X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=925643bd70fde02a8cdacbd161da3d9cf4901312;hp=3eb972a2e70623e80ae265842f8ad3996bbba04c;hb=4785cc851958dc855d4bcc2d2fbac2277deadb9a;hpb=117f6a73ad77653422df5600920fc07d8176e235 diff --git a/sst.py b/sst.py index 3eb972a..925643b 100755 --- a/sst.py +++ b/sst.py @@ -12,6 +12,8 @@ See the doc/HACKING file in the distribution for designers notes and advice on how to modify (and how not to modify!) this code. """ from __future__ import print_function, division +# Runs under Python 2 an Python 3. Preserve this property! +# SPDX-License-Identifier: BSD-2-clause import os, sys, math, curses, time, pickle, copy, gettext, getpass import getopt, socket, locale @@ -36,43 +38,57 @@ docpath = (".", "doc/", "/usr/share/doc/sst/") def _(st): return gettext.gettext(st) -# This is all encapsulated not just for logging but because someday -# we'll probably want to replace it with something like an LCG that -# can be forward-ported off Python - -import random +# Rolling our own LCG because Python changed its incompatibly in 3.2. +# Thus, we need to have our own to be 2/3 polyglot, which will also +# be helpful when we forwrard-port. class randomizer: + # LCG PRNG parameters tested against + # Knuth vol. 2. by the authors of ADVENT + LCG_A = 1093 + LCG_C = 221587 + LCG_M = 1048576 + + @staticmethod + def random(): + old_x = game.lcg_x + game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M + return old_x / randomizer.LCG_M; + @staticmethod def withprob(p): - b = random.random() < p - if logfp: - logfp.write("#withprob(%.2f) -> %s\n" % (p, b)) - return b + v = randomizer.random() + #if logfp: + # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p)) + return v < p @staticmethod - def randrange(*args): - s = random.randrange(*args) - if logfp: - logfp.write("#randrange%s -> %s\n" % (args, s)) - return s + def integer(*args): + v = randomizer.random() + if len(args) == 1: + v = int(v * args[0]) + else: + v = args[0] + int(v * (args[1] - args[0])) + #if logfp: + # logfp.write("#integer%s -> %s\n" % (args, v)) + return int(v) @staticmethod def real(*args): - v = random.random() + v = randomizer.random() if len(args) == 1: v *= args[0] # from [0, args[0]) elif len(args) == 2: v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) - if logfp: - logfp.write("#real%s -> %f\n" % (args, v)) + #if logfp: + # logfp.write("#real%s -> %f\n" % (args, v)) return v @staticmethod def seed(n): - if logfp: - logfp.write("#seed(%d)\n" % n) - random.seed(n) + #if logfp: + # logfp.write("#seed(%d)\n" % n) + game.lcg_x = n % randomizer.LCG_M GALSIZE = 8 # Galaxy size in quadrants NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds @@ -118,8 +134,8 @@ class JumpOut(Exception): class Coord: def __init__(self, x=None, y=None): - self.i = x - self.j = y + self.i = x # Row + self.j = y # Column def valid_quadrant(self): return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE def valid_sector(self): @@ -162,13 +178,13 @@ class Coord: s = Coord() if self.i == 0: s.i = 0 - elif s.i < 0: - s.i =-1 + elif self.i < 0: + s.i = -1 else: s.i = 1 if self.j == 0: s.j = 0 - elif s.j < 0: + elif self.j < 0: s.j = -1 else: s.j = 1 @@ -469,6 +485,7 @@ class Gamestate: self.iscloaked = False # Cloaking device on? self.ncviol = 0 # Algreon treaty violations self.isviolreported = False # We have been warned + self.lcg_x = 0 # LCG generator value def remkl(self): return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())]) def recompute(self): @@ -518,8 +535,8 @@ def welcoming(iq): def tryexit(enemy, look, irun): "A bad guy attempts to bug out." iq = Coord() - iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 - iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 + iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1 + iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1 if not welcoming(iq): return False if enemy.type == 'R': @@ -604,7 +621,7 @@ def movebaddy(enemy): irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: - nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) + nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) old_dist = enemy.kdist @@ -1177,7 +1194,7 @@ def randdevice(): 10, # DCLOAK: the cloaking device 1.0 ) assert(sum(weights) == 1000) - idx = rnd.randrange(1000) + idx = rnd.integer(1000) wsum = 0 for (i, w) in enumerate(weights): wsum += w @@ -1204,14 +1221,14 @@ def collision(rammed, enemy): skip(1) deadkl(enemy.location, enemy.type, game.sector) proutn("***" + crmshp() + " heavily damaged.") - icas = rnd.randrange(10, 30) + icas = rnd.integer(10, 30) prout(_("***Sickbay reports %d casualties") % icas) game.casual += icas game.state.crew -= icas # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, - ncrits = rnd.randrange(NDEVICES/2) + ncrits = rnd.integer(NDEVICES//2) while ncrits > 0: ncrits -= 1 dev = randdevice() @@ -1294,7 +1311,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): for enemy in game.enemies: if w == enemy.location: kp = math.fabs(enemy.power) - h1 = 700.0 + rnd.randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: @@ -1399,7 +1416,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == 'T': # Hit a Tholian - h1 = 700.0 + rnd.randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1618,7 +1635,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas = rnd.randrange(int(hittot * 0.015)) + icas = rnd.integer(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1722,7 +1739,11 @@ def torps(): proutn(_("Number of torpedoes to fire- ")) continue # Go back around to get a number else: # key == "IHREAL" - n = scanner.int() + try: + n = scanner.int() + except TypeError: + huh() + return if n <= 0: # abort command scanner.chew() return @@ -1825,7 +1846,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = rnd.randrange(int(hit*0.012)) + icas = rnd.integer(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -2067,7 +2088,6 @@ def phasers(): scanner.chew() key = "IHEOL" hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko - k += 1 continue if key == "IHEOL": scanner.chew() @@ -2097,7 +2117,7 @@ def phasers(): # abort out scanner.chew() return - hits[k] = scanner.real + hits.append(scanner.real) rpow += scanner.real # If total requested is too much, inform and start over if rpow > avail: @@ -2105,7 +2125,6 @@ def phasers(): scanner.chew() return key = scanner.nexttok() # scan for next value - k += 1 if rpow == 0.0: # zero energy -- abort scanner.chew() @@ -2437,7 +2456,7 @@ def events(): if not game.state.kcmdr: unschedule(FTBEAM) continue - i = rnd.randrange(len(game.state.kcmdr)) + i = rnd.integer(len(game.state.kcmdr)) yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or game.iscloaked or yank == 0: # Drats! Have to reschedule @@ -2775,7 +2794,8 @@ def nova(nov): finish(FNOVA) return # add in course nova contributes to kicking starship - bump += (game.sector-hits[-1]).sgn() + if hits: + bump += (game.sector-hits[-1]).sgn() elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies @@ -2839,7 +2859,7 @@ def supernova(w): nstars += game.state.galaxy[nq.i][nq.j].stars if stars == 0: return # nothing to supernova exists - num = rnd.randrange(nstars) + 1 + num = rnd.integer(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars @@ -2860,7 +2880,7 @@ def supernova(w): else: ns = Coord() # we are in the quadrant! - num = rnd.randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): if game.quad[ns.i][ns.j]=='*': @@ -3860,7 +3880,7 @@ def imove(icourse=None, noattack=False): newquadrant(noattack) break elif check_collision(w): - print("Collision detected") + prout(_("Collision detected")) break else: game.sector = w @@ -4614,7 +4634,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = rnd.randrange(len(game.state.baseq)) + nb = rnd.integer(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -5699,7 +5719,7 @@ def setup(): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = rnd.randrange(2, 5) + game.nprobes = rnd.integer(2, 5) game.warpfac = 5.0 for i in range(NDEVICES): game.damage[i] = 0.0 @@ -5732,7 +5752,7 @@ def setup(): for j in range(GALSIZE): # Can't have more stars per quadrant than fit in one decimal digit, # if we do the chart representation will break. - k = rnd.randrange(1, min(10, QUADSIZE**2/10)) + k = rnd.integer(1, min(10, QUADSIZE**2/10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5809,7 +5829,7 @@ def setup(): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[rnd.randrange(0, 3)] + new.pclass = ("M", "N", "O")[rnd.integer(0, 3)] if rnd.withprob(0.33): new.crystals = "present" new.known = "unknown" @@ -5982,13 +6002,13 @@ def choose(): prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.inbase = rnd.randrange(BASEMIN, BASEMAX+1) + game.inbase = rnd.integer(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += rnd.randrange(MAXUNINHAB/2, MAXUNINHAB+1) + game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = rnd.randrange(2 * game.skill) + game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime @@ -6111,7 +6131,7 @@ def newqad(): if game.quad[w.i][w.j] == '.': break game.tholian = Enemy(etype='T', loc=w, - power=rnd.randrange(100, 500) + 25.0*game.skill) + power=rnd.integer(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': game.quad[0][0] = 'X' @@ -6155,9 +6175,9 @@ def setpassword(): break else: game.passwd = "" - game.passwd += chr(ord('a')+rnd.randrange(26)) - game.passwd += chr(ord('a')+rnd.randrange(26)) - game.passwd += chr(ord('a')+rnd.randrange(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) # Code from sst.c begins here @@ -6495,8 +6515,8 @@ def expran(avrage): def randplace(size): "Choose a random location." w = Coord() - w.i = rnd.randrange(size) - w.j = rnd.randrange(size) + w.i = rnd.integer(size) + w.j = rnd.integer(size) return w class sstscanner: