X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fsst.py;h=81d70160d8a290204bfbe6ca560db5f5bab67fe5;hb=874334bb4787b1c102e1171674709e30ee23368a;hp=aca1102db6d7717f578816b22f7bbe42b7c62d0f;hpb=b1c9c5334f08ac7846e441ce750b7e9ad119b37d;p=super-star-trek.git
diff --git a/src/sst.py b/src/sst.py
index aca1102..81d7016 100644
--- a/src/sst.py
+++ b/src/sst.py
@@ -172,6 +172,13 @@ your score. Docking at a starbase replenishes your crew.
Also, the nav subsystem (enabling automatic course
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed. (Controlled by OPTION_PLAIN
+and turned off if game type is "plain" or "almy".)
"""
import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
@@ -244,7 +251,21 @@ class coord:
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
+ s = coord()
+ if self.x == 0:
+ s.x = 0
+ else:
+ s.x = self.x / abs(self.x)
+ if self.y == 0:
+ s.y = 0
+ else:
+ s.y = self.y / abs(self.y)
+ return s
+ def scatter(self):
+ s = coord()
+ s.x = self.x + randrange(-1, 2)
+ s.y = self.y + randrange(-1, 2)
+ return s
def __hash__(self):
return hash((x, y))
def __str__(self):
@@ -423,7 +444,6 @@ class gamestate:
self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
@@ -556,6 +576,29 @@ LIGHTMAGENTA = 14
YELLOW = 15
WHITE = 16
+# Log the results of pulling random numbers so we can check determinism.
+
+import traceback
+
+def withprob(p):
+ v = random.random()
+ #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v
%s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, a1)
+ elif len(args) == 2:
+ v = args[0] + v*args[1] # returns from [a1, a2)
+ #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
# Code from ai.c begins here
def tryexit(look, ienm, loccom, irun):
@@ -693,12 +736,12 @@ def movebaddy(com, loccom, ienm):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*random.random())/150.0) - 5.0
+ motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(random.random()))*dist1 + 1.0
+ motion = (1.0-square(randreal()))*dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(random.random()))
+ motion -= game.skill*(2.0-square(randreal()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
@@ -712,9 +755,9 @@ def movebaddy(com, loccom, ienm):
motion = game.skill
# calculate preferred number of steps
if motion < 0:
- msteps = -motion
+ nsteps = -motion
else:
- msteps = motion
+ nsteps = motion
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
@@ -988,7 +1031,7 @@ def supercommander():
return; # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*random.random())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
@@ -1010,7 +1053,7 @@ def supercommander():
return
# Check for intelligence report
if not idebug and \
- (random.random() > 0.2 or \
+ (withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
@@ -1021,9 +1064,8 @@ def supercommander():
def movetholian():
# move the Tholian
- if not game.ithere or game.justin:
+ if not game.tholian or game.justin:
return
-
if game.tholian.x == 0 and game.tholian.y == 0:
idx = 0; idy = QUADSIZE-1
elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
@@ -1036,12 +1078,10 @@ def movetholian():
# something is wrong!
game.ithere = False
return
-
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
if game.tholian.x != idx:
# move in x axis
im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
@@ -1074,7 +1114,7 @@ def movetholian():
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.ithere = False
+ game.tholian = None
game.nenhere -= 1
return
@@ -1203,7 +1243,7 @@ def randdevice():
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*random.random()
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
@@ -1231,7 +1271,7 @@ def randdevice():
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = random.random() * 1000.0 # weights must sum to 1000
+ idx = randrange(1000) # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
@@ -1252,7 +1292,7 @@ def ram(ibumpd, ienm, w):
proutn(_(" rammed by "))
else:
proutn(_(" rams "))
- crmena(False, ienm, sector, w)
+ crmena(False, ienm, "sector", w)
if ibumpd:
proutn(_(" (original position)"))
skip(1)
@@ -1260,7 +1300,7 @@ def ram(ibumpd, ienm, w):
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10.0+20.0*random.random()
+ icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
@@ -1269,12 +1309,12 @@ def ram(ibumpd, ienm, w):
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
#
- ncrits = random.randrange(NDEVICES/2)
+ ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*random.random()+1.0)*game.damfac
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
@@ -1326,13 +1366,13 @@ def torpedo(course, r, incoming, i, n):
proutn(_("Torpedo hits "))
crmshp()
prout(".")
