From: Eric S. Raymond Date: Mon, 20 Feb 2012 01:05:47 +0000 (-0500) Subject: Cosmetic fixes, mainly to shut up pylint. X-Git-Tag: 2.2~109 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=45040cae7248bab04be2096d8f49b2b55de7d855;p=super-star-trek.git Cosmetic fixes, mainly to shut up pylint. --- diff --git a/sst.py b/sst.py index 7792b76..0969547 100755 --- a/sst.py +++ b/sst.py @@ -521,7 +521,8 @@ def tryexit(enemy, look, irun): def movebaddy(enemy): "Tactical movement for the bad guys." - goto = Coord(); look = Coord() + goto = Coord() + look = Coord() irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: @@ -531,7 +532,7 @@ def movebaddy(enemy): dist1 = enemy.kdist mdist = int(dist1 + 0.5) # Nearest integer distance # If SC, check with spy to see if should hi-tail it - if enemy.type=='S' and \ + if enemy.type == 'S' and \ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE @@ -640,7 +641,7 @@ def movebaddy(enemy): if success: goto = look if game.idebug: - proutn(`goto`) + proutn(repr(goto)) else: break # done early if game.idebug: @@ -664,7 +665,7 @@ def moveklings(): for enemy in game.enemies: if enemy.type == 'C': movebaddy(enemy) - if game.state.kscmdr==game.quadrant: + if game.state.kscmdr == game.quadrant: for enemy in game.enemies: if enemy.type == 'S': movebaddy(enemy) @@ -689,7 +690,7 @@ def movescom(iq, avoid): game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 game.state.kscmdr = iq game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 - if game.state.kscmdr==game.quadrant: + if game.state.kscmdr == game.quadrant: # SC has scooted, remove him from current quadrant game.iscate = False game.isatb = 0 @@ -720,7 +721,10 @@ def movescom(iq, avoid): def supercommander(): "Move the Super Commander." - iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord() + iq = Coord() + sc = Coord() + ibq = Coord() + idelta = Coord() basetbl = [] if game.idebug: prout("== SUPERCOMMANDER") @@ -876,16 +880,16 @@ def movetholian(): game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): - if game.quad[0][i]!='#' and game.quad[0][i]!='T': + if game.quad[0][i] != '#' and game.quad[0][i] != 'T': return - if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T': + if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T': return - if game.quad[i][0]!='#' and game.quad[i][0]!='T': + if game.quad[i][0] != '#' and game.quad[i][0] != 'T': return - if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T': + if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T': return # All plugged up -- Tholian splits - game.quad[game.tholian.location.i][game.tholian.location.j]='#' + game.quad[game.tholian.location.i][game.tholian.location.j] = '#' dropin(' ') prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) @@ -947,14 +951,14 @@ def doshield(shraise): prout(_("Shields raising uses up last of energy.")) finish(FNRG) return - game.ididit=True + game.ididit = True return elif action == "SHDN": if not game.shldup: prout(_("Shields already down.")) return - game.shldup=False - game.shldchg=True + game.shldup = False + game.shldchg = True prout(_("Shields lowered.")) game.ididit = True return @@ -1085,11 +1089,12 @@ def torpedo(origin, bearing, dispersion, number, nburst): # Loop to move a single torpedo setwnd(message_window) for step in range(1, QUADSIZE*2): - if not track.next(): break + if not track.next(): + break w = track.sector() if not w.valid_sector(): break - iquad=game.quad[w.i][w.j] + iquad = game.quad[w.i][w.j] tracktorpedo(w, step, number, nburst, iquad) if iquad == '.': continue @@ -1114,7 +1119,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): if game.quad[bumpto.i][bumpto.j] == ' ': finish(FHOLE) return hit - if game.quad[bumpto.i][bumpto.j]!='.': + if game.quad[bumpto.i][bumpto.j] != '.': # can't move into object return hit game.sector = bumpto @@ -1163,8 +1168,8 @@ def torpedo(origin, bearing, dispersion, number, nburst): else: prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) enemy.location = bumpto - game.quad[w.i][w.j]='.' - game.quad[bumpto.i][bumpto.j]=iquad + 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() sortenemies() @@ -1295,7 +1300,7 @@ def fry(hit): prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) - game.shldup=False + game.shldup = False def attack(torps_ok): # bad guy attacks us @@ -1305,7 +1310,9 @@ def attack(torps_ok): return attempt = False ihurt = False - hitmax=0.0; hittot=0.0; chgfac=1.0 + hitmax = 0.0 + hittot = 0.0 + chgfac = 1.0 where = "neither" if game.idebug: prout("=== ATTACK!") @@ -1499,7 +1506,7 @@ def targetcheck(w): huh() return None delta = Coord() - # FIXME: C code this was translated from is wacky -- why the sign reversal? + # C code this was translated from is wacky -- why the sign reversal? delta.j = (w.j - game.sector.j) delta.i = (game.sector.i - w.i) if delta == Coord(0, 0): @@ -1678,7 +1685,7 @@ def hittem(hits): else: proutn(_("Very small hit on ")) ienm = game.quad[w.i][w.j] - if ienm=='?': + if ienm == '?': thing.angry() proutn(crmena(False, ienm, "sector", w)) skip(1) @@ -1691,7 +1698,7 @@ def hittem(hits): kk -= 1 # don't do the increment 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 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.enemies[kk].power = -kpow