From: Eric S. Raymond Date: Mon, 22 Apr 2019 19:15:42 +0000 (-0400) Subject: Refactor random-number generation. X-Git-Tag: 2.5~26 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=3a68f1d0e66f97562cdc0ace6adb458e0bc8d990 Refactor random-number generation. --- diff --git a/sst.py b/sst.py index 8e2f497..5b7dcdd 100755 --- a/sst.py +++ b/sst.py @@ -13,7 +13,7 @@ on how to modify (and how not to modify!) this code. """ from __future__ import print_function, division -import os, sys, math, curses, time, pickle, random, copy, gettext, getpass +import os, sys, math, curses, time, pickle, copy, gettext, getpass import getopt, socket, locale # This import only works on Unixes. The intention is to enable @@ -36,6 +36,34 @@ docpath = (".", "doc/", "/usr/share/doc/sst/") def _(st): return gettext.gettext(st) +# This is all encapsulated not just for logging but because someday +# we'll probably want to replace it with something like an LCG that +# can be forward-ported off Python + +import random + +class randomizer: + @staticmethod + def withprob(p): + return random.random() < p + + @staticmethod + def randrange(*args): + return random.randrange(*args) + + @staticmethod + def real(*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 + + @staticmethod + def seed(n): + random.seed(n) + GALSIZE = 8 # Galaxy size in quadrants NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds MAXUNINHAB = 10 # Maximum uninhabited worlds @@ -142,8 +170,8 @@ class Coord: return self.roundtogrid() % QUADSIZE def scatter(self): s = Coord() - s.i = self.i + randrange(-1, 2) - s.j = self.j + randrange(-1, 2) + s.i = self.i + rnd.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: @@ -469,23 +497,6 @@ 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 - -def randseed(n): - random.seed(n) - # Code from ai.c begins here def welcoming(iq): @@ -612,12 +623,12 @@ 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 @@ -861,7 +872,7 @@ 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(): @@ -883,7 +894,7 @@ 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 @@ -1156,7 +1167,7 @@ def randdevice(): 10, # DCLOAK: the cloaking device 1.0 ) assert(sum(weights) == 1000) - idx = randrange(1000) + idx = rnd.randrange(1000) wsum = 0 for (i, w) in enumerate(weights): wsum += w @@ -1183,20 +1194,20 @@ def collision(rammed, enemy): skip(1) deadkl(enemy.location, enemy.type, game.sector) proutn("***" + crmshp() + " heavily damaged.") - icas = randrange(10, 30) + icas = rnd.randrange(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.randrange(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 @@ -1237,14 +1248,14 @@ 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(): @@ -1266,14 +1277,14 @@ 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.randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: @@ -1286,7 +1297,7 @@ 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(): @@ -1347,13 +1358,13 @@ 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) @@ -1378,7 +1389,7 @@ 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.randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: @@ -1388,7 +1399,7 @@ 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.")) @@ -1410,9 +1421,9 @@ 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 = [] @@ -1423,7 +1434,7 @@ 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 @@ -1491,7 +1502,7 @@ 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: @@ -1500,7 +1511,7 @@ 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 @@ -1519,7 +1530,7 @@ 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 @@ -1531,7 +1542,7 @@ 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: @@ -1597,7 +1608,7 @@ 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.randrange(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1750,10 +1761,10 @@ 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: @@ -1761,9 +1772,9 @@ 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 @@ -1779,14 +1790,14 @@ 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 @@ -1804,7 +1815,7 @@ 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.randrange(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1827,7 +1838,7 @@ 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) @@ -1858,7 +1869,7 @@ 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 @@ -1960,7 +1971,7 @@ 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() @@ -1997,7 +2008,7 @@ 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]: @@ -2051,7 +2062,7 @@ def phasers(): 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): @@ -2105,7 +2116,7 @@ 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!")) @@ -2159,10 +2170,10 @@ def capture(): # but we want command to work more often, more humanely */ #prout(_("Prob = %.4f" % x)) # x = 100; // For testing, of course! - if x < randreal(100): + 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: @@ -2246,7 +2257,7 @@ 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 @@ -2416,7 +2427,7 @@ def events(): if not game.state.kcmdr: unschedule(FTBEAM) continue - i = randrange(len(game.state.kcmdr)) + i = rnd.randrange(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 @@ -2449,7 +2460,7 @@ 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) @@ -2649,7 +2660,7 @@ 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 @@ -2675,7 +2686,7 @@ 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 @@ -2702,7 +2713,7 @@ 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 @@ -2747,7 +2758,7 @@ 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: @@ -2818,7 +2829,7 @@ 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.randrange(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars @@ -2839,7 +2850,7 @@ def supernova(w): else: ns = Coord() # we are in the quadrant! - num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 + num = rnd.randrange(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]=='*': @@ -2940,7 +2951,7 @@ 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() @@ -3171,10 +3182,10 @@ def finish(ifin): if game.unwon() != 0: goodies = game.state.remres/game.inresor baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) - if goodies/baddies >= randreal(1.0, 1.5): + if goodies/baddies >= rnd.real(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= randreal(3.0): + if goodies/baddies >= rnd.real(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3794,7 +3805,7 @@ 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) @@ -4198,11 +4209,11 @@ 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 @@ -4234,7 +4245,7 @@ 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.")) @@ -4294,7 +4305,7 @@ 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 @@ -4302,7 +4313,7 @@ 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.")) @@ -4333,12 +4344,12 @@ 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 @@ -4360,7 +4371,7 @@ 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)) @@ -4519,7 +4530,7 @@ 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) @@ -4593,7 +4604,7 @@ 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.randrange(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] @@ -4692,12 +4703,12 @@ def orbit(): prout(crmshp() + _(" not adjacent to planet.")) skip(1) return - game.optime = randreal(0.02, 0.05) + game.optime = rnd.real(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = randreal(1400, 8600) + game.height = rnd.real(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True @@ -4801,7 +4812,7 @@ 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.\"")) @@ -4840,7 +4851,7 @@ 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.")) @@ -4875,7 +4886,7 @@ 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********************************")) @@ -4885,7 +4896,7 @@ 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")) @@ -5029,7 +5040,7 @@ def deathray(): dprob = 0.30 if game.options & OPTION_PLAIN: dprob = 0.5 - r = randreal() + r = rnd.real() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) @@ -5040,13 +5051,13 @@ def deathray(): finish(FWON) if (game.options & OPTION_PLAIN) == 0: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if withprob(0.05): + if rnd.withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = randreal() # Pick failure method + r = rnd.real() # Pick failure method if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) @@ -5678,13 +5689,13 @@ def setup(): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = randrange(2, 5) + game.nprobes = rnd.randrange(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 @@ -5711,7 +5722,7 @@ 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.randrange(1, min(10, QUADSIZE**2/10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5729,7 +5740,7 @@ 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)) @@ -5749,7 +5760,7 @@ def setup(): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = randreal() + r = rnd.real() klump = int((1.0 - r*r)*klumper) if klump > krem: klump = krem @@ -5768,7 +5779,7 @@ 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) @@ -5788,8 +5799,8 @@ 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.randrange(0, 3)] + if rnd.withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -5810,7 +5821,7 @@ 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: @@ -5891,9 +5902,9 @@ def choose(): scanner.chew() continue # We don't want a blank entry game.tourn = int(round(scanner.real)) - randseed(scanner.real) + rnd.seed(scanner.real) if logfp: - logfp.write("# randseed(%d)\n" % scanner.real) + logfp.write("# rnd.seed(%d)\n" % scanner.real) break if scanner.sees("saved") or scanner.sees("frozen"): if thaw(): @@ -5961,18 +5972,18 @@ 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.randrange(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) + game.inplan += rnd.randrange(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.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.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)) - game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal())) + game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15)) + game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real())) game.state.remres = (game.inkling+4*game.incom)*game.intime game.inresor = game.state.remres if game.inkling > 50: @@ -6001,7 +6012,7 @@ 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." @@ -6037,17 +6048,17 @@ def newqad(): if cmdr == game.quadrant: e = game.enemies[game.klhere-1] game.quad[e.location.i][e.location.j] = 'C' - e.power = randreal(950,1350) + 50.0*game.skill + e.power = rnd.real(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] game.quad[e.location.i][e.location.j] = 'S' - e.power = randreal(1175.0, 1575.0) + 125.0*game.skill + e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.remkl() > 1) # Put in Romulans if needed for _i in range(q.romulans): - Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin('B') @@ -6073,24 +6084,24 @@ 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.randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': game.quad[0][0] = 'X' @@ -6106,7 +6117,7 @@ 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: @@ -6134,9 +6145,9 @@ def setpassword(): break else: game.passwd = "" - game.passwd += chr(ord('a')+randrange(26)) - game.passwd += chr(ord('a')+randrange(26)) - game.passwd += chr(ord('a')+randrange(26)) + game.passwd += chr(ord('a')+rnd.randrange(26)) + game.passwd += chr(ord('a')+rnd.randrange(26)) + game.passwd += chr(ord('a')+rnd.randrange(26)) # Code from sst.c begins here @@ -6469,13 +6480,13 @@ 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.randrange(size) + w.j = rnd.randrange(size) return w class sstscanner: @@ -6660,6 +6671,7 @@ 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"): @@ -6720,7 +6732,7 @@ 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())) - randseed(seed) + rnd.seed(seed) scanner = sstscanner() for arg in arguments: scanner.append(arg)