) elif game.isatb == 1: prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr) prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS))) else: prout(_("No Starbase is currently under attack.")) else: if is_scheduled(FCDBAS): proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS))) if game.isatb: proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS))) clreol() def report(): # report on general game status scanner.chew() # pylint: disable=consider-using-ternary s1 = (game.thawed and _("thawed ")) or "" s2 = {1:"short", 2:"medium", 4:"long"}[game.length] s3 = (None, _("novice"), _("fair"), _("good"), _("expert"), _("emeritus"))[game.skill] prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)) if game.skill>SKILL_GOOD and game.thawed and not game.alldone: prout(_("No plaque is allowed.")) if game.tourn: prout(_("This is tournament game %d.") % game.tourn) prout(_("Your secret password is \"%s\"") % game.passwd) proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()), (game.inkling + game.incom + game.inscom))) if game.incom - len(game.state.kcmdr): prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1])) elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0: prout(_(", but no Commanders.")) else: prout(".") if game.skill > SKILL_FAIR: prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) if len(game.state.baseq) != game.inbase: proutn(_("There ")) if game.inbase-len(game.state.baseq)==1: proutn(_("has been 1 base")) else: proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq))) prout(_(" destroyed, %d remaining.") % len(game.state.baseq)) else: prout(_("There are %d bases.") % game.inbase) if communicating() or game.iseenit: # Don't report this if not seen and # either the radio is dead or not at base! attackreport(False) game.iseenit = True if game.casual: prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.brigcapacity != game.brigfree: embriggened = game.brigcapacity-game.brigfree if embriggened == 1: prout(_("1 Klingon in brig")) else: prout(_("%d Klingons in brig.") % embriggened) if game.kcaptured == 0: pass elif game.kcaptured == 1: prout(_("1 captured Klingon turned in to Starfleet.")) else: prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured) if game.nhelp: prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) if game.ship == 'E': proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) else: proutn(_("no")) proutn(_(" deep space probe")) if game.nprobes!=1: proutn(_("s")) prout(".") if communicating() and is_scheduled(FDSPROB): if game.isarmed: proutn(_("An armed deep space probe is in ")) else: proutn(_("A deep space probe is in ")) prout("Quadrant %s." % game.probe.quadrant()) if game.icrystl: if game.cryprob <= .05: prout(_("Dilithium crystals aboard ship... not yet used.")) else: i=0 ai = 0.05 while game.cryprob > ai: ai *= 2.0 i += 1 prout(_("Dilithium crystals have been used %d time%s.") % \ (i, (_("s"), "")[i==1])) skip(1) def lrscan(silent): "Long-range sensor scan." if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": if not silent: prout(_("LONG-RANGE SENSORS DAMAGED.")) return if not silent: prout(_("Starbase's long-range scan")) elif not silent: prout(_("Long-range scan")) for x in range(game.quadrant.i-1, game.quadrant.i+2): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): if not Coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: if not damaged(DRADIO): game.state.galaxy[x][y].charted = True game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase game.state.chart[x][y].stars = game.state.galaxy[x][y].stars if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") elif not silent: cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars) proutn(((3 - len(cn)) * '.') + cn) if not silent: prout(" ") def damagereport(): "Damage report." jdam = False scanner.chew() for i in range(NDEVICES): if damaged(i): if not jdam: prout(_("DEVICE REPAIR TIMES")) prout(_(" IN FLIGHT DOCKED")) jdam = True prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], game.damage[i]+0.05, DOCKFAC*game.damage[i]+0.005)) if not jdam: prout(_("All devices functional.")) def rechart(): "Update the chart in the Enterprise's computer from galaxy data." game.lastchart = game.state.date for i in range(GALSIZE): for j in range(GALSIZE): if game.state.galaxy[i][j].charted: game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase game.state.chart[i][j].stars = game.state.galaxy[i][j].stars def chart(): "Display the star chart." scanner.chew() if (game.options & OPTION_AUTOSCAN): lrscan(silent=True) if communicating(): rechart() if game.lastchart < game.state.date and game.condition == "docked": prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) rechart() prout(_(" STAR CHART FOR THE KNOWN GALAXY")) if game.state.date > game.lastchart: prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) prout(" 1 2 3 4 5 6 7 8") for i in range(GALSIZE): if (game.options & OPTION_ALPHAMERIC): proutn("%c |" % letterize(i+1)) else: proutn("%d |" % (i+1)) for j in range(GALSIZE): if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: show = "***" elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: show = ".1." elif game.state.galaxy[i][j].charted: show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) if (game.options & OPTION_DOTFILL): show = show.replace(" ", ".") else: show = "..." proutn(show) if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: proutn(">") else: proutn(" ") proutn(" |") if i 0 for x in game.damage]))) if game.iscloaked: prout(_(", CLOAKED")) if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) if not req or req == 4: if damaged(DLIFSUP): if game.condition == "docked": s = _("DAMAGED, Base provides") else: s = _("DAMAGED, reserves=%4.2f") % game.lsupres else: s = _("ACTIVE") prstat(_("Life Support"), s) if not req or req == 5: prstat(_("Warp Factor"), "%.1f" % game.warpfac) if not req or req == 6: extra = "" if game.icrystl and (game.options & OPTION_SHOWME): extra = _(" (have crystals)") prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) if not req or req == 7: prstat(_("Torpedoes"), "%d" % (game.torps)) if not req or req == 8: if damaged(DSHIELD): s = _("DAMAGED,") elif game.shldup: s = _("UP,") else: s = _("DOWN,") data = _(" %d%% %.1f units") \ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) prstat(_("Shields"), s+data) if not req or req == 9: prstat(_("Klingons Left"), "%d" % game.unwon()) if not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) elif not req or req == 11: attackreport(not req) def request(): "Request specified status data, a historical relic from slow TTYs." requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") while scanner.nexttok() == "IHEOL": proutn(_("Information desired? ")) scanner.chew() if scanner.token in requests: status(requests.index(scanner.token)) else: prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) prout((" date, condition, position, lsupport, warpfactor,")) prout((" energy, torpedoes, shields, klingons, system, time.")) def srscan(): "Short-range scan." goodScan=True if damaged(DSRSENS): # Allow base's sensors if docked if game.condition != "docked": prout(_(" S.R. SENSORS DAMAGED!")) goodScan=False else: prout(_(" [Using Base's sensors]")) else: prout(_(" Short-range scan")) if goodScan and communicating(): game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() for i in range(QUADSIZE): if (game.options & OPTION_ALPHAMERIC): proutn("%c " % letterize(i+1)) else: proutn("%2d " % (i+1)) for j in range(QUADSIZE): sectscan(goodScan, i, j) skip(1) def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = Coord(); w2 = Coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.nexttok() != "IHREAL": prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if scanner.nexttok()!="IHREAL": huh() return w1.j = int(scanner.real-0.5) if scanner.nexttok() != "IHREAL": huh() return w1.i = int(scanner.real-0.5) if scanner.nexttok() == "IHREAL": w2.j = int(scanner.real-0.5) if scanner.nexttok() != "IHREAL": huh() return w2.i = int(scanner.real-0.5) else: if game.quadrant.j>w1.i: w2.i = 0 else: w2.i=QUADSIZE-1 if game.quadrant.i>w1.j: w2.j = 0 else: w2.j=QUADSIZE-1 if not w1.valid_quadrant() or not w2.valid_sector(): huh() return dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) wfl = False if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: scanner.chew() proutn(_("Time or arrival date? ")) if scanner.nexttok()=="IHREAL": ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) scanner.chew() return twarp = max(twarp, 1.0) break scanner.chew() proutn(_("Warp factor? ")) if scanner.nexttok()== "IHREAL": wfl = True twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return break prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() ttime = (10.0*dist)/twarp**2 tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) if not game.shldup or tpower > game.energy*2.0: if not wfl: return proutn(_("New warp factor to try? ")) if scanner.nexttok() == "IHREAL": wfl = True twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return continue else: scanner.chew() skip(1) return prout(_("But if you lower your shields,")) proutn(_("remaining")) tpower /= 2 else: proutn(_("Remaining")) prout(_(" energy will be %.2f.") % (game.energy-tpower)) if wfl: prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime)) elif twarp==1.0: prout(_("Any warp speed is adequate.")) else: prout(_("Minimum warp needed is %.2f,") % (twarp)) prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime)) if game.state.remtime < ttime: prout(_("Unfortunately, the Federation will be destroyed by then.")) if twarp > 6.0: prout(_("You'll be taking risks at that speed, Captain")) if (game.isatb==1 and game.state.kscmdr == w1 and \ scheduled(FSCDBAS)< ttime+game.state.date) or \ (scheduled(FCDBAS) 10.0: huh() return else: scanner.chew() skip(1) return # This is new in SST2K. def goptions(): mode = scanner.nexttok() if mode == "IHEOL": active = [] for k, v in option_names.items(): if (v & game.options) and k != "ALL": active.append(k) active.sort() prout(str(" ".join(active))) elif scanner.token in {"set", "clear"}: mode = scanner.token changemask = 0 while True: scanner.nexttok() if scanner.type == "IHEOL": break if scanner.token.upper() in option_names: changemask |= option_names[scanner.token.upper()] else: prout(_("No such option as ") + scanner.token) if mode == "set": if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover iostart() game.options |= changemask elif mode == "clear": if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover ioend() game.options &=~ changemask prout(_("Acknowledged, Captain.")) else: huh() scanner.chew() skip(1) # Code from setup.c begins here def prelim(): "Issue a historically correct banner." skip(2) prout(_("-SUPER- STAR TREK")) skip(1) # From the FORTRAN original # prout(_("Latest update-21 Sept 78")) # skip(1) def freeze(boss): "Save game." if boss: scanner.push("emsave.trk") key = scanner.nexttok() if key == "IHEOL": proutn(_("File name: ")) key = scanner.nexttok() if key != "IHALPHA": huh() return if '.' not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "wb") except IOError: prout(_("Can't freeze game as file %s") % scanner.token) return pickle.dump(game, fp) fp.close() scanner.chew() def thaw(): "Retrieve saved game." global game game.passwd = None key = scanner.nexttok() if key == "IHEOL": proutn(_("File name: ")) key = scanner.nexttok() if key != "IHALPHA": huh() return True if '.' not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "rb") except IOError: prout(_("Can't thaw game in %s") % scanner.token) return True game = pickle.load(fp) fp.close() scanner.chew() return False # I used to find planets # with references in ST:TOS. Earth and the Alpha Centauri # Colony have been omitted. # # Some planets marked Class G and P here will be displayed as class M # because of the way planets are generated. This is a known bug. systnames = ( # Federation Worlds _("Andoria (Fesoan)"), # several episodes _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" _("Vulcan (T'Khasi)"), # many episodes _("Medusa"), # TOS: "Is There in Truth No Beauty?" _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) _("Ardana"), # TOS: "The Cloud Minders" _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" _("Gideon"), # TOS: "The Mark of Gideon" _("Aldebaran III"), # TOS: "The Deadly Years" _("Alpha Majoris I"), # TOS: "Wolf in the Fold" _("Altair IV"), # TOS: "Amok Time _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" _("Benecia"), # TOS: "The Conscience of the King" _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" _("Alpha Carinae II"), # TOS: "The Ultimate Computer" _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) _("Eminiar VII"), # TOS: "A Taste of Armageddon" _("Gamma Canaris IV"), # TOS: "Metamorphosis" _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" _("Ingraham B"), # TOS: "Operation: Annihilate" _("Janus IV"), # TOS: "The Devil in the Dark" _("Makus III"), # TOS: "The Galileo Seven" _("Marcos XII"), # TOS: "And the Children Shall Lead", _("Omega IV"), # TOS: "The Omega Glory" _("Regulus V"), # TOS: "Amok Time _("Deneva"), # TOS: "Operation -- Annihilate!" # Worlds from BSD Trek _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) _("Beta III"), # TOS: "The Return of the Archons" _("Triacus"), # TOS: "And the Children Shall Lead", _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) # # Others # _("Hansen's Planet"), # TOS: "The Galileo Seven" # _("Taurus IV"), # TOS: "The Galileo Seven" (class G) # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" # _("Izar"), # TOS: "Whom Gods Destroy" # _("Tiburon"), # TOS: "The Way to Eden" # _("Merak II"), # TOS: "The Cloud Minders" # _("Coridan (Desotriana)"), # TOS: "Journey to Babel" # _("Iotia"), # TOS: "A Piece of the Action" ) device = ( _("S. R. Sensors"), \ _("L. R. Sensors"), \ _("Phasers"), \ _("Photon Tubes"), \ _("Life Support"), \ _("Warp Engines"), \ _("Impulse Engines"), \ _("Shields"), \ _("Subspace Radio"), \ _("Shuttle Craft"), \ _("Computer"), \ _("Navigation System"), \ _("Transporter"), \ _("Shield Control"), \ _("Death Ray"), \ _("D. S. Probe"), \ _("Cloaking Device"), \ ) def setup(): "Prepare to play, set up cosmos." w = Coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = game.shldchg = game.shldup = False game.ship = 'E' game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.inlsr = 4.0 game.lsupres = 4.0 game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 game.nprobes = rnd.integer(2, 5) game.warpfac = 5.0 for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = Coord() game.state.date = game.indate = 100.0 * rnd.real(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 game.state.starkl = game.state.basekl = game.state.nworldkl = 0 game.iscraft = "onship" game.landed = False game.alive = True # the galaxy game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) # the starchart game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) game.state.planets = [] # Planet information game.state.baseq = [] # Base quadrant coordinates game.state.kcmdr = [] # Commander quadrant coordinates game.statekscmdr = Coord() # Supercommander quadrant coordinates # Starchart is functional but we've never seen it game.lastchart = FOREVER # Put stars in the galaxy game.instar = 0 for i in range(GALSIZE): for j in range(GALSIZE): # Can't have more stars per quadrant than fit in one decimal digit, # if we do the chart representation