Ready to ship 2.5.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 58857746e4b63c47474ffea7e956da28c6ba246c..168b55d4da93cacdb440254d1dc2fc6b326efe07 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -11,7 +11,11 @@ Stas Sergeev, and Eric S. Raymond.
 See the doc/HACKING file in the distribution for designers notes and advice
 on how to modify (and how not to modify!) this code.
 """
-import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
+from __future__ import print_function, division
+# Runs under Python 2 an Python 3. Preserve this property!
+# SPDX-License-Identifier: BSD-2-clause
+
+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
@@ -21,13 +25,71 @@ try:
 except ImportError:
     pass
 
-version = "2.1"
+# Prevent lossage under Python 3
+try:
+    my_input = raw_input
+except NameError:
+    my_input = input
+
+version = "2.5"
 
 docpath        = (".", "doc/", "/usr/share/doc/sst/")
 
 def _(st):
     return gettext.gettext(st)
 
+# Rolling our own LCG because Python changed its incompatibly in 3.2.
+# Thus, we need to have our own to be 2/3 polyglot, which will also
+# be helpful when we forwrard-port.
+
+class randomizer:
+    # LCG PRNG parameters tested against
+    # Knuth vol. 2. by the authors of ADVENT 
+    LCG_A = 1093
+    LCG_C = 221587
+    LCG_M = 1048576
+
+    @staticmethod
+    def random():
+        old_x = game.lcg_x
+        game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+        return old_x / randomizer.LCG_M;
+
+    @staticmethod
+    def withprob(p):
+        v = randomizer.random()
+        #if logfp:
+        #    logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+        return v < p
+
+    @staticmethod
+    def integer(*args):
+        v = randomizer.random()
+        if len(args) == 1:
+            v = int(v * args[0])
+        else:
+            v = args[0] + int(v * (args[1] - args[0]))
+        #if logfp:
+        #    logfp.write("#integer%s -> %s\n" % (args, v))
+        return int(v)
+
+    @staticmethod
+    def real(*args):
+        v = randomizer.random()
+        if len(args) == 1:
+            v *= args[0]                 # from [0, args[0])
+        elif len(args) == 2:
+            v = args[0] + v*(args[1]-args[0])        # from [args[0], args[1])
+        #if logfp:
+        #    logfp.write("#real%s -> %f\n" % (args, v))
+        return v
+
+    @staticmethod
+    def seed(n):
+        #if logfp:
+        #    logfp.write("#seed(%d)\n" % n)
+        game.lcg_x = n % randomizer.LCG_M
+
 GALSIZE        = 8             # Galaxy size in quadrants
 NINHAB         = (GALSIZE * GALSIZE // 2)      # Number of inhabited worlds
 MAXUNINHAB     = 10            # Maximum uninhabited worlds
@@ -72,18 +134,16 @@ class JumpOut(Exception):
 
 class Coord:
     def __init__(self, x=None, y=None):
-        self.i = x
-        self.j = y
+        self.i = x     # Row
+        self.j = y     # Column
     def valid_quadrant(self):
         return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
     def valid_sector(self):
         return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
     def invalidate(self):
         self.i = self.j = None
-    def is_valid(self):
-        return self.i != None and self.j != None
     def __eq__(self, other):
-        return other != None and self.i == other.i and self.j == other.j
+        return other is not None and self.i == other.i and self.j == other.j
     def __ne__(self, other):
         return other is None or self.i != other.i or self.j != other.j
     def __add__(self, other):
@@ -96,10 +156,16 @@ class Coord:
         return Coord(self.i*other, self.j*other)
     def __div__(self, other):
         return Coord(self.i/other, self.j/other)
+    def __truediv__(self, other):
+        return Coord(self.i/other, self.j/other)
+    def __floordiv__(self, other):
+        return Coord(self.i//other, self.j//other)
     def __mod__(self, other):
         return Coord(self.i % other, self.j % other)
-    def __rdiv__(self, other):
+    def __rtruediv__(self, other):
         return Coord(self.i/other, self.j/other)
+    def __rfloordiv__(self, other):
+        return Coord(self.i//other, self.j//other)
     def roundtogrid(self):
         return Coord(int(round(self.i)), int(round(self.j)))
     def distance(self, other=None):
@@ -112,22 +178,26 @@ class Coord:
         s = Coord()
         if self.i == 0:
             s.i = 0
+        elif self.i < 0:
+            s.i = -1
         else:
-            s.i = self.i / abs(self.i)
+            s.i = 1
         if self.j == 0:
             s.j = 0
+        elif self.j < 0:
+            s.j = -1
         else:
-            s.j = self.j / abs(self.j)
+            s.j = 1
         return s
     def quadrant(self):
         #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
-        return self.roundtogrid() / QUADSIZE
+        return self.roundtogrid() // QUADSIZE
     def sector(self):
         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:
@@ -166,6 +236,9 @@ class Quadrant:
         self.supernova = False
         self.charted = False
         self.status = "secure"        # Could be "secure", "distressed", "enslaved"
+    def __str__(self):
+        return "<Quadrant: %(klingons)d>" % self.__dict__
+    __repr__ = __str__
 
 class Page:
     def __init__(self):
@@ -186,10 +259,9 @@ def fill2d(size, fillfun):
 
 class Snapshot:
     def __init__(self):
-        self.snap = False        # snapshot taken
+        self.snap = False       # snapshot taken
         self.crew = 0           # crew complement
-        self.remkl = 0          # remaining klingons
-        self.nscrem = 0                # remaining super commanders
+        self.nscrem = 0         # remaining super commanders
         self.starkl = 0         # destroyed stars
         self.basekl = 0         # destroyed bases
         self.nromrem = 0        # Romulans remaining
@@ -206,6 +278,10 @@ class Snapshot:
         self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
         # the starchart
         self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+    def traverse(self):
+        for i in range(GALSIZE):
+            for j in range(GALSIZE):
+                yield (i, j, self.galaxy[i][j])
 
 class Event:
     def __init__(self):
@@ -254,12 +330,12 @@ DDSP            = 15
 DCLOAK          = 16
 NDEVICES        = 17        # Number of devices
 
-SKILL_NONE        = 0
-SKILL_NOVICE        = 1
-SKILL_FAIR        = 2
-SKILL_GOOD        = 3
-SKILL_EXPERT        = 4
-SKILL_EMERITUS        = 5
+SKILL_NONE      = 0
+SKILL_NOVICE    = 1
+SKILL_FAIR      = 2
+SKILL_GOOD      = 3
+SKILL_EXPERT    = 4
+SKILL_EMERITUS  = 5
 
 def damaged(dev):
     return (game.damage[dev] != 0.0)
@@ -267,8 +343,8 @@ def communicating():
     return not damaged(DRADIO) or game.condition=="docked"
 
 # Define future events
-FSPY        = 0        # Spy event happens always (no future[] entry)
-                # can cause SC to tractor beam Enterprise
+FSPY    = 0        # Spy event happens always (no future[] entry)
+                   # can cause SC to tractor beam Enterprise
 FSNOVA  = 1        # Supernova
 FTBEAM  = 2        # Commander tractor beams Enterprise
 FSNAP   = 3        # Snapshot for time warp
@@ -277,10 +353,10 @@ FCDBAS  = 5        # Commander destroys base
 FSCMOVE = 6        # Supercommander moves (might attack base)
 FSCDBAS = 7        # Supercommander destroys base
 FDSPROB = 8        # Move deep space probe
-FDISTR        = 9        # Emit distress call from an inhabited world
-FENSLV        = 10        # Inhabited word is enslaved */
-FREPRO        = 11        # Klingons build a ship in an enslaved system
-NEVENTS        = 12
+FDISTR  = 9        # Emit distress call from an inhabited world
+FENSLV  = 10       # Inhabited word is enslaved
+FREPRO  = 11       # Klingons build a ship in an enslaved system
+NEVENTS = 12
 
 # Abstract out the event handling -- underlying data structures will change
 # when we implement stateful events
@@ -312,7 +388,9 @@ class Enemy:
         else:
             self.location = Coord()
             self.kdist = self.kavgd = None
-            game.enemies.remove(self)
+            # Guard prevents failure on Tholian or thingy
+            if self in game.enemies:
+                game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
@@ -358,7 +436,7 @@ class Gamestate:
         self.thawed = False        # thawed game
         self.condition = None        # "green", "yellow", "red", "docked", "dead"
         self.iscraft = None        # "onship", "offship", "removed"
-        self.skill = None        # Player skill level
+        self.skill = SKILL_NONE        # Player skill level
         self.inkling = 0        # initial number of klingons
         self.inbase = 0                # initial number of bases
         self.incom = 0                # initial number of commanders
@@ -399,6 +477,7 @@ class Gamestate:
         self.score = 0.0        # overall score
         self.perdate = 0.0        # rate of kills
         self.idebug = False        # Debugging instrumentation enabled?
+        self.cdebug = False        # Debugging instrumentation for curses enabled?
         self.statekscmdr = None # No SuperCommander coordinates yet.
         self.brigcapacity = 400     # Enterprise brig capacity
         self.brigfree = 400       # How many klingons can we put in the brig?
@@ -406,14 +485,20 @@ class Gamestate:
         self.iscloaked = False  # Cloaking device on?
         self.ncviol = 0         # Algreon treaty violations
         self.isviolreported = False # We have been warned
+        self.lcg_x = 0         # LCG generator value
+    def remkl(self):
+        return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
     def recompute(self):
         # Stas thinks this should be (C expression):
-        # game.state.remkl + len(game.state.kcmdr) > 0 ?
-        #        game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+        # game.remkl() + len(game.state.kcmdr) > 0 ?
+        #        game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
         # He says the existing expression is prone to divide-by-zero errors
         # after killing the last klingon when score is shown -- perhaps also
         # if the only remaining klingon is SCOM.
-        self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
+        self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+    def unwon(self):
+        "Are there Klingons remaining?"
+        return self.remkl()
 
 FWON = 0
 FDEPLETE = 1
@@ -439,20 +524,6 @@ FHOLE = 20
 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
-
 # Code from ai.c begins here
 
 def welcoming(iq):
@@ -464,8 +535,8 @@ def welcoming(iq):
 def tryexit(enemy, look, irun):
     "A bad guy attempts to bug out."
     iq = Coord()
-    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
-    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+    iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
+    iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
     if not welcoming(iq):
         return False
     if enemy.type == 'R':
@@ -550,7 +621,7 @@ def movebaddy(enemy):
     irun = False
     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
     if game.skill >= SKILL_EXPERT:
-        nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+        nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
     else:
         nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
     old_dist = enemy.kdist
@@ -579,12 +650,12 @@ def movebaddy(enemy):
             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
@@ -699,7 +770,7 @@ def moveklings():
     return tacmoves
 
 def movescom(iq, avoid):
-    "Commander movement helper."
+    "Supercommander movement helper."
     # Avoid quadrants with bases if we want to avoid Enterprise
     if not welcoming(iq) or (avoid and iq in game.state.baseq):
         return False
@@ -732,7 +803,7 @@ def movescom(iq, avoid):
             if communicating():
                 announce()
                 prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
-                proutn(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+                prout(_("   a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
                 prout(_("   by the Super-commander.\""))
             break
     return True # looks good!
@@ -747,7 +818,7 @@ def supercommander():
     if game.idebug:
         prout("== SUPERCOMMANDER")
     # Decide on being active or passive
-    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+    avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
             (game.state.date-game.indate) < 3.0)
     if not game.iscate and avoid:
         # compute move away from Enterprise
@@ -765,7 +836,7 @@ def supercommander():
         sc = game.state.kscmdr
         for (i, base) in enumerate(game.state.baseq):
             basetbl.append((i, (base - sc).distance()))
-        if game.state.baseq > 1:
+        if len(game.state.baseq) > 1:
             basetbl.sort(key=lambda x: x[1])
         # look for nearest base without a commander, no Enterprise, and
         # without too many Klingons, and not already under attack.
@@ -828,7 +899,7 @@ def supercommander():
                     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():
@@ -838,7 +909,7 @@ def supercommander():
                 prout(_("Lt. Uhura-  \"Captain, the starbase in Quadrant %s") \
                       % game.state.kscmdr)
                 prout(_("   reports that it is under attack from the Klingon Super-commander."))
-                proutn(_("   It can survive until stardate %d.\"") \
+                prout(_("   It can survive until stardate %d.\"") \
                        % int(scheduled(FSCDBAS)))
                 if not game.resting:
                     return
@@ -850,13 +921,13 @@ def supercommander():
                 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
     announce()
     prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
-    proutn(_("   the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+    prout(_("   the Super-commander is in Quadrant %s.") % game.state.kscmdr)
     return
 
 def movetholian():
@@ -918,12 +989,13 @@ def movetholian():
 def cloak():
     "Change cloaking-device status."
     if game.ship == 'F':
-        prout(_("Ye Faerie Queene hath no cloaking device."));
+        prout(_("Ye Faerie Queene hath no cloaking device."))
         return
 
     key = scanner.nexttok()
 
     if key == "IHREAL":
+        huh()
         return
 
     action = None
@@ -952,42 +1024,42 @@ def cloak():
             if not ja():
                 return
             action = "CLOFF"
-    if action == None:
-        return;
+    if action is None:
+        return
 
     if action == "CLOFF":
         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
             prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n   Are you sure this is wise?\""))
             if not ja():
-                return;
-        prout("Engineer Scott- \"Aye, Sir.\"");
-        game.iscloaked = False;
+                return
+        prout("Engineer Scott- \"Aye, Sir.\"")
+        game.iscloaked = False
         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
             game.ncviol += 1
             game.isviolreported = True
 
             #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
-            return;
+            return
 
     if action == "CLON":
         if damaged(DCLOAK):
             prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
-            return;
+            return
 
         if game.condition == "docked":
             prout(_("You cannot cloak while docked."))
 
-       if game.state.date >= ALGERON and not game.isviolreported:
+        if game.state.date >= ALGERON and not game.isviolreported:
             prout(_("Spock- \"Captain, using the cloaking device is a violation"))
             prout(_("  of the Treaty of Algeron. Considering the alternatives,"))
             proutn(_("  are you sure this is wise? "))
             if not ja():
                 return
-       prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+        prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
         attack(True)
-       prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
-       game.iscloaked = True
+        prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+        game.iscloaked = True
 
         if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
             prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
@@ -1103,26 +1175,26 @@ def doshield(shraise):
 def randdevice():
     "Choose a device to damage, at random."
     weights = (
-        105,        # DSRSENS: short range scanners        10.5%
-        105,        # DLRSENS: long range scanners                10.5%
-        120,        # DPHASER: phasers                        12.0%
-        120,        # DPHOTON: photon torpedoes                12.0%
-        25,        # DLIFSUP: life support                         2.5%
-        65,        # DWARPEN: warp drive                         6.5%
-        70,        # DIMPULS: impulse engines                 6.5%
-        145,        # DSHIELD: deflector shields                14.5%
-        30,        # DRADIO:  subspace radio                 3.0%
-        45,        # DSHUTTL: shuttle                         4.5%
-        15,        # DCOMPTR: computer                         1.5%
-        20,        # NAVCOMP: navigation system                 2.0%
-        75,        # DTRANSP: transporter                         7.5%
+        105,       # DSRSENS: short range scanners         10.5%
+        105,       # DLRSENS: long range scanners          10.5%
+        120,       # DPHASER: phasers                      12.0%
+        120,       # DPHOTON: photon torpedoes             12.0%
+        25,        # DLIFSUP: life support                  2.5%
+        65,        # DWARPEN: warp drive                    6.5%
+        70,        # DIMPULS: impulse engines               6.5%
+        135,       # DSHIELD: deflector shields            13.5%
+        30,        # DRADIO:  subspace radio                3.0%
+        45,        # DSHUTTL: shuttle                       4.5%
+        15,        # DCOMPTR: computer                      1.5%
+        20,        # NAVCOMP: navigation system             2.0%
+        75,        # DTRANSP: transporter                   7.5%
         20,        # DSHCTRL: high-speed shield controller  2.0%
-        10,        # DDRAY: death ray                         1.0%
-        30,        # DDSP: deep-space probes                 3.0%
-        0,         # DCLOAK: the cloaking device             0.0
+        10,        # DDRAY: death ray                       1.0%
+        30,        # DDSP: deep-space probes                3.0%
+        10,        # DCLOAK: the cloaking device            1.0
     )
     assert(sum(weights) == 1000)
-    idx = randrange(1000)
+    idx = rnd.integer(1000)
     wsum = 0
     for (i, w) in enumerate(weights):
         wsum += w
@@ -1149,25 +1221,25 @@ def collision(rammed, enemy):
     skip(1)
     deadkl(enemy.location, enemy.type, game.sector)
     proutn("***" + crmshp() + " heavily damaged.")
-    icas = 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 = randrange(NDEVICES/2)
+    ncrits = rnd.integer(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
     prout(_("***Shields are down."))
-    if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
+    if game.unwon():
         announce()
         damagereport()
     else:
@@ -1203,14 +1275,14 @@ def torpedo(origin, bearing, dispersion, number, nburst):
         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():
@@ -1232,14 +1304,14 @@ def torpedo(origin, bearing, dispersion, number, nburst):
             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.integer(100) - \
                         1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
                     h1 = math.fabs(h1)
                     if kp < h1:
@@ -1252,7 +1324,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                         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():
@@ -1268,8 +1340,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                         enemy.location = bumpto
                         game.quad[w.i][w.j] = '.'
                         game.quad[bumpto.i][bumpto.j] = iquad
-                        for enemy in game.enemies:
-                            enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+                        for tenemy in game.enemies:
+                            tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
                         sortenemies()
                     break
             else:
@@ -1313,13 +1385,13 @@ def torpedo(origin, bearing, dispersion, number, nburst):
             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)
@@ -1344,7 +1416,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
             prout(_("***Torpedo absorbed by Tholian web."))
             return None
         elif iquad == 'T':  # Hit a Tholian
-            h1 = 700.0 + 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:
@@ -1354,7 +1426,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                 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."))
@@ -1376,9 +1448,9 @@ def torpedo(origin, bearing, dispersion, number, nburst):
 
 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 = []
@@ -1389,7 +1461,7 @@ def fry(hit):
             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
@@ -1457,7 +1529,7 @@ 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 + randreal(0.5)
+        chgfac = 0.25 + rnd.real(0.5)
     skip(1)
     # message verbosity control
     if game.skill <= SKILL_FAIR:
@@ -1466,7 +1538,7 @@ def attack(torps_ok):
         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
@@ -1485,7 +1557,7 @@ def attack(torps_ok):
             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
@@ -1497,10 +1569,10 @@ def attack(torps_ok):
                 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.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+            if game.unwon() == 0:
                 finish(FWON) # Klingons did themselves in!
             if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
                 return # Supernova or finished
@@ -1563,7 +1635,7 @@ def attack(torps_ok):
     prout(_("%d%%,   torpedoes left %d") % (percent, game.torps))
     # Check if anyone was hurt
     if hitmax >= 200 or hittot >= 500:
-        icas = 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)
@@ -1597,16 +1669,16 @@ def deadkl(w, etype, mv):
         # Killed some type of Klingon
         game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
         game.klhere -= 1
-        if type == 'C':
+        if etype == 'C':
             game.state.kcmdr.remove(game.quadrant)
             unschedule(FTBEAM)
             if game.state.kcmdr:
                 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
             if is_scheduled(FCDBAS) and game.battle == game.quadrant:
                 unschedule(FCDBAS)
-        elif type ==  'K':
-            game.state.remkl -= 1
-        elif type ==  'S':
+        elif etype ==  'K':
+            pass
+        elif etype ==  'S':
             game.state.nscrem -= 1
             game.state.kscmdr.invalidate()
             game.isatb = 0
@@ -1615,7 +1687,7 @@ def deadkl(w, etype, mv):
             unschedule(FSCDBAS)
     # For each kind of enemy, finish message to player
     prout(_(" destroyed."))
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+    if game.unwon() == 0:
         return
     game.recompute()
     # Remove enemy ship from arrays describing local conditions
@@ -1667,7 +1739,11 @@ def torps():
             proutn(_("Number of torpedoes to fire- "))
             continue        # Go back around to get a number
         else: # key == "IHREAL"
-            n = scanner.int()
+            try:
+                n = scanner.int()
+            except TypeError:
+                huh()
+                return
             if n <= 0: # abort command
                 scanner.chew()
                 return
@@ -1716,10 +1792,10 @@ def torps():
     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:
@@ -1727,9 +1803,9 @@ def torps():
             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
@@ -1738,21 +1814,21 @@ def torps():
         torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
         if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             return
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+    if game.unwon()<=0:
         finish(FWON)
 
 def overheat(rpow):
     "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
@@ -1770,7 +1846,7 @@ def checkshctrl(rpow):
     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.integer(int(hit*0.012))
     skip(1)
     fry(0.8*hit)
     if icas:
@@ -1793,7 +1869,7 @@ def hittem(hits):
     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)
@@ -1818,14 +1894,13 @@ def hittem(hits):
         skip(1)
         if kpow == 0:
             deadkl(w, ienm, w)
-            if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+            if game.unwon()==0:
                 finish(FWON)
             if game.alldone:
                 return
-            kk -= 1        # don't do the increment
             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
@@ -1927,7 +2002,7 @@ def phasers():
             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()
@@ -1964,7 +2039,7 @@ def phasers():
                 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]:
@@ -2013,12 +2088,11 @@ def phasers():
                 scanner.chew()
                 key = "IHEOL"
                 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
-                k += 1
                 continue
             if key == "IHEOL":
                 scanner.chew()
                 if itarg and k > kz:
-                    irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) *        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):
@@ -2043,7 +2117,7 @@ def phasers():
                 # abort out
                 scanner.chew()
                 return
-            hits[k] = scanner.real
+            hits.append(scanner.real)
             rpow += scanner.real
             # If total requested is too much, inform and start over
             if rpow > avail:
@@ -2051,7 +2125,6 @@ def phasers():
                 scanner.chew()
                 return
             key = scanner.nexttok() # scan for next value
-            k += 1
         if rpow == 0.0:
             # zero energy -- abort
             scanner.chew()
@@ -2072,7 +2145,7 @@ def phasers():
     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!"))
@@ -2086,12 +2159,12 @@ def phasers():
 
 def capture():
     game.ididit = False # Nothing if we fail
-    game.optime = 0.0;
+    game.optime = 0.0
 
-    # Make sure there is room in the brig */
+    # Make sure there is room in the brig
     if game.brigfree == 0:
         prout(_("Security reports the brig is already full."))
-        return;
+        return
 
     if damaged(DRADIO):
         prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
@@ -2106,7 +2179,7 @@ def capture():
         prout(_("Uhura- \"Getting no response, sir.\""))
         return
 
-    # if there is more than one Klingon, find out which one */
+    # if there is more than one Klingon, find out which one
     #  Cruddy, just takes one at random.  Should ask the captain.
     #  Nah, just select the weakest one since it is most likely to
     #  surrender (Tom Almy mod)
@@ -2120,28 +2193,30 @@ def capture():
     # intelligent design
     # x = 300 + 25*skill;
     x = game.energy / (weakest.power * len(klingons))
-    x *= 2.5;  # would originally have been equivalent of 1.4,
-               # but we want command to work more often, more humanely */
-    #prout(_("Prob = %d (%.4f)\n", i, x))
+    #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+    #      % (game.energy, weakest.power, len(klingons)))
+    x *= 2.5   # would originally have been equivalent of 1.4,
+               # but we want command to work more often, more humanely
+    #prout(_("Prob = %.4f" % x))
     #  x = 100; // For testing, of course!
-    if x > randreal(100):
-        # guess what, he surrendered!!! */
+    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 > brigfree:
-            prout(_("%d Klingons die because there is no room for them in the brig.") % i-brigfree)
-            i = brigfree
-        brigfree -= i
+            prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+        if i > game.brigfree:
+            prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+            i = game.brigfree
+        game.brigfree -= i
         prout(_("%d captives taken") % i)
         deadkl(weakest.location, weakest.type, game.sector)
-        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+        if game.unwon()<=0:
             finish(FWON)
         return
 
-       # big surprise, he refuses to surrender */
-       prout(_("Fat chance, captain!"))
+       # big surprise, he refuses to surrender
+    prout(_("Fat chance, captain!"))
 
 # Code from events.c begins here.
 
@@ -2211,7 +2286,7 @@ def events():
         # 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
@@ -2314,7 +2389,7 @@ def events():
                 return
         game.state.date = datemin
         # Decrement Federation resources and recompute remaining time
-        game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+        game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
         game.recompute()
         if game.state.remtime <= 0:
             finish(FDEPLETE)
@@ -2381,7 +2456,7 @@ def events():
             if not game.state.kcmdr:
                 unschedule(FTBEAM)
                 continue
-            i = 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
@@ -2414,7 +2489,7 @@ def events():
                 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)
@@ -2547,7 +2622,7 @@ def events():
             if q.klingons <= 0:
                 q.status = "secure"
                 continue
-            if game.state.remkl >= MAXKLGAME:
+            if game.remkl() >= MAXKLGAME:
                 continue                # full right now
             # reproduce one Klingon
             w = ev.quadrant
@@ -2569,11 +2644,10 @@ def events():
                 except JumpOut:
                     w = m
             # deliver the child
-            game.state.remkl += 1
             q.klingons += 1
             if game.quadrant == w:
                 game.klhere += 1
-                game.enemies.append(newkling())
+                newkling() # also adds it to game.enemies
             # recompute time left
             game.recompute()
             if communicating():
@@ -2582,7 +2656,7 @@ def events():
                     prout(_("launched a warship from %s.") % q.planet)
                 else:
                     prout(_("Uhura- Starfleet reports increased Klingon activity"))
-                    if q.planet != None:
+                    if q.planet is not None:
                         proutn(_("near %s ") % q.planet)
                     prout(_("in Quadrant %s.") % w)
 
@@ -2594,7 +2668,7 @@ def wait():
         if key  != "IHEOL":
             break
         proutn(_("How long? "))
-    scanner.chew()
+        scanner.chew()
     if key != "IHREAL":
         huh()
         return
@@ -2615,7 +2689,7 @@ def wait():
             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
@@ -2641,7 +2715,7 @@ def nova(nov):
     "Star goes nova."
     ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
     newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
-    if withprob(0.05):
+    if rnd.withprob(0.05):
         # Wow! We've supernova'ed
         supernova(game.quadrant)
         return
@@ -2668,7 +2742,7 @@ def nova(nov):
                 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
@@ -2713,14 +2787,15 @@ def nova(nov):
                             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:
                         finish(FNOVA)
                         return
                     # add in course nova contributes to kicking starship
-                    bump += (game.sector-hits[-1]).sgn()
+                    if hits:
+                        bump += (game.sector-hits[-1]).sgn()
                 elif iquad == 'K': # kill klingon
                     deadkl(neighbor, iquad, neighbor)
                 elif iquad in ('C','S','R'): # Damage/destroy big enemies
@@ -2735,7 +2810,7 @@ def nova(nov):
                             deadkl(neighbor, iquad, neighbor)
                             continue   # neighbor loop
                         # Else enemy gets flung by the blast wave
-                        newc = neighbor + neighbor - hits[-1]
+                        newc = neighbor + neighbor - start
                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
                         if not newc.valid_sector():
                             # can't leave quadrant
@@ -2773,7 +2848,7 @@ def nova(nov):
 def supernova(w):
     "Star goes supernova."
     num = 0; npdead = 0
-    if w != None:
+    if w is not None:
         nq = copy.copy(w)
     else:
         # Scheduled supernova -- select star at random.
@@ -2784,7 +2859,7 @@ def supernova(w):
                 nstars += game.state.galaxy[nq.i][nq.j].stars
         if stars == 0:
             return # nothing to supernova exists
-        num = 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
@@ -2805,7 +2880,7 @@ def supernova(w):
     else:
         ns = Coord()
         # we are in the quadrant!
-        num = 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]=='*':
@@ -2825,7 +2900,6 @@ def supernova(w):
             stars()
             game.alldone = True
     # destroy any Klingons in supernovaed quadrant
-    kldead = game.state.galaxy[nq.i][nq.j].klingons
     game.state.galaxy[nq.i][nq.j].klingons = 0
     if nq == game.state.kscmdr:
         # did in the Supercommander!
@@ -2833,13 +2907,13 @@ def supernova(w):
         game.iscate = False
         unschedule(FSCMOVE)
         unschedule(FSCDBAS)
-    survivors = filter(lambda w: w != nq, game.state.kcmdr)
-    comkills = len(game.state.kcmdr) - len(survivors)
+    # Changing this to [w for w in game.state.kcmdr if w != nq]
+    # causes regression-test failure
+    survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
+    #comkills = len(game.state.kcmdr) - len(survivors)
     game.state.kcmdr = survivors
-    kldead -= comkills
     if not game.state.kcmdr:
         unschedule(FTBEAM)
-    game.state.remkl -= kldead
     # destroy Romulans and planets in supernovaed quadrant
     nrmdead = game.state.galaxy[nq.i][nq.j].romulans
     game.state.galaxy[nq.i][nq.j].romulans = 0
@@ -2852,7 +2926,7 @@ def supernova(w):
     # Destroy any base in supernovaed quadrant
     game.state.baseq = [x for x in game.state.baseq if x != nq]
     # If starship caused supernova, tally up destruction
-    if w != None:
+    if w is not None:
         game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
         game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
         game.state.nplankl += npdead
@@ -2860,7 +2934,7 @@ def supernova(w):
     if game.quadrant == nq or communicating():
         game.state.galaxy[nq.i][nq.j].supernova = True
     # If supernova destroys last Klingons give special message
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
+    if game.unwon()==0 and not nq == game.quadrant:
         skip(2)
         if w is None:
             prout(_("Lucky you!"))
@@ -2907,7 +2981,7 @@ def selfdestruct():
     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()
@@ -2922,9 +2996,9 @@ def kaboom():
     skip(1)
     if len(game.enemies) != 0:
         whammo = 25.0 * game.energy
-        for l in range(len(game.enemies)):
-            if game.enemies[l].power*game.enemies[l].kdist <= whammo:
-                deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
+        for e in game.enemies[::-1]:
+            if e.power*e.kdist <= whammo:
+                deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
     finish(FDILITHIUM)
 
 def killrate():
@@ -2934,7 +3008,7 @@ def killrate():
         return 0
     else:
         starting = (game.inkling + game.incom + game.inscom)
-        remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+        remaining = game.unwon()
         return (starting - remaining)/elapsed
 
