From: Eric S. Raymond Date: Fri, 6 Oct 2006 09:46:40 +0000 (+0000) Subject: Arrange for logging of random-number-generator calls. X-Git-Tag: 2.0~145 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=26a5dc50663f8fc8b00afcf9b4e2e12076559655 Arrange for logging of random-number-generator calls. --- diff --git a/src/sst.py b/src/sst.py index e7a5491..09c25f3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -254,6 +254,11 @@ class coord: else: s.y = self.y / abs(self.y) return s + def scatter(self): + s = coord() + s.x = self.x + randrange(-1, 2) + s.y = self.y + randrange(-1, 2) + return s def __hash__(self): return hash((x, y)) def __str__(self): @@ -564,6 +569,29 @@ LIGHTMAGENTA = 14 YELLOW = 15 WHITE = 16 +# Log the results of pulling random numbers so we can check determinism. + +import traceback + +def withprob(p): + v = random.random() + logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[1][1:])) + return v + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns from [0, a1) + elif len(args) == 2: + v = args[0] + v*args[1] # returns from [a1, a2) + logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[1][1:])) + return v + # Code from ai.c begins here def tryexit(look, ienm, loccom, irun): @@ -701,12 +729,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*random.random())/150.0) - 5.0 + motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(random.random()))*dist1 + 1.0 + motion = (1.0-square(randreal()))*dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-square(random.random())) + motion -= game.skill*(2.0-square(randreal())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -996,7 +1024,7 @@ def supercommander(): return; # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*random.random()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): @@ -1018,7 +1046,7 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (random.random() > 0.2 or \ + (withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return @@ -1208,7 +1236,7 @@ def randdevice(): # # This is one place where OPTION_PLAIN does not restore the # original behavior, which was equiprobable damage across - # all devices. If we wanted that, we'd return NDEVICES*random.random() + # all devices. If we wanted that, we'd return randrange(NDEVICES) # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # @@ -1236,7 +1264,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = random.random() * 1000.0 # weights must sum to 1000 + idx = randrange(1000) # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1265,7 +1293,7 @@ def ram(ibumpd, ienm, w): proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10 + random.randrange(20) + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1274,12 +1302,12 @@ def ram(ibumpd, ienm, w): # which was silly. Instead, pick up to half the devices at # random according to our weighting table, # - ncrits = random.randrange(NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*random.random()+1.0)*game.damfac + extradm = (10.0*hardness*randreal()+1.0)*game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1331,13 +1359,13 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*random.random() - \ + hit = 700.0 + randreal(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) newcnd(); # we're blown out of dock # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = angle + 2.5*(random.random()-0.5) + ang = angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1357,7 +1385,7 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if random.random() <= 0.05: + if withprob(0.05): crmena(True, iquad, sector, w) prout(_(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) @@ -1368,7 +1396,7 @@ def torpedo(course, r, incoming, i, n): if w == game.ks[ll]: break kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: @@ -1382,7 +1410,7 @@ def torpedo(course, r, incoming, i, n): return None crmena(True, iquad, "sector", w) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(random.random()-0.5) + ang = angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1449,14 +1477,14 @@ def torpedo(course, r, incoming, i, n): prout(_("Celebratory rallies are being held on the Klingon homeworld.")) return None elif iquad == IHSTAR: # Hit a star - if random.random() > 0.10: + if withprob(0.9): nova(w) - return None - crmena(True, IHSTAR, sector, w) - prout(_(" unaffected by photon blast.")) + else: + crmena(True, IHSTAR, sector, w) + prout(_(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy - if not (game.options & OPTION_THINGY) or random.random()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1486,7 +1514,7 @@ def torpedo(course, r, incoming, i, n): prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian - h1 = 700.0 + 100.0*random.random() - \ + h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1496,7 +1524,7 @@ def torpedo(course, r, incoming, i, n): return None skip(1) crmena(True, IHT, sector, w) - if random.random() > 0.05: + if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) @@ -1530,9 +1558,9 @@ def fry(hit): # critical-hit resolution ktr=1 # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - ncrit = 1.0 + hit/(500.0+100.0*random.random()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1543,7 +1571,7 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm if loop1 > 0: for loop2 in range(loop1): @@ -1589,7 +1617,7 @@ def attack(torps_ok): # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25+0.5*random.random() + chgfac = 0.25 + randreal(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: @@ -1598,7 +1626,7 @@ def attack(torps_ok): if game.kpower[loop] < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = random.random() + r = randreal() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 @@ -1619,7 +1647,7 @@ def attack(torps_ok): if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*random.random() + dustfac = 0.8 + randreal(0.5) hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) game.kpower[loop] *= 0.75 else: # Enemy uses photon torpedo @@ -1631,7 +1659,7 @@ def attack(torps_ok): crmena(False, iquad, where, jay) attempt = True prout(" ") - r = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*0.5 - 0.5 r += 0.002*game.kpower[loop]*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: @@ -1701,7 +1729,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas= hittot*random.random()*0.015 + icas = randrange(hittot * 0.015) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1879,23 +1907,23 @@ def photon(): return game.ididit = True # Loop for moving torpedoes - for i in range(1, n+1): + for i in range(n): if game.condition != "docked": game.torps -= 1 - r = (random.random()+random.random())*0.5 -0.5 + r = (randreal()+randreal())*0.5 -0.5 if math.fabs(r) >= 0.47: # misfire! - r = (random.random()+1.2) * r - if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) + r *= randreal(1.2, 2.2) + if n > 0: + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if random.random() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random()) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) break if game.shldup or game.condition == "docked": r *= 1.0 + 0.0001*game.shield @@ -1908,15 +1936,15 @@ def photon(): def overheat(rpow): # check for phasers overheating if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if random.random() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): # check shield control skip(1) - if random.random() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1934,7 +1962,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*random.random()*0.012 + icas = randrange(hit*0.012) skip(1) fry(0.8*hit) if icas: @@ -1958,7 +1986,7 @@ def hittem(hits): wham = hits[k] if wham==0: continue - dustfac = 0.9 + 0.01*random.random() + dustfac = randreal(0.9, 1.0) hit = wham*math.pow(dustfac,game.kdist[kk]) kpini = game.kpower[kk] kp = math.fabs(kpini) @@ -1990,9 +2018,8 @@ def hittem(hits): return kk -= 1; # don't do the increment else: # decide whether or not to emasculate klingon - if kpow > 0 and random.random() >= 0.9 and \ - kpow <= ((0.4 + 0.4*random.random())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s") % w) + if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) game.kpower[kk] = -kpow kk += 1 @@ -2087,7 +2114,7 @@ def phasers(): chew() if not kz: for i in range(game.nenhere): - irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0 + irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -2124,7 +2151,7 @@ def phasers(): if powrem <= 0: continue hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) - over = (0.01 + 0.05*random.random())*hits[i] + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2179,7 +2206,7 @@ def phasers(): if key == IHEOL: chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0 + irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2235,7 +2262,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if random.random() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2312,7 +2339,7 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if random.random() > 0.5: + if withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 @@ -2482,7 +2509,7 @@ def events(): if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.randrange(game.state.remcom) + i = randrange(game.state.remcom) yank = distance(game.state.kcmdr[i], game.quadrant) if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule @@ -2517,7 +2544,7 @@ def events(): continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*random.random()) + schedule(FCDBAS, randreal(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2728,7 +2755,7 @@ def wait(): return temp = game.optime = delay if game.nenhere: - rtime = 1.0 + random.random() + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp @@ -2761,7 +2788,7 @@ def nova(nov): # star goes nova course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); scratch = coord() - if random.random() < 0.05: + if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return @@ -2793,7 +2820,7 @@ def nova(nov): if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): break elif iquad == IHSTAR: # Affect another star - if random.random() < 0.05: + if wthprob(0.05): # This star supernovas scratch = supernova(False) return @@ -2841,7 +2868,7 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff else: game.energy -= 2000.0 if game.energy <= 0: @@ -2925,7 +2952,7 @@ def supernova(induced, w=None): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.randrange(stars) + 1 + num = randrange(stars) + 1 for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars @@ -2946,7 +2973,7 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 + num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 for ns.x in range(QUADSIZE): for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: @@ -3063,7 +3090,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if random.random() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -3300,10 +3327,10 @@ def finish(ifin): if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0: goodies = game.state.remres/game.inresor baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom) - if goodies/baddies >= 1.0+0.5*random.random(): + if goodies/baddies >= randreal(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= 3.0+random.random(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3619,10 +3646,14 @@ def cgetline(): curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() - if line == '': - prout("*** Replay finished") - replayfp.close() + while True: + line = replayfp.readline() + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: line = raw_input("COMMAND> ") if logfp: @@ -3955,7 +3986,7 @@ def imove(novapush): if game.damage[m]>0: n += 1 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and random.random()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -4267,13 +4298,14 @@ def warp(timewarp): return # Entry WARPX if game.warpfac > 6.0: - # Decide if engine damage will occur - prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 - if prob > random.random(): + # Decide if engine damage will occur + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*square(6.0-game.warpfac)/66.666666666 + if prob > randreal(): blooey = True - game.dist = random.random()*game.dist + game.dist = randreal(game.dist) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random(): + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4317,7 +4349,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0) + game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4379,7 +4411,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if random.random() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4387,7 +4419,7 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if random.random() <= 0.25: + if withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) @@ -4422,16 +4454,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*random.random() + game.warpfac = randreal(6.0, 8.0) game.wfacsq = game.warpfac * game.warpfac prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = 1.4142+random.random() + distreq = randreal(math.sqrt(2)) if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*random.random() # How dumb! + game.direc = randreal(12) # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4452,7 +4484,7 @@ def atover(igrab): def timwrp(): # let's do the time warp again prout(_("***TIME WARP ENTERED.")) - if game.state.snap and random.random() < 0.5: + if game.state.snap and withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % int(game.state.date-game.snapsht.date)) @@ -4493,7 +4525,7 @@ def timwrp(): prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = -0.5*game.intime*math.log(random.random()) + game.optime = -0.5*game.intime*math.log(randreal()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) @@ -4623,12 +4655,10 @@ def mayday(): prout(_(" dematerializes.")) game.sector.x=0 for m in range(1, 5+1): - ix = game.base.x+3.0*random.random()-1 - iy = game.base.y+3.0*random.random()-1 + w = game.base.scatter() if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + game.sector = w break if not is_valid(game.sector): prout(_("You have been lost in space...")) @@ -4645,7 +4675,7 @@ def mayday(): game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] textcolor(RED) warble() - if random.random() > probf: + if randreal() > probf: break prout(_("fails.")) curses.delay_output(500) @@ -4738,7 +4768,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = random.random()*game.state.rembase+1 + nb = randrange(game.state.rembase) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4748,8 +4778,7 @@ def abandon(): # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT for l in range(QUADSIZE): - game.sector.x = 3.0*random.random() - 1.0 + game.base.x - game.sector.y = 3.0*random.random() - 1.0 + game.base.y + game.sector = game.base.scatter() if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break @@ -4835,12 +4864,12 @@ def orbit(): prout(_(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*random.random() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*random.random()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4945,7 +4974,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if random.random() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4986,7 +5015,7 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*(ord(game.iplnet.pclass)-ord("M")) + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -5021,7 +5050,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if random.random() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -5031,7 +5060,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*random.random()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5143,7 +5172,6 @@ def shuttle(): def deathray(): # use the big zapper - r = random.random() game.ididit = False skip(1) chew() @@ -5175,9 +5203,10 @@ def deathray(): skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) - dprob = .30 + dprob = 0.30 if game.options & OPTION_PLAIN: - dprob = .5 + dprob = 0.5 + r = randreal() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) @@ -5188,14 +5217,14 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if random.random() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = random.random() # Pick failure method - if r <= .30: + r = randreal() # Pick failure method + if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) @@ -5209,7 +5238,7 @@ def deathray(): skip(1) kaboom() return - if r <= .55: + if r <= 0.55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) @@ -5806,14 +5835,14 @@ def setup(needprompt): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these + game.nprobes = randrange(2, 5) game.warpfac = 5.0 game.wfacsq = game.warpfac * game.warpfac for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = coord() - game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0) + game.state.date = game.indate = 100.0 * randreal(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 @@ -5835,7 +5864,7 @@ def setup(needprompt): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) - schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5856,7 +5885,7 @@ def setup(needprompt): game.instar = 0 for i in range(GALSIZE): for j in range(GALSIZE): - k = int(random.random()*9.0 + 1.0) + k = randrange(1, QUADSIZE**2/10+1) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5872,7 +5901,7 @@ def setup(needprompt): for j in range(1, i): # Improved placement algorithm to spread out bases distq = w.distance(game.state.baseq[j]) - if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75: + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -5891,7 +5920,7 @@ def setup(needprompt): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = random.random() + r = randreal() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -5908,7 +5937,7 @@ def setup(needprompt): for i in range(1, game.incom+1): while True: w = randplace(GALSIZE) - if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \ + if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \ not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ not w in game.state.kcmdr[:i]: @@ -5931,8 +5960,8 @@ def setup(needprompt): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[random.randint(0, 2)] - if random.random()*1.5: # 1 in 3 chance of crystals + new.pclass = ("M", "N", "O")[randrange(0, 3)] + if withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -6013,6 +6042,8 @@ def choose(needprompt): continue # We don't want a blank entry game.tourn = int(round(aaitem)) random.seed(aaitem) + if logfp: + logfp.write("# random.seed(%d)\n" % aaitem) break if isit("saved") or isit("frozen"): if thaw(): @@ -6081,19 +6112,19 @@ def choose(needprompt): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = random.randint(BASEMIN, BASEMAX) + game.state.rembase = randrange(BASEMIN, BASEMAX+1) game.inbase = game.state.rembase game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()) + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill) + game.state.nromrem = game.inrom = randrange(2 *game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime - game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15) - game.incom = int(game.skill + 0.0625*game.inkling*random.random()) + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + game.incom = int(game.skill + 0.0625*game.inkling*randreal()) game.state.remcom = min(10, game.incom) game.incom = game.state.remcom game.state.remres = (game.inkling+4*game.incom)*game.intime @@ -6128,7 +6159,7 @@ def newkling(i): pi = dropin(IHK) game.ks[i] = pi game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) - game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill + game.kpower[i] = randreal(300, 450) + 25.0*game.skill return pi def newqad(shutup): @@ -6173,12 +6204,12 @@ def newqad(shutup): if i <= game.state.remcom: game.quad[w.x][w.y] = IHC - game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill + game.kpower[game.klhere] = randreal(950, 1350) + 50.0*game.skill game.comhere = True # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: game.quad[game.ks[0].x][game.ks[0].y] = IHS - game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill + game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed @@ -6186,7 +6217,7 @@ def newqad(shutup): w = dropin(IHR) game.ks[i] = w game.kdist[i] = game.kavgd[i] = distance(game.sector, w) - game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill + game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) @@ -6223,20 +6254,20 @@ def newqad(shutup): game.ks[game.nenhere] = w game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, w) - game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill + game.kpower[game.nenhere] = randreal(6000,6500.0)+250.0*game.skill if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \ - (game.skill == SKILL_GOOD and random.random() <= 0.05) or \ - (game.skill > SKILL_GOOD and random.random() <= 0.08): + if (game.skill < SKILL_GOOD and withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): game.tholian = coord() while True: - game.tholian.x = random.choice((0, QUADSIZE-1)) - game.tholian.y = random.choice((0, QUADSIZE-1)) + game.tholian.x = withprob(0.5) * QUADSIZE + game.tholian.y = withprob(0.5) * QUADSIZE if game.quad[game.tholian.x][game.tholian.y] == IHDOT: break game.quad[game.tholian.x][game.tholian.y] = IHT @@ -6244,7 +6275,7 @@ def newqad(shutup): game.ks[game.nenhere] = game.tholian game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ distance(game.sector, game.tholian) - game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill + game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6257,7 +6288,7 @@ def newqad(shutup): sortklings() # Put in a few black holes for i in range(1, 3+1): - if random.random() > 0.5: + if withprob(0.5): dropin(IHBLANK) # Take out X's in corners if Tholian present if game.tholian: @@ -6311,7 +6342,7 @@ def setpassword(): else: game.passwd = "" for i in range(3): - game.passwd += chr(97+int(random.random()*25)) + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -6632,13 +6663,13 @@ def stars(): skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + random.random()) + return -avrage*math.log(1e-7 + randreal()) def randplace(size): # choose a random location w = coord() - w.x = random.randint(0, size-1) - w.y = random.randint(0, size-1) + w.x = randrange(size) + w.y = randrange(size) return w def chew(): @@ -6822,7 +6853,7 @@ if __name__ == '__main__': raise SysExit, 1 line = replayfp.readline().strip() try: - (key, seed) = line.split() + (leader, key, seed) = line.split() seed = int(seed) sys.stderr.write("sst2k: seed set to %d\n" % seed) except ValueError: @@ -6845,7 +6876,7 @@ if __name__ == '__main__': sys.stderr.write("sst: warning, can't open logfile\n") if logfp: #setlinebuf(logfp) - logfp.write("seed %d\n" % (seed)) + logfp.write("# seed %d\n" % (seed)) random.seed(seed) iostart() if arguments: