X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=fb665de93505b70bac785dd26773c0439b87477f;hp=e7a54919341fe3d348ff7492a97a2015380e2e94;hb=0116120e7c8552ac5869ce52facbdcc390575b4d;hpb=5582ed2207d6a03b841afc376af746813881bebd diff --git a/src/sst.py b/src/sst.py index e7a5491..fb665de 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 @@ -254,9 +261,16 @@ class coord: 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__ @@ -337,15 +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 @@ -400,21 +415,29 @@ NEVENTS = 12 # def findevent(evtype): return game.future[evtype] +class enemy: + def __init__(self, loc=None, power=None): + if loc: + self.kloc = loc + else: + self.kloc = coord() # enemy sector location + self.kpower = power # enemy energy levels + self.kdist = self.kavgd = distance(game.sector, e.kloc) + def __repr__(self): + return "<%s=%f>" % (self.kloc, self.kpower) # For debugging + class gamestate: def __init__(self): self.options = None # Game options 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.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.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small self.tholian = None # coordinates of Tholian @@ -466,7 +489,7 @@ class gamestate: self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base - self.tourn = 0 # tournament number + self.tourn = None # tournament number self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources @@ -564,6 +587,29 @@ 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): @@ -587,20 +633,20 @@ def tryexit(look, ienm, loccom, irun): if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if game.kpower[loccom] > 1000.0: + if game.enemies[loccom].kpower > 1000.0: return False # print escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ game.condition == docked: - crmena(True, ienm, "sector", game.ks[loccom]) + crmena(True, ienm, "sector", game.enemies[loccom].kloc) prout(_(" escapes to Quadrant %s (and regains strength).") % q) # handle local matters related to escape - game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT - game.ks[loccom] = game.ks[game.nenhere] - game.kavgd[loccom] = game.kavgd[game.nenhere] - game.kpower[loccom] = game.kpower[game.nenhere] - game.kdist[loccom] = game.kdist[game.nenhere] + game.quad[game.enemies[loccom].kloc.x][game.enemies[loccom].kloc.y] = IHDOT + game.enemies[loccom].kloc = game.enemies[game.nenhere].kloc + game.enemies[loccom].kavgd = game.enemies[game.nenhere].kavgd + game.enemies[loccom].kpower = game.enemies[game.nenhere].kpower + game.enemies[loccom].kdist = game.enemies[game.nenhere].kdist game.klhere -= 1 game.nenhere -= 1 if game.condition != docked: @@ -674,17 +720,17 @@ def movebaddy(com, loccom, ienm): else: nbaddys = game.comhere + game.ishere - dist1 = game.kdist[loccom] + dist1 = game.enemies[loccom].kdist mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it if ienm==IHS and \ - (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + (game.enemies[loccom].kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + forces = game.enemies[loccom].kpower+100.0*game.nenhere+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -701,12 +747,12 @@ 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 @@ -720,9 +766,9 @@ 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: @@ -812,13 +858,13 @@ def movebaddy(com, loccom, ienm): game.quad[next.x][next.y] = ienm if next != com: # it moved - game.ks[loccom] = next - game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) + game.enemies[loccom].kloc = next + game.enemies[loccom].kdist = game.enemies[loccom].kavgd = distance(game.sector, next) if not damaged(DSRSENS) or game.condition == docked: proutn("***") cramen(ienm) proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + if game.enemies[loccom].kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) @@ -832,13 +878,13 @@ def moveklings(): # and do move if game.comhere: for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc if game.quad[w.x][w.y] == IHC: movebaddy(w, i, IHC) break if game.ishere: for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) break @@ -847,7 +893,7 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: movebaddy(w, i, game.quad[w.x][w.y]) sortklings(); @@ -877,13 +923,13 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for i in range(game.nenhere): - if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS: break - game.quad[game.ks[i].x][game.ks[i].y] = IHDOT - game.ks[i] = game.ks[game.nenhere] - game.kdist[i] = game.kdist[game.nenhere] - game.kavgd[i] = game.kavgd[game.nenhere] - game.kpower[i] = game.kpower[game.nenhere] + game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] = IHDOT + game.enemies[i].kloc = game.enemies[game.nenhere].kloc + game.enemies[i].kdist = game.enemies[game.nenhere].kdist + game.enemies[i].kavgd = game.enemies[game.nenhere].kavgd + game.enemies[i].kpower = game.enemies[game.nenhere].kpower game.klhere -= 1 game.nenhere -= 1 if game.condition!=docked: @@ -996,7 +1042,7 @@ 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(): @@ -1018,7 +1064,7 @@ 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 @@ -1062,7 +1108,7 @@ def movetholian(): if game.quad[game.tholian.x][game.tholian.y]==IHDOT: game.quad[game.tholian.x][game.tholian.y] = IHWEB game.quad[game.tholian.x][game.tholian.y] = IHT - game.ks[game.nenhere] = game.tholian + game.enemies[game.nenhere].kloc = game.tholian # check to see if all holes plugged for i in range(QUADSIZE): @@ -1208,7 +1254,7 @@ 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. # @@ -1236,7 +1282,7 @@ 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 @@ -1257,7 +1303,7 @@ 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) @@ -1265,7 +1311,7 @@ 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 @@ -1274,12 +1320,12 @@ 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 @@ -1331,13 +1377,13 @@ 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)) @@ -1357,32 +1403,32 @@ 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 elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy for ll in range(game.nenhere): - if w == game.ks[ll]: + if w == game.enemies[ll].kloc: break - kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*random.random() - \ + kp = math.fabs(game.enemies[ll].kpower) + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.kpower[ll] < 0: - game.kpower[ll] -= -h1 + if game.enemies[ll].kpower < 0: + game.enemies[ll].kpower -= -h1 else: - game.kpower[ll] -= h1 - if game.kpower[ll] == 0: + game.enemies[ll].kpower -= h1 + if game.enemies[ll].kpower == 0: deadkl(w, iquad, w) 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)) @@ -1402,7 +1448,7 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.ks[ll] = jw + game.enemies[ll].kloc = jw shoved = True break elif iquad == IHB: # Hit a base @@ -1421,7 +1467,7 @@ 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 @@ -1434,7 +1480,7 @@ 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 @@ -1449,14 +1495,14 @@ 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) @@ -1478,7 +1524,7 @@ 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 @@ -1486,7 +1532,7 @@ 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: @@ -1495,8 +1541,8 @@ def torpedo(course, r, incoming, i, n): 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.")) @@ -1508,7 +1554,7 @@ def torpedo(course, r, incoming, i, n): 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 @@ -1519,7 +1565,7 @@ def torpedo(course, r, incoming, i, n): game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) for ll in range(game.nenhere): - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) sortklings() return None skip(1) @@ -1528,11 +1574,9 @@ def torpedo(course, r, incoming, i, n): 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 = [] @@ -1543,19 +1587,16 @@ 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): - if j == cdam[loop2]: - break - if loop2 < loop1: - continue - ktr += 1 - if ktr==3: - skip(1) - proutn(_(" and ")) + skipcount = 0 + for (i, j) in enumerate(cdam): proutn(device[j]) + if skipcount % 3 == 2 and i < len(cdam)-1: + skip() + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) @@ -1589,22 +1630,22 @@ 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: where = "sector" for loop in range(game.nenhere): - if game.kpower[loop] < 0: + if game.enemies[loop].kpower < 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 - if game.kpower[loop] < 500: + if game.enemies[loop].kpower < 500: r *= 0.25; - jay = game.ks[loop] + jay = game.enemies[loop].kloc iquad = game.quad[jay.x][jay.y] if iquad==IHT or (iquad==IHQUEST and not iqengry): continue @@ -1619,9 +1660,9 @@ 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() - hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) - game.kpower[loop] *= 0.75 + dustfac = 0.8 + randreal(0.5) + hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd) + game.enemies[loop].kpower *= 0.75 else: # Enemy uses photon torpedo course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) hit = 0 @@ -1631,8 +1672,8 @@ def attack(torps_ok): crmena(False, iquad, where, jay) attempt = True prout(" ") - r = (random.random()+random.random())*0.5 -0.5 - r += 0.002*game.kpower[loop]*r + r = (randreal()+randreal())*0.5 - 0.5 + r += 0.002*game.enemies[loop].kpower*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! @@ -1701,7 +1742,7 @@ 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) @@ -1710,14 +1751,14 @@ def attack(torps_ok): game.state.crew -= icas # After attack, reset average distance to enemies for loop in range(game.nenhere): - game.kavgd[loop] = game.kdist[loop] + game.enemies[loop].kavgd = game.enemies[loop].kdist sortklings() return; 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 @@ -1769,16 +1810,16 @@ def deadkl(w, type, mv): if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: unschedule(FCDBAS) for i in range(game.nenhere): - if game.ks[i] == w: + if game.enemies[i].kloc == w: for j in range(i, game.nenhere): - game.ks[j] = game.ks[j+1] - game.kpower[j] = game.kpower[j+1] - game.kavgd[j] = game.kdist[j] = game.kdist[j+1] - game.ks[game.nenhere].x = 0 - game.ks[game.nenhere].y = 0 - game.kdist[game.nenhere] = 0 - game.kavgd[game.nenhere] = 0 - game.kpower[game.nenhere] = 0 + game.enemies[j].kloc = game.enemies[j+1].kloc + game.enemies[j].kpower = game.enemies[j+1].kpower + game.enemies[j].kavgd = game.enemies[j].kdist = game.enemies[j+1].kdist + game.enemies[game.nenhere].kloc.x = 0 + game.enemies[game.nenhere].kloc.y = 0 + game.enemies[game.nenhere].kdist = 0 + game.enemies[game.nenhere].kavgd = 0 + game.enemies[game.nenhere].kpower = 0 game.nenhere -= 1 break break @@ -1879,23 +1920,23 @@ 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 @@ -1908,15 +1949,15 @@ 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 @@ -1934,7 +1975,7 @@ 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: @@ -1950,26 +1991,25 @@ def checkshctrl(rpow): return True; def hittem(hits): - # register a phaser hit on Klingons and Romulans - nenhr2 = game.nenhere; kk=1 + # register a phaser hit on Klingons and Romulans + 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() - hit = wham*math.pow(dustfac,game.kdist[kk]) - kpini = game.kpower[kk] + dustfac = randreal(0.9, 1.0) + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.kpower[kk] < 0: - game.kpower[kk] -= -kp + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp else: - game.kpower[kk] -= kp - kpow = game.kpower[kk] - w = game.ks[kk] + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc if hit > 0.005: if not damaged(DSRSENS): boom(w) @@ -1988,15 +2028,15 @@ 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 + game.enemies[kk].kpower = -kpow kk += 1 - return; + return def phasers(): # fire phasers @@ -2087,7 +2127,7 @@ 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.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -2123,8 +2163,8 @@ def phasers(): 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] + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2160,7 +2200,7 @@ def phasers(): elif automode == "MANUAL": rpow = 0.0 for k in range(game.nenhere): - aim = game.ks[k] + aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) @@ -2179,7 +2219,7 @@ 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.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2188,7 +2228,7 @@ 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"): @@ -2235,7 +2275,7 @@ 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!")) @@ -2312,7 +2352,7 @@ 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 @@ -2482,7 +2522,7 @@ def events(): if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.randrange(game.state.remcom) + 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 @@ -2517,7 +2557,7 @@ 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) @@ -2527,10 +2567,9 @@ def events(): game.iseenit = True announce() skip(1) - proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) - proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) - prout(".\"") + prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base @@ -2685,7 +2724,7 @@ def events(): q.klingons += 1 if game.quadrant == w: game.klhere += 1 - newkling(game.klhere) + game.enemies.append(newkling()) # recompute time left game.recompute() # report the disaster if we can @@ -2728,7 +2767,7 @@ 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 @@ -2761,13 +2800,13 @@ 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 @@ -2793,7 +2832,7 @@ 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 @@ -2802,13 +2841,13 @@ 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 @@ -2827,7 +2866,7 @@ 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 @@ -2841,7 +2880,7 @@ 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: @@ -2855,15 +2894,15 @@ def nova(nov): deadkl(scratch,iquad, scratch) elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies for ll in range(game.nenhere): - if game.ks[ll] == scratch: + if game.enemies[ll].kloc == scratch: break - game.kpower[ll] -= 800.0 # If firepower is lost, die - if game.kpower[ll] <= 0.0: + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: deadkl(scratch, iquad, scratch) 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 @@ -2872,7 +2911,7 @@ 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 @@ -2883,8 +2922,8 @@ def nova(nov): proutn(_(", buffeted to Sector %s") % newc) game.quad[scratch.x][scratch.y] = IHDOT game.quad[newc.x][newc.y] = iquad - game.ks[ll] = newc - game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) + game.enemies[ll].kloc = newc + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector, newc) skip(1) if top == top2: break @@ -2925,7 +2964,7 @@ 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 @@ -2946,7 +2985,7 @@ 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: @@ -3063,7 +3102,7 @@ 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() @@ -3082,8 +3121,8 @@ def kaboom(): whammo = 25.0 * game.energy l=1 while l <= game.nenhere: - if game.kpower[l]*game.kdist[l] <= whammo: - deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) + if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: + deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc) l += 1 finish(FDILITHIUM) @@ -3300,10 +3339,10 @@ 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!")) @@ -3604,13 +3643,15 @@ 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." @@ -3619,12 +3660,17 @@ def cgetline(): curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() - if line == '': - prout("*** Replay finished") - replayfp.close() + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: - line = raw_input("COMMAND> ") + line = raw_input() if logfp: logfp.write(line + "\n") return line @@ -3717,7 +3763,7 @@ 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." @@ -3822,14 +3868,14 @@ def imove(novapush): game.quad[game.sector.x][game.sector.y] = game.ship if game.nenhere: for m in range(game.nenhere): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald+game.kdist[m]) - game.kdist[m] = finald + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) + game.enemies[m].kdist = finald sortklings() if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) for m in range(game.nenhere): - game.kavgd[m] = game.kdist[m] + game.enemies[m].kavgd = game.enemies[m].kdist newcnd() drawmaps(0) setwnd(message_window) @@ -3869,8 +3915,8 @@ def imove(novapush): if game.nenhere != 0 and not novapush: newcnd() for m in range(game.nenhere): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald + game.kdist[m]) + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) # # Stas Sergeev added the condition # that attacks only happen if Klingons @@ -3955,7 +4001,7 @@ 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) @@ -4267,13 +4313,14 @@ 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 @@ -4317,7 +4364,7 @@ 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.")) @@ -4379,7 +4426,7 @@ 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 @@ -4387,7 +4434,7 @@ 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.")) @@ -4422,16 +4469,16 @@ 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) @@ -4452,7 +4499,7 @@ 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)) @@ -4493,7 +4540,7 @@ 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) @@ -4623,12 +4670,10 @@ 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...")) @@ -4645,7 +4690,7 @@ 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) @@ -4738,7 +4783,7 @@ 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] @@ -4748,8 +4793,7 @@ 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 @@ -4835,12 +4879,12 @@ 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 @@ -4945,7 +4989,7 @@ 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.\"")) @@ -4986,7 +5030,7 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*(ord(game.iplnet.pclass)-ord("M")) + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -5021,7 +5065,7 @@ 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********************************")) @@ -5031,7 +5075,7 @@ 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")) @@ -5143,7 +5187,6 @@ def shuttle(): def deathray(): # use the big zapper - r = random.random() game.ididit = False skip(1) chew() @@ -5175,27 +5218,28 @@ 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) while game.nenhere > 0: - deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1]) + deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0: 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!")) @@ -5209,7 +5253,7 @@ 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!\"")) @@ -5334,30 +5378,34 @@ 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(" ") @@ -5391,6 +5439,8 @@ 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": @@ -5806,14 +5856,14 @@ 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 @@ -5835,7 +5885,7 @@ 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: @@ -5856,7 +5906,7 @@ 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 @@ -5872,7 +5922,7 @@ 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)) @@ -5891,7 +5941,7 @@ 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 @@ -5908,7 +5958,7 @@ 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]: @@ -5931,8 +5981,8 @@ 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 @@ -5950,10 +6000,10 @@ def setup(needprompt): break game.state.kscmdr = w game.state.galaxy[w.x][w.y].klingons += 1 - # Place thing (in tournament game, thingx == -1, don't want one!) + # Place thing (in tournament game, we don't want one!) global thing - if thing == None: - thing = randplace(GALSIZE) + if game.tourn is None: + thing = randplace(GALSIZE) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: @@ -6013,6 +6063,8 @@ 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(): @@ -6081,19 +6133,19 @@ 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 @@ -6123,13 +6175,9 @@ def newcnd(): if not game.alive: game.condition="dead" -def newkling(i): - # drop new Klingon into current quadrant - 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 - return pi +def newkling(): + # drop new Klingon into current quadrant + return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill) def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it @@ -6161,32 +6209,30 @@ def newqad(shutup): game.nenhere = game.klhere + game.irhere # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship + game.enemies = [] if q.klingons: - w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons for i in range(game.klhere): - w = newkling(i) + game.enemies.append(newkling()) # 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 + e = game.enemies[game.klhere-1] + game.quad[e.kloc.x][e.kloc.y] = IHC + e.kpower = randreal(950,1350) + 50.0*game.skill + game.comhere = True + break # If we need a super-commander, promote a Klingon if 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 + e = game.enemies[0] + game.quad[e.kloc.x][e.kloc.y] = IHS + e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed for i in range(game.klhere, game.nenhere): - 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.enemies.append(enemy(loc=dropin(IHR), + power=randreal(400.0,850.0)+50.0*game.skill)) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) @@ -6200,9 +6246,8 @@ 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 @@ -6215,36 +6260,31 @@ def newqad(shutup): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) if shutup==0: # Put in THING if needed - global thing if thing == game.quadrant: - w = dropin(IHQUEST) - thing = randplace(GALSIZE) + e = enemy(dropin(IHQUEST)) + e.kdist = e.kavgd = distance(game.sector, e.kloc) + e.kpower = randreal(6000,6500.0)+250.0*game.skill + games.enemies.append(e) game.nenhere += 1 - 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 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.enemies.append(loc=game.tholian, + power=randrange(100, 500) + 25.0*game.skill) 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 # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6257,7 +6297,7 @@ 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.tholian: @@ -6277,24 +6317,24 @@ def sortklings(): return while True: sw = False - for j in range(game.nenhere): - if game.kdist[j] > game.kdist[j+1]: + for j in range(game.nenhere-1): + if game.enemies[j].kdist > game.enemies[j+1].kdist: sw = True - t = game.kdist[j] - game.kdist[j] = game.kdist[j+1] - game.kdist[j+1] = t - t = game.kavgd[j] - game.kavgd[j] = game.kavgd[j+1] - game.kavgd[j+1] = t - k = game.ks[j].x - game.ks[j].x = game.ks[j+1].x - game.ks[j+1].x = k - k = game.ks[j].y - game.ks[j].y = game.ks[j+1].y - game.ks[j+1].y = k - t = game.kpower[j] - game.kpower[j] = game.kpower[j+1] - game.kpower[j+1] = t + t = game.enemies[j].kdist + game.enemies[j].kdist = game.enemies[j+1].kdist + game.enemies[j+1].kdist = t + t = game.enemies[j].kavgd + game.enemies[j].kavgd = game.enemies[j+1].kavgd + game.enemies[j+1].kavgd = t + k = game.enemies[j].kloc.x + game.enemies[j].kloc.x = game.enemies[j+1].kloc.x + game.enemies[j+1].kloc.x = k + k = game.enemies[j].kloc.y + game.enemies[j].kloc.y = game.enemies[j+1].kloc.y + game.enemies[j+1].kloc.y = k + t = game.enemies[j].kpower + game.enemies[j].kpower = game.enemies[j+1].kpower + game.enemies[j+1].kpower = t if not sw: break @@ -6311,7 +6351,7 @@ 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 @@ -6444,6 +6484,7 @@ def makemoves(): chew() setwnd(prompt_window) clrscr() + proutn("COMMAND> ") if scan() == IHEOL: if game.options & OPTION_CURSES: makechart() @@ -6469,7 +6510,7 @@ 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: @@ -6632,13 +6673,13 @@ 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(): @@ -6798,82 +6839,89 @@ 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(val, "r") - except IOError: - sys.stderr.write("sst: can't open replay file %s\n" % val) - raise SysExit, 1 - line = replayfp.readline().strip() - try: - (key, seed) = line.split() - seed = int(seed) - sys.stderr.write("sst2k: seed set to %d\n" % seed) - except ValueError: - sys.stderr.write("sst: replay file %s is ill-formed\n"% val) - 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) - 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 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 +