From: Eric S. Raymond Date: Fri, 10 Feb 2023 00:55:07 +0000 (-0500) Subject: Pylint cleanup. X-Git-Tag: 2.8~79 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=2fc3a5a9179d17c1a30a404a598029d57cfb554f;p=super-star-trek.git Pylint cleanup. --- diff --git a/sst.py b/sst.py index e395964..ddbe1ba 100755 --- a/sst.py +++ b/sst.py @@ -15,7 +15,7 @@ from __future__ import print_function, division # Runs under Python 2 an Python 3. Preserve this property! # SPDX-License-Identifier: BSD-2-clause -# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions +# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding # pylint: disable=multiple-imports import os, sys, math, curses, time, pickle, copy, gettext, getpass @@ -677,10 +677,8 @@ def movebaddy(enemy): nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: nsteps = mdist # don't overshoot - if nsteps > QUADSIZE: - nsteps = QUADSIZE # This shouldn't be necessary - if nsteps < 1: - nsteps = 1 # This shouldn't be necessary + nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary + nsteps = max(nsteps, 1) # This shouldn't be necessary if game.idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y @@ -726,7 +724,7 @@ def movebaddy(enemy): elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship if game.quad[look.i][look.j] == game.ship and \ - (enemy.type == 'C' or enemy.type == 'S'): + enemy.type in ('C', 'S'): collision(rammed=True, enemy=enemy) return [] if krawli != m.i and m.j != 0: @@ -1589,8 +1587,7 @@ def attack(torps_ok): propor = pfac * game.shield if game.condition == "docked": propor *= 2.1 - if propor < 0.1: - propor = 0.1 + propor = max(propor, 0.1) hitsh = propor*chgfac*hit+1.0 absorb = 0.8*hitsh if absorb > game.shield: @@ -5517,8 +5514,7 @@ def eta(): prout(_("We'll never make it, sir.")) scanner.chew() return - if twarp < 1.0: - twarp = 1.0 + twarp = max(twarp, 1.0) break scanner.chew() proutn(_("Warp factor? ")) @@ -5797,13 +5793,11 @@ def setup(): # Position ordinary Klingon Battle Cruisers krem = game.inkling klumper = 0.25*game.skill*(9.0-game.length)+1.0 - if klumper > MAXKLQUAD: - klumper = MAXKLQUAD + klumper = min(klumper, MAXKLQUAD) while True: r = rnd.real() klump = int((1.0 - r*r)*klumper) - if klump > krem: - klump = krem + klump = min(klump, krem) krem -= klump while True: w = randplace(GALSIZE)