X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=49b25d07049ea606ce5ece30d3694981378b2639;hp=8765aadfbc3cd18ae76516d82074b26724e62c94;hb=aaf1baec91818fd274e6f291da6c5d813c5c1cc2;hpb=0d9b3680e4d93294693b06490b64230f9f97f62b diff --git a/src/sst.py b/src/sst.py index 8765aad..49b25d0 100644 --- a/src/sst.py +++ b/src/sst.py @@ -172,6 +172,13 @@ your score. Docking at a starbase replenishes your crew. Also, the nav subsystem (enabling automatic course setting) can be damaged separately from the main computer (which handles weapons targeting, ETA calculation, and self-destruct). + +After these features were added, I translated this into Python and added +more: + +9. A long-range scan is done silently whenever you call CHART; thus +the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN +and turned off if game type is "plain" or "almy".) """ import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy @@ -244,10 +251,26 @@ class coord: def distance(self, other): return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2) def sgn(self): - return coord(self.x / abs(x), self.y / abs(y)); + s = coord() + if self.x == 0: + s.x = 0 + else: + s.x = self.x / abs(self.x) + if self.y == 0: + s.y = 0 + else: + s.y = self.y / abs(self.y) + return s + def scatter(self): + s = coord() + s.x = self.x + randrange(-1, 2) + s.y = self.y + randrange(-1, 2) + return s def __hash__(self): return hash((x, y)) def __str__(self): + if self.x == None or self.y == None: + return "Nowhere" return "%s - %s" % (self.x+1, self.y+1) __repr__ = __str__ @@ -328,15 +351,16 @@ OPTION_TTY = 0x00000001 # old interface OPTION_CURSES = 0x00000002 # new interface OPTION_IOMODES = 0x00000003 # cover both interfaces OPTION_PLANETS = 0x00000004 # planets and mining -OPTION_THOLIAN = 0x00000008 # Tholians and their webs -OPTION_THINGY = 0x00000010 # Space Thingy can shoot back -OPTION_PROBE = 0x00000020 # deep-space probes +OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version) +OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005) +OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980) OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart -OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise -OPTION_MVBADDY = 0x00000100 # more enemies can move -OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you -OPTION_BASE = 0x00000400 # bases have good shields -OPTION_WORLDS = 0x00000800 # logic for inhabited worlds +OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy) +OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy) +OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005) +OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005) +OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006) +OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006) OPTION_PLAIN = 0x01000000 # user chose plain game OPTION_ALMY = 0x02000000 # user chose Almy variant @@ -397,15 +421,17 @@ class gamestate: self.state = snapshot() # A snapshot structure self.snapsht = snapshot() # Last snapshot taken for time-travel purposes self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant - self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels - self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances - self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances + self.kpower = [0.0]*(QUADSIZE**2) # enemy energy levels + self.kdist = [0.0]*(QUADSIZE**2) # enemy distances + self.kavgd = [0.0]*(QUADSIZE**2) # average distances self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password - self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations + self.ks = [] # enemy sector locations + for i in range(QUADSIZE**2): + self.ks.append(coord()) self.quadrant = None # where we are in the large self.sector = None # where we are in the small self.tholian = None # coordinates of Tholian @@ -423,7 +449,6 @@ class gamestate: self.ishere = False # super-commander in quadrant self.iscate = False # super commander is here self.ientesc = False # attempted escape from supercommander - self.ithere = False # Tholian is here self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) @@ -556,6 +581,29 @@ LIGHTMAGENTA = 14 YELLOW = 15 WHITE = 16 +# Log the results of pulling random numbers so we can check determinism. + +import traceback + +def withprob(p): + v = random.random() + #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns from [0, a1) + elif len(args) == 2: + v = args[0] + v*args[1] # returns from [a1, a2) + #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + # Code from ai.c begins here def tryexit(look, ienm, loccom, irun): @@ -693,12 +741,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*random.random())/150.0) - 5.0 + motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(random.random()))*dist1 + 1.0 + motion = (1.0-square(randreal()))*dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-square(random.random())) + motion -= game.skill*(2.0-square(randreal())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -712,9 +760,9 @@ def movebaddy(com, loccom, ienm): motion = game.skill # calculate preferred number of steps if motion < 0: - msteps = -motion + nsteps = -motion else: - msteps = motion + nsteps = motion if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: @@ -988,7 +1036,7 @@ def supercommander(): return; # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*random.random()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -1010,7 +1058,7 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (random.random() > 0.2 or \ + (withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return @@ -1021,9 +1069,8 @@ def supercommander(): def movetholian(): # move the Tholian - if not game.ithere or game.justin: + if not game.tholian or game.justin: return - if game.tholian.x == 0 and game.tholian.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1: @@ -1036,12 +1083,10 @@ def movetholian(): # something is wrong! game.ithere = False return - # do nothing if we are blocked if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: return game.quad[game.tholian.x][game.tholian.y] = IHWEB - if game.tholian.x != idx: # move in x axis im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) @@ -1074,7 +1119,7 @@ def movetholian(): dropin(IHBLANK) crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) - game.ithere = False + game.tholian = None game.nenhere -= 1 return @@ -1203,7 +1248,7 @@ def randdevice(): # # This is one place where OPTION_PLAIN does not restore the # original behavior, which was equiprobable damage across - # all devices. If we wanted that, we'd return NDEVICES*random.random() + # all devices. If we wanted that, we'd return randrange(NDEVICES) # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # @@ -1231,7 +1276,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = random.random() * 1000.0 # weights must sum to 1000 + idx = randrange(1000) # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1252,7 +1297,7 @@ def ram(ibumpd, ienm, w): proutn(_(" rammed by ")) else: proutn(_(" rams ")) - crmena(False, ienm, sector, w) + crmena(False, ienm, "sector", w) if ibumpd: proutn(_(" (original position)")) skip(1) @@ -1260,7 +1305,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10 + random.randrange(20) + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1269,12 +1314,12 @@ def ram(ibumpd, ienm, w): # which was silly. Instead, pick up to half the devices at # random according to our weighting table, # - ncrits = random.randrange(NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*random.random()+1.0)*game.damfac + extradm = (10.0*hardness*randreal()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1326,13 +1371,13 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*random.random() - \ + hit = 700.0 + randreal(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) newcnd(); # we're blown out of dock # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = angle + 2.5*(random.random()-0.5) + ang = angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1352,8 +1397,8 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if random.random() <= 0.05: - crmena(True, iquad, sector, w) + if withprob(0.05): + crmena(True, iquad, "sector", w) prout(_(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None @@ -1363,7 +1408,7 @@ def torpedo(course, r, incoming, i, n): if w == game.ks[ll]: break kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: @@ -1377,7 +1422,7 @@ def torpedo(course, r, incoming, i, n): return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(random.random()-0.5) + ang = angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1416,7 +1461,7 @@ def torpedo(course, r, incoming, i, n): newcnd() return None elif iquad == IHP: # Hit a planet - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None @@ -1429,7 +1474,7 @@ def torpedo(course, r, incoming, i, n): finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None @@ -1444,14 +1489,14 @@ def torpedo(course, r, incoming, i, n): prout(_("Celebratory rallies are being held on the Klingon homeworld.")) return None elif iquad == IHSTAR: # Hit a star - if random.random() > 0.10: + if withprob(0.9): nova(w) - return None - crmena(True, IHSTAR, sector, w) - prout(_(" unaffected by photon blast.")) + else: + crmena(True, IHSTAR, "sector", w) + prout(_(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy - if not (game.options & OPTION_THINGY) or random.random()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1473,7 +1518,7 @@ def torpedo(course, r, incoming, i, n): return None elif iquad == IHBLANK: # Black hole skip(1) - crmena(True, IHBLANK, sector, w) + crmena(True, IHBLANK, "sector", w) prout(_(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web @@ -1481,29 +1526,29 @@ def torpedo(course, r, incoming, i, n): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.x][w.y] = IHDOT - game.ithere = False + game.tholian = None deadkl(w, iquad, w) return None skip(1) - crmena(True, IHT, sector, w) - if random.random() > 0.05: + crmena(True, IHT, "sector", w) + if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.quad[w.x][w.y] = IHWEB - game.ithere = False + game.tholian = None game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) skip(1) return None break @@ -1525,9 +1570,9 @@ def fry(hit): # critical-hit resolution ktr=1 # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - ncrit = 1.0 + hit/(500.0+100.0*random.random()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1538,7 +1583,7 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm if loop1 > 0: for loop2 in range(loop1): @@ -1569,7 +1614,7 @@ def attack(torps_ok): if idebug: prout("=== ATTACK!") # Tholian gets to move before attacking - if game.ithere: + if game.tholian: movetholian() # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked @@ -1584,7 +1629,7 @@ 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+0.5*random.random() + chgfac = 0.25 + randreal(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: @@ -1593,7 +1638,7 @@ def attack(torps_ok): if game.kpower[loop] < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = random.random() + r = randreal() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 @@ -1614,7 +1659,7 @@ def attack(torps_ok): if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*random.random() + dustfac = 0.8 + randreal(0.5) hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) game.kpower[loop] *= 0.75 else: # Enemy uses photon torpedo @@ -1626,7 +1671,7 @@ def attack(torps_ok): crmena(False, iquad, where, jay) attempt = True prout(" ") - r = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*0.5 - 0.5 r += 0.002*game.kpower[loop]*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: @@ -1696,7 +1741,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas= hittot*random.random()*0.015 + icas = randrange(hittot * 0.015) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1712,7 +1757,7 @@ def attack(torps_ok): def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy # Added mv to allow enemy to "move" before dying - crmena(True, type, sector, mv) + crmena(True, type, "sector", mv) # Decide what kind of enemy it is and update appropriately if type == IHR: # chalk up a Romulan @@ -1721,7 +1766,7 @@ def deadkl(w, type, mv): game.state.nromrem -= 1 elif type == IHT: # Killed a Tholian - game.ithere = False + game.tholian = None elif type == IHQUEST: # Killed a Thingy global iqengry @@ -1874,23 +1919,23 @@ def photon(): return game.ididit = True # Loop for moving torpedoes - for i in range(1, n+1): + for i in range(n): if game.condition != "docked": game.torps -= 1 - r = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! - r = (random.random()+1.2) * r - if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) + r *= randreal(1.2, 2.2) + if n > 0: + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if random.random() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random()) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) break if game.shldup or game.condition == "docked": r *= 1.0 + 0.0001*game.shield @@ -1903,15 +1948,15 @@ def photon(): def overheat(rpow): # check for phasers overheating if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if random.random() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): # check shield control skip(1) - if random.random() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1929,7 +1974,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*random.random()*0.012 + icas = randrange(hit*0.012) skip(1) fry(0.8*hit) if icas: @@ -1946,15 +1991,16 @@ def checkshctrl(rpow): def hittem(hits): # register a phaser hit on Klingons and Romulans - nenhr2=game.nenhere; kk=1 + nenhr2 = game.nenhere; kk=0 w = coord() skip(1) - for k in range(nenhr2): - wham = hits[k] + for (k, wham) in enumerate(hits): if wham==0: continue - dustfac = 0.9 + 0.01*random.random() + dustfac = randreal(0.9, 1.0) + print type(wham), type(dustfac), type(game.kdist[kk]), "Foo!", game.kdist hit = wham*math.pow(dustfac,game.kdist[kk]) + print "Got here" kpini = game.kpower[kk] kp = math.fabs(kpini) if PHASEFAC*hit < kp: @@ -1983,21 +2029,21 @@ def hittem(hits): finish(FWON); if game.alldone: return - kk -= 1; # don't do the increment + kk -= 1 # don't do the increment + continue else: # decide whether or not to emasculate klingon - if kpow > 0 and random.random() >= 0.9 and \ - kpow <= ((0.4 + 0.4*random.random())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) + if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) game.kpower[kk] = -kpow kk += 1 - return; + return def phasers(): # fire phasers - hits = []; rpow=0 + hits = [] kz = 0; k = 1; irec=0 # Cheating inhibitor - ifast = False; no = False; itarg = True; msgflag = True + ifast = False; no = False; itarg = True; msgflag = True; rpow=0 automode = "NOTSET" key=0 skip(1) @@ -2066,7 +2112,8 @@ def phasers(): elif not itarg: automode = "FORCEMAN" else: - proutn(_("Manual or automatic? ")) + proutn(_("Manual or automatic? ")) + chew() avail = game.energy if ifast: avail -= 200.0 @@ -2081,7 +2128,7 @@ def phasers(): chew() if not kz: for i in range(game.nenhere): - irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0 + irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -2114,11 +2161,11 @@ def phasers(): extra = 0.0 powrem = rpow for i in range(game.nenhere): - hits[i] = 0.0 + hits.append(0.0) if powrem <= 0: continue hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) - over = (0.01 + 0.05*random.random())*hits[i] + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2131,7 +2178,7 @@ def phasers(): hittem(hits) game.ididit = True if extra > 0 and not game.alldone: - if game.ithere: + if game.tholian: proutn(_("*** Tholian web absorbs ")) if game.nenhere>0: proutn(_("excess ")) @@ -2173,7 +2220,7 @@ def phasers(): if key == IHEOL: chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0 + irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2182,7 +2229,7 @@ def phasers(): proutn("??") proutn(") ") proutn(_("units to fire at ")) - crmena(False, ienm, sector, aim) + crmena(False, ienm, "sector", aim) proutn("- ") key = scan() if key == IHALPHA and isit("no"): @@ -2229,7 +2276,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if random.random() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2288,9 +2335,8 @@ def events(): w = coord(); hold = coord() ev = event(); ev2 = event() - def tractorbeam(): + def tractorbeam(yank): # tractor beaming cases merge here - yank = math.sqrt(yank) announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) @@ -2307,14 +2353,14 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if random.random() > 0.5: + if withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) - if evcode==0: + if evcode == FSPY: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] @@ -2327,8 +2373,8 @@ def events(): game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: - doshield(True) # raise shields - game.shldchg=False + doshield(shraise=True) # raise shields + game.shldchg = False else: prout(_("(Shields not currently useable.)")) newqad(False) @@ -2469,27 +2515,25 @@ def events(): (game.energy < 2500 or damaged(DPHASER)) and \ (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! - istract = True - yank = distance(game.state.kscmdr, game.quadrant) - ictbeam = True - tractorbeam() + istract = ictbeam = True + tractorbeam(distance(game.state.kscmdr, game.quadrant)) else: return elif evcode == FTBEAM: # Tractor beam if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.randrange(game.state.remcom) - yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + i = randrange(game.state.remcom) + yank = distance(game.state.kcmdr[i], game.quadrant) if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule schedule(FTBEAM, game.optime + expran(1.5*game.intime/game.state.remcom)) continue ictbeam = True - tractorbeam() + tractorbeam(yank) elif evcode == FSNAP: # Snapshot of the universe (for time warp) - game.snapsht = game.state + game.snapsht = copy.deepcopy(game.state) game.state.snap = True schedule(FSNAP, expran(0.5 * game.intime)) elif evcode == FBATTAK: # Commander attacks starbase @@ -2514,7 +2558,7 @@ def events(): continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*random.random()) + schedule(FCDBAS, randreal(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2610,7 +2654,7 @@ def events(): q = game.state.galaxy[w.x][w.y] if not (game.quadrant == w or q.planet == None or \ not q.planet.inhabited or \ - q.supernova or q.status!=secure or q.klingons<=0): + q.supernova or q.status!="secure" or q.klingons<=0): break else: # can't seem to find one; ignore this call @@ -2725,7 +2769,7 @@ def wait(): return temp = game.optime = delay if game.nenhere: - rtime = 1.0 + random.random() + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2758,13 +2802,13 @@ def nova(nov): # star goes nova course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); scratch = coord() - if random.random() < 0.05: + if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT - crmena(False, IHSTAR, sector, nov) + crmena(False, IHSTAR, "sector", nov) prout(_(" novas.")) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 @@ -2790,7 +2834,7 @@ def nova(nov): if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): break elif iquad == IHSTAR: # Affect another star - if random.random() < 0.05: + if wthprob(0.05): # This star supernovas scratch = supernova(False) return @@ -2799,13 +2843,13 @@ def nova(nov): hits[top2][2]=scratch.y game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, sector, scratch) + crmena(True, IHSTAR, "sector", scratch) prout(_(" novas.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad == IHP: # Destroy planet game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) + crmena(True, IHP, "sector", scratch) prout(_(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None @@ -2824,7 +2868,7 @@ def nova(nov): invalidate(game.base) game.state.basekl += 1 newcnd() - crmena(True, IHB, sector, scratch) + crmena(True, IHB, "sector", scratch) prout(_(" destroyed.")) game.quad[scratch.x][scratch.y] = IHDOT elif iquad in (IHE, IHF): # Buffet ship @@ -2838,7 +2882,7 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff else: game.energy -= 2000.0 if game.energy <= 0: @@ -2860,7 +2904,7 @@ def nova(nov): break newc.x = scratch.x + scratch.x - hits[mm][1] newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, sector, scratch) + crmena(True, iquad, "sector", scratch) proutn(_(" damaged")) if not VALID_SECTOR(newc.x, newc.y): # can't leave quadrant @@ -2869,7 +2913,7 @@ def nova(nov): iquad1 = game.quad[newc.x][newc.y] if iquad1 == IHBLANK: proutn(_(", blasted into ")) - crmena(False, IHBLANK, sector, newc) + crmena(False, IHBLANK, "sector", newc) skip(1) deadkl(scratch, iquad, newc) break @@ -2922,7 +2966,7 @@ def supernova(induced, w=None): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.randrange(stars) + 1 + num = randrange(stars) + 1 for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars @@ -2943,7 +2987,7 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 + num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 for ns.x in range(QUADSIZE): for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: @@ -3060,7 +3104,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if random.random() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -3086,7 +3130,13 @@ def kaboom(): def killrate(): "Compute our rate of kils over time." - return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate) + elapsed = game.state.date - game.indate + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + return 0 + else: + starting = (game.inkling + game.incom + game.inscom) + remaining = (game.state.remkl + game.state.remcom + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -3291,10 +3341,10 @@ def finish(ifin): if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom) - if goodies/baddies >= 1.0+0.5*random.random(): + if goodies/baddies >= randreal(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= 3.0+random.random(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3487,7 +3537,7 @@ def iostart(): #textdomain(PACKAGE) if atexit.register(outro): sys.stderr.write("Unable to register outro(), exiting...