Python 3 port fix.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index f281d12d5230408c91299b9092825ce76246cbc5..e1a3b1513eaf3c72b74c3dc9787e4f2ee1b4c004 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -12,8 +12,10 @@ See the doc/HACKING file in the distribution for designers notes and advice
 on how to modify (and how not to modify!) this code.
 """
 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, random, copy, gettext, getpass
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
 import getopt, socket, locale
 
 # This import only works on Unixes.  The intention is to enable
@@ -36,6 +38,58 @@ 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
@@ -80,8 +134,8 @@ 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):
@@ -124,13 +178,13 @@ class Coord:
         s = Coord()
         if self.i == 0:
             s.i = 0
-        elif s.i < 0:
-            s.i =-1
+        elif self.i < 0:
+            s.i = -1
         else:
             s.i = 1
         if self.j == 0:
             s.j = 0
-        elif s.j < 0:
+        elif self.j < 0:
             s.j = -1
         else:
             s.j = 1
@@ -142,8 +196,8 @@ class Coord:
         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:
@@ -300,7 +354,7 @@ 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 */
+FENSLV  = 10       # Inhabited word is enslaved
 FREPRO  = 11       # Klingons build a ship in an enslaved system
 NEVENTS = 12
 
@@ -431,6 +485,7 @@ 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):
@@ -469,20 +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):
@@ -494,8 +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':
@@ -580,7 +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
@@ -609,12 +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
@@ -762,7 +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!
@@ -795,7 +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.
@@ -858,7 +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():
@@ -868,7 +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
@@ -880,13 +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():
@@ -1153,7 +1194,7 @@ def randdevice():
         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
@@ -1180,20 +1221,20 @@ 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
@@ -1234,14 +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():
@@ -1263,14 +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:
@@ -1283,7 +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():
@@ -1344,13 +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)
@@ -1375,7 +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:
@@ -1385,7 +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."))
@@ -1407,9 +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 = []
@@ -1420,7 +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
@@ -1488,7 +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:
@@ -1497,7 +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
@@ -1516,7 +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
@@ -1528,7 +1569,7 @@ 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.unwon() == 0:
@@ -1594,7 +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)
@@ -1698,7 +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
@@ -1747,10 +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:
@@ -1758,9 +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
@@ -1776,14 +1821,14 @@ 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
@@ -1801,7 +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:
@@ -1824,7 +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)
@@ -1855,7 +1900,7 @@ def hittem(hits):
                 return
             continue
         else: # decide whether or not to emasculate klingon
-            if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+            if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
                 prout(_("***Mr. Spock-  \"Captain, the vessel at Sector %s")%w)
                 prout(_("   has just lost its firepower.\""))
                 game.enemies[kk].power = -kpow
@@ -1957,7 +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()
@@ -1994,7 +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]:
@@ -2043,12 +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):
@@ -2073,7 +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:
@@ -2081,7 +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()
@@ -2102,7 +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!"))
@@ -2118,7 +2161,7 @@ def capture():
     game.ididit = False # Nothing if we fail
     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
@@ -2136,7 +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)
@@ -2152,14 +2195,14 @@ def capture():
     x = game.energy / (weakest.power * len(klingons))
     #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 */
+    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 > game.brigfree:
@@ -2172,7 +2215,7 @@ def capture():
             finish(FWON)
         return
 
-       # big surprise, he refuses to surrender */
+       # big surprise, he refuses to surrender
     prout(_("Fat chance, captain!"))
 
 # Code from events.c begins here.
@@ -2243,7 +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
@@ -2413,7 +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
@@ -2446,7 +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)
@@ -2646,7 +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
@@ -2672,7 +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
@@ -2699,7 +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
@@ -2744,14 +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
@@ -2815,7 +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
@@ -2836,7 +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]=='*':
@@ -2937,7 +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()
@@ -3168,10 +3212,10 @@ def finish(ifin):
     if game.unwon() != 0:
         goodies = game.state.remres/game.inresor
         baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
-        if goodies/baddies >= randreal(1.0, 1.5):
+        if goodies/baddies >= rnd.real(1.0, 1.5):
             prout(_("As a result of your actions, a treaty with the Klingon"))
             prout(_("Empire has been signed. The terms of the treaty are"))
-            if goodies/baddies >= randreal(3.0):
+            if goodies/baddies >= rnd.real(3.0):
                 prout(_("favorable to the Federation."))
                 skip(1)
                 prout(_("Congratulations!"))
@@ -3791,7 +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)
@@ -3836,7 +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
@@ -4195,11 +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
@@ -4231,7 +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."))
@@ -4291,7 +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
@@ -4299,7 +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."))
@@ -4330,12 +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
@@ -4357,7 +4401,7 @@ def atover(igrab):
 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))
@@ -4516,7 +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)
@@ -4590,7 +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]
@@ -4689,12 +4733,12 @@ def orbit():
         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
@@ -4798,7 +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.\""))
@@ -4837,7 +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."))
@@ -4872,7 +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********************************"))
@@ -4882,7 +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"))
@@ -5026,7 +5070,7 @@ 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)
@@ -5037,13 +5081,13 @@ def deathray():
             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)
@@ -5675,13 +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
@@ -5708,7 +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
@@ -5726,7 +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))
@@ -5746,7 +5790,7 @@ def setup():
     if klumper > MAXKLQUAD:
         klumper = MAXKLQUAD
     while True:
-        r = randreal()
+        r = rnd.real()
         klump = int((1.0 - r*r)*klumper)
         if klump > krem:
             klump = krem
@@ -5765,7 +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)
@@ -5785,8 +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
@@ -5807,7 +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:
@@ -5888,9 +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():
@@ -5958,18 +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.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
-    game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+    game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
+    game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
     game.state.remres = (game.inkling+4*game.incom)*game.intime
     game.inresor = game.state.remres
     if game.inkling > 50:
@@ -5998,7 +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."
@@ -6034,17 +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
+            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')
@@ -6070,24 +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'
@@ -6103,7 +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:
@@ -6131,9 +6175,9 @@ def setpassword():
                 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
 
@@ -6466,13 +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:
@@ -6657,6 +6701,8 @@ 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
@@ -6676,7 +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
@@ -6716,7 +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)