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):
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<p, traceback.extract_stack()[1][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[1][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()[1][1:]))
+ return v
+
# Code from ai.c begins here
def tryexit(look, ienm, loccom, irun):
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
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():
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
#
# 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.
#
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
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10 + random.randrange(20)
+ icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
# 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
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))
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if random.random() <= 0.05:
+ if withprob(0.05):
crmena(True, iquad, sector, w)
prout(_(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
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:
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))
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)
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:
return None
skip(1)
crmena(True, IHT, sector, w)
- if random.random() > 0.05:
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
# 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 = []
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):
# 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:
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
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
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:
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)
return
game.ididit = True
# Loop for moving <n> 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
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
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:
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)
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
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()
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]:
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):
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!"))
# 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
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.randrange(game.state.remcom)
+ 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
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)
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
# 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
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
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:
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.randrange(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
else:
ns = coord()
# we are in the quadrant!
- num = random.randrange(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:
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()
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!"))
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
- line = replayfp.readline()
- if line == '':
- prout("*** Replay finished")
- replayfp.close()
+ while True:
+ line = replayfp.readline()
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
else:
line = raw_input("COMMAND> ")
if logfp:
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)
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
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."))
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
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."))
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)
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))
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)
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..."))
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)
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]
# 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
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
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.\""))
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*(ord(game.iplnet.pclass)-ord("M"))
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
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********************************"))
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"))
def deathray():
# use the big zapper
- r = random.random()
game.ididit = False
skip(1)
chew()
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)
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!"))
skip(1)
kaboom()
return
- if r <= .55:
+ if r <= 0.55:
prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
skip(1)
prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
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
# 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:
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
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))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = random.random()
+ r = randreal()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
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]:
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
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():
# 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
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):
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 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
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)
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
+ game.tholian.y = withprob(0.5) * QUADSIZE
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
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'
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.tholian:
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
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():
raise SysExit, 1
line = replayfp.readline().strip()
try:
- (key, seed) = line.split()
+ (leader, key, seed) = line.split()
seed = int(seed)
sys.stderr.write("sst2k: seed set to %d\n" % seed)
except ValueError:
sys.stderr.write("sst: warning, can't open logfile\n")
if logfp:
#setlinebuf(logfp)
- logfp.write("seed %d\n" % (seed))
+ logfp.write("# seed %d\n" % (seed))
random.seed(seed)
iostart()
if arguments: