# 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
+# can be forward-ported off Python.
import random
class randomizer:
@staticmethod
def withprob(p):
- b = random.random() < p
+ v = random.random()
if logfp:
- logfp.write("#withprob(%.2f) -> %s\n" % (p, b))
- return b
+ logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+ return v < p
@staticmethod
- def randrange(*args):
+ def integer(*args):
s = random.randrange(*args)
if logfp:
logfp.write("#randrange%s -> %s\n" % (args, s))
10, # DCLOAK: the cloaking device 1.0
)
assert(sum(weights) == 1000)
- idx = rnd.randrange(1000)
+ idx = rnd.integer(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 = rnd.randrange(10, 30)
+ icas = rnd.integer(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 = rnd.randrange(NDEVICES//2)
+ ncrits = rnd.integer(NDEVICES//2)
while ncrits > 0:
ncrits -= 1
dev = randdevice()
for enemy in game.enemies:
if w == enemy.location:
kp = math.fabs(enemy.power)
- h1 = 700.0 + rnd.randrange(100) - \
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + rnd.randrange(100) - \
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = rnd.randrange(int(hittot * 0.015))
+ icas = rnd.integer(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = rnd.randrange(int(hit*0.012))
+ icas = rnd.integer(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = rnd.randrange(len(game.state.kcmdr))
+ i = rnd.integer(len(game.state.kcmdr))
yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or game.iscloaked or yank == 0:
# Drats! Have to reschedule
nstars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
- num = rnd.randrange(nstars) + 1
+ num = rnd.integer(nstars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
num -= game.state.galaxy[nq.i][nq.j].stars
else:
ns = Coord()
# we are in the quadrant!
- num = rnd.randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
for ns.j in range(QUADSIZE):
if game.quad[ns.i][ns.j]=='*':
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = rnd.randrange(len(game.state.baseq))
+ nb = rnd.integer(len(game.state.baseq))
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = rnd.randrange(2, 5)
+ game.nprobes = rnd.integer(2, 5)
game.warpfac = 5.0
for i in range(NDEVICES):
game.damage[i] = 0.0
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 = rnd.randrange(1, min(10, QUADSIZE**2/10))
+ k = rnd.integer(1, min(10, QUADSIZE**2/10))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[rnd.randrange(0, 3)]
+ new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
if rnd.withprob(0.33):
new.crystals = "present"
new.known = "unknown"
prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.inbase = rnd.randrange(BASEMIN, BASEMAX+1)
+ game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += rnd.randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = rnd.randrange(2 * game.skill)
+ game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
if game.quad[w.i][w.j] == '.':
break
game.tholian = Enemy(etype='T', loc=w,
- power=rnd.randrange(100, 500) + 25.0*game.skill)
+ power=rnd.integer(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
break
else:
game.passwd = ""
- game.passwd += chr(ord('a')+rnd.randrange(26))
- game.passwd += chr(ord('a')+rnd.randrange(26))
- game.passwd += chr(ord('a')+rnd.randrange(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
# Code from sst.c begins here
def randplace(size):
"Choose a random location."
w = Coord()
- w.i = rnd.randrange(size)
- w.j = rnd.randrange(size)
+ w.i = rnd.integer(size)
+ w.j = rnd.integer(size)
return w
class sstscanner: