X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=daf42f8648484ebda35c3046a79ab05644734a8c;hp=db33c54e20577b40474f92ac7474d1c4c6782073;hb=e23b15497fc04c14997b7535efcef3525767854c;hpb=97dc6b2ea8dcb30579e2e1fa9ba6cdcc7bc13dd3 diff --git a/sst.py b/sst.py index db33c54..daf42f8 100755 --- a/sst.py +++ b/sst.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python2 """ sst.py -- Super Star Trek 2K @@ -11,7 +11,11 @@ Stas Sergeev, and Eric S. Raymond. See the doc/HACKING file in the distribution for designers notes and advice on how to modify (and how not to modify!) this code. """ -import os, sys, math, curses, time, pickle, random, copy, gettext, getpass +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 # This import only works on Unixes. The intention is to enable @@ -27,14 +31,65 @@ try: except NameError: my_input = input - -version = "2.1" +version = "2.4" 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 @@ -79,18 +134,16 @@ 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): return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE def invalidate(self): self.i = self.j = None - def is_valid(self): - return self.i != None and self.j != None def __eq__(self, other): - return other != None and self.i == other.i and self.j == other.j + return other is not None and self.i == other.i and self.j == other.j def __ne__(self, other): return other is None or self.i != other.i or self.j != other.j def __add__(self, other): @@ -103,10 +156,16 @@ class Coord: return Coord(self.i*other, self.j*other) def __div__(self, other): return Coord(self.i/other, self.j/other) + def __truediv__(self, other): + return Coord(self.i/other, self.j/other) + def __floordiv__(self, other): + return Coord(self.i//other, self.j//other) def __mod__(self, other): return Coord(self.i % other, self.j % other) - def __rdiv__(self, other): + def __rtruediv__(self, other): return Coord(self.i/other, self.j/other) + def __rfloordiv__(self, other): + return Coord(self.i//other, self.j//other) def roundtogrid(self): return Coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): @@ -119,22 +178,26 @@ class Coord: s = Coord() if self.i == 0: s.i = 0 + elif self.i < 0: + s.i = -1 else: - s.i = self.i / abs(self.i) + s.i = 1 if self.j == 0: s.j = 0 + elif self.j < 0: + s.j = -1 else: - s.j = self.j / abs(self.j) + s.j = 1 return s def quadrant(self): #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) - return self.roundtogrid() / QUADSIZE + return self.roundtogrid() // QUADSIZE def sector(self): return self.roundtogrid() % QUADSIZE def scatter(self): s = Coord() - s.i = self.i + randrange(-1, 2) - s.j = self.j + randrange(-1, 2) + s.i = self.i + rnd.range(-1, 2) + s.j = self.j + rnd.range(-1, 2) return s def __str__(self): if self.i is None or self.j is None: @@ -173,6 +236,9 @@ class Quadrant: self.supernova = False self.charted = False self.status = "secure" # Could be "secure", "distressed", "enslaved" + def __str__(self): + return "" % self.__dict__ + __repr__ = __str__ class Page: def __init__(self): @@ -193,10 +259,9 @@ def fill2d(size, fillfun): class Snapshot: def __init__(self): - self.snap = False # snapshot taken + self.snap = False # snapshot taken self.crew = 0 # crew complement - self.remkl = 0 # remaining klingons - self.nscrem = 0 # remaining super commanders + self.nscrem = 0 # remaining super commanders self.starkl = 0 # destroyed stars self.basekl = 0 # destroyed bases self.nromrem = 0 # Romulans remaining @@ -213,6 +278,10 @@ class Snapshot: self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) # the starchart self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) + def traverse(self): + for i in range(GALSIZE): + for j in range(GALSIZE): + yield (i, j, self.galaxy[i][j]) class Event: def __init__(self): @@ -285,7 +354,7 @@ FSCMOVE = 6 # Supercommander moves (might attack base) FSCDBAS = 7 # Supercommander destroys base FDSPROB = 8 # Move deep space probe FDISTR = 9 # Emit distress call from an inhabited world -FENSLV = 10 # Inhabited word is enslaved */ +FENSLV = 10 # Inhabited word is enslaved FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 @@ -319,7 +388,9 @@ class Enemy: else: self.location = Coord() self.kdist = self.kavgd = None - game.enemies.remove(self) + # Guard prevents failure on Tholian or thingy + if self in game.enemies: + game.enemies.remove(self) return motion def __repr__(self): return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging @@ -365,7 +436,7 @@ class Gamestate: self.thawed = False # thawed game self.condition = None # "green", "yellow", "red", "docked", "dead" self.iscraft = None # "onship", "offship", "removed" - self.skill = None # Player skill level + self.skill = SKILL_NONE # Player skill level self.inkling = 0 # initial number of klingons self.inbase = 0 # initial number of bases self.incom = 0 # initial number of commanders @@ -406,6 +477,7 @@ class Gamestate: self.score = 0.0 # overall score self.perdate = 0.0 # rate of kills self.idebug = False # Debugging instrumentation enabled? + self.cdebug = False # Debugging instrumentation for curses enabled? self.statekscmdr = None # No SuperCommander coordinates yet. self.brigcapacity = 400 # Enterprise brig capacity self.brigfree = 400 # How many klingons can we put in the brig? @@ -413,17 +485,20 @@ 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): # Stas thinks this should be (C expression): - # game.state.remkl + len(game.state.kcmdr) > 0 ? - # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99 + # game.remkl() + len(game.state.kcmdr) > 0 ? + # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99 # He says the existing expression is prone to divide-by-zero errors # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. - self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr)) + self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr)) def unwon(self): "Are there Klingons remaining?" - return self.state.remkl + len(self.state.kcmdr) + self.state.nscrem + return self.remkl() FWON = 0 FDEPLETE = 1 @@ -449,20 +524,6 @@ FHOLE = 20 FCREW = 21 FCLOAK = 22 -def withprob(p): - return random.random() < p - -def randrange(*args): - return random.randrange(*args) - -def randreal(*args): - v = random.random() - if len(args) == 1: - v *= args[0] # from [0, args[0]) - elif len(args) == 2: - v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) - return v - # Code from ai.c begins here def welcoming(iq): @@ -474,8 +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': @@ -560,7 +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 @@ -589,12 +650,12 @@ def movebaddy(enemy): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces + randreal(200))/150.0) - 5.0 + motion = ((forces + rnd.real(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - randreal())**2 * old_dist + 1.0 + motion = (1.0 - rnd.real())**2 * old_dist + 1.0 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-randreal()**2) + motion -= game.skill*(2.0-rnd.real()**2) if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -709,7 +770,7 @@ def moveklings(): return tacmoves def movescom(iq, avoid): - "Commander movement helper." + "Supercommander movement helper." # Avoid quadrants with bases if we want to avoid Enterprise if not welcoming(iq) or (avoid and iq in game.state.baseq): return False @@ -742,7 +803,7 @@ def movescom(iq, avoid): if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) + prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break return True # looks good! @@ -757,7 +818,7 @@ def supercommander(): if game.idebug: prout("== SUPERCOMMANDER") # Decide on being active or passive - avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ + avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ (game.state.date-game.indate) < 3.0) if not game.iscate and avoid: # compute move away from Enterprise @@ -838,7 +899,7 @@ def supercommander(): return # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, randreal(1.0, 3.0)) + schedule(FSCDBAS, rnd.real(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -848,7 +909,7 @@ def supercommander(): prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ % game.state.kscmdr) prout(_(" reports that it is under attack from the Klingon Super-commander.")) - proutn(_(" It can survive until stardate %d.\"") \ + prout(_(" It can survive until stardate %d.\"") \ % int(scheduled(FSCDBAS))) if not game.resting: return @@ -860,13 +921,13 @@ def supercommander(): return # Check for intelligence report if not game.idebug and \ - (withprob(0.8) or \ + (rnd.withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) + prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr) return def movetholian(): @@ -928,12 +989,13 @@ def movetholian(): def cloak(): "Change cloaking-device status." if game.ship == 'F': - prout(_("Ye Faerie Queene hath no cloaking device.")); + prout(_("Ye Faerie Queene hath no cloaking device.")) return key = scanner.nexttok() if key == "IHREAL": + huh() return action = None @@ -962,42 +1024,42 @@ def cloak(): if not ja(): return action = "CLOFF" - if action == None: - return; + if action is None: + return if action == "CLOFF": if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\"")) if not ja(): - return; - prout("Engineer Scott- \"Aye, Sir.\""); - game.iscloaked = False; + return + prout("Engineer Scott- \"Aye, Sir.\"") + game.iscloaked = False if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) game.ncviol += 1 game.isviolreported = True #if (neutz and game.state.date >= ALGERON) finish(FCLOAK); - return; + return if action == "CLON": if damaged(DCLOAK): prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\"")) - return; + return if game.condition == "docked": prout(_("You cannot cloak while docked.")) - if game.state.date >= ALGERON and not game.isviolreported: + if game.state.date >= ALGERON and not game.isviolreported: prout(_("Spock- \"Captain, using the cloaking device is a violation")) prout(_(" of the Treaty of Algeron. Considering the alternatives,")) proutn(_(" are you sure this is wise? ")) if not ja(): return - prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\"")) + prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\"")) attack(True) - prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\"")) - game.iscloaked = True + prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\"")) + game.iscloaked = True if game.irhere and game.state.date >= ALGERON and not game.isviolreported: prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) @@ -1113,26 +1175,26 @@ def doshield(shraise): def randdevice(): "Choose a device to damage, at random." weights = ( - 105, # DSRSENS: short range scanners 10.5% - 105, # DLRSENS: long range scanners 10.5% - 120, # DPHASER: phasers 12.0% - 120, # DPHOTON: photon torpedoes 12.0% - 25, # DLIFSUP: life support 2.5% - 65, # DWARPEN: warp drive 6.5% - 70, # DIMPULS: impulse engines 6.5% - 145, # DSHIELD: deflector shields 14.5% - 30, # DRADIO: subspace radio 3.0% - 45, # DSHUTTL: shuttle 4.5% - 15, # DCOMPTR: computer 1.5% - 20, # NAVCOMP: navigation system 2.0% - 75, # DTRANSP: transporter 7.5% + 105, # DSRSENS: short range scanners 10.5% + 105, # DLRSENS: long range scanners 10.5% + 120, # DPHASER: phasers 12.0% + 120, # DPHOTON: photon torpedoes 12.0% + 25, # DLIFSUP: life support 2.5% + 65, # DWARPEN: warp drive 6.5% + 70, # DIMPULS: impulse engines 6.5% + 135, # DSHIELD: deflector shields 13.5% + 30, # DRADIO: subspace radio 3.0% + 45, # DSHUTTL: shuttle 4.5% + 15, # DCOMPTR: computer 1.5% + 20, # NAVCOMP: navigation system 2.0% + 75, # DTRANSP: transporter 7.5% 20, # DSHCTRL: high-speed shield controller 2.0% - 10, # DDRAY: death ray 1.0% - 30, # DDSP: deep-space probes 3.0% - 0, # DCLOAK: the cloaking device 0.0 + 10, # DDRAY: death ray 1.0% + 30, # DDSP: deep-space probes 3.0% + 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 @@ -1159,25 +1221,25 @@ 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 prout(_("***Shields are down.")) - if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem: + if game.unwon(): announce() damagereport() else: @@ -1213,14 +1275,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) - hit = 700.0 + randreal(100) - \ + hit = 700.0 + rnd.real(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd() # we're blown out of dock if game.landed or game.condition == "docked": return hit # Cheat if on a planet # In the C/FORTRAN version, dispersion was 2.5 radians, which # is 143 degrees, which is almost exactly 4.8 clockface units - displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) + displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) displacement.nexttok() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1242,14 +1304,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy - if iquad in ('C', 'S') and withprob(0.05): + if iquad in ('C', 'S') and rnd.withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: if w == enemy.location: kp = math.fabs(enemy.power) - h1 = 700.0 + randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: @@ -1262,7 +1324,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) + displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) displacement.nexttok() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1278,8 +1340,8 @@ def torpedo(origin, bearing, dispersion, number, nburst): enemy.location = bumpto game.quad[w.i][w.j] = '.' game.quad[bumpto.i][bumpto.j] = iquad - for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() + for tenemy in game.enemies: + tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance() sortenemies() break else: @@ -1323,13 +1385,13 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == '*': # Hit a star - if withprob(0.9): + if rnd.withprob(0.9): nova(w) else: prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) return None elif iquad == '?': # Hit a thingy - if not (game.options & OPTION_THINGY) or withprob(0.3): + if not (game.options & OPTION_THINGY) or rnd.withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1354,7 +1416,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == 'T': # Hit a Tholian - h1 = 700.0 + randrange(100) - \ + h1 = 700.0 + rnd.integer(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1364,7 +1426,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None skip(1) proutn(crmena(True, 'T', "sector", w)) - if withprob(0.05): + if rnd.withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) @@ -1386,9 +1448,9 @@ def torpedo(origin, bearing, dispersion, number, nburst): def fry(hit): "Critical-hit resolution." - if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): + if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5): return - ncrit = int(1.0 + hit/(500.0+randreal(100))) + ncrit = int(1.0 + hit/(500.0+rnd.real(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1399,7 +1461,7 @@ def fry(hit): if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) + extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100)) game.damage[j] += extradm ncrit -= 1 skipcount = 0 @@ -1467,7 +1529,7 @@ def attack(torps_ok): # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25 + randreal(0.5) + chgfac = 0.25 + rnd.real(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: @@ -1476,7 +1538,7 @@ def attack(torps_ok): if enemy.power < 0: continue # too weak to attack # compute hit strength and diminish shield power - r = randreal() + r = rnd.real() # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 @@ -1495,7 +1557,7 @@ def attack(torps_ok): if game.condition == "docked": continue # Don't waste the effort! attempt = True # Attempt to attack - dustfac = randreal(0.8, 0.85) + dustfac = rnd.real(0.8, 0.85) hit = enemy.power*math.pow(dustfac, enemy.kavgd) enemy.power *= 0.75 else: # Enemy uses photon torpedo @@ -1507,7 +1569,7 @@ def attack(torps_ok): proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True prout(" ") - dispersion = (randreal()+randreal())*0.5 - 0.5 + dispersion = (rnd.real()+rnd.real())*0.5 - 0.5 dispersion += 0.002*enemy.power*dispersion hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) if game.unwon() == 0: @@ -1573,7 +1635,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas = randrange(int(hittot * 0.015)) + icas = rnd.integer(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1615,7 +1677,7 @@ def deadkl(w, etype, mv): if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) elif etype == 'K': - game.state.remkl -= 1 + pass elif etype == 'S': game.state.nscrem -= 1 game.state.kscmdr.invalidate() @@ -1677,7 +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 @@ -1726,10 +1792,10 @@ def torps(): for i in range(n): if game.condition != "docked": game.torps -= 1 - dispersion = (randreal()+randreal())*0.5 -0.5 + dispersion = (rnd.real()+rnd.real())*0.5 -0.5 if math.fabs(dispersion) >= 0.47: # misfire! - dispersion *= randreal(1.2, 2.2) + dispersion *= rnd.real(1.2, 2.2) if n > 0: prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: @@ -1737,9 +1803,9 @@ def torps(): skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if withprob(0.2): + if rnd.withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) + game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0) break if game.iscloaked: dispersion *= 1.2 @@ -1755,14 +1821,14 @@ def overheat(rpow): "Check for phasers overheating." if rpow > 1500: checkburn = (rpow-1500.0)*0.00038 - if withprob(checkburn): + if rnd.withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) + game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): "Check shield control." skip(1) - if withprob(0.998): + if rnd.withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1780,7 +1846,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = randrange(int(hit*0.012)) + icas = rnd.integer(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1803,7 +1869,7 @@ def hittem(hits): for wham in hits: if wham == 0: continue - dustfac = randreal(0.9, 1.0) + dustfac = rnd.real(0.9, 1.0) hit = wham*math.pow(dustfac, game.enemies[kk].kdist) kpini = game.enemies[kk].power kp = math.fabs(kpini) @@ -1834,7 +1900,7 @@ def hittem(hits): return continue else: # decide whether or not to emasculate klingon - if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini: prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) game.enemies[kk].power = -kpow @@ -1936,7 +2002,7 @@ def phasers(): scanner.chew() if not kz: for i in range(len(game.enemies)): - irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 + irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0 kz = 1 proutn(_("%d units required. ") % irec) scanner.chew() @@ -1973,7 +2039,7 @@ def phasers(): if powrem <= 0: continue hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist)) - over = randreal(1.01, 1.06) * hits[i] + over = rnd.real(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2022,12 +2088,11 @@ def phasers(): scanner.chew() key = "IHEOL" hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko - k += 1 continue if key == "IHEOL": scanner.chew() if itarg and k > kz: - irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 + irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2052,7 +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: @@ -2060,7 +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() @@ -2081,7 +2145,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.01): + if rnd.withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2095,12 +2159,12 @@ def phasers(): def capture(): game.ididit = False # Nothing if we fail - game.optime = 0.0; + 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; + return if damaged(DRADIO): prout(_("Uhura- \"We have no subspace radio communication, sir.\"")) @@ -2115,7 +2179,7 @@ def capture(): prout(_("Uhura- \"Getting no response, sir.\"")) return - # if there is more than one Klingon, find out which one */ + # if there is more than one Klingon, find out which one # Cruddy, just takes one at random. Should ask the captain. # Nah, just select the weakest one since it is most likely to # surrender (Tom Almy mod) @@ -2130,19 +2194,19 @@ def capture(): # x = 300 + 25*skill; 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 */ + # % (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 #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: - prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree)) + prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree)) i = game.brigfree game.brigfree -= i prout(_("%d captives taken") % i) @@ -2151,7 +2215,7 @@ def capture(): finish(FWON) return - # big surprise, he refuses to surrender */ + # big surprise, he refuses to surrender prout(_("Fat chance, captain!")) # Code from events.c begins here. @@ -2222,7 +2286,7 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if withprob(0.5): + if rnd.withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 @@ -2325,7 +2389,7 @@ def events(): return game.state.date = datemin # Decrement Federation resources and recompute remaining time - game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime + game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime game.recompute() if game.state.remtime <= 0: finish(FDEPLETE) @@ -2392,7 +2456,7 @@ def events(): if not game.state.kcmdr: unschedule(FTBEAM) continue - i = randrange(len(game.state.kcmdr)) + i = rnd.integer(len(game.state.kcmdr)) yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or game.iscloaked or yank == 0: # Drats! Have to reschedule @@ -2425,7 +2489,7 @@ def events(): pass # commander + starbase combination found -- launch attack game.battle = ibq - schedule(FCDBAS, randreal(1.0, 4.0)) + schedule(FCDBAS, rnd.real(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2558,7 +2622,7 @@ def events(): if q.klingons <= 0: q.status = "secure" continue - if game.state.remkl >= MAXKLGAME: + if game.remkl() >= MAXKLGAME: continue # full right now # reproduce one Klingon w = ev.quadrant @@ -2580,11 +2644,10 @@ def events(): except JumpOut: w = m # deliver the child - game.state.remkl += 1 q.klingons += 1 if game.quadrant == w: game.klhere += 1 - game.enemies.append(newkling()) + newkling() # also adds it to game.enemies # recompute time left game.recompute() if communicating(): @@ -2593,7 +2656,7 @@ def events(): prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet != None: + if q.planet is not None: proutn(_("near %s ") % q.planet) prout(_("in Quadrant %s.") % w) @@ -2605,7 +2668,7 @@ def wait(): if key != "IHEOL": break proutn(_("How long? ")) - scanner.chew() + scanner.chew() if key != "IHREAL": huh() return @@ -2626,7 +2689,7 @@ def wait(): return temp = game.optime = delay if len(game.enemies): - rtime = randreal(1.0, 2.0) + rtime = rnd.real(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2652,7 +2715,7 @@ def nova(nov): "Star goes nova." ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) - if withprob(0.05): + if rnd.withprob(0.05): # Wow! We've supernova'ed supernova(game.quadrant) return @@ -2679,7 +2742,7 @@ def nova(nov): if iquad in ('.', '?', ' ', 'T', '#'): pass elif iquad == '*': # Affect another star - if withprob(0.05): + if rnd.withprob(0.05): # This star supernovas supernova(game.quadrant) return @@ -2724,14 +2787,15 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff else: game.energy -= 2000.0 if game.energy <= 0: finish(FNOVA) return # add in course nova contributes to kicking starship - bump += (game.sector-hits[-1]).sgn() + if hits: + bump += (game.sector-hits[-1]).sgn() elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies @@ -2746,7 +2810,7 @@ def nova(nov): deadkl(neighbor, iquad, neighbor) continue # neighbor loop # Else enemy gets flung by the blast wave - newc = neighbor + neighbor - hits[-1] + newc = neighbor + neighbor - start proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) if not newc.valid_sector(): # can't leave quadrant @@ -2784,7 +2848,7 @@ def nova(nov): def supernova(w): "Star goes supernova." num = 0; npdead = 0 - if w != None: + if w is not None: nq = copy.copy(w) else: # Scheduled supernova -- select star at random. @@ -2795,7 +2859,7 @@ def supernova(w): nstars += game.state.galaxy[nq.i][nq.j].stars if stars == 0: return # nothing to supernova exists - num = randrange(nstars) + 1 + num = rnd.integer(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars @@ -2816,7 +2880,7 @@ def supernova(w): else: ns = Coord() # we are in the quadrant! - num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): if game.quad[ns.i][ns.j]=='*': @@ -2836,7 +2900,6 @@ def supernova(w): stars() game.alldone = True # destroy any Klingons in supernovaed quadrant - kldead = game.state.galaxy[nq.i][nq.j].klingons game.state.galaxy[nq.i][nq.j].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! @@ -2844,13 +2907,13 @@ def supernova(w): game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) - survivors = filter(lambda w: w != nq, game.state.kcmdr) - comkills = len(game.state.kcmdr) - len(survivors) + # Changing this to [w for w in game.state.kcmdr if w != nq] + # causes regression-test failure + survivors = list(filter(lambda w: w != nq, game.state.kcmdr)) + #comkills = len(game.state.kcmdr) - len(survivors) game.state.kcmdr = survivors - kldead -= comkills if not game.state.kcmdr: unschedule(FTBEAM) - game.state.remkl -= kldead # destroy Romulans and planets in supernovaed quadrant nrmdead = game.state.galaxy[nq.i][nq.j].romulans game.state.galaxy[nq.i][nq.j].romulans = 0 @@ -2863,7 +2926,7 @@ def supernova(w): # Destroy any base in supernovaed quadrant game.state.baseq = [x for x in game.state.baseq if x != nq] # If starship caused supernova, tally up destruction - if w != None: + if w is not None: game.state.starkl += game.state.galaxy[nq.i][nq.j].stars game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase game.state.nplankl += npdead @@ -2918,7 +2981,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if withprob(0.15): + if rnd.withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -2933,9 +2996,9 @@ def kaboom(): skip(1) if len(game.enemies) != 0: whammo = 25.0 * game.energy - for l in range(len(game.enemies)): - if game.enemies[l].power*game.enemies[l].kdist <= whammo: - deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location) + for e in game.enemies[::-1]: + if e.power*e.kdist <= whammo: + deadkl(e.location, game.quad[e.location.i][e.location.j], e.location) finish(FDILITHIUM) def killrate(): @@ -3148,11 +3211,11 @@ def finish(ifin): game.alive = False if game.unwon() != 0: goodies = game.state.remres/game.inresor - baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) - if goodies/baddies >= randreal(1.0, 1.5): + baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) + 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!")) @@ -3185,7 +3248,8 @@ def score(): klship = 1 else: klship = 2 - game.score = 10*(game.inkling - game.state.remkl) \ + dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem + game.score = 10*(dead_ordinaries)\ + 50*(game.incom - len(game.state.kcmdr)) \ + ithperd + iwon \ + 20*(game.inrom - game.state.nromrem) \ @@ -3203,9 +3267,9 @@ def score(): if game.state.nromrem and game.gamewon: prout(_("%6d Romulans captured %5d") % (game.state.nromrem, game.state.nromrem)) - if game.inkling - game.state.remkl: + if dead_ordinaries: prout(_("%6d ordinary Klingons destroyed %5d") % - (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl))) + (dead_ordinaries, 10*dead_ordinaries)) if game.incom - len(game.state.kcmdr): prout(_("%6d Klingon commanders destroyed %5d") % (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr)))) @@ -3243,11 +3307,11 @@ def score(): prout(_("%6d ship(s) lost or destroyed %5d") % (klship, -100*klship)) if game.ncviol > 0: - if ncviol == 1: + if game.ncviol == 1: prout(_("1 Treaty of Algeron violation -100")) else: prout(_("%6d Treaty of Algeron violations %5d\n") % - (ncviol, -100*ncviol)) + (game.ncviol, -100*game.ncviol)) if not game.alive: prout(_("Penalty for getting yourself killed -200")) if game.gamewon: @@ -3277,24 +3341,9 @@ def plaque(): winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 - fp.write("\n\n\n\n") - # --------DRAW ENTERPRISE PICTURE. - fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) - fp.write(" EEE E : : : E\n" ) - fp.write(" EE EEE E : : NCC-1701 : E\n") - fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n") - fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n") - fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n") - fp.write(" EEEEEEE EEEEE E E E E\n") - fp.write(" EEE E E E E\n") - fp.write(" E E E E\n") - fp.write(" EEEEEEEEEEEEE E E\n") - fp.write(" EEE : EEEEEEE EEEEEEEE\n") - fp.write(" :E : EEEE E\n") - fp.write(" .-E -:----- E\n") - fp.write(" :E : E\n") - fp.write(" EE : EEEEEEEE\n") - fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n") + # This is where the ASCII art picture was emitted. + # It got garbled somewhere in the chain of transmission to the Almy version. + # We should restore it if we can find old enough FORTRAN sources. fp.write("\n\n\n") fp.write(_(" U. S. S. ENTERPRISE\n")) fp.write("\n\n\n\n") @@ -3444,8 +3493,7 @@ def proutn(proutntline): if curwnd == message_window and y >= my - 2: pause_game() clrscr() - # Uncomment this to debug curses problems - if logfp: + if logfp and game.cdebug: logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline))) curwnd.addstr(proutntline) curwnd.refresh() @@ -3500,8 +3548,7 @@ def setwnd(wnd): "Change windows -- OK for this to be a no-op in tty mode." global curwnd if game.options & OPTION_CURSES: - # Uncomment this to debug curses problems - if logfp: + if game.cdebug and logfp: if wnd == fullscreen_window: legend = "fullscreen" elif wnd == srscan_window: @@ -3722,8 +3769,6 @@ def imove(icourse=None, noattack=False): # check for edge of galaxy kinks = 0 while True: - - kink = False if icourse.final.i < 0: icourse.final.i = -icourse.final.i @@ -3790,7 +3835,7 @@ def imove(icourse=None, noattack=False): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf): timwrp() else: finish(FHOLE) @@ -3821,7 +3866,6 @@ def imove(icourse=None, noattack=False): # We can't be tractor beamed if cloaked, # so move the event into the future postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr))) - pass else: trbeam = True game.condition = "red" @@ -3836,7 +3880,7 @@ def imove(icourse=None, noattack=False): newquadrant(noattack) break elif check_collision(w): - print("Collision detected") + prout(_("Collision detected")) break else: game.sector = w @@ -3866,7 +3910,7 @@ def dock(verbose): if game.inorbit: prout(_("You must first leave standard orbit.")) return - if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: + if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: prout(crmshp() + _(" not adjacent to base.")) return if game.iscloaked: @@ -4013,15 +4057,20 @@ def getcourse(isprobe): iprompt = True key = scanner.nexttok() itemp = "verbose" - if key != "IHREAL": + if key == "IHREAL": + delta.j = scanner.real + else: huh() raise TrekError - delta.j = scanner.real key = scanner.nexttok() - if key != "IHREAL": + if key == "IHREAL": + delta.i = scanner.real + elif key == "IHEOL": + delta.i = 0 + scanner.push("\n") + else: huh() raise TrekError - delta.i = scanner.real # Check for zero movement if delta.i == 0 and delta.j == 0: scanner.chew() @@ -4190,11 +4239,11 @@ def warp(wcourse, involuntary): # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 - if prob > randreal(): + if prob > rnd.real(): blooey = True - wcourse.distance = randreal(wcourse.distance) + wcourse.distance = rnd.real(wcourse.distance) # Decide if time warp will occur - if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real(): twarp = True if game.idebug and game.warpfac==10 and not twarp: blooey = False @@ -4226,7 +4275,7 @@ def warp(wcourse, involuntary): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) + game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4286,7 +4335,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if withprob(0.5): + if rnd.withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4294,7 +4343,7 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if withprob(0.25): + if rnd.withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) @@ -4325,12 +4374,12 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = randreal(6.0, 8.0) + game.warpfac = rnd.real(6.0, 8.0) prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - dist = max(dist, randreal(math.sqrt(2))) - bugout = course(bearing=randreal(12), distance=dist) # How dumb! + dist = max(dist, rnd.real(math.sqrt(2))) + bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False @@ -4352,7 +4401,7 @@ def atover(igrab): def timwrp(): "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) - if game.state.snap and withprob(0.5): + if game.state.snap and rnd.withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4497,7 +4546,7 @@ def mayday(): # found one -- finish up game.sector = w break - if not game.sector.is_valid(): + if game.sector is None: prout(_("You have been lost in space...")) finish(FMATERIALIZE) return @@ -4511,7 +4560,7 @@ def mayday(): game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] textcolor(RED) warble() - if randreal() > probf: + if rnd.real() > probf: break prout(_("fails.")) textcolor(DEFAULT) @@ -4571,7 +4620,7 @@ def abandon(): if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) - elif q.planet != None and not damaged(DTRANSP): + elif q.planet is not None and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: @@ -4585,7 +4634,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = randrange(len(game.state.baseq)) + nb = rnd.integer(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4677,19 +4726,19 @@ def orbit(): if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return - if not game.plnet.is_valid(): + if game.plnet is None: prout("There is no planet in this sector.") return if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: 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 @@ -4793,7 +4842,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if not withprob(0.98): + if not rnd.withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4832,7 +4881,7 @@ def mine(): prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return - game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) + game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -4867,7 +4916,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if withprob(game.cryprob): + if rnd.withprob(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -4877,7 +4926,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += randreal(5000.0, 5500.0) + game.energy += rnd.real(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5021,24 +5070,24 @@ 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) while len(game.enemies) > 0: - deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location) + deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if game.unwon() == 0: 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) @@ -5124,7 +5173,7 @@ def report(): (game.inkling + game.incom + game.inscom))) if game.incom - len(game.state.kcmdr): prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1])) - elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0: + elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0: prout(_(", but no Commanders.")) else: prout(".") @@ -5147,7 +5196,7 @@ def report(): if game.casual: prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) if game.brigcapacity != game.brigfree: - embriggened = brigcapacity-brigfree + embriggened = game.brigcapacity-game.brigfree if embriggened == 1: prout(_("1 Klingon in brig")) else: @@ -5217,7 +5266,8 @@ def lrscan(silent): if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") 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)) + cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars) + proutn(((3 - len(cn)) * '.') + cn) if not silent: prout(" ") @@ -5303,7 +5353,7 @@ def sectscan(goodScan, i, j): 'C':LIGHTRED, 'R':LIGHTRED, 'T':LIGHTRED, - }.get(game.quad[i][j], DEFAULT)) + }.get(game.quad[i][j], DEFAULT)) proutn("%c " % game.quad[i][j]) textcolor(DEFAULT) else: @@ -5574,7 +5624,7 @@ def thaw(): fp = open(scanner.token, "rb") except IOError: prout(_("Can't thaw game in %s") % scanner.token) - return + return True game = pickle.load(fp) fp.close() scanner.chew() @@ -5669,13 +5719,13 @@ def setup(): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = randrange(2, 5) + game.nprobes = rnd.integer(2, 5) game.warpfac = 5.0 for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = Coord() - game.state.date = game.indate = 100.0 * randreal(20, 51) + game.state.date = game.indate = 100.0 * rnd.real(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 @@ -5702,7 +5752,7 @@ def setup(): for j in range(GALSIZE): # Can't have more stars per quadrant than fit in one decimal digit, # if we do the chart representation will break. - k = randrange(1, min(10, QUADSIZE**2/10)) + k = rnd.integer(1, min(10, QUADSIZE**2/10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5720,7 +5770,7 @@ def setup(): for j in range(1, i): # Improved placement algorithm to spread out bases distq = (w - game.state.baseq[j]).distance() - if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): + if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75): contflag = True if game.idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -5740,8 +5790,8 @@ def setup(): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = randreal() - klump = (1.0 - r*r)*klumper + r = rnd.real() + klump = int((1.0 - r*r)*klumper) if klump > krem: klump = krem krem -= klump @@ -5750,7 +5800,7 @@ def setup(): if not game.state.galaxy[w.i][w.j].supernova and \ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: break - game.state.galaxy[w.i][w.j].klingons += int(klump) + game.state.galaxy[w.i][w.j].klingons += klump if krem <= 0: break # Position Klingon Commander Ships @@ -5759,7 +5809,7 @@ def setup(): w = randplace(GALSIZE) if not welcoming(w) or w in game.state.kcmdr: continue - if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)): + if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)): break game.state.galaxy[w.i][w.j].klingons += 1 game.state.kcmdr.append(w) @@ -5779,8 +5829,8 @@ def setup(): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[randrange(0, 3)] - if withprob(0.33): + new.pclass = ("M", "N", "O")[rnd.integer(0, 3)] + if rnd.withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -5801,7 +5851,7 @@ def setup(): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) - schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot + schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5860,7 +5910,7 @@ def setup(): clrscr() setwnd(message_window) newqad() - if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None): + if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None): game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(torps_ok=False) @@ -5882,9 +5932,9 @@ def choose(): scanner.chew() continue # We don't want a blank entry game.tourn = int(round(scanner.real)) - random.seed(scanner.real) + rnd.seed(scanner.real) if logfp: - logfp.write("# random.seed(%d)\n" % scanner.real) + logfp.write("# rnd.seed(%d)\n" % scanner.real) break if scanner.sees("saved") or scanner.sees("frozen"): if thaw(): @@ -5952,18 +6002,18 @@ def choose(): prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.inbase = randrange(BASEMIN, BASEMAX+1) + game.inbase = rnd.integer(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = randrange(2 * game.skill) + game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime - game.state.remkl = game.inkling = 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: @@ -5992,7 +6042,7 @@ def newcnd(): def newkling(): "Drop new Klingon into current quadrant." - return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill) def sortenemies(): "Sort enemies by distance so 'nearest' is meaningful." @@ -6028,17 +6078,17 @@ def newqad(): if cmdr == game.quadrant: e = game.enemies[game.klhere-1] game.quad[e.location.i][e.location.j] = 'C' - e.power = randreal(950,1350) + 50.0*game.skill + e.power = rnd.real(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] game.quad[e.location.i][e.location.j] = 'S' - e.power = randreal(1175.0, 1575.0) + 125.0*game.skill - game.iscate = (game.state.remkl > 1) + 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') @@ -6064,24 +6114,24 @@ def newqad(): # Put in THING if needed if thing == game.quadrant: Enemy(etype='?', loc=dropin(), - power=randreal(6000,6500.0)+250.0*game.skill) + power=rnd.real(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and withprob(0.02)) or \ - (game.skill == SKILL_GOOD and withprob(0.05)) or \ - (game.skill > SKILL_GOOD and withprob(0.08)): + if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \ + (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \ + (game.skill > SKILL_GOOD and rnd.withprob(0.08)): w = Coord() while True: - w.i = withprob(0.5) * (QUADSIZE-1) - w.j = withprob(0.5) * (QUADSIZE-1) + w.i = rnd.withprob(0.5) * (QUADSIZE-1) + w.j = rnd.withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == '.': break game.tholian = Enemy(etype='T', loc=w, - power=randrange(100, 500) + 25.0*game.skill) + power=rnd.integer(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': game.quad[0][0] = 'X' @@ -6097,7 +6147,7 @@ def newqad(): dropin('*') # Put in a few black holes for _i in range(1, 3+1): - if withprob(0.5): + if rnd.withprob(0.5): dropin(' ') # Take out X's in corners if Tholian present if game.tholian: @@ -6109,6 +6159,9 @@ def newqad(): game.quad[QUADSIZE-1][0] = '.' if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': game.quad[QUADSIZE-1][QUADSIZE-1] = '.' + # This should guarantee that replay games don't lose info about the chart + if (game.options & OPTION_AUTOSCAN) or replayfp: + lrscan(silent=True) def setpassword(): "Set the self-destruct password." @@ -6118,13 +6171,13 @@ def setpassword(): proutn(_("Please type in a secret password- ")) scanner.nexttok() game.passwd = scanner.token - if game.passwd != None: + if game.passwd is not None: 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 @@ -6170,6 +6223,7 @@ commands = [ ("QUIT", 0), ("HELP", 0), ("SCORE", 0), + ("CURSES", 0), ("", 0), ] @@ -6390,6 +6444,9 @@ def makemoves(): helpme() # get help elif cmd == "SCORE": score() # see current score + elif cmd == "CURSES": + game.options |= (OPTION_CURSES | OPTION_COLOR) + iostart() while True: if game.alldone: break # Game has ended @@ -6453,13 +6510,13 @@ def stars(): skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + randreal()) + return -avrage*math.log(1e-7 + rnd.real()) def randplace(size): "Choose a random location." w = Coord() - w.i = randrange(size) - w.j = randrange(size) + w.i = rnd.integer(size) + w.j = rnd.integer(size) return w class sstscanner: @@ -6644,13 +6701,15 @@ 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 else: game.options |= OPTION_TTY seed = int(time.time()) - (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV") + (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV") replay = False for (switch, val) in options: if switch == '-r': @@ -6663,7 +6722,6 @@ if __name__ == '__main__': line = replayfp.readline().strip() (leader, __, seed) = line.split() seed = eval(seed) - sys.stderr.write("sst2k: seed set to %s\n" % seed) line = replayfp.readline().strip() arguments += line.split()[2:] replay = True @@ -6679,6 +6737,8 @@ if __name__ == '__main__': game.options &=~ OPTION_CURSES elif switch == '-x': game.idebug = True + elif switch == '-c': # Enable curses debugging - undocumented + game.cdebug = True elif switch == '-V': print("SST2K", version) raise SystemExit(0) @@ -6701,7 +6761,7 @@ if __name__ == '__main__': logfp.write("# SST2K version %s\n" % version) logfp.write("# recorded by %s@%s on %s\n" % \ (getpass.getuser(),socket.gethostname(),time.ctime())) - random.seed(seed) + rnd.seed(seed) scanner = sstscanner() for arg in arguments: scanner.append(arg)