will break. k = rnd.integer(1, min(10, QUADSIZE**2/10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy if game.idebug: prout("=== Allocating %d bases" % game.inbase) # pragma: no cover for i in range(game.inbase): while True: while True: w = randplace(GALSIZE) if not game.state.galaxy[w.i][w.j].starbase: break contflag = False # C version: for (j = i-1; j > 0; j--) # so it did them in the opposite order. for j in range(1, i): # Improved placement algorithm to spread out bases distq = (w - game.state.baseq[j]).distance() if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75): contflag = True if game.idebug: prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover break elif distq < 6.0 * (BASEMAX+1-game.inbase): if game.idebug: prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover if not contflag: break if game.idebug: prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover game.state.baseq.append(w) game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True # Position ordinary Klingon Battle Cruisers krem = game.inkling klumper = 0.25*game.skill*(9.0-game.length)+1.0 klumper = min(klumper, MAXKLQUAD) while True: r = rnd.real() klump = int((1.0 - r*r)*klumper) klump = min(klump, krem) krem -= klump while True: w = randplace(GALSIZE) if not game.state.galaxy[w.i][w.j].supernova and \ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: break game.state.galaxy[w.i][w.j].klingons += klump if krem <= 0: break # Position Klingon Commander Ships for i in range(game.incom): while True: w = randplace(GALSIZE) if not welcoming(w) or w in game.state.kcmdr: continue if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)): break game.state.galaxy[w.i][w.j].klingons += 1 game.state.kcmdr.append(w) # Locate planets in galaxy for i in range(game.inplan): while True: w = randplace(GALSIZE) if game.state.galaxy[w.i][w.j].planet is None: break new = Planet() new.quadrant = w new.crystals = "absent" if (game.options & OPTION_WORLDS) and i < NINHAB: new.pclass = "M" # All inhabited planets are class M new.crystals = "absent" new.known = "known" new.name = systnames[i] new.inhabited = True else: new.pclass = ("M", "N", "O")[rnd.integer(0, 3)] if rnd.withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False game.state.galaxy[w.i][w.j].planet = new game.state.planets.append(new) # Locate Romulans for i in range(game.state.nromrem): w = randplace(GALSIZE) game.state.galaxy[w.i][w.j].romulans += 1 # Place the Super-Commander if needed if game.state.nscrem > 0: while True: w = randplace(GALSIZE) if welcoming(w): break game.state.kscmdr = w game.state.galaxy[w.i][w.j].klingons += 1 # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: schedule(FSCMOVE, 0.2777) else: unschedule(FSCMOVE) unschedule(FSCDBAS) unschedule(FDSPROB) if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: schedule(FDISTR, expran(1.0 + game.intime)) else: unschedule(FDISTR) unschedule(FENSLV) unschedule(FREPRO) # Place thing (in tournament game, we don't want one!) # New in SST2K: never place the Thing near a starbase. # This makes sense and avoids a special case in the old code. if game.tourn is None: # Avoid distrubing the RNG chain. This code # was a late fix and we don't want to mess up # all the regression tests. state = randomizer.getrngstate() while True: thing.location = randplace(GALSIZE) # Put it somewhere a starbase is not if thing.location not in game.state.baseq: break randomizer.setrngstate(state) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) prout(_("a deadly Klingon invasion force. As captain of the United")) prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) prout(_("your mission. As you proceed you may be given more time.")) skip(1) prout(_("You will have %d supporting starbases.") % (game.inbase)) proutn(_("Starbase locations- ")) else: prout(_("Stardate %d.") % int(game.state.date)) skip(1) prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom)) prout(_("An unknown number of Romulans.")) if game.state.nscrem: prout(_("And one (GULP) Super-Commander.")) prout(_("%d stardates.") % int(game.intime)) proutn(_("%d starbases in ") % game.inbase) for i in range(game.inbase): proutn(repr(game.state.baseq[i])) proutn(" ") skip(2) proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant) proutn(_(" Sector %s") % game.sector) skip(2) prout(_("Good Luck!")) if game.state.nscrem: prout(_(" YOU'LL NEED IT.")) waitfor() clrscr() setwnd(message_window) newqad() if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None): game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(torps_ok=False) def choose(): "Choose your game type." while True: game.tourn = None game.length = 0 game.thawed = False game.skill = SKILL_NONE # Do not chew here, we want to use command-line tokens if not scanner.inqueue: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) scanner.nexttok() if scanner.sees("tournament"): game.tourn = 0 while scanner.nexttok() == "IHEOL": proutn(_("Type in tournament number-")) if scanner.real == 0: scanner.chew() continue # We don't want a blank entry game.tourn = int(round(scanner.real)) rnd.seed(scanner.real) if logfp: logfp.write("# rnd.seed(%d)\n" % scanner.real) break if scanner.sees("saved") or scanner.sees("frozen"): if thaw(): continue scanner.chew() if game.passwd is None: continue if not game.alldone: game.thawed = True # No plaque if not finished report() waitfor() return True if scanner.sees("regular"): break proutn(_("What game type is \"%s\"? ") % scanner.token) scanner.chew() while game.length==0 or game.skill==SKILL_NONE: if scanner.nexttok() == "IHALPHA": if scanner.sees("short"): game.length = 1 elif scanner.sees("medium"): game.length = 2 elif scanner.sees("long"): game.length = 4 elif scanner.sees("novice"): game.skill = SKILL_NOVICE elif scanner.sees("fair"): game.skill = SKILL_FAIR elif scanner.sees("good"): game.skill = SKILL_GOOD elif scanner.sees("expert"): game.skill = SKILL_EXPERT elif scanner.sees("emeritus"): game.skill = SKILL_EMERITUS else: proutn(_("What skill level is is \"")) proutn(scanner.token) prout("\"?") else: scanner.chew() if game.length==0: proutn(_("Would you like a Short, Medium, or Long game? ")) elif game.skill == SKILL_NONE: proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) # Choose game options -- added by ESR for SST2K if scanner.nexttok() != "IHALPHA": scanner.chew() proutn(_("Choose your game style (plain, almy, fancy or just press enter): ")) scanner.nexttok() if scanner.sees("plain"): # Approximates the UT FORTRAN version. game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_ALMY | OPTION_AUTOPASS | OPTION_DOTFILL | OPTION_ALPHAMERIC) elif scanner.sees("almy"): # Approximates Tom Almy's version. game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC) elif scanner.sees("fancy") or scanner.sees("\n"): pass elif len(scanner.token): proutn(_("What game style is \"%s\"?") % scanner.token) setpassword() if game.passwd == "debug": # pragma: no cover game.idebug = True prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill game.inbase = rnd.integer(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15)) game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real())) game.state.remres = (game.inkling+4*game.incom)*game.intime game.inresor = game.state.remres if game.inkling > 50: game.inbase += 1 return False def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) if game.quad[w.i][w.j] == '.': break if iquad is not None: game.quad[w.i][w.j] = iquad return w def newcnd(): "Update our alert status." game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans: game.condition = "red" if not game.alive: game.condition="dead" def newkling(): "Drop new Klingon into current quadrant." return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill) def sortenemies(): "Sort enemies by distance so 'nearest' is meaningful." game.enemies.sort(key=lambda x: x.kdist) def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = game.isviolreported = False game.tholian = None # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: '.') if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False game.ientesc = True q = game.state.galaxy[game.quadrant.i][game.quadrant.j] # cope with supernova if q.supernova: return game.klhere = q.klingons game.irhere = q.romulans # Position Starship game.quad[game.sector.i][game.sector.j] = game.ship game.enemies = [] if q.klingons: # Position ordinary Klingons for _i in range(game.klhere): newkling() # If we need a commander, promote a Klingon for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] game.quad[e.location.i][e.location.j] = 'C' e.power = rnd.real(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] game.quad[e.location.i][e.location.j] = 'S' e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.remkl() > 1) # Put in Romulans if needed for _i in range(q.romulans): Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin('B') # If quadrant needs a planet, put it in if q.planet: game.iplnet = q.planet if not q.planet.inhabited: game.plnet = dropin('P') else: game.plnet = dropin('@') # Check for condition newcnd() # Check for RNZ if game.irhere > 0 and game.klhere == 0: game.neutz = True if not damaged(DRADIO): skip(1) prout(_("LT. Uhura- \"Captain, an urgent message.")) prout(_(" I'll put it on audio.\" CLICK")) skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing.location == game.quadrant: Enemy(etype='?', loc=dropin(), power=rnd.real(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \ (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \ (game.skill > SKILL_GOOD and rnd.withprob(0.08)): w = Coord() while True: w.i = rnd.withprob(0.5) * (QUADSIZE-1) w.j = rnd.withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == '.': break game.tholian = Enemy(etype='T', loc=w, power=rnd.integer(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': game.quad[0][0] = 'X' if game.quad[0][QUADSIZE-1]=='.': game.quad[0][QUADSIZE-1] = 'X' if game.quad[QUADSIZE-1][0]=='.': game.quad[QUADSIZE-1][0] = 'X' if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' sortenemies() # And finally the stars for _i in range(q.stars): dropin('*') # Put in a few black holes for _i in range(1, 3+1): if rnd.withprob(0.5): dropin(' ') # Take out X's in corners if Tholian present if game.tholian: if