\n") - os.exit(1) + raise SysExit,1 if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: @@ -3595,13 +3645,15 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - time.sleep(0.03) + if not replayfp or replayfp.closed: # Don't slow down replays + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - time.sleep(0.03) + if not replayfp or replayfp.closed: + time.sleep(0.03) def cgetline(): "Get a line of input." @@ -3610,11 +3662,19 @@ def cgetline(): curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: line = raw_input() if logfp: - logfp.write(line) + logfp.write(line + "\n") return line def setwnd(wnd): @@ -3705,7 +3765,7 @@ def drawmaps(mode): setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) - lrscan() + lrscan(silent=False) def put_srscan_sym(w, sym): "Emit symbol for short-range scan." @@ -3906,10 +3966,10 @@ def imove(novapush): # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return - game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE - game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE - game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1) - game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1) + game.quadrant.x = w.x/QUADSIZE + game.quadrant.y = w.y/QUADSIZE + game.sector.x = w.x - (QUADSIZE*game.quadrant.x) + game.sector.y = w.y - (QUADSIZE*game.quadrant.y) skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.x][game.sector.y] = game.ship @@ -3922,7 +3982,7 @@ def imove(novapush): # object encountered in flight path stopegy = 50.0*game.dist/game.optime game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST): + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w ram(False, iquad, game.sector) final = game.sector @@ -3943,7 +4003,7 @@ def imove(novapush): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and random.random()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -4255,13 +4315,14 @@ def warp(timewarp): return # Entry WARPX if game.warpfac > 6.0: - # Decide if engine damage will occur - prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 - if prob > random.random(): + # Decide if engine damage will occur + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*square(6.0-game.warpfac)/66.666666666 + if prob > randreal(): blooey = True - game.dist = random.random()*game.dist + game.dist = randreal(game.dist) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random(): + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4305,7 +4366,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0) + game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4367,7 +4428,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if random.random() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4375,7 +4436,7 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if random.random() <= 0.25: + if withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) @@ -4410,16 +4471,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*random.random() + game.warpfac = randreal(6.0, 8.0) game.wfacsq = game.warpfac * game.warpfac prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = 1.4142+random.random() + distreq = randreal(math.sqrt(2)) if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*random.random() # How dumb! + game.direc = randreal(12) # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4440,7 +4501,7 @@ def atover(igrab): def timwrp(): # let's do the time warp again prout(_("***TIME WARP ENTERED.")) - if game.state.snap and random.random() < 0.5: + if game.state.snap and withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4481,7 +4542,7 @@ def timwrp(): prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = -0.5*game.intime*math.log(random.random()) + game.optime = -0.5*game.intime*math.log(randreal()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) @@ -4611,12 +4672,10 @@ def mayday(): prout(_(" dematerializes.")) game.sector.x=0 for m in range(1, 5+1): - ix = game.base.x+3.0*random.random()-1 - iy = game.base.y+3.0*random.random()-1 + w = game.base.scatter() if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + game.sector = w break if not is_valid(game.sector): prout(_("You have been lost in space...")) @@ -4633,7 +4692,7 @@ def mayday(): game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() - if random.random() > probf: + if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) @@ -4726,7 +4785,7 @@ 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 = random.random()*game.state.rembase+1 + nb = randrange(game.state.rembase) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4736,8 +4795,7 @@ def abandon(): # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT for l in range(QUADSIZE): - game.sector.x = 3.0*random.random() - 1.0 + game.base.x - game.sector.y = 3.0*random.random() - 1.0 + game.base.y + game.sector = game.base.scatter() if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break @@ -4823,12 +4881,12 @@ def orbit(): prout(_(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*random.random() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*random.random()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4933,7 +4991,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if random.random() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4974,7 +5032,7 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*game.iplnet.pclass + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -5009,7 +5067,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if random.random() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -5019,7 +5077,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*random.random()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5131,7 +5189,6 @@ def shuttle(): def deathray(): # use the big zapper - r = random.random() game.ididit = False skip(1) chew() @@ -5163,9 +5220,10 @@ def deathray(): skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) - dprob = .30 + dprob = 0.30 if game.options & OPTION_PLAIN: - dprob = .5 + dprob = 0.5 + r = randreal() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) @@ -5176,14 +5234,14 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if random.random() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = random.random() # Pick failure method - if r <= .30: + r = randreal() # Pick failure method + if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) @@ -5197,7 +5255,7 @@ def deathray(): skip(1) kaboom() return - if r <= .55: + if r <= 0.55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) @@ -5322,30 +5380,34 @@ def report(): (i, (_("s"), "")[i==1])) skip(1) -def lrscan(): +def lrscan(silent): # long-range sensor scan if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": - prout(_("LONG-RANGE SENSORS DAMAGED.")) + if not silent: + prout(_("LONG-RANGE SENSORS DAMAGED.")) return - prout(_("Starbase's long-range scan")) - else: + if not silent: + prout(_("Starbase's long-range scan")) + elif not silent: prout(_("Long-range scan")) for x in range(game.quadrant.x-1, game.quadrant.x+2): - proutn(" ") + if not silent: + proutn(" ") for y in range(game.quadrant.y-1, game.quadrant.y+2): if not VALID_QUADRANT(x, y): - proutn(" -1") + if not silent: + proutn(" -1") else: if not damaged(DRADIO): game.state.galaxy[x][y].charted = True game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase game.state.chart[x][y].stars = game.state.galaxy[x][y].stars - if game.state.galaxy[x][y].supernova: + if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") - else: + 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)) prout(" ") @@ -5379,6 +5441,8 @@ def rechart(): def chart(): # display the star chart chew() + if (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": @@ -5648,69 +5712,6 @@ def eta(): return -#ifdef BSD_BUG_FOR_BUG -# A visual scan is made in a particular direction of three sectors -# in the general direction specified. This takes time, and -# Klingons can attack you, so it should be done only when sensors -# are out. Code swiped from BSD-Trek. Not presently used, as we -# automatically display all adjacent sectors on the short-range -# scan even when short-range sensors are out. - -# This struct[] has the delta x, delta y for particular directions - -visdelta = ( - (-1,-1), - (-1, 0), - (-1, 1), - (0, 1), - (1, 1), - (1, 0), - (1, -1), - (0, -1), - (-1,-1), - (-1, 0), - (-1, 1), -) - -def visual(): - v = coord() - if scan() != IHREAL: - chew() - proutn(_("Direction? ")) - if scan()!=IHREAL: - huh() - return - if aaitem < 0.0 or aaitem > 360.0: - return - co = (aaitem + 22) / 45 - v = visdelta[co] - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - printf("%d,%d %c " % (ix+1, iy+1, co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - printf("%c " % (co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - prout("%c %d,%d\n" % (co, ix+1, iy+1)) - game.optime = 0.5 - game.ididit = True -#endif - # Code from setup.c begins here def prelim(): @@ -5718,10 +5719,9 @@ def prelim(): skip(2) prout(_("-SUPER- STAR TREK")) skip(1) -#ifdef __HISTORICAL__ +# From the FORTRAN original # prout(_("Latest update-21 Sept 78")) # skip(1) -#endif __HISTORICAL__ def freeze(boss): # save game @@ -5858,14 +5858,14 @@ def setup(needprompt): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these + game.nprobes = randrange(2, 5) game.warpfac = 5.0 game.wfacsq = game.warpfac * game.warpfac for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = coord() - game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0) + game.state.date = game.indate = 100.0 * randreal(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 @@ -5887,7 +5887,7 @@ def setup(needprompt): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) - schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5908,7 +5908,7 @@ def setup(needprompt): game.instar = 0 for i in range(GALSIZE): for j in range(GALSIZE): - k = int(random.random()*9.0 + 1.0) + k = randrange(1, QUADSIZE**2/10+1) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5924,7 +5924,7 @@ def setup(needprompt): for j in range(1, i): # Improved placement algorithm to spread out bases distq = w.distance(game.state.baseq[j]) - if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75: + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -5943,7 +5943,7 @@ def setup(needprompt): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = random.random() + r = randreal() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -5960,7 +5960,7 @@ def setup(needprompt): for i in range(1, game.incom+1): while True: w = randplace(GALSIZE) - if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \ + if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \ not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ not w in game.state.kcmdr[:i]: @@ -5983,8 +5983,8 @@ def setup(needprompt): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[random.randint(0, 2)] - if random.random()*1.5: # 1 in 3 chance of crystals + new.pclass = ("M", "N", "O")[randrange(0, 3)] + if withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -6039,7 +6039,7 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - (thing == game.quadrant) - game.ithere: + if game.nenhere - (thing == game.quadrant) - (game.tholian != None): game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(False) @@ -6065,6 +6065,8 @@ def choose(needprompt): continue # We don't want a blank entry game.tourn = int(round(aaitem)) random.seed(aaitem) + if logfp: + logfp.write("# random.seed(%d)\n" % aaitem) break if isit("saved") or isit("frozen"): if thaw(): @@ -6133,19 +6135,19 @@ def choose(needprompt): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = random.randint(BASEMIN, BASEMAX) + game.state.rembase = randrange(BASEMIN, BASEMAX+1) game.inbase = game.state.rembase game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()) + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill) + game.state.nromrem = game.inrom = randrange(2 *game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime - game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15) - game.incom = int(game.skill + 0.0625*game.inkling*random.random()) + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + game.incom = int(game.skill + 0.0625*game.inkling*randreal()) game.state.remcom = min(10, game.incom) game.incom = game.state.remcom game.state.remres = (game.inkling+4*game.incom)*game.intime @@ -6180,7 +6182,7 @@ def newkling(i): pi = dropin(IHK) game.ks[i] = pi game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) - game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill + game.kpower[i] = randreal(300, 450) + 25.0*game.skill return pi def newqad(shutup): @@ -6197,7 +6199,6 @@ def newqad(shutup): game.inorbit = False game.landed = False game.ientesc = False - game.ithere = False global iqengry iqengry = False game.iseenit = False @@ -6215,23 +6216,20 @@ def newqad(shutup): # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship if q.klingons: - w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons for i in range(game.klhere): w = newkling(i) # If we need a commander, promote a Klingon for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: - break - - if i <= game.state.remcom: - game.quad[w.x][w.y] = IHC - game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill - game.comhere = True + game.quad[game.ks[i].x][game.ks[i].y] = IHC + game.kpower[game.klhere] = randreal(950,1350) + 50.0*game.skill + game.comhere = True + break # If we need a super-commander, promote a Klingon - if same(game.quadrant, game.state.kscmdr): - game.quad[game.ks[0].x][game.ks[0].y] = IHS - game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill + if game.quadrant == game.state.kscmdr: + game.quad[w.x][w.y] = IHS + game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed @@ -6239,7 +6237,7 @@ def newqad(shutup): w = dropin(IHR) game.ks[i] = w game.kdist[i] = game.kavgd[i] = distance(game.sector, w) - game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill + game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) @@ -6253,9 +6251,8 @@ def newqad(shutup): # Check for condition newcnd() # And finally the stars - for i in range(q.stars): + for i in range(q.stars): dropin(IHSTAR) - # Check for RNZ if game.irhere > 0 and game.klhere == 0: game.neutz = True @@ -6276,28 +6273,28 @@ def newqad(shutup): game.ks[game.nenhere] = w game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, w) - game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill + game.kpower[game.nenhere] = randreal(6000,6500.0)+250.0*game.skill if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \ - (game.skill == SKILL_GOOD and random.random() <= 0.05) or \ - (game.skill > SKILL_GOOD and random.random() <= 0.08): + if (game.skill < SKILL_GOOD and withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): + game.tholian = coord() while True: - game.tholian.x = random.choice((0, QUADSIZE-1)) - game.tholian.y = random.choice((0, QUADSIZE-1)) + game.tholian.x = withprob(0.5) * (QUADSIZE-1) + game.tholian.y = withprob(0.5) * (QUADSIZE-1) if game.quad[game.tholian.x][game.tholian.y] == IHDOT: break game.quad[game.tholian.x][game.tholian.y] = IHT - game.ithere = True game.nenhere += 1 game.ks[game.nenhere] = game.tholian game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, game.tholian) - game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill + game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6310,10 +6307,10 @@ def newqad(shutup): sortklings() # Put in a few black holes for i in range(1, 3+1): - if random.random() > 0.5: + if withprob(0.5): dropin(IHBLANK) # Take out X's in corners if Tholian present - if game.ithere: + if game.tholian: if game.quad[0][0]=='X': game.quad[0][0] = IHDOT if game.quad[0][QUADSIZE-1]=='X': @@ -6326,11 +6323,11 @@ def newqad(shutup): def sortklings(): # sort Klingons by distance from us # The author liked bubble sort. So we will use it. :-( - if game.nenhere-(thing==game.quadrant)-game.ithere < 2: + if game.nenhere-(thing==game.quadrant)-(game.tholian!=None) < 2: return while True: sw = False - for j in range(game.nenhere): + for j in range(game.nenhere-1): if game.kdist[j] > game.kdist[j+1]: sw = True t = game.kdist[j] @@ -6364,7 +6361,7 @@ def setpassword(): else: game.passwd = "" for i in range(3): - game.passwd += chr(97+int(random.random()*25)) + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -6523,7 +6520,7 @@ def makemoves(): elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan - lrscan() + lrscan(silent=False) elif cmd == "PHASERS": # phasers phasers() if game.ididit: @@ -6535,7 +6532,7 @@ def makemoves(): elif cmd == "MOVE": # move under warp warp(False) elif cmd == "SHIELDS": # shields - doshield(False) + doshield(shraise=False) if game.ididit: hitme = True game.shldchg = False @@ -6588,7 +6585,7 @@ def makemoves(): elif cmd == "EMEXIT": # Emergency exit clrscr() # Hide screen freeze(True) # forced save - os.exit(1) # And quick exit + raise SysExit,1 # And quick exit elif cmd == "PROBE": probe() # Launch probe if game.ididit: @@ -6616,14 +6613,6 @@ def makemoves(): game.alldone = True # quit the game elif cmd == "HELP": helpme() # get help - elif cmd == "SEED": # set random-number seed - key = scan() - if key == IHREAL: - seed = int(round(aaitem)) -#ifdef BSD_BUG_FOR_BUG -# elif cmd == "VISUAL": -# visual() # perform visual scan -#endif while True: if game.alldone: break # Game has ended @@ -6671,6 +6660,7 @@ def crmena(stars, enemy, loctype, w): proutn("***") cramen(enemy) proutn(_(" at ")) + buf = "" if loctype == "quadrant": buf = _("Quadrant ") elif loctype == "sector": @@ -6693,13 +6683,13 @@ def stars(): skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + random.random()) + return -avrage*math.log(1e-7 + randreal()) def randplace(size): # choose a random location w = coord() - w.x = random.randint(0, size-1) - w.y = random.randint(0, size-1) + w.x = randrange(size) + w.y = randrange(size) return w def chew(): @@ -6859,80 +6849,89 @@ def debugme(): atover(True) if __name__ == '__main__': - global line, thing, game, idebug, iqengry - game = citem = aaitem = inqueue = None - line = '' - thing = coord() - iqengry = False - game = gamestate() - idebug = 0 - game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY) - # Disable curses mode until the game logic is working. - # if os.getenv("TERM"): - # game.options |= OPTION_CURSES | OPTION_SHOWME - # else: - game.options |= OPTION_TTY - seed = time.time() - (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") - for (switch, val) in options: - if switch == '-r': - try: - replayfp = open(optarg, "r") - except IOError: - sys.stderr.write("sst: can't open replay file %s\n" % optarg) - os.exit(1) - line = replayfp.readline().strip() - try: - (key, seed) = line.split() - seed = int(seed) - except ValueError: - sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg) - os.exit(1) - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-t': - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-x': - idebug = True - else: - sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") - os.exit(0) - # where to save the input in case of bugs try: - logfp = open("/usr/tmp/sst-input.log", "w") - except IOError: - sys.stderr.write("sst: warning, can't open logfile\n") - if logfp: - #setlinebuf(logfp) - logfp.write("seed %d\n" % (seed)) - random.seed(seed) - iostart() - if arguments: - inqueue = arguments - else: - inqueue = None - while True: # Play a game - setwnd(fullscreen_window) - clrscr() - prelim() - setup(needprompt=not inqueue) - if game.alldone: - score() - game.alldone = False - else: - makemoves() - skip(1) - stars() - skip(1) - if game.tourn and game.alldone: - proutn(_("Do you want your score recorded?")) - if ja() == True: - chew2() - freeze(False) - proutn(_("Do you want to play again? ")) - if not ja(): - break - skip(1) - prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) - raise SysExit, 0 + global line, thing, game, idebug, iqengry + game = citem = aaitem = inqueue = None + line = '' + thing = coord() + iqengry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) + # Disable curses mode until the game logic is working. + # if os.getenv("TERM"): + # game.options |= OPTION_CURSES | OPTION_SHOWME + # else: + game.options |= OPTION_TTY + seed = int(time.time()) + (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(val, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 + try: + line = replayfp.readline().strip() + (leader, key, seed) = line.split() + seed = eval(seed) + sys.stderr.write("sst2k: seed set to %s\n" % seed) + line = replayfp.readline().strip() + arguments += line.split()[2:] + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + raise SystemExit(1) + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-t': + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-x': + idebug = True + else: + sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") + raise SystemExit, 1 + # where to save the input in case of bugs + try: + logfp = open("/usr/tmp/sst-input.log", "w") + except IOError: + sys.stderr.write("sst: warning, can't open logfile\n") + if logfp: + logfp.write("# seed %s\n" % seed) + logfp.write("# options %s\n" % " ".join(arguments)) + random.seed(seed) + iostart() + if arguments: + inqueue = arguments + else: + inqueue = None + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup(needprompt=not inqueue) + if game.alldone: + score() + game.alldone = False + else: + makemoves() + skip(1) + stars() + skip(1) + if game.tourn and game.alldone: + proutn(_("Do you want your score recorded?")) + if ja() == True: + chew2() + freeze(False) + chew() + proutn(_("Do you want to play again? ")) + if not ja(): + break + skip(1) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + raise SystemExit, 0 + except KeyboardInterrupt: + print"" + pass +