- hit = 700.0 + 100.0*random.random() - \
+ hit = 700.0 + randreal(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
@@ -1352,8 +1392,8 @@ def torpedo(course, r, incoming, i, n):
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if random.random() <= 0.05:
- crmena(True, iquad, sector, w)
+ if withprob(0.05):
+ crmena(True, iquad, "sector", w)
prout(_(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
@@ -1363,7 +1403,7 @@ def torpedo(course, r, incoming, i, n):
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*random.random() - \
+ h1 = 700.0 + randrange(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
@@ -1377,7 +1417,7 @@ def torpedo(course, r, incoming, i, n):
return None
crmena(True, iquad, "sector", w)
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
@@ -1416,7 +1456,7 @@ def torpedo(course, r, incoming, i, n):
newcnd()
return None
elif iquad == IHP: # Hit a planet
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
prout(_(" destroyed."))
game.state.nplankl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
@@ -1429,7 +1469,7 @@ def torpedo(course, r, incoming, i, n):
finish(FDPLANET)
return None
elif iquad == IHW: # Hit an inhabited world -- very bad!
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
prout(_(" destroyed."))
game.state.nworldkl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
@@ -1444,14 +1484,14 @@ def torpedo(course, r, incoming, i, n):
prout(_("Celebratory rallies are being held on the Klingon homeworld."))
return None
elif iquad == IHSTAR: # Hit a star
- if random.random() > 0.10:
+ if withprob(0.9):
nova(w)
- return None
- crmena(True, IHSTAR, sector, w)
- prout(_(" unaffected by photon blast."))
+ else:
+ crmena(True, IHSTAR, "sector", w)
+ prout(_(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or random.random()>0.7:
+ if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
@@ -1473,7 +1513,7 @@ def torpedo(course, r, incoming, i, n):
return None
elif iquad == IHBLANK: # Black hole
skip(1)
- crmena(True, IHBLANK, sector, w)
+ crmena(True, IHBLANK, "sector", w)
prout(_(" swallows torpedo."))
return None
elif iquad == IHWEB: # hit the web
@@ -1481,29 +1521,29 @@ def torpedo(course, r, incoming, i, n):
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*random.random() - \
+ h1 = 700.0 + randrange(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
- game.ithere = False
+ game.tholian = None
deadkl(w, iquad, w)
return None
skip(1)
- crmena(True, IHT, sector, w)
- if random.random() > 0.05:
+ crmena(True, IHT, "sector", w)
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
game.quad[w.x][w.y] = IHWEB
- game.ithere = False
+ game.tholian = None
game.nenhere -= 1
dropin(IHBLANK)
return None
else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
skip(1)
return None
break
@@ -1525,9 +1565,9 @@ def fry(hit):
# critical-hit resolution
ktr=1
# a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
- ncrit = 1.0 + hit/(500.0+100.0*random.random())
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
@@ -1538,7 +1578,7 @@ def fry(hit):
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
if loop1 > 0:
for loop2 in range(loop1):
@@ -1569,7 +1609,7 @@ def attack(torps_ok):
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
- if game.ithere:
+ 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
@@ -1584,7 +1624,7 @@ def attack(torps_ok):
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25+0.5*random.random()
+ chgfac = 0.25 + randreal(0.5)
skip(1)
# message verbosity control
if game.skill <= SKILL_FAIR:
@@ -1593,7 +1633,7 @@ def attack(torps_ok):
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = random.random()
+ r = randreal()
# Increase chance of photon torpedos if docked or enemy energy low
if game.condition == "docked":
r *= 0.25
@@ -1614,7 +1654,7 @@ def attack(torps_ok):
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*random.random()
+ dustfac = 0.8 + randreal(0.5)
hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
game.kpower[loop] *= 0.75
else: # Enemy uses photon torpedo
@@ -1626,7 +1666,7 @@ def attack(torps_ok):
crmena(False, iquad, where, jay)
attempt = True
prout(" ")
- r = (random.random()+random.random())*0.5 -0.5
+ r = (randreal()+randreal())*0.5 - 0.5
r += 0.002*game.kpower[loop]*r
hit = torpedo(course, r, jay, 1, 1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
@@ -1696,7 +1736,7 @@ def attack(torps_ok):
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*random.random()*0.015
+ icas = randrange(hittot * 0.015)
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
@@ -1712,7 +1752,7 @@ def attack(torps_ok):
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
# Added mv to allow enemy to "move" before dying
- crmena(True, type, sector, mv)
+ crmena(True, type, "sector", mv)
# Decide what kind of enemy it is and update appropriately
if type == IHR:
# chalk up a Romulan
@@ -1721,7 +1761,7 @@ def deadkl(w, type, mv):
game.state.nromrem -= 1
elif type == IHT:
# Killed a Tholian
- game.ithere = False
+ game.tholian = None
elif type == IHQUEST:
# Killed a Thingy
global iqengry
@@ -1874,23 +1914,23 @@ def photon():
return
game.ididit = True
# Loop for moving torpedoes
- for i in range(1, n+1):
+ for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (random.random()+random.random())*0.5 -0.5
+ r = (randreal()+randreal())*0.5 -0.5
if math.fabs(r) >= 0.47:
# misfire!
- r = (random.random()+1.2) * r
- if n>1:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+ r *= randreal(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 random.random() <= 0.2:
+ if withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
if game.shldup or game.condition == "docked":
r *= 1.0 + 0.0001*game.shield
@@ -1903,15 +1943,15 @@ def photon():
def overheat(rpow):
# check for phasers overheating
if rpow > 1500:
- chekbrn = (rpow-1500.)*0.00038
- if random.random() <= chekbrn:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
# check shield control
skip(1)
- if random.random() < 0.998:
+ if withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
@@ -1929,7 +1969,7 @@ def checkshctrl(rpow):
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*random.random()*0.012
+ icas = randrange(hit*0.012)
skip(1)
fry(0.8*hit)
if icas:
@@ -1946,14 +1986,14 @@ def checkshctrl(rpow):
def hittem(hits):
# register a phaser hit on Klingons and Romulans
- nenhr2=game.nenhere; kk=1
+ nenhr2 = game.nenhere; kk=1
w = coord()
skip(1)
for k in range(nenhr2):
wham = hits[k]
if wham==0:
continue
- dustfac = 0.9 + 0.01*random.random()
+ dustfac = randreal(0.9, 1.0)
hit = wham*math.pow(dustfac,game.kdist[kk])
kpini = game.kpower[kk]
kp = math.fabs(kpini)
@@ -1985,9 +2025,8 @@ def hittem(hits):
return
kk -= 1; # don't do the increment
else: # decide whether or not to emasculate klingon
- if kpow > 0 and random.random() >= 0.9 and \
- kpow <= ((0.4 + 0.4*random.random())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
kk += 1
@@ -1995,9 +2034,9 @@ def hittem(hits):
def phasers():
# fire phasers
- hits = []; rpow=0
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
automode = "NOTSET"
key=0
skip(1)
@@ -2066,7 +2105,8 @@ def phasers():
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ chew()
avail = game.energy
if ifast:
avail -= 200.0
@@ -2081,7 +2121,7 @@ def phasers():
chew()
if not kz:
for i in range(game.nenhere):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
+ irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
@@ -2114,11 +2154,11 @@ def phasers():
extra = 0.0
powrem = rpow
for i in range(game.nenhere):
- hits[i] = 0.0
+ hits.append(0.0)
if powrem <= 0:
continue
hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*random.random())*hits[i]
+ over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
@@ -2131,7 +2171,7 @@ def phasers():
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.ithere:
+ if game.tholian:
proutn(_("*** Tholian web absorbs "))
if game.nenhere>0:
proutn(_("excess "))
@@ -2173,7 +2213,7 @@ def phasers():
if key == IHEOL:
chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
+ irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
@@ -2182,7 +2222,7 @@ def phasers():
proutn("??")
proutn(") ")
proutn(_("units to fire at "))
- crmena(False, ienm, sector, aim)
+ crmena(False, ienm, "sector", aim)
proutn("- ")
key = scan()
if key == IHALPHA and isit("no"):
@@ -2229,7 +2269,7 @@ def phasers():
if ifast:
skip(1)
if no == 0:
- if random.random() >= 0.99:
+ if withprob(0.99):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
@@ -2288,9 +2328,8 @@ def events():
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
+ def tractorbeam(yank):
# tractor beaming cases merge here
- yank = math.sqrt(yank)
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
@@ -2307,14 +2346,14 @@ def events():
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if random.random() > 0.5:
+ if 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==0:
+ if evcode == FSPY:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
@@ -2327,8 +2366,8 @@ def events():
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg=False
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
newqad(False)
@@ -2469,27 +2508,25 @@ def events():
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ istract = ictbeam = True
+ tractorbeam(distance(game.state.kscmdr, game.quadrant))
else:
return
elif evcode == FTBEAM: # Tractor beam
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.random()*game.state.remcom+1.0
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ i = randrange(game.state.remcom)
+ yank = distance(game.state.kcmdr[i], game.quadrant)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
game.optime + expran(1.5*game.intime/game.state.remcom))
continue
ictbeam = True
- tractorbeam()
+ tractorbeam(yank)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = game.state
+ game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
@@ -2514,7 +2551,7 @@ def events():
continue
# commander + starbase combination found -- launch attack
game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*random.random())
+ schedule(FCDBAS, randreal(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)
@@ -2610,7 +2647,7 @@ def events():
q = game.state.galaxy[w.x][w.y]
if not (game.quadrant == w or q.planet == None or \
not q.planet.inhabited or \
- q.supernova or q.status!=secure or q.klingons<=0):
+ q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
@@ -2725,7 +2762,7 @@ def wait():
return
temp = game.optime = delay
if game.nenhere:
- rtime = 1.0 + random.random()
+ rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
@@ -2758,13 +2795,13 @@ def nova(nov):
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
- if random.random() < 0.05:
+ if withprob(0.05):
# Wow! We've supernova'ed
supernova(False, nov)
return
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
- crmena(False, IHSTAR, sector, nov)
+ crmena(False, IHSTAR, "sector", nov)
prout(_(" novas."))
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
@@ -2790,7 +2827,7 @@ def nova(nov):
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
break
elif iquad == IHSTAR: # Affect another star
- if random.random() < 0.05:
+ if wthprob(0.05):
# This star supernovas
scratch = supernova(False)
return
@@ -2799,13 +2836,13 @@ def nova(nov):
hits[top2][2]=scratch.y
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, sector, scratch)
+ crmena(True, IHSTAR, "sector", scratch)
prout(_(" novas."))
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHP: # Destroy planet
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.state.nplankl += 1
- crmena(True, IHP, sector, scratch)
+ crmena(True, IHP, "sector", scratch)
prout(_(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
@@ -2824,7 +2861,7 @@ def nova(nov):
invalidate(game.base)
game.state.basekl += 1
newcnd()
- crmena(True, IHB, sector, scratch)
+ crmena(True, IHB, "sector", scratch)
prout(_(" destroyed."))
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad in (IHE, IHF): # Buffet ship
@@ -2838,7 +2875,7 @@ def nova(nov):
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
@@ -2860,7 +2897,7 @@ def nova(nov):
break
newc.x = scratch.x + scratch.x - hits[mm][1]
newc.y = scratch.y + scratch.y - hits[mm][2]
- crmena(True, iquad, sector, scratch)
+ crmena(True, iquad, "sector", scratch)
proutn(_(" damaged"))
if not VALID_SECTOR(newc.x, newc.y):
# can't leave quadrant
@@ -2869,7 +2906,7 @@ def nova(nov):
iquad1 = game.quad[newc.x][newc.y]
if iquad1 == IHBLANK:
proutn(_(", blasted into "))
- crmena(False, IHBLANK, sector, newc)
+ crmena(False, IHBLANK, "sector", newc)
skip(1)
deadkl(scratch, iquad, newc)
break
@@ -2922,7 +2959,7 @@ def supernova(induced, w=None):
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.random()*stars + 1
+ num = randrange(stars) + 1
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
@@ -2943,7 +2980,7 @@ def supernova(induced, w=None):
else:
ns = coord()
# we are in the quadrant!
- num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
+ num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
@@ -3060,7 +3097,7 @@ def selfdestruct():
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if random.random() < 0.15:
+ if withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
@@ -3086,7 +3123,13 @@ def kaboom():
def killrate():
"Compute our rate of kils over time."
- return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+ 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.state.remkl + game.state.remcom + game.state.nscrem)
+ return (starting - remaining)/elapsed
def badpoints():
"Compute demerits."
@@ -3291,10 +3334,10 @@ def finish(ifin):
if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
- if goodies/baddies >= 1.0+0.5*random.random():
+ if goodies/baddies >= randreal(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 >= 3.0+random.random():
+ if goodies/baddies >= randreal(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
@@ -3487,7 +3530,7 @@ def iostart():
#textdomain(PACKAGE)
if atexit.register(outro):
sys.stderr.write("Unable to register outro(), exiting...\n")
- os.exit(1)
+ raise SysExit,1
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
@@ -3610,11 +3653,18 @@ def cgetline():
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
- line = replayfp.readline()
+ while True:
+ line = replayfp.readline()
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
else:
line = raw_input()
if logfp:
- logfp.write(line)
+ logfp.write(line + "\n")
return line
def setwnd(wnd):
@@ -3705,7 +3755,7 @@ def drawmaps(mode):
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
- lrscan()
+ lrscan(silent=False)
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
@@ -3821,12 +3871,10 @@ def imove(novapush):
newcnd()
drawmaps(0)
setwnd(message_window)
-
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
-
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
@@ -3834,10 +3882,8 @@ def imove(novapush):
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltay /= bigger
deltax /= bigger
-
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
@@ -3849,13 +3895,12 @@ def imove(novapush):
x = game.sector.x
y = game.sector.y
n = int(10.0*game.dist*bigger+0.5)
-
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
- w.x = int(x + 0.5)
- w.y = int(y + 0.5)
+ w.x = int(round(x))
+ w.y = int(round(y))
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
@@ -3874,31 +3919,30 @@ def imove(novapush):
if game.alldone:
return
# compute final position -- new quadrant and sector
- x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
- y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
- w.x = int(x+10.0*game.dist*bigger*deltax+0.5)
- w.y = int(y+10.0*game.dist*bigger*deltay+0.5)
+ x = (QUADSIZE*game.quadrant.x)+game.sector.x
+ y = (QUADSIZE*game.quadrant.y)+game.sector.y
+ w.x = int(round(x+10.0*game.dist*bigger*deltax))
+ w.y = int(round(y+10.0*game.dist*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
- kink = 0
- if w.x <= 0:
- w.x = -w.x + 1
- kink = 1
- if w.y <= 0:
- w.y = -w.y + 1
- kink = 1
- if w.x > GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
- kink = 1
- if w.y > GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
- kink = 1
+ kink = False
+ if w.x < 0:
+ w.x = -w.x
+ kink = True
+ if w.y < 0:
+ w.y = -w.y
+ kink = True
+ if w.x >= GALSIZE*QUADSIZE:
+ w.x = (GALSIZE*QUADSIZE*2) - w.x
+ kink = True
+ if w.y >= GALSIZE*QUADSIZE:
+ w.y = (GALSIZE*QUADSIZE*2) - w.y
+ kink = True
if kink:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
@@ -3912,10 +3956,10 @@ def imove(novapush):
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+ game.quadrant.x = w.x/QUADSIZE
+ game.quadrant.y = w.y/QUADSIZE
+ game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
+ game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
@@ -3928,7 +3972,7 @@ def imove(novapush):
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
@@ -3949,7 +3993,7 @@ def imove(novapush):
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 random.random()>probf:
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
timwrp()
else:
finish(FHOLE)
@@ -4261,13 +4305,14 @@ def warp(timewarp):
return
# Entry WARPX
if game.warpfac > 6.0:
- # Decide if engine damage will occur
- prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
- if prob > random.random():
+ # Decide if engine damage will occur
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ prob = game.dist*square(6.0-game.warpfac)/66.666666666
+ if prob > randreal():
blooey = True
- game.dist = random.random()*game.dist
+ game.dist = randreal(game.dist)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
@@ -4311,7 +4356,7 @@ def warp(timewarp):
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
@@ -4373,7 +4418,7 @@ def atover(igrab):
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if random.random() <= 0.5:
+ if withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
@@ -4381,7 +4426,7 @@ def atover(igrab):
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if random.random() <= 0.25:
+ if withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
@@ -4416,16 +4461,16 @@ def atover(igrab):
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*random.random()
+ game.warpfac = randreal(6.0, 8.0)
game.wfacsq = game.warpfac * game.warpfac
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = 1.4142+random.random()
+ distreq = randreal(math.sqrt(2))
if distreq < game.dist:
game.dist = distreq
game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*random.random() # How dumb!
+ game.direc = randreal(12) # How dumb!
game.justin = False
game.inorbit = False
warp(True)
@@ -4446,7 +4491,7 @@ def atover(igrab):
def timwrp():
# let's do the time warp again
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and random.random() < 0.5:
+ if game.state.snap and withprob(0.5):
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
@@ -4487,7 +4532,7 @@ def timwrp():
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(random.random())
+ game.optime = -0.5*game.intime*math.log(randreal())
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)
@@ -4617,12 +4662,10 @@ def mayday():
prout(_(" dematerializes."))
game.sector.x=0
for m in range(1, 5+1):
- ix = game.base.x+3.0*random.random()-1
- iy = game.base.y+3.0*random.random()-1
+ w = game.base.scatter()
if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
# found one -- finish up
- game.sector.x=ix
- game.sector.y=iy
+ game.sector = w
break
if not is_valid(game.sector):
prout(_("You have been lost in space..."))
@@ -4639,7 +4682,7 @@ def mayday():
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
textcolor(RED)
warble()
- if random.random() > probf:
+ if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
@@ -4732,7 +4775,7 @@ def abandon():
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = random.random()*game.state.rembase+1
+ nb = randrange(game.state.rembase)
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
@@ -4742,8 +4785,7 @@ def abandon():
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
for l in range(QUADSIZE):
- game.sector.x = 3.0*random.random() - 1.0 + game.base.x
- game.sector.y = 3.0*random.random() - 1.0 + game.base.y
+ game.sector = game.base.scatter()
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.quad[game.sector.x][game.sector.y] == IHDOT:
break
@@ -4829,12 +4871,12 @@ def orbit():
prout(_(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*random.random()
+ game.optime = randreal(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*random.random())
+ game.height = randreal(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
@@ -4939,7 +4981,7 @@ def beam():
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if random.random() > 0.98:
+ if withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
@@ -4980,7 +5022,7 @@ def mine():
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
@@ -5015,7 +5057,7 @@ def usecrystals():
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if random.random() <= game.cryprob:
+ if with(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
@@ -5025,7 +5067,7 @@ def usecrystals():
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*random.random())
+ game.energy += randreal(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
@@ -5137,8 +5179,6 @@ def shuttle():
def deathray():
# use the big zapper
- r = random.random()
-
game.ididit = False
skip(1)
chew()
@@ -5170,9 +5210,10 @@ def deathray():
skip(1)
prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
skip(1)
- dprob = .30
+ dprob = 0.30
if game.options & OPTION_PLAIN:
- dprob = .5
+ dprob = 0.5
+ r = randreal()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
@@ -5183,14 +5224,14 @@ def deathray():
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if random.random() <= 0.05:
+ if withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = random.random() # Pick failure method
- if r <= .30:
+ r = randreal() # Pick failure method
+ if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
@@ -5204,7 +5245,7 @@ def deathray():
skip(1)
kaboom()
return
- if r <= .55:
+ if r <= 0.55:
prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
skip(1)
prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
@@ -5329,30 +5370,34 @@ def report():
(i, (_("s"), "")[i==1]))
skip(1)
-def lrscan():
+def lrscan(silent):
# long-range sensor scan
if damaged(DLRSENS):
# Now allow base's sensors if docked
if game.condition != "docked":
- prout(_("LONG-RANGE SENSORS DAMAGED."))
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
return
- prout(_("Starbase's long-range scan"))
- else:
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
prout(_("Long-range scan"))
for x in range(game.quadrant.x-1, game.quadrant.x+2):
- proutn(" ")
+ if not silent:
+ proutn(" ")
for y in range(game.quadrant.y-1, game.quadrant.y+2):
if not VALID_QUADRANT(x, y):
- proutn(" -1")
+ 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 game.state.galaxy[x][y].supernova:
+ if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
- else:
+ elif not silent:
proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
prout(" ")
@@ -5386,6 +5431,8 @@ def rechart():
def chart():
# display the star chart
chew()
+ if not (game.options & (OPTION_PLAIN | OPTION_ALMY)):
+ lrscan(silent=True)
if not damaged(DRADIO):
rechart()
if game.lastchart < game.state.date and game.condition == "docked":
@@ -5655,69 +5702,6 @@ def eta():
return
-#ifdef BSD_BUG_FOR_BUG
-# A visual scan is made in a particular direction of three sectors
-# in the general direction specified. This takes time, and
-# Klingons can attack you, so it should be done only when sensors
-# are out. Code swiped from BSD-Trek. Not presently used, as we
-# automatically display all adjacent sectors on the short-range
-# scan even when short-range sensors are out.