game.quad[0][0]=='X': game.quad[0][0] = '.' if game.quad[0][QUADSIZE-1]=='X': game.quad[0][QUADSIZE-1] = '.' if game.quad[QUADSIZE-1][0]=='X': game.quad[QUADSIZE-1][0] = '.' if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': game.quad[QUADSIZE-1][QUADSIZE-1] = '.' # This should guarantee that replay games don't lose info about the chart if (game.options & OPTION_AUTOSCAN) or replayfp: lrscan(silent=True) def setpassword(): "Set the self-destruct password." if game.options & OPTION_AUTOPASS: game.passwd = "" game.passwd += chr(ord('a')+rnd.integer(26)) game.passwd += chr(ord('a')+rnd.integer(26)) game.passwd += chr(ord('a')+rnd.integer(26)) else: while True: scanner.chew() proutn(_("Please type in a secret password- ")) scanner.nexttok() game.passwd = scanner.token #game.passwd = getpass.getpass("Please type in a secret password- ") if game.passwd is not None: break # Code from sst.c begins here commands = [ ("SRSCAN", OPTION_TTY), ("STATUS", OPTION_TTY), ("REQUEST", OPTION_TTY), ("LRSCAN", OPTION_TTY), ("PHASERS", 0), ("TORPEDO", 0), ("PHOTONS", 0), ("MOVE", 0), ("SHIELDS", 0), ("DOCK", 0), ("DAMAGES", 0), ("CHART", 0), ("IMPULSE", 0), ("REST", 0), ("WARP", 0), ("SENSORS", OPTION_PLANETS), ("ORBIT", OPTION_PLANETS), ("TRANSPORT", OPTION_PLANETS), ("MINE", OPTION_PLANETS), ("CRYSTALS", OPTION_PLANETS), ("SHUTTLE", OPTION_PLANETS), ("PLANETS", OPTION_PLANETS), ("REPORT", 0), ("COMPUTER", 0), ("COMMANDS", 0), ("EMEXIT", 0), ("PROBE", OPTION_PROBE), ("SAVE", 0), ("FREEZE", 0), # Synonym for SAVE ("OPTIONS", 0), ("ABANDON", 0), # No abbreviations accepted after this point ("DESTRUCT", 0), ("DEATHRAY", 0), ("CAPTURE", OPTION_CAPTURE), ("CLOAK", OPTION_CLOAK), ("DEBUG", 0), ("MAYDAY", 0), ("SOS", 0), # Synonym for MAYDAY ("CALL", 0), # Synonym for MAYDAY ("QUIT", 0), ("HELP", 0), ("SCORE", 0), ("CURSES", 0), ("", 0), ] def listCommands(): # pragma: no cover "Generate a list of legal commands." # Coverage-disabled because testing for this is fragile # in the presence of changes in the command set. prout(_("LEGAL COMMANDS ARE:")) emitted = 0 for (key, opt) in commands: if not opt or (opt & game.options): proutn("%-12s " % key) emitted += 1 if emitted % 5 == 4: skip(1) skip(1) def helpme(): "Browse on-line help." key = scanner.nexttok() while True: if key == "IHEOL": setwnd(prompt_window) proutn(_("Help on what command? ")) key = scanner.nexttok() setwnd(message_window) if key == "IHEOL": return cmds = [x[0] for x in commands] if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV": break skip(1) listCommands() key = "IHEOL" scanner.chew() skip(1) cmd = scanner.token.upper() for directory in docpath: try: fp = open(os.path.join(directory, "sst.doc"), "r") break except IOError: pass else: prout(_("Spock- \"Captain, that information is missing from the")) prout(_(" computer. You need to find sst.doc and put it somewhere")) proutn(_(" in these directories: %s") % ":".join(docpath)) prout(".\"") # This used to continue: "You need to find SST.DOC and put # it in the current directory." return while True: linebuf = fp.readline() if linebuf == '': prout(_("Spock- \"Captain, there is no information on that command.\"")) fp.close() return if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': linebuf = linebuf[3:].strip() if cmd.upper() == linebuf: break skip(1) prout(_("Spock- \"Captain, I've found the following information:\"")) skip(1) while True: linebuf = fp.readline() if "******" in linebuf: break proutn(linebuf) fp.close() def makemoves(): "Command-interpretation loop." def checkviol(): if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked: prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) game.ncviol += 1 game.isviolreported = True while True: # command loop drawmaps(1) while True: # get a command hitme = False game.optime = game.justin = False scanner.chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") if scanner.nexttok() == "IHEOL": if game.options & OPTION_CURSES: # pragma: no cover makechart() continue elif scanner.token == "": continue game.ididit = False clrscr() setwnd(message_window) clrscr() abandon_passed = False cmd = "" # Force cmd to persist after loop opt = 0 # Force opt to persist after loop for (cmd, opt) in commands: # commands after ABANDON cannot be abbreviated if cmd == "ABANDON": abandon_passed = True if cmd == scanner.token.upper() or (not abandon_passed \ and cmd.startswith(scanner.token.upper())): break if cmd == "": # pragma: no cover listCommands() continue elif opt and not (opt & game.options): huh() else: break if game.options & OPTION_CURSES: # pragma: no cover prout("COMMAND> %s" % cmd) if cmd == "SRSCAN": # srscan srscan() elif cmd == "STATUS": # status status() elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan lrscan(silent=False) elif cmd == "PHASERS": # phasers phasers() if game.ididit: checkviol() hitme = True elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos torps() if game.ididit: checkviol() hitme = True elif cmd == "MOVE": # move under warp warp(wcourse=None, involuntary=False) elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: hitme = True game.shldchg = False elif cmd == "DOCK": # dock at starbase dock(True) if game.ididit: attack(torps_ok=False) elif cmd == "DAMAGES": # damage reports damagereport() elif cmd == "CHART": # chart makechart() elif cmd == "IMPULSE": # impulse impulse() elif cmd == "REST": # rest wait() if game.ididit: hitme = True elif cmd == "WARP": # warp setwarp() elif cmd == "SENSORS": # sensors sensor() elif cmd == "ORBIT": # orbit orbit() if game.ididit: hitme = True elif cmd == "TRANSPORT": # transport "beam" beam() elif cmd == "MINE": # mine mine() if game.ididit: hitme = True elif cmd == "CRYSTALS": # crystals usecrystals() if game.ididit: hitme = True elif cmd == "SHUTTLE": # shuttle shuttle() if game.ididit: hitme = True elif cmd == "PLANETS": # Planet list survey() elif cmd == "REPORT": # Game Report report() elif cmd == "COMPUTER": # use COMPUTER! eta() elif cmd == "COMMANDS": listCommands() elif cmd == "EMEXIT": # Emergency exit clrscr() # Hide screen freeze(True) # forced save raise SystemExit(1) # And quick exit elif cmd == "PROBE": probe() # Launch probe if game.ididit: hitme = True elif cmd == "ABANDON": # Abandon Ship abandon() elif cmd == "DESTRUCT": # Self Destruct selfdestruct() elif cmd == "SAVE": # Save Game freeze(False) clrscr() if game.skill > SKILL_GOOD: prout(_("WARNING--Saved games produce no plaques!")) elif cmd == "DEATHRAY": # Try a desparation measure deathray() if game.ididit: hitme = True elif cmd == "CAPTURE": capture() elif cmd == "CLOAK": cloak() elif cmd == "DEBUGCMD": # What do we want for debug??? debugme() elif cmd == "MAYDAY": # Call for help mayday() if game.ididit: hitme = True elif cmd == "QUIT": game.alldone = True # quit the game elif cmd == "HELP": helpme() # get help elif cmd == "SCORE": score() # see current score elif cmd == "CURSES": # pragma: no cover game.options |= (OPTION_CURSES | OPTION_COLOR) iostart() elif cmd == "OPTIONS": goptions() while True: if game.alldone: break # Game has ended if game.optime != 0.0: events() if game.alldone: break # Events did us in if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: atover(False) continue if hitme and not game.justin: attack(torps_ok=True) if game.alldone: break if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: atover(False) hitme = True continue break if game.alldone: break if game.idebug: prout("=== Ending") # pragma: no cover def cramen(ch): "Emit the name of an enemy or feature." if ch == 'R': s = _("Romulan") elif ch == 'K': s = _("Klingon") elif ch == 'C': s = _("Commander") elif ch == 'S': s = _("Super-commander") elif ch == '*': s = _("Star") elif ch == 'P': s = _("Planet") elif ch == 'B': s = _("Starbase") elif ch == ' ': s = _("Black hole") elif ch == 'T': s = _("Tholian") elif ch == '#': s = _("Tholian web") elif ch == '?': s = _("Stranger") elif ch == '@': s = _("Inhabited World") else: s = "Unknown??" # pragma: no cover return s def crmena(loud, enemy, loctype, w): "Emit the name of an enemy and his location." buf = "" if loud: buf += "***" buf += cramen(enemy) + _(" at ") if loctype == "quadrant": buf += _("Quadrant ") elif loctype == "sector": buf += _("Sector ") return buf + repr(w) def crmshp(): "Emit our ship name." return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") def stars(): "Emit a line of stars" prouts("******************************************************") skip(1) def expran(avrage): return -avrage*math.log(1e-7 + rnd.real()) def randplace(size): "Choose a random location." w = Coord() w.i = rnd.integer(size) w.j = rnd.integer(size) return w class sstscanner: def __init__(self): self.type = None self.token = None self.real = 0.0 self.inqueue = [] def nexttok(self): # Get a token from the user self.real = 0.0 self.token = '' # Fill the token queue if nothing here while not self.inqueue: sline = cgetline() if curwnd==prompt_window: clrscr() setwnd(message_window) clrscr() if sline == '': return None if not sline: continue else: self.inqueue = sline.lstrip().split() + ["\n"] # From here on in it's all looking at the queue self.token = self.inqueue.pop(0) if self.token == "\n": self.type = "IHEOL" return "IHEOL" try: self.real = float(self.token) self.type = "IHREAL" return "IHREAL" except ValueError: pass # Treat as alpha self.token = self.token.lower() self.type = "IHALPHA" self.real = None return "IHALPHA" def append(self, tok): self.inqueue.append(tok) def push(self, tok): self.inqueue.insert(0, tok) def waiting(self): return self.inqueue def chew(self): # Demand input for next scan self.inqueue = [] self.real = self.token = None def sees(self, s): # compares s to item and returns true if it matches to the length of s return s.startswith(self.token) def int(self): # Round token value to nearest integer return int(round(self.real)) def getcoord(self): s = Coord() self.nexttok() if (game.options & OPTION_ALPHAMERIC): try: if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"): s.i = ord(self.token[0]) - ord("a") s.j = int(self.token[1:])-1 return s except (TypeError, IndexError): huh() return None if self.type != "IHREAL": huh() return None s.i = self.int()-1 self.nexttok() if self.type != "IHREAL": huh() return None s.j = self.int()-1 return s def __repr__(self): # pragma: no cover return "" % (self.token, self.type, self.inqueue) def ja(): "Yes-or-no confirmation." scanner.chew() while True: scanner.nexttok() if scanner.token == 'y': return True if scanner.token == 'n': return False scanner.chew() proutn(_("Please answer with \"y\" or \"n\": ")) def huh(): "Complain about unparseable input." scanner.chew() skip(1) prout(_("Beg your pardon, Captain?")) def debugme(): # pragma: no cover "Access to the internals for debugging." proutn("Reset levels? ") if ja(): if game.energy < game.inenrg: game.energy = game.inenrg game.shield = game.inshld game.torps = game.intorps game.lsupres = game.inlsr proutn("Reset damage? ") if ja(): for i in range(NDEVICES): if game.damage[i] > 0.0: game.damage[i] = 0.0 proutn("Toggle debug flag? ") if ja(): game.idebug = not game.idebug if game.idebug: # pragma: no cover prout("Debug output ON") else: prout("Debug output OFF") proutn("Cause selective damage? ") if ja(): for i in range(NDEVICES): proutn("Kill %s?" % device[i]) scanner.chew() key = scanner.nexttok() if key == "IHALPHA" and scanner.sees("y"): game.damage[i] = 10.0 proutn("Examine/change events? ") if ja(): ev = Event() w = Coord() legends = { FSNOVA: "Supernova ", FTBEAM: "T Beam ", FSNAP: "Snapshot ", FBATTAK: "Base Attack ", FCDBAS: "Base Destroy ", FSCMOVE: "SC Move ", FSCDBAS: "SC Base Destroy ", FDSPROB: "Probe Move ", FDISTR: "Distress Call ", FENSLV: "Enslavement ", FREPRO: "Klingon Build ", } for i in range(1, NEVENTS): proutn(legends[i]) if is_scheduled(i): proutn("%.2f" % (scheduled(i)-game.state.date)) if i in {FENSLV, FREPRO}: ev = findevent(i) proutn(" in %s" % ev.quadrant) else: proutn("never") proutn("? ") scanner.chew() key = scanner.nexttok() if key == 'n': unschedule(i) scanner.chew() elif key == "IHREAL": ev = schedule(i, scanner.real) if i in {FENSLV, FREPRO}: scanner.chew() proutn("In quadrant- ") key = scanner.nexttok() # "IHEOL" says to leave coordinates as they are if key != "IHEOL": if key != "IHREAL": prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue w.i = int(round(scanner.real)) key = scanner.nexttok() if key != "IHREAL": prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue w.j = int(round(scanner.real)) ev.quadrant = w scanner.chew() proutn("Induce supernova here? ") if ja(): game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True atover(True) if __name__ == '__main__': try: #global line, thing, game game = None thing = Thingy() game = Gamestate() rnd = randomizer() logfp = None game.options = OPTION_ALL &~ OPTION_IOMODES if os.getenv("TERM"): game.options |= OPTION_CURSES # pragma: no cover else: game.options |= OPTION_TTY seed = int(time.time()) try: (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV") for (switch, val) in options: if switch == '-r': # pylint: disable=raise-missing-from try: replayfp = open(val, "r") except IOError: sys.stderr.write("sst: can't open replay file %s\n" % val) raise SystemExit(1) # pylint: disable=raise-missing-from try: line = replayfp.readline().strip() (leader, __, seed) = line.split() # pylint: disable=eval-used seed = eval(seed) line = replayfp.readline().strip() arguments += line.split()[2:] except ValueError: # pragma: no cover sys.stderr.write("sst: replay file %s is ill-formed\n"% val) raise SystemExit(1) game.options |= OPTION_TTY game.options &=~ OPTION_CURSES elif switch == '-s': # pragma: no cover seed = int(val) elif switch == '-t': # pragma: no cover game.options |= OPTION_TTY game.options &=~ OPTION_CURSES elif switch == '-x': # pragma: no cover game.idebug = True elif switch == '-c': # Enable curses debugging - undocumented game.cdebug = True elif switch == '-V': # pragma: no cover print("SST2K", version) raise SystemExit(0) else: # pragma: no cover sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") raise SystemExit(1) except getopt.GetoptError as err: print(err) raise SystemExit(1) from err # where to save the input in case of bugs if "TMPDIR" in os.environ: # pragma: no cover tmpdir = os.environ['TMPDIR'] else: tmpdir = "/tmp" try: logfp = open(os.path.join(tmpdir, "sst-input.log"), "w") except IOError: # pragma: no cover sys.stderr.write("sst: warning, can't open logfile\n") sys.exit(1) if logfp: logfp.write("# seed %s\n" % seed) logfp.write("# arguments %s\n" % " ".join(arguments)) logfp.write("# SST2K version %s\n" % version) logfp.write("# recorded by %s@%s on %s\n" % \ (getpass.getuser(),socket.getfqdn(),time.ctime())) rnd.seed(seed) scanner = sstscanner() for arg in arguments: scanner.append(arg) try: iostart() while True: # Play a game setwnd(fullscreen_window) clrscr() prelim() setup() if game.alldone: score() game.alldone = False else: makemoves() if replayfp: break skip(1) if (game.options & OPTION_TTY): stars() skip(1) if game.tourn and game.alldone: proutn(_("Do you want your score recorded?")) if ja(): scanner.chew() scanner.push("\n") freeze(False) scanner.chew() if (game.options & OPTION_TTY): proutn(_("Do you want to play again? ")) if not ja(): break else: break skip(1) prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) finally: ioend() raise SystemExit(0) except KeyboardInterrupt: # pragma: no cover if logfp: logfp.close() print("") # End.