 def badpoints():
@@ -3028,7 +3102,7 @@ def finish(ifin):
         prout(_("conquered.  Your starship is now Klingon property,"))
         prout(_("and you are put on trial as a war criminal.  On the"))
         proutn(_("basis of your record, you are "))
-        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+        if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
             prout(_("acquitted."))
             skip(1)
             prout(_("LIVE LONG AND PROSPER."))
@@ -3135,13 +3209,13 @@ def finish(ifin):
     elif game.ship == 'E':
         game.ship = 'F'
     game.alive = False
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
+    if game.unwon() != 0:
         goodies = game.state.remres/game.inresor
-        baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
-        if goodies/baddies >= randreal(1.0, 1.5):
+        baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+        if goodies/baddies >= rnd.real(1.0, 1.5):
             prout(_("As a result of your actions, a treaty with the Klingon"))
             prout(_("Empire has been signed. The terms of the treaty are"))
-            if goodies/baddies >= randreal(3.0):
+            if goodies/baddies >= rnd.real(3.0):
                 prout(_("favorable to the Federation."))
                 skip(1)
                 prout(_("Congratulations!"))
@@ -3161,7 +3235,7 @@ def finish(ifin):
 def score():
     "Compute player's score."
     timused = game.state.date - game.indate
-    if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
+    if (timused == 0 or game.unwon() != 0) and timused < 5.0:
         timused = 5.0
     game.perdate = killrate()
     ithperd = 500*game.perdate + 0.5
@@ -3174,7 +3248,8 @@ def score():
         klship = 1
     else:
         klship = 2
-    game.score = 10*(game.inkling - game.state.remkl) \
+    dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+    game.score = 10*(dead_ordinaries)\
              + 50*(game.incom - len(game.state.kcmdr)) \
              + ithperd + iwon \
              + 20*(game.inrom - game.state.nromrem) \
@@ -3192,9 +3267,9 @@ def score():
     if game.state.nromrem and game.gamewon:
         prout(_("%6d Romulans captured                  %5d") %
               (game.state.nromrem, game.state.nromrem))
-    if game.inkling - game.state.remkl:
+    if dead_ordinaries:
         prout(_("%6d ordinary Klingons destroyed        %5d") %
-              (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+              (dead_ordinaries, 10*dead_ordinaries))
     if game.incom - len(game.state.kcmdr):
         prout(_("%6d Klingon commanders destroyed       %5d") %
               (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
@@ -3232,11 +3307,11 @@ def score():
         prout(_("%6d ship(s) lost or destroyed          %5d") %
               (klship, -100*klship))
     if game.ncviol > 0:
-        if ncviol == 1:
+        if game.ncviol == 1:
             prout(_("1 Treaty of Algeron violation          -100"))
         else:
             prout(_("%6d Treaty of Algeron violations       %5d\n") %
-                  (ncviol, -100*ncviol))
+                  (game.ncviol, -100*game.ncviol))
     if not game.alive:
         prout(_("Penalty for getting yourself killed        -200"))
     if game.gamewon:
@@ -3266,24 +3341,9 @@ def plaque():
     winner = cgetline()
     # The 38 below must be 64 for 132-column paper
     nskip = 38 - len(winner)/2
-    fp.write("\n\n\n\n")
-    # --------DRAW ENTERPRISE PICTURE.
-    fp.write("                                       EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
-    fp.write("                                      EEE                      E  : :                                         :  E\n" )
-    fp.write("                                    EE   EEE                   E  : :                   NCC-1701              :  E\n")
-    fp.write("EEEEEEEEEEEEEEEE        EEEEEEEEEEEEEEE  : :                              : E\n")
-    fp.write(" E                                     EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
-    fp.write("                      EEEEEEEEE               EEEEEEEEEEEEE                 E  E\n")
-    fp.write("                               EEEEEEE   EEEEE    E          E              E  E\n")
-    fp.write("                                      EEE           E          E            E  E\n")
-    fp.write("                                                       E         E          E  E\n")
-    fp.write("                                                         EEEEEEEEEEEEE      E  E\n")
-    fp.write("                                                      EEE :           EEEEEEE  EEEEEEEE\n")
-    fp.write("                                                    :E    :                 EEEE       E\n")
-    fp.write("                                                   .-E   -:-----                       E\n")
-    fp.write("                                                    :E    :                            E\n")
-    fp.write("                                                      EE  :                    EEEEEEEE\n")
-    fp.write("                                                       EEEEEEEEEEEEEEEEEEEEEEE\n")
+    # This is where the ASCII art picture was emitted.
+    # It got garbled somewhere in the chain of transmission to the Almy version.
+    # We should restore it if we can find old enough FORTRAN sources.
     fp.write("\n\n\n")
     fp.write(_("                                                       U. S. S. ENTERPRISE\n"))
     fp.write("\n\n\n\n")
@@ -3404,7 +3464,7 @@ def pause_game():
         sys.stdout.write('\n')
         proutn(prompt)
         if not replayfp:
-            input()
+            my_input()
         sys.stdout.write('\n' * rows)
         linecount = 0
 
@@ -3433,8 +3493,7 @@ def proutn(proutntline):
         if curwnd == message_window and y >= my - 2:
             pause_game()
             clrscr()
-        # Uncomment this to debug curses problems
-        if logfp:
+        if logfp and game.cdebug:
             logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
         curwnd.addstr(proutntline)
         curwnd.refresh()
@@ -3476,7 +3535,11 @@ def cgetline():
                 elif linein[0] != "#":
                     break
         else:
-            linein = eval(input()) + "\n"
+            try:
+                linein = my_input() + "\n"
+            except EOFError:
+                prout("")
+                sys.exit(0)
     if logfp:
         logfp.write(linein)
     return linein
@@ -3485,8 +3548,7 @@ def setwnd(wnd):
     "Change windows -- OK for this to be a no-op in tty mode."
     global curwnd
     if game.options & OPTION_CURSES:
-        # Uncomment this to debug curses problems
-        if logfp:
+        if game.cdebug and logfp:
             if wnd == fullscreen_window:
                 legend = "fullscreen"
             elif wnd == srscan_window:
@@ -3527,7 +3589,7 @@ def clrscr():
     linecount = 0
 
 def textcolor(color=DEFAULT):
-    if game.options & OPTION_COLOR:
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
         if color == DEFAULT:
             curwnd.attrset(0)
         elif color ==  BLACK:
@@ -3564,7 +3626,7 @@ def textcolor(color=DEFAULT):
             curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
 
 def highvideo():
-    if game.options & OPTION_COLOR:
+    if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
         curwnd.attron(curses.A_REVERSE)
 
 #
@@ -3601,7 +3663,7 @@ def put_srscan_sym(w, sym):
 def boom(w):
     "Enemy fall down, go boom."
     if game.options & OPTION_CURSES:
-        drawmaps(2)
+        drawmaps(0)
         setwnd(srscan_window)
         srscan_window.attron(curses.A_REVERSE)
         put_srscan_sym(w, game.quad[w.i][w.j])
@@ -3707,8 +3769,6 @@ def imove(icourse=None, noattack=False):
         # check for edge of galaxy
         kinks = 0
         while True:
-
-
             kink = False
             if icourse.final.i < 0:
                 icourse.final.i = -icourse.final.i
@@ -3775,7 +3835,7 @@ def imove(icourse=None, noattack=False):
                     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)
@@ -3806,7 +3866,6 @@ def imove(icourse=None, noattack=False):
             # We can't be tractor beamed if cloaked,
             # so move the event into the future
             postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
-            pass
         else:
             trbeam = True
             game.condition = "red"
@@ -3821,7 +3880,7 @@ def imove(icourse=None, noattack=False):
             newquadrant(noattack)
             break
         elif check_collision(w):
-            print("Collision detected")
+            prout(_("Collision detected"))
             break
         else:
             game.sector = w
@@ -3851,7 +3910,7 @@ def dock(verbose):
     if game.inorbit:
         prout(_("You must first leave standard orbit."))
         return
-    if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+    if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
         prout(crmshp() + _(" not adjacent to base."))
         return
     if game.iscloaked:
@@ -3871,7 +3930,7 @@ def dock(verbose):
         prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
         game.kcaptured += game.brigcapacity-game.brigfree
         game.brigfree = game.brigcapacity
-    if not damaged(DRADIO) and \
+    if communicating() and \
         ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
         # get attack report from base
         prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
@@ -3998,15 +4057,20 @@ def getcourse(isprobe):
             iprompt = True
             key = scanner.nexttok()
         itemp = "verbose"
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.j = scanner.real
+        else:
             huh()
             raise TrekError
-        delta.j = scanner.real
         key = scanner.nexttok()
-        if key != "IHREAL":
+        if key == "IHREAL":
+            delta.i = scanner.real
+        elif key == "IHEOL":
+            delta.i = 0
+            scanner.push("\n")
+        else:
             huh()
             raise TrekError
-        delta.i = scanner.real
     # Check for zero movement
     if delta.i == 0 and delta.j == 0:
         scanner.chew()
@@ -4175,11 +4239,11 @@ def warp(wcourse, involuntary):
         # 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
@@ -4211,7 +4275,7 @@ def warp(wcourse, involuntary):
     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."))
@@ -4271,7 +4335,7 @@ def atover(igrab):
             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
@@ -4279,7 +4343,7 @@ def atover(igrab):
         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."))
@@ -4310,12 +4374,12 @@ def atover(igrab):
             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
@@ -4331,13 +4395,13 @@ def atover(igrab):
         # Repeat if another snova
         if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
             break
-    if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+    if game.unwon()==0:
         finish(FWON) # Snova killed remaining enemy.
 
 def timwrp():
     "Let's do the time warp again."
     prout(_("***TIME WARP ENTERED."))
-    if game.state.snap and 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))
@@ -4482,7 +4546,7 @@ def mayday():
             # found one -- finish up
             game.sector = w
             break
-    if not game.sector.is_valid():
+    if game.sector is None:
         prout(_("You have been lost in space..."))
         finish(FMATERIALIZE)
         return
@@ -4496,7 +4560,7 @@ def mayday():
         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)
@@ -4556,7 +4620,7 @@ def abandon():
         if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
             prout(_("Remainder of ship's complement beam down"))
             prout(_("to nearest habitable planet."))
-        elif q.planet != None and not damaged(DTRANSP):
+        elif q.planet is not None and not damaged(DTRANSP):
             prout(_("Remainder of ship's complement beam down to %s.") %
                   q.planet)
         else:
@@ -4570,7 +4634,7 @@ 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 = 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]
@@ -4662,19 +4726,19 @@ def orbit():
     if damaged(DWARPEN) and damaged(DIMPULS):
         prout(_("Both warp and impulse engines damaged."))
         return
-    if not game.plnet.is_valid():
+    if game.plnet is None:
         prout("There is no planet in this sector.")
         return
     if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
         prout(crmshp() + _(" not adjacent to planet."))
         skip(1)
         return
-    game.optime = 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
@@ -4778,7 +4842,7 @@ def beam():
     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.\""))
@@ -4817,7 +4881,7 @@ def mine():
         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."))
@@ -4852,7 +4916,7 @@ def usecrystals():
     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********************************"))
@@ -4862,7 +4926,7 @@ def usecrystals():
         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"))
@@ -5006,24 +5070,24 @@ def deathray():
     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)
         while len(game.enemies) > 0:
-            deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
+            deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
         prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
-        if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+        if game.unwon() == 0:
             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)
@@ -5105,11 +5169,11 @@ def report():
     if game.tourn:
         prout(_("This is tournament game %d.") % game.tourn)
     prout(_("Your secret password is \"%s\"") % game.passwd)
-    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
+    proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
                                                       (game.inkling + game.incom + game.inscom)))
     if game.incom - len(game.state.kcmdr):
         prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
-    elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+    elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
         prout(_(", but no Commanders."))
     else:
         prout(".")
@@ -5132,7 +5196,7 @@ def report():
     if game.casual:
         prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
     if game.brigcapacity != game.brigfree:
-        embriggened = brigcapacity-brigfree
+        embriggened = game.brigcapacity-game.brigfree
         if embriggened == 1:
             prout(_("1 Klingon in brig"))
         else:
@@ -5202,7 +5266,8 @@ def lrscan(silent):
                 if not silent and game.state.galaxy[x][y].supernova:
                     proutn(" ***")
                 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))
+                    cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
+                    proutn(((3 - len(cn)) * '.') + cn)
         if not silent:
             prout(" ")
 
@@ -5237,7 +5302,7 @@ def chart():
     scanner.chew()
     if (game.options & OPTION_AUTOSCAN):
         lrscan(silent=True)
-    if not damaged(DRADIO):
+    if communicating():
         rechart()
     if game.lastchart < game.state.date and game.condition == "docked":
         prout(_("Spock-  \"I revised the Star Chart from the starbase's records.\""))
@@ -5288,7 +5353,7 @@ def sectscan(goodScan, i, j):
                        'C':LIGHTRED,
                        'R':LIGHTRED,
                        'T':LIGHTRED,
-                       }.get(game.quad[i][j], DEFAULT))
+                      }.get(game.quad[i][j], DEFAULT))
         proutn("%c " % game.quad[i][j])
         textcolor(DEFAULT)
     else:
@@ -5337,8 +5402,7 @@ def status(req=0):
                % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
         prstat(_("Shields"), s+data)
     if not req or req == 9:
-        prstat(_("Klingons Left"), "%d" \
-               % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
+        prstat(_("Klingons Left"), "%d" % game.unwon())
     if not req or req == 10:
         if game.options & OPTION_WORLDS:
             plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
@@ -5374,7 +5438,7 @@ def srscan():
             prout(_("  [Using Base's sensors]"))
     else:
         prout(_("     Short-range scan"))
-    if goodScan and not damaged(DRADIO):
+    if goodScan and communicating():
         game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
         game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
         game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
@@ -5560,7 +5624,7 @@ def thaw():
         fp = open(scanner.token, "rb")
     except IOError:
         prout(_("Can't thaw game in %s") % scanner.token)
-        return
+        return True
     game = pickle.load(fp)
     fp.close()
     scanner.chew()
@@ -5655,13 +5719,13 @@ def setup():
     game.quadrant = randplace(GALSIZE)
     game.sector = randplace(QUADSIZE)
     game.torps = game.intorps = 10
-    game.nprobes = randrange(2, 5)
+    game.nprobes = rnd.integer(2, 5)
     game.warpfac = 5.0
     for i in range(NDEVICES):
         game.damage[i] = 0.0
     # Set up assorted game parameters
     game.battle = Coord()
-    game.state.date = game.indate = 100.0 * 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
@@ -5688,7 +5752,7 @@ def setup():
         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.integer(1, min(10, QUADSIZE**2/10))
             game.instar += k
             game.state.galaxy[i][j].stars = k
     # Locate star bases in galaxy
@@ -5706,7 +5770,7 @@ def setup():
             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))
@@ -5726,8 +5790,8 @@ def setup():
     if klumper > MAXKLQUAD:
         klumper = MAXKLQUAD
     while True:
-        r = randreal()
-        klump = (1.0 - r*r)*klumper
+        r = rnd.real()
+        klump = int((1.0 - r*r)*klumper)
         if klump > krem:
             klump = krem
         krem -= klump
@@ -5736,7 +5800,7 @@ def setup():
             if not game.state.galaxy[w.i][w.j].supernova and \
                game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
                 break
-        game.state.galaxy[w.i][w.j].klingons += int(klump)
+        game.state.galaxy[w.i][w.j].klingons += klump
         if krem <= 0:
             break
     # Position Klingon Commander Ships
@@ -5745,7 +5809,7 @@ def setup():
             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)
@@ -5765,8 +5829,8 @@ def setup():
             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.integer(0, 3)]
+            if rnd.withprob(0.33):
                 new.crystals = "present"
             new.known = "unknown"
             new.inhabited = False
@@ -5787,7 +5851,7 @@ def setup():
     # 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:
@@ -5846,7 +5910,7 @@ def setup():
     clrscr()
     setwnd(message_window)
     newqad()
-    if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+    if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
         game.shldup = True
     if game.neutz:        # bad luck to start in a Romulan Neutral Zone
         attack(torps_ok=False)
@@ -5868,9 +5932,9 @@ def choose():
                 scanner.chew()
                 continue # We don't want a blank entry
             game.tourn = int(round(scanner.real))
-            random.seed(scanner.real)
+            rnd.seed(scanner.real)
             if logfp:
-                logfp.write("# random.seed(%d)\n" % scanner.real)
+                logfp.write("# rnd.seed(%d)\n" % scanner.real)
             break
         if scanner.sees("saved") or scanner.sees("frozen"):
             if thaw():
@@ -5938,18 +6002,18 @@ def choose():
         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.integer(BASEMIN, BASEMAX+1)
     game.inplan = 0
     if game.options & OPTION_PLANETS:
-        game.inplan += 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 = 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
-    game.state.remkl = game.inkling = 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:
@@ -5978,7 +6042,7 @@ def newcnd():
 
 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."
@@ -6014,17 +6078,17 @@ def newqad():
             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
-            game.iscate = (game.state.remkl > 1)
+            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')
@@ -6050,24 +6114,24 @@ def newqad():
     # 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.integer(100, 500) + 25.0*game.skill)
             # Reserve unoccupied corners
             if game.quad[0][0]=='.':
                 game.quad[0][0] = 'X'
@@ -6083,7 +6147,7 @@ def newqad():
         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:
@@ -6095,6 +6159,9 @@ def newqad():
             game.quad[QUADSIZE-1][0] = '.'
         if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
             game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+    # This should guarantee that replay games don't lose info about the chart
+    if (game.options & OPTION_AUTOSCAN) or replayfp:
+        lrscan(silent=True)
 
 def setpassword():
     "Set the self-destruct password."
@@ -6104,13 +6171,13 @@ def setpassword():
             proutn(_("Please type in a secret password- "))
             scanner.nexttok()
             game.passwd = scanner.token
-            if game.passwd != None:
+            if game.passwd is not None:
                 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.integer(26))
+        game.passwd += chr(ord('a')+rnd.integer(26))
+        game.passwd += chr(ord('a')+rnd.integer(26))
 
 # Code from sst.c begins here
 
@@ -6156,6 +6223,7 @@ commands = [
     ("QUIT",             0),
     ("HELP",             0),
     ("SCORE",            0),
+    ("CURSES",            0),
     ("",                 0),
 ]
 
@@ -6268,6 +6336,8 @@ def makemoves():
                 huh()
             else:
                 break
+        if game.options & OPTION_CURSES:
+            prout("COMMAND> %s" % cmd)
         if cmd == "SRSCAN":                # srscan
             srscan()
         elif cmd == "STATUS":                # status
@@ -6374,6 +6444,9 @@ def makemoves():
             helpme()                        # get help
         elif cmd == "SCORE":
             score()                         # see current score
+        elif cmd == "CURSES":
+            game.options |= (OPTION_CURSES | OPTION_COLOR)
+            iostart()
         while True:
             if game.alldone:
                 break                # Game has ended
@@ -6437,13 +6510,13 @@ def stars():
     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.integer(size)
+    w.j = rnd.integer(size)
     return w
 
 class sstscanner:
@@ -6628,13 +6701,15 @@ if __name__ == '__main__':
         game = None
         thing = Thingy()
         game = Gamestate()
+        rnd = randomizer()
+        logfp = None
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
         else:
             game.options |= OPTION_TTY
         seed = int(time.time())
-        (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
+        (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
         replay = False
         for (switch, val) in options:
             if switch == '-r':
@@ -6647,7 +6722,6 @@ if __name__ == '__main__':
                     line = replayfp.readline().strip()
                     (leader, __, seed) = line.split()
                     seed = eval(seed)
-                    sys.stderr.write("sst2k: seed set to %s\n" % seed)
                     line = replayfp.readline().strip()
                     arguments += line.split()[2:]
                     replay = True
@@ -6663,6 +6737,8 @@ if __name__ == '__main__':
                 game.options &=~ OPTION_CURSES
             elif switch == '-x':
                 game.idebug = True
+            elif switch == '-c':       # Enable curses debugging - undocumented
+                game.cdebug = True
             elif switch == '-V':
                 print("SST2K", version)
                 raise SystemExit(0)
@@ -6685,7 +6761,7 @@ if __name__ == '__main__':
             logfp.write("# SST2K version %s\n" % version)
             logfp.write("# recorded by %s@%s on %s\n" % \
                     (getpass.getuser(),socket.gethostname(),time.ctime()))
-        random.seed(seed)
+        rnd.seed(seed)
         scanner = sstscanner()
         for arg in arguments:
             scanner.append(arg)