"""
from __future__ import print_function, division
-import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
import getopt, socket, locale
# This import only works on Unixes. The intention is to enable
def _(st):
return gettext.gettext(st)
+# This is all encapsulated not just for logging but because someday
+# we'll probably want to replace it with something like an LCG that
+# can be forward-ported off Python
+
+import random
+
+class randomizer:
+ @staticmethod
+ def withprob(p):
+ return random.random() < p
+
+ @staticmethod
+ def randrange(*args):
+ return random.randrange(*args)
+
+ @staticmethod
+ def real(*args):
+ v = random.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])
+ return v
+
+ @staticmethod
+ def seed(n):
+ random.seed(n)
+
GALSIZE = 8 # Galaxy size in quadrants
NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
MAXUNINHAB = 10 # Maximum uninhabited worlds
return self.roundtogrid() % QUADSIZE
def scatter(self):
s = Coord()
- s.i = self.i + randrange(-1, 2)
- s.j = self.j + randrange(-1, 2)
+ s.i = self.i + rnd.range(-1, 2)
+ s.j = self.j + rnd.range(-1, 2)
return s
def __str__(self):
if self.i is None or self.j is None:
FCREW = 21
FCLOAK = 22
-def withprob(p):
- return random.random() < p
-
-def randrange(*args):
- return random.randrange(*args)
-
-def randreal(*args):
- v = random.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])
- return v
-
-def randseed(n):
- random.seed(n)
-
# Code from ai.c begins here
def welcoming(iq):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces + randreal(200))/150.0) - 5.0
+ motion = ((forces + rnd.real(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * old_dist + 1.0
+ 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-randreal()**2)
+ motion -= game.skill*(2.0-rnd.real()**2)
if game.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, randreal(1.0, 3.0))
+ schedule(FSCDBAS, rnd.real(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 game.idebug and \
- (withprob(0.8) or \
+ (rnd.withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
10, # DCLOAK: the cloaking device 1.0
)
assert(sum(weights) == 1000)
- idx = randrange(1000)
+ idx = rnd.randrange(1000)
wsum = 0
for (i, w) in enumerate(weights):
wsum += w
skip(1)
deadkl(enemy.location, enemy.type, game.sector)
proutn("***" + crmshp() + " heavily damaged.")
- icas = randrange(10, 30)
+ icas = rnd.randrange(10, 30)
prout(_("***Sickbay reports %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- ncrits = randrange(NDEVICES/2)
+ ncrits = rnd.randrange(NDEVICES/2)
while ncrits > 0:
ncrits -= 1
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*randreal()+1.0)*game.damfac
+ 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
if iquad in ('E', 'F'): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
- hit = 700.0 + randreal(100) - \
+ 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+randreal(-2.4, 2.4), distance=2**0.5)
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
- if iquad in ('C', 'S') and withprob(0.05):
+ 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 + randrange(100) - \
+ h1 = 700.0 + rnd.randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
- displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
prout(_("The torpedo destroyed an inhabited planet."))
return None
elif iquad == '*': # Hit a star
- if withprob(0.9):
+ if rnd.withprob(0.9):
nova(w)
else:
prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == '?': # Hit a thingy
- if not (game.options & OPTION_THINGY) or withprob(0.3):
+ if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + randrange(100) - \
+ h1 = 700.0 + rnd.randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
return None
skip(1)
proutn(crmena(True, 'T', "sector", w))
- if withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
def fry(hit):
"Critical-hit resolution."
- if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
+ if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
return
- ncrit = int(1.0 + hit/(500.0+randreal(100)))
+ ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
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*randreal(75, 100))
+ extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
game.damage[j] += extradm
ncrit -= 1
skipcount = 0
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25 + randreal(0.5)
+ chgfac = 0.25 + rnd.real(0.5)
skip(1)
# message verbosity control
if game.skill <= SKILL_FAIR:
if enemy.power < 0:
continue # too weak to attack
# compute hit strength and diminish shield power
- r = randreal()
+ r = rnd.real()
# Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
if game.condition == "docked":
continue # Don't waste the effort!
attempt = True # Attempt to attack
- dustfac = randreal(0.8, 0.85)
+ dustfac = rnd.real(0.8, 0.85)
hit = enemy.power*math.pow(dustfac, enemy.kavgd)
enemy.power *= 0.75
else: # Enemy uses photon torpedo
proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
attempt = True
prout(" ")
- dispersion = (randreal()+randreal())*0.5 - 0.5
+ 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:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = randrange(int(hittot * 0.015))
+ icas = rnd.randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
for i in range(n):
if game.condition != "docked":
game.torps -= 1
- dispersion = (randreal()+randreal())*0.5 -0.5
+ dispersion = (rnd.real()+rnd.real())*0.5 -0.5
if math.fabs(dispersion) >= 0.47:
# misfire!
- dispersion *= randreal(1.2, 2.2)
+ dispersion *= rnd.real(1.2, 2.2)
if n > 0:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if withprob(0.2):
+ if rnd.withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+ game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
break
if game.iscloaked:
dispersion *= 1.2
"Check for phasers overheating."
if rpow > 1500:
checkburn = (rpow-1500.0)*0.00038
- if withprob(checkburn):
+ if rnd.withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+ game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
"Check shield control."
skip(1)
- if withprob(0.998):
+ if rnd.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 = randrange(int(hit*0.012))
+ icas = rnd.randrange(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
for wham in hits:
if wham == 0:
continue
- dustfac = randreal(0.9, 1.0)
+ 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)
return
continue
else: # decide whether or not to emasculate klingon
- if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ 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
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))*randreal(1.01, 1.06) + 1.0
+ 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()
if powrem <= 0:
continue
hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
- over = randreal(1.01, 1.06) * hits[i]
+ over = rnd.real(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
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))) * randreal(1.01, 1.06) + 1.0
+ 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):
if ifast:
skip(1)
if no == 0:
- if withprob(0.01):
+ if rnd.withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# but we want command to work more often, more humanely */
#prout(_("Prob = %.4f" % x))
# x = 100; // For testing, of course!
- if x < randreal(100):
+ if x < rnd.real(100):
# guess what, he surrendered!!! */
prout(_("Klingon captain at %s surrenders.") % weakest.location)
- i = randreal(200)
+ i = rnd.real(200)
if i > 0:
prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
if i > game.brigfree:
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if withprob(0.5):
+ 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
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = randrange(len(game.state.kcmdr))
+ i = rnd.randrange(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
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
- schedule(FCDBAS, randreal(1.0, 4.0))
+ 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)
return
temp = game.optime = delay
if len(game.enemies):
- rtime = randreal(1.0, 2.0)
+ rtime = rnd.real(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
"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 withprob(0.05):
+ if rnd.withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
return
if iquad in ('.', '?', ' ', 'T', '#'):
pass
elif iquad == '*': # Affect another star
- if withprob(0.05):
+ if rnd.withprob(0.05):
# This star supernovas
supernova(game.quadrant)
return
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
nstars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
- num = randrange(nstars) + 1
+ num = rnd.randrange(nstars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
num -= game.state.galaxy[nq.i][nq.j].stars
else:
ns = Coord()
# we are in the quadrant!
- num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ num = rnd.randrange(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]=='*':
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if withprob(0.15):
+ if rnd.withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
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 >= randreal(1.0, 1.5):
+ 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 >= randreal(3.0):
+ if goodies/baddies >= rnd.real(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
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 withprob(1-probf):
+ if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
timwrp()
else:
finish(FHOLE)
# 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 > randreal():
+ if prob > rnd.real():
blooey = True
- wcourse.distance = randreal(wcourse.distance)
+ 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) > randreal():
+ 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:
blooey = False
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ 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(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if withprob(0.5):
+ if rnd.withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if withprob(0.25):
+ if rnd.withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = randreal(6.0, 8.0)
+ 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, randreal(math.sqrt(2)))
- bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ 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
def timwrp():
"Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and withprob(0.5):
+ 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.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
- if randreal() > probf:
+ if rnd.real() > probf:
break
prout(_("fails."))
textcolor(DEFAULT)
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = randrange(len(game.state.baseq))
+ nb = rnd.randrange(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]
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
- game.optime = randreal(0.02, 0.05)
+ game.optime = rnd.real(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = randreal(1400, 8600)
+ game.height = rnd.real(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 not withprob(0.98):
+ if not rnd.withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
prout(_("With all those fresh crystals aboard the ") + crmshp())
prout(_("there's no reason to mine more at this time."))
return
- game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ game.optime = rnd.real(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 withprob(game.cryprob):
+ if rnd.withprob(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += randreal(5000.0, 5500.0)
+ game.energy += rnd.real(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
dprob = 0.30
if game.options & OPTION_PLAIN:
dprob = 0.5
- r = randreal()
+ r = rnd.real()
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 withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = randreal() # Pick failure method
+ r = rnd.real() # Pick failure method
if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = randrange(2, 5)
+ game.nprobes = rnd.randrange(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 * randreal(20, 51)
+ 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
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 = randrange(1, min(10, QUADSIZE**2/10))
+ k = rnd.randrange(1, min(10, QUADSIZE**2/10))
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 - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+ 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))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = randreal()
+ r = rnd.real()
klump = int((1.0 - r*r)*klumper)
if klump > krem:
klump = krem
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
+ 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)
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[randrange(0, 3)]
- if withprob(0.33):
+ new.pclass = ("M", "N", "O")[rnd.randrange(0, 3)]
+ if rnd.withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
# 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, randreal(1.0, 2.0)) # Force an early snapshot
+ 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:
scanner.chew()
continue # We don't want a blank entry
game.tourn = int(round(scanner.real))
- randseed(scanner.real)
+ rnd.seed(scanner.real)
if logfp:
- logfp.write("# randseed(%d)\n" % scanner.real)
+ logfp.write("# rnd.seed(%d)\n" % scanner.real)
break
if scanner.sees("saved") or scanner.sees("frozen"):
if thaw():
prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.inbase = randrange(BASEMIN, BASEMAX+1)
+ game.inbase = rnd.randrange(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += rnd.randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = randrange(2 * game.skill)
+ game.state.nromrem = game.inrom = rnd.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.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
- game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+ 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:
def newkling():
"Drop new Klingon into current quadrant."
- return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
def sortenemies():
"Sort enemies by distance so 'nearest' is meaningful."
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
game.quad[e.location.i][e.location.j] = 'C'
- e.power = randreal(950,1350) + 50.0*game.skill
+ 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 = randreal(1175.0, 1575.0) + 125.0*game.skill
+ 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=randreal(400.0,850.0)+50.0*game.skill)
+ 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')
# Put in THING if needed
if thing == game.quadrant:
Enemy(etype='?', loc=dropin(),
- power=randreal(6000,6500.0)+250.0*game.skill)
+ 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 withprob(0.02)) or \
- (game.skill == SKILL_GOOD and withprob(0.05)) or \
- (game.skill > SKILL_GOOD and withprob(0.08)):
+ 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 = withprob(0.5) * (QUADSIZE-1)
- w.j = withprob(0.5) * (QUADSIZE-1)
+ 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=randrange(100, 500) + 25.0*game.skill)
+ power=rnd.randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
dropin('*')
# Put in a few black holes
for _i in range(1, 3+1):
- if withprob(0.5):
+ if rnd.withprob(0.5):
dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
break
else:
game.passwd = ""
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+rnd.randrange(26))
+ game.passwd += chr(ord('a')+rnd.randrange(26))
+ game.passwd += chr(ord('a')+rnd.randrange(26))
# Code from sst.c begins here
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + randreal())
+ return -avrage*math.log(1e-7 + rnd.real())
def randplace(size):
"Choose a random location."
w = Coord()
- w.i = randrange(size)
- w.j = randrange(size)
+ w.i = rnd.randrange(size)
+ w.j = rnd.randrange(size)
return w
class sstscanner:
game = None
thing = Thingy()
game = Gamestate()
+ rnd = randomizer()
logfp = None
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
logfp.write("# SST2K version %s\n" % version)
logfp.write("# recorded by %s@%s on %s\n" % \
(getpass.getuser(),socket.gethostname(),time.ctime()))
- randseed(seed)
+ rnd.seed(seed)
scanner = sstscanner()
for arg in arguments:
scanner.append(arg)