-
-# This struct[] has the delta x, delta y for particular directions
-
-visdelta = (
- (-1,-1),
- (-1, 0),
- (-1, 1),
- (0, 1),
- (1, 1),
- (1, 0),
- (1, -1),
- (0, -1),
- (-1,-1),
- (-1, 0),
- (-1, 1),
-)
-
-def visual():
- v = coord()
- if scan() != IHREAL:
- chew()
- proutn(_("Direction? "))
- if scan()!=IHREAL:
- huh()
- return
- if aaitem < 0.0 or aaitem > 360.0:
- return
- co = (aaitem + 22) / 45
- v = visdelta[co]
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix+1, iy+1, co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%c " % (co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix+1, iy+1))
- game.optime = 0.5
- game.ididit = True
-#endif
-
# Code from setup.c begins here
def prelim():
@@ -5725,10 +5709,9 @@ def prelim():
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
-#ifdef __HISTORICAL__
+# From the FORTRAN original
# prout(_("Latest update-21 Sept 78"))
# skip(1)
-#endif __HISTORICAL__
def freeze(boss):
# save game
@@ -5865,14 +5848,14 @@ def setup(needprompt):
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
+ game.nprobes = randrange(2, 5)
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
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*int(31.0*random.random()+20.0)
+ game.state.date = game.indate = 100.0 * randreal(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
@@ -5894,7 +5877,7 @@ def setup(needprompt):
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
+ schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
@@ -5915,7 +5898,7 @@ def setup(needprompt):
game.instar = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
- k = int(random.random()*9.0 + 1.0)
+ k = randrange(1, QUADSIZE**2/10+1)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
@@ -5931,7 +5914,7 @@ def setup(needprompt):
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = w.distance(game.state.baseq[j])
- if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
@@ -5950,7 +5933,7 @@ def setup(needprompt):
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = random.random()
+ r = randreal()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
@@ -5967,7 +5950,7 @@ def setup(needprompt):
for i in range(1, game.incom+1):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
+ if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
not game.state.galaxy[w.x][w.y].supernova and \
game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
not w in game.state.kcmdr[:i]:
@@ -5990,8 +5973,8 @@ def setup(needprompt):
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[random.randint(0, 2)]
- if random.random()*1.5: # 1 in 3 chance of crystals
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ if withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
@@ -6046,7 +6029,7 @@ def setup(needprompt):
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - (thing == game.quadrant) - game.ithere:
+ if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(False)
@@ -6072,6 +6055,8 @@ def choose(needprompt):
continue # We don't want a blank entry
game.tourn = int(round(aaitem))
random.seed(aaitem)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % aaitem)
break
if isit("saved") or isit("frozen"):
if thaw():
@@ -6140,19 +6125,19 @@ def choose(needprompt):
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = random.randint(BASEMIN, BASEMAX)
+ game.state.rembase = randrange(BASEMIN, BASEMAX+1)
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
+ game.state.nromrem = game.inrom = randrange(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.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom = int(game.skill + 0.0625*game.inkling*random.random())
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+ game.incom = int(game.skill + 0.0625*game.inkling*randreal())
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
@@ -6187,7 +6172,7 @@ def newkling(i):
pi = dropin(IHK)
game.ks[i] = pi
game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
+ game.kpower[i] = randreal(300, 450) + 25.0*game.skill
return pi
def newqad(shutup):
@@ -6204,7 +6189,6 @@ def newqad(shutup):
game.inorbit = False
game.landed = False
game.ientesc = False
- game.ithere = False
global iqengry
iqengry = False
game.iseenit = False
@@ -6233,12 +6217,12 @@ def newqad(shutup):
if i <= game.state.remcom:
game.quad[w.x][w.y] = IHC
- game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
+ game.kpower[game.klhere] = randreal(950, 1350) + 50.0*game.skill
game.comhere = True
# If we need a super-commander, promote a Klingon
- if same(game.quadrant, game.state.kscmdr):
+ if game.quadrant == game.state.kscmdr:
game.quad[game.ks[0].x][game.ks[0].y] = IHS
- game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
+ game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
@@ -6246,7 +6230,7 @@ def newqad(shutup):
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
+ game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin(IHB)
@@ -6283,28 +6267,28 @@ def newqad(shutup):
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, w)
- game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
+ game.kpower[game.nenhere] = randreal(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 random.random() <= 0.02) or \
- (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
- (game.skill > SKILL_GOOD and random.random() <= 0.08):
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ game.tholian = coord()
while True:
- game.tholian.x = random.choice((0, QUADSIZE-1))
- game.tholian.y = random.choice((0, QUADSIZE-1))
+ game.tholian.x = withprob(0.5) * (QUADSIZE-1)
+ game.tholian.y = withprob(0.5) * (QUADSIZE-1)
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ithere = True
game.nenhere += 1
game.ks[game.nenhere] = game.tholian
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
+ game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
game.quad[0][0] = 'X'
@@ -6317,10 +6301,10 @@ def newqad(shutup):
sortklings()
# Put in a few black holes
for i in range(1, 3+1):
- if random.random() > 0.5:
+ if withprob(0.5):
dropin(IHBLANK)
# Take out X's in corners if Tholian present
- if game.ithere:
+ if game.tholian:
if game.quad[0][0]=='X':
game.quad[0][0] = IHDOT
if game.quad[0][QUADSIZE-1]=='X':
@@ -6333,7 +6317,7 @@ def newqad(shutup):
def sortklings():
# sort Klingons by distance from us
# The author liked bubble sort. So we will use it. :-(
- if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
+ if game.nenhere-(thing==game.quadrant)-(game.tholian!=None) < 2:
return
while True:
sw = False
@@ -6371,7 +6355,7 @@ def setpassword():
else:
game.passwd = ""
for i in range(3):
- game.passwd += chr(97+int(random.random()*25))
+ game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
@@ -6530,7 +6514,7 @@ def makemoves():
elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
- lrscan()
+ lrscan(silent=False)
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
@@ -6542,7 +6526,7 @@ def makemoves():
elif cmd == "MOVE": # move under warp
warp(False)
elif cmd == "SHIELDS": # shields
- doshield(False)
+ doshield(shraise=False)
if game.ididit:
hitme = True
game.shldchg = False
@@ -6595,7 +6579,7 @@ def makemoves():
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- os.exit(1) # And quick exit
+ raise SysExit,1 # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
@@ -6623,14 +6607,6 @@ def makemoves():
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
- elif cmd == "SEED": # set random-number seed
- key = scan()
- if key == IHREAL:
- seed = int(round(aaitem))
-#ifdef BSD_BUG_FOR_BUG
-# elif cmd == "VISUAL":
-# visual() # perform visual scan
-#endif
while True:
if game.alldone:
break # Game has ended
@@ -6678,6 +6654,7 @@ def crmena(stars, enemy, loctype, w):
proutn("***")
cramen(enemy)
proutn(_(" at "))
+ buf = ""
if loctype == "quadrant":
buf = _("Quadrant ")
elif loctype == "sector":
@@ -6700,13 +6677,13 @@ def stars():
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + random.random())
+ return -avrage*math.log(1e-7 + randreal())
def randplace(size):
# choose a random location
w = coord()
- w.x = random.randint(0, size-1)
- w.y = random.randint(0, size-1)
+ w.x = randrange(size)
+ w.y = randrange(size)
return w
def chew():
@@ -6866,80 +6843,89 @@ def debugme():
atover(True)
if __name__ == '__main__':
- global line, thing, game, idebug, iqengry
- game = citem = aaitem = inqueue = None
- line = ''
- thing = coord()
- iqengry = False
- game = gamestate()
- idebug = 0
- game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
- # Disable curses mode until the game logic is working.
- # if os.getenv("TERM"):
- # game.options |= OPTION_CURSES | OPTION_SHOWME
- # else:
- game.options |= OPTION_TTY
- seed = time.time()
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
- for (switch, val) in options:
- if switch == '-r':
- try:
- replayfp = open(optarg, "r")
- except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" % optarg)
- os.exit(1)
- line = replayfp.readline().strip()
- try:
- (key, seed) = line.split()
- seed = int(seed)
- except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
- os.exit(1)
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-t':
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-x':
- idebug = True
- else:
- sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
- os.exit(0)
- # where to save the input in case of bugs
try:
- logfp = open("/usr/tmp/sst-input.log", "w")
- except IOError:
- sys.stderr.write("sst: warning, can't open logfile\n")
- if logfp:
- #setlinebuf(logfp)
- logfp.write("seed %d\n" % (seed))
- random.seed(seed)
- iostart()
- if arguments:
- inqueue = arguments
- else:
- inqueue = None
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup(needprompt=not inqueue)
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- skip(1)
- stars()
- skip(1)
- if game.tourn and game.alldone:
- proutn(_("Do you want your score recorded?"))
- if ja() == True:
- chew2()
- freeze(False)
- proutn(_("Do you want to play again? "))
- if not ja():
- break
- skip(1)
- prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
- raise SysExit, 0
+ global line, thing, game, idebug, iqengry
+ game = citem = aaitem = inqueue = None
+ line = ''
+ thing = coord()
+ iqengry = False
+ game = gamestate()
+ idebug = 0
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+ # Disable curses mode until the game logic is working.
+ # if os.getenv("TERM"):
+ # game.options |= OPTION_CURSES | OPTION_SHOWME
+ # else:
+ game.options |= OPTION_TTY
+ seed = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit, 1
+ try:
+ line = replayfp.readline().strip()
+ (leader, key, seed) = line.split()
+ seed = eval(seed)
+ sys.stderr.write("sst2k: seed set to %s\n" % seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ os.exit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ os.exit(0)
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ random.seed(seed)
+ iostart()
+ if arguments:
+ inqueue = arguments
+ else:
+ inqueue = None
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup(needprompt=not inqueue)
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ chew2()
+ freeze(False)
+ chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ raise SystemExit, 0
+ except KeyboardInterrupt:
+ print""
+ pass
+