X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=b2067e965cfa4863bf58e7a9f9a03cf647363a6b;hp=3bb83c1a87e9c12b7322722f40fd752c6ffe47a5;hb=a55789a881356bff9acdfe48b5acae8c3b136ddf;hpb=8bc631d8e9468b57de2d1100e15b646acbde8cc0 diff --git a/sst.py b/sst.py index 3bb83c1..b2067e9 100755 --- a/sst.py +++ b/sst.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python2 +#!/usr/bin/env python """ sst.py -- Super Star Trek 2K @@ -12,8 +12,10 @@ See the doc/HACKING file in the distribution for designers notes and advice on how to modify (and how not to modify!) this code. """ from __future__ import print_function, division +# Runs under Python 2 an Python 3. Preserve this property! +# SPDX-License-Identifier: BSD-2-clause -import os, sys, math, curses, time, pickle, random, copy, gettext, getpass +import os, sys, math, curses, time, pickle, copy, gettext, getpass import getopt, socket, locale # This import only works on Unixes. The intention is to enable @@ -29,13 +31,65 @@ try: except NameError: my_input = input -version = "2.3" +version = "2.5" docpath = (".", "doc/", "/usr/share/doc/sst/") def _(st): return gettext.gettext(st) +# Rolling our own LCG because Python changed its incompatibly in 3.2. +# Thus, we need to have our own to be 2/3 polyglot, which will also +# be helpful when we forwrard-port. + +class randomizer: + # LCG PRNG parameters tested against + # Knuth vol. 2. by the authors of ADVENT + LCG_A = 1093 + LCG_C = 221587 + LCG_M = 1048576 + + @staticmethod + def random(): + old_x = game.lcg_x + game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M + return old_x / randomizer.LCG_M + + @staticmethod + def withprob(p): + v = randomizer.random() + #if logfp: + # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p)) + return v < p + + @staticmethod + def integer(*args): + v = randomizer.random() + if len(args) == 1: + v = int(v * args[0]) + else: + v = args[0] + int(v * (args[1] - args[0])) + #if logfp: + # logfp.write("#integer%s -> %s\n" % (args, v)) + return int(v) + + @staticmethod + def real(*args): + v = randomizer.random() + if len(args) == 1: + v *= args[0] # from [0, args[0]) + elif len(args) == 2: + v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) + #if logfp: + # logfp.write("#real%s -> %f\n" % (args, v)) + return v + + @staticmethod + def seed(n): + #if logfp: + # logfp.write("#seed(%d)\n" % n) + game.lcg_x = n % randomizer.LCG_M + GALSIZE = 8 # Galaxy size in quadrants NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds MAXUNINHAB = 10 # Maximum uninhabited worlds @@ -80,8 +134,8 @@ class JumpOut(Exception): class Coord: def __init__(self, x=None, y=None): - self.i = x - self.j = y + self.i = x # Row + self.j = y # Column def valid_quadrant(self): return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE def valid_sector(self): @@ -124,13 +178,13 @@ class Coord: s = Coord() if self.i == 0: s.i = 0 - elif s.i < 0: - s.i =-1 + elif self.i < 0: + s.i = -1 else: s.i = 1 if self.j == 0: s.j = 0 - elif s.j < 0: + elif self.j < 0: s.j = -1 else: s.j = 1 @@ -142,8 +196,8 @@ class Coord: return self.roundtogrid() % QUADSIZE def scatter(self): s = Coord() - s.i = self.i + randrange(-1, 2) - s.j = self.j + randrange(-1, 2) + s.i = self.i + rnd.integer(-1, 2) + s.j = self.j + rnd.integer(-1, 2) return s def __str__(self): if self.i is None or self.j is None: @@ -255,6 +309,7 @@ OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013). OPTION_PLAIN = 0x01000000 # user chose plain game OPTION_ALMY = 0x02000000 # user chose Almy variant OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010) +OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019) # Define devices DSRSENS = 0 @@ -300,7 +355,7 @@ FSCMOVE = 6 # Supercommander moves (might attack base) FSCDBAS = 7 # Supercommander destroys base FDSPROB = 8 # Move deep space probe FDISTR = 9 # Emit distress call from an inhabited world -FENSLV = 10 # Inhabited word is enslaved */ +FENSLV = 10 # Inhabited word is enslaved FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 @@ -431,6 +486,7 @@ class Gamestate: self.iscloaked = False # Cloaking device on? self.ncviol = 0 # Algreon treaty violations self.isviolreported = False # We have been warned + self.lcg_x = 0 # LCG generator value def remkl(self): return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())]) def recompute(self): @@ -469,20 +525,6 @@ FHOLE = 20 FCREW = 21 FCLOAK = 22 -def withprob(p): - return random.random() < p - -def randrange(*args): - return random.randrange(*args) - -def randreal(*args): - v = random.random() - if len(args) == 1: - v *= args[0] # from [0, args[0]) - elif len(args) == 2: - v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) - return v - # Code from ai.c begins here def welcoming(iq): @@ -494,8 +536,8 @@ def welcoming(iq): def tryexit(enemy, look, irun): "A bad guy attempts to bug out." iq = Coord() - iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 - iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 + iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1 + iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1 if not welcoming(iq): return False if enemy.type == 'R': @@ -580,7 +622,7 @@ def movebaddy(enemy): irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: - nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) + nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) old_dist = enemy.kdist @@ -609,12 +651,12 @@ def movebaddy(enemy): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces + randreal(200))/150.0) - 5.0 + motion = ((forces + rnd.real(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - randreal())**2 * old_dist + 1.0 + motion = (1.0 - rnd.real())**2 * old_dist + 1.0 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-randreal()**2) + motion -= game.skill*(2.0-rnd.real()**2) if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -762,7 +804,7 @@ def movescom(iq, avoid): if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) + prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break return True # looks good! @@ -795,7 +837,7 @@ def supercommander(): sc = game.state.kscmdr for (i, base) in enumerate(game.state.baseq): basetbl.append((i, (base - sc).distance())) - if game.state.baseq > 1: + if len(game.state.baseq) > 1: basetbl.sort(key=lambda x: x[1]) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. @@ -858,7 +900,7 @@ def supercommander(): return # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, randreal(1.0, 3.0)) + schedule(FSCDBAS, rnd.real(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -868,7 +910,7 @@ def supercommander(): prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ % game.state.kscmdr) prout(_(" reports that it is under attack from the Klingon Super-commander.")) - proutn(_(" It can survive until stardate %d.\"") \ + prout(_(" It can survive until stardate %d.\"") \ % int(scheduled(FSCDBAS))) if not game.resting: return @@ -880,13 +922,13 @@ def supercommander(): return # Check for intelligence report if not game.idebug and \ - (withprob(0.8) or \ + (rnd.withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) + prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr) return def movetholian(): @@ -1153,7 +1195,7 @@ def randdevice(): 10, # DCLOAK: the cloaking device 1.0 ) assert(sum(weights) == 1000) - idx = randrange(1000) + idx = rnd.integer(1000) wsum = 0 for (i, w) in enumerate(weights): wsum += w @@ -1180,20 +1222,20 @@ def collision(rammed, enemy): skip(1) deadkl(enemy.location, enemy.type, game.sector) proutn("***" + crmshp() + " heavily damaged.") - icas = randrange(10, 30) + icas = rnd.integer(10, 30) prout(_("***Sickbay reports %d casualties") % icas) game.casual += icas game.state.crew -= icas # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, - ncrits = randrange(NDEVICES/2) + ncrits = rnd.integer(NDEVICES//2) while ncrits > 0: ncrits -= 1 dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*randreal()+1.0)*game.damfac + extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1234,14 +1276,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) - hit = 700.0 + randreal(100) - \ + hit = 700.0 + rnd.real(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd() # we're blown out of dock if game.landed or game.condition == "docked": return hit # Cheat if on a planet # In the C/FORTRAN version, dispersion was 2.5 radians, which # is 143 degrees, which is almost exactly 4.8 clockface units - displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) + displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) displacement.nexttok() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1263,14 +1305,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy - if iquad in ('C', 'S') and withprob(0.05): + if iquad in ('C', 'S') and rnd.withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: if w == enemy.location: kp = math.fabs(enemy.power) - h1 = 700.0 + randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: @@ -1283,7 +1325,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) + displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) displacement.nexttok() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1344,13 +1386,13 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == '*': # Hit a star - if withprob(0.9): + if rnd.withprob(0.9): nova(w) else: prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None elif iquad == '?': # Hit a thingy - if not (game.options & OPTION_THINGY) or withprob(0.3): + if not (game.options & OPTION_THINGY) or rnd.withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1375,7 +1417,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == 'T': # Hit a Tholian - h1 = 700.0 + randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1385,7 +1427,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None skip(1) proutn(crmena(True, 'T', "sector", w)) - if withprob(0.05): + if rnd.withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) @@ -1407,9 +1449,9 @@ def torpedo(origin, bearing, dispersion, number, nburst): def fry(hit): "Critical-hit resolution." - if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): + if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5): return - ncrit = int(1.0 + hit/(500.0+randreal(100))) + ncrit = int(1.0 + hit/(500.0+rnd.real(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1420,7 +1462,7 @@ def fry(hit): if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) + extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100)) game.damage[j] += extradm ncrit -= 1 skipcount = 0 @@ -1488,7 +1530,7 @@ def attack(torps_ok): # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25 + randreal(0.5) + chgfac = 0.25 + rnd.real(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: @@ -1497,7 +1539,7 @@ def attack(torps_ok): if enemy.power < 0: continue # too weak to attack # compute hit strength and diminish shield power - r = randreal() + r = rnd.real() # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 @@ -1516,7 +1558,7 @@ def attack(torps_ok): if game.condition == "docked": continue # Don't waste the effort! attempt = True # Attempt to attack - dustfac = randreal(0.8, 0.85) + dustfac = rnd.real(0.8, 0.85) hit = enemy.power*math.pow(dustfac, enemy.kavgd) enemy.power *= 0.75 else: # Enemy uses photon torpedo @@ -1528,7 +1570,7 @@ def attack(torps_ok): proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True prout(" ") - dispersion = (randreal()+randreal())*0.5 - 0.5 + dispersion = (rnd.real()+rnd.real())*0.5 - 0.5 dispersion += 0.002*enemy.power*dispersion hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) if game.unwon() == 0: @@ -1594,7 +1636,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas = randrange(int(hittot * 0.015)) + icas = rnd.integer(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1698,7 +1740,11 @@ def torps(): proutn(_("Number of torpedoes to fire- ")) continue # Go back around to get a number else: # key == "IHREAL" - n = scanner.int() + try: + n = scanner.int() + except TypeError: + huh() + return if n <= 0: # abort command scanner.chew() return @@ -1747,10 +1793,10 @@ def torps(): for i in range(n): if game.condition != "docked": game.torps -= 1 - dispersion = (randreal()+randreal())*0.5 -0.5 + dispersion = (rnd.real()+rnd.real())*0.5 -0.5 if math.fabs(dispersion) >= 0.47: # misfire! - dispersion *= randreal(1.2, 2.2) + dispersion *= rnd.real(1.2, 2.2) if n > 0: prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: @@ -1758,9 +1804,9 @@ def torps(): skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if withprob(0.2): + if rnd.withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) + game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0) break if game.iscloaked: dispersion *= 1.2 @@ -1776,14 +1822,14 @@ def overheat(rpow): "Check for phasers overheating." if rpow > 1500: checkburn = (rpow-1500.0)*0.00038 - if withprob(checkburn): + if rnd.withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) + game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): "Check shield control." skip(1) - if withprob(0.998): + if rnd.withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1801,7 +1847,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = randrange(int(hit*0.012)) + icas = rnd.integer(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1824,7 +1870,7 @@ def hittem(hits): for wham in hits: if wham == 0: continue - dustfac = randreal(0.9, 1.0) + dustfac = rnd.real(0.9, 1.0) hit = wham*math.pow(dustfac, game.enemies[kk].kdist) kpini = game.enemies[kk].power kp = math.fabs(kpini) @@ -1855,7 +1901,7 @@ def hittem(hits): return continue else: # decide whether or not to emasculate klingon - if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini: prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) game.enemies[kk].power = -kpow @@ -1957,7 +2003,7 @@ def phasers(): scanner.chew() if not kz: for i in range(len(game.enemies)): - irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 + irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0 kz = 1 proutn(_("%d units required. ") % irec) scanner.chew() @@ -1994,7 +2040,7 @@ def phasers(): if powrem <= 0: continue hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist)) - over = randreal(1.01, 1.06) * hits[i] + over = rnd.real(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2043,12 +2089,11 @@ def phasers(): scanner.chew() key = "IHEOL" hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko - k += 1 continue if key == "IHEOL": scanner.chew() if itarg and k > kz: - irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 + irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2073,7 +2118,7 @@ def phasers(): # abort out scanner.chew() return - hits[k] = scanner.real + hits.append(scanner.real) rpow += scanner.real # If total requested is too much, inform and start over if rpow > avail: @@ -2081,7 +2126,6 @@ def phasers(): scanner.chew() return key = scanner.nexttok() # scan for next value - k += 1 if rpow == 0.0: # zero energy -- abort scanner.chew() @@ -2102,7 +2146,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.01): + if rnd.withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2118,7 +2162,7 @@ def capture(): game.ididit = False # Nothing if we fail game.optime = 0.0 - # Make sure there is room in the brig */ + # Make sure there is room in the brig if game.brigfree == 0: prout(_("Security reports the brig is already full.")) return @@ -2136,7 +2180,7 @@ def capture(): prout(_("Uhura- \"Getting no response, sir.\"")) return - # if there is more than one Klingon, find out which one */ + # if there is more than one Klingon, find out which one # Cruddy, just takes one at random. Should ask the captain. # Nah, just select the weakest one since it is most likely to # surrender (Tom Almy mod) @@ -2152,14 +2196,14 @@ def capture(): x = game.energy / (weakest.power * len(klingons)) #prout(_("Stats: energy = %s, kpower = %s, klingons = %s") # % (game.energy, weakest.power, len(klingons))) - x *= 2.5 # would originally have been equivalent of 1.4, - # but we want command to work more often, more humanely */ + x *= 2.5 # would originally have been equivalent of 1.4, + # but we want command to work more often, more humanely #prout(_("Prob = %.4f" % x)) # x = 100; // For testing, of course! - if x < randreal(100): - # guess what, he surrendered!!! */ + if x < rnd.real(100): + # guess what, he surrendered!!! prout(_("Klingon captain at %s surrenders.") % weakest.location) - i = randreal(200) + i = rnd.real(200) if i > 0: prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i)) if i > game.brigfree: @@ -2172,7 +2216,7 @@ def capture(): finish(FWON) return - # big surprise, he refuses to surrender */ + # big surprise, he refuses to surrender prout(_("Fat chance, captain!")) # Code from events.c begins here. @@ -2243,7 +2287,7 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if withprob(0.5): + if rnd.withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 @@ -2413,7 +2457,7 @@ def events(): if not game.state.kcmdr: unschedule(FTBEAM) continue - i = randrange(len(game.state.kcmdr)) + i = rnd.integer(len(game.state.kcmdr)) yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or game.iscloaked or yank == 0: # Drats! Have to reschedule @@ -2446,7 +2490,7 @@ def events(): pass # commander + starbase combination found -- launch attack game.battle = ibq - schedule(FCDBAS, randreal(1.0, 4.0)) + schedule(FCDBAS, rnd.real(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2646,7 +2690,7 @@ def wait(): return temp = game.optime = delay if len(game.enemies): - rtime = randreal(1.0, 2.0) + rtime = rnd.real(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2672,7 +2716,7 @@ def nova(nov): "Star goes nova." ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) - if withprob(0.05): + if rnd.withprob(0.05): # Wow! We've supernova'ed supernova(game.quadrant) return @@ -2699,7 +2743,7 @@ def nova(nov): if iquad in ('.', '?', ' ', 'T', '#'): pass elif iquad == '*': # Affect another star - if withprob(0.05): + if rnd.withprob(0.05): # This star supernovas supernova(game.quadrant) return @@ -2744,14 +2788,15 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff else: game.energy -= 2000.0 if game.energy <= 0: finish(FNOVA) return # add in course nova contributes to kicking starship - bump += (game.sector-hits[-1]).sgn() + if hits: + bump += (game.sector-hits[-1]).sgn() elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies @@ -2815,7 +2860,7 @@ def supernova(w): nstars += game.state.galaxy[nq.i][nq.j].stars if stars == 0: return # nothing to supernova exists - num = randrange(nstars) + 1 + num = rnd.integer(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars @@ -2836,7 +2881,7 @@ def supernova(w): else: ns = Coord() # we are in the quadrant! - num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): if game.quad[ns.i][ns.j]=='*': @@ -2937,7 +2982,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if withprob(0.15): + if rnd.withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -3168,10 +3213,10 @@ def finish(ifin): if game.unwon() != 0: goodies = game.state.remres/game.inresor baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) - if goodies/baddies >= randreal(1.0, 1.5): + if goodies/baddies >= rnd.real(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= randreal(3.0): + if goodies/baddies >= rnd.real(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3791,7 +3836,7 @@ def imove(icourse=None, noattack=False): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf): timwrp() else: finish(FHOLE) @@ -3836,7 +3881,7 @@ def imove(icourse=None, noattack=False): newquadrant(noattack) break elif check_collision(w): - print("Collision detected") + prout(_("Collision detected")) break else: game.sector = w @@ -4195,11 +4240,11 @@ def warp(wcourse, involuntary): # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 - if prob > randreal(): + if prob > rnd.real(): blooey = True - wcourse.distance = randreal(wcourse.distance) + wcourse.distance = rnd.real(wcourse.distance) # Decide if time warp will occur - if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real(): twarp = True if game.idebug and game.warpfac==10 and not twarp: blooey = False @@ -4231,7 +4276,7 @@ def warp(wcourse, involuntary): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) + game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4291,7 +4336,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if withprob(0.5): + if rnd.withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4299,7 +4344,7 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if withprob(0.25): + if rnd.withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) @@ -4330,12 +4375,12 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = randreal(6.0, 8.0) + game.warpfac = rnd.real(6.0, 8.0) prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - dist = max(dist, randreal(math.sqrt(2))) - bugout = course(bearing=randreal(12), distance=dist) # How dumb! + dist = max(dist, rnd.real(math.sqrt(2))) + bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False @@ -4357,7 +4402,7 @@ def atover(igrab): def timwrp(): "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) - if game.state.snap and withprob(0.5): + if game.state.snap and rnd.withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4516,7 +4561,7 @@ def mayday(): game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] textcolor(RED) warble() - if randreal() > probf: + if rnd.real() > probf: break prout(_("fails.")) textcolor(DEFAULT) @@ -4590,7 +4635,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = randrange(len(game.state.baseq)) + nb = rnd.integer(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4689,12 +4734,12 @@ def orbit(): prout(crmshp() + _(" not adjacent to planet.")) skip(1) return - game.optime = randreal(0.02, 0.05) + game.optime = rnd.real(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = randreal(1400, 8600) + game.height = rnd.real(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4798,7 +4843,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if not withprob(0.98): + if not rnd.withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4837,7 +4882,7 @@ def mine(): prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return - game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) + game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -4872,7 +4917,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if withprob(game.cryprob): + if rnd.withprob(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4882,7 +4927,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += randreal(5000.0, 5500.0) + game.energy += rnd.real(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5026,7 +5071,7 @@ def deathray(): dprob = 0.30 if game.options & OPTION_PLAIN: dprob = 0.5 - r = randreal() + r = rnd.real() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) @@ -5037,13 +5082,13 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if withprob(0.05): + if rnd.withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = randreal() # Pick failure method + r = rnd.real() # Pick failure method if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) @@ -5280,6 +5325,8 @@ def chart(): show = ".1." elif game.state.galaxy[i][j].charted: show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) + if (game.options & OPTION_DOTFILL): + show = show.replace(" ", ".") else: show = "..." proutn(show) @@ -5309,6 +5356,9 @@ def sectscan(goodScan, i, j): 'C':LIGHTRED, 'R':LIGHTRED, 'T':LIGHTRED, + '@':LIGHTGREEN, + 'P':LIGHTGREEN, + '?':MAGENTA, }.get(game.quad[i][j], DEFAULT)) proutn("%c " % game.quad[i][j]) textcolor(DEFAULT) @@ -5675,13 +5725,13 @@ def setup(): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = randrange(2, 5) + game.nprobes = rnd.integer(2, 5) game.warpfac = 5.0 for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = Coord() - game.state.date = game.indate = 100.0 * randreal(20, 51) + game.state.date = game.indate = 100.0 * rnd.real(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 @@ -5708,7 +5758,7 @@ def setup(): for j in range(GALSIZE): # Can't have more stars per quadrant than fit in one decimal digit, # if we do the chart representation will break. - k = randrange(1, min(10, QUADSIZE**2/10)) + k = rnd.integer(1, min(10, QUADSIZE**2/10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5726,7 +5776,7 @@ def setup(): for j in range(1, i): # Improved placement algorithm to spread out bases distq = (w - game.state.baseq[j]).distance() - if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): + if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75): contflag = True if game.idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -5746,7 +5796,7 @@ def setup(): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = randreal() + r = rnd.real() klump = int((1.0 - r*r)*klumper) if klump > krem: klump = krem @@ -5765,7 +5815,7 @@ def setup(): w = randplace(GALSIZE) if not welcoming(w) or w in game.state.kcmdr: continue - if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)): + if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)): break game.state.galaxy[w.i][w.j].klingons += 1 game.state.kcmdr.append(w) @@ -5785,8 +5835,8 @@ def setup(): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[randrange(0, 3)] - if withprob(0.33): + new.pclass = ("M", "N", "O")[rnd.integer(0, 3)] + if rnd.withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -5807,7 +5857,7 @@ def setup(): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) - schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot + schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5888,9 +5938,9 @@ def choose(): scanner.chew() continue # We don't want a blank entry game.tourn = int(round(scanner.real)) - random.seed(scanner.real) + rnd.seed(scanner.real) if logfp: - logfp.write("# random.seed(%d)\n" % scanner.real) + logfp.write("# rnd.seed(%d)\n" % scanner.real) break if scanner.sees("saved") or scanner.sees("frozen"): if thaw(): @@ -5942,11 +5992,11 @@ def choose(): scanner.nexttok() if scanner.sees("plain"): # Approximates the UT FORTRAN version. - game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK) + game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL) game.options |= OPTION_PLAIN elif scanner.sees("almy"): # Approximates Tom Almy's version. - game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR) + game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL) game.options |= OPTION_ALMY elif scanner.sees("fancy") or scanner.sees("\n"): pass @@ -5958,18 +6008,18 @@ def choose(): prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.inbase = randrange(BASEMIN, BASEMAX+1) + game.inbase = rnd.integer(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = randrange(2 * game.skill) + game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime - game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)) - game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal())) + game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15)) + game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real())) game.state.remres = (game.inkling+4*game.incom)*game.intime game.inresor = game.state.remres if game.inkling > 50: @@ -5998,7 +6048,7 @@ def newcnd(): def newkling(): "Drop new Klingon into current quadrant." - return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill) def sortenemies(): "Sort enemies by distance so 'nearest' is meaningful." @@ -6010,6 +6060,7 @@ def newqad(): game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = game.isviolreported = False + game.tholian = None # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: '.') if game.iscate: @@ -6034,17 +6085,17 @@ def newqad(): if cmdr == game.quadrant: e = game.enemies[game.klhere-1] game.quad[e.location.i][e.location.j] = 'C' - e.power = randreal(950,1350) + 50.0*game.skill + e.power = rnd.real(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] game.quad[e.location.i][e.location.j] = 'S' - e.power = randreal(1175.0, 1575.0) + 125.0*game.skill + e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.remkl() > 1) # Put in Romulans if needed for _i in range(q.romulans): - Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin('B') @@ -6070,24 +6121,24 @@ def newqad(): # Put in THING if needed if thing == game.quadrant: Enemy(etype='?', loc=dropin(), - power=randreal(6000,6500.0)+250.0*game.skill) + power=rnd.real(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and withprob(0.02)) or \ - (game.skill == SKILL_GOOD and withprob(0.05)) or \ - (game.skill > SKILL_GOOD and withprob(0.08)): + if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \ + (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \ + (game.skill > SKILL_GOOD and rnd.withprob(0.08)): w = Coord() while True: - w.i = withprob(0.5) * (QUADSIZE-1) - w.j = withprob(0.5) * (QUADSIZE-1) + w.i = rnd.withprob(0.5) * (QUADSIZE-1) + w.j = rnd.withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == '.': break game.tholian = Enemy(etype='T', loc=w, - power=randrange(100, 500) + 25.0*game.skill) + power=rnd.integer(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': game.quad[0][0] = 'X' @@ -6103,7 +6154,7 @@ def newqad(): dropin('*') # Put in a few black holes for _i in range(1, 3+1): - if withprob(0.5): + if rnd.withprob(0.5): dropin(' ') # Take out X's in corners if Tholian present if game.tholian: @@ -6131,9 +6182,9 @@ def setpassword(): break else: game.passwd = "" - game.passwd += chr(ord('a')+randrange(26)) - game.passwd += chr(ord('a')+randrange(26)) - game.passwd += chr(ord('a')+randrange(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) + game.passwd += chr(ord('a')+rnd.integer(26)) # Code from sst.c begins here @@ -6466,13 +6517,13 @@ def stars(): skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + randreal()) + return -avrage*math.log(1e-7 + rnd.real()) def randplace(size): "Choose a random location." w = Coord() - w.i = randrange(size) - w.j = randrange(size) + w.i = rnd.integer(size) + w.j = rnd.integer(size) return w class sstscanner: @@ -6657,6 +6708,8 @@ if __name__ == '__main__': game = None thing = Thingy() game = Gamestate() + rnd = randomizer() + logfp = None game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) if os.getenv("TERM"): game.options |= OPTION_CURSES @@ -6676,7 +6729,6 @@ if __name__ == '__main__': line = replayfp.readline().strip() (leader, __, seed) = line.split() seed = eval(seed) - sys.stderr.write("sst2k: seed set to %s\n" % seed) line = replayfp.readline().strip() arguments += line.split()[2:] replay = True @@ -6716,7 +6768,7 @@ if __name__ == '__main__': logfp.write("# SST2K version %s\n" % version) logfp.write("# recorded by %s@%s on %s\n" % \ (getpass.getuser(),socket.gethostname(),time.ctime())) - random.seed(seed) + rnd.seed(seed) scanner = sstscanner() for arg in arguments: scanner.append(arg)