From: Eric S. Raymond Date: Mon, 20 Feb 2012 01:12:59 +0000 (-0500) Subject: More cosmetic changes to pacify pylint. X-Git-Tag: 2.2~107 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=a4c1b79ca0ab92629a0dfa6c6e180bd5d9971e58;p=super-star-trek.git More cosmetic changes to pacify pylint. --- diff --git a/Makefile b/Makefile index 36dc464..61855c9 100644 --- a/Makefile +++ b/Makefile @@ -32,7 +32,7 @@ dist: sst-$(VERS).tar.gz pychecker: @-pychecker --quiet --only --limit 50 sst.py -PYLINTOPTS = --rcfile=/dev/null --reports=n --include-ids=y --disable=C0103,C0111,C0301,C0302,R0902,R0903,R0911,R0912,R0914,R0915,W0312, +PYLINTOPTS = --rcfile=/dev/null --reports=n --include-ids=y --disable=C0103,C0111,C0301,C0302,C0321,R0902,R0903,R0911,R0912,R0914,R0915,W0312,W0603 pylint: @pylint --output-format=parseable $(PYLINTOPTS) sst.py diff --git a/sst.py b/sst.py index 742e104..f731668 100755 --- a/sst.py +++ b/sst.py @@ -1111,7 +1111,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): 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+randreal(-2.4, 2.4), distance=2**0.5) displacement.next() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1154,7 +1154,7 @@ 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+randreal(-2.4, 2.4), distance=2**0.5) displacement.next() bumpto = displacement.sector() if not bumpto.valid_sector(): @@ -1361,7 +1361,7 @@ def attack(torps_ok): continue # Don't waste the effort! attempt = True # Attempt to attack dustfac = randreal(0.8, 0.85) - hit = enemy.power*math.pow(dustfac,enemy.kavgd) + hit = enemy.power*math.pow(dustfac, enemy.kavgd) enemy.power *= 0.75 else: # Enemy uses photon torpedo # We should be able to make the bearing() method work here @@ -1663,10 +1663,10 @@ def hittem(hits): w = Coord() skip(1) for (kk, wham) in enumerate(hits): - if wham==0: + if wham == 0: continue dustfac = randreal(0.9, 1.0) - hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + hit = wham*math.pow(dustfac, game.enemies[kk].kdist) kpini = game.enemies[kk].power kp = math.fabs(kpini) if PHASEFAC*hit < kp: @@ -1707,10 +1707,16 @@ def hittem(hits): def phasers(): "Fire phasers at bad guys." hits = [] - kz = 0; k = 1; irec=0 # Cheating inhibitor - ifast = False; no = False; itarg = True; msgflag = True; rpow=0 + kz = 0 + k = 1 + irec = 0 # Cheating inhibitor + ifast = False + no = False + itarg = True + msgflag = True + rpow = 0 automode = "NOTSET" - key=0 + key = 0 skip(1) # SR sensors and Computer are needed for automode if damaged(DSRSENS) or damaged(DCOMPTR): @@ -1736,15 +1742,15 @@ def phasers(): ifast = True # Original code so convoluted, I re-did it all # (That was Tom Almy talking about the C code, I think -- ESR) - while automode=="NOTSET": - key=scanner.next() + while automode == "NOTSET": + key = scanner.next() if key == "IHALPHA": if scanner.sees("manual"): if len(game.enemies)==0: prout(_("There is no enemy present to select.")) scanner.chew() key = "IHEOL" - automode="AUTOMATIC" + automode = "AUTOMATIC" else: automode = "MANUAL" key = scanner.next() @@ -1788,18 +1794,18 @@ def phasers(): key = scanner.next() if key != "IHREAL" and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) - irec=0 + irec = 0 while True: 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 - kz=1 + irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 + kz = 1 proutn(_("%d units required. ") % irec) scanner.chew() proutn(_("Units to fire= ")) key = scanner.next() - if key!="IHREAL": + if key != "IHREAL": return rpow = scanner.real if rpow > avail: @@ -1808,11 +1814,11 @@ def phasers(): key = "IHEOL" if not rpow > avail: break - if rpow<=0: + if rpow <= 0: # chicken out scanner.chew() return - key=scanner.next() + key = scanner.next() if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: @@ -1829,7 +1835,7 @@ def phasers(): hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + 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] temp = powrem powrem -= hits[i] + over @@ -1884,7 +1890,7 @@ 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))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -1993,11 +1999,13 @@ def events(): "Run through the event queue looking for things to do." i = 0 fintim = game.state.date + game.optime - yank=0 + yank = 0 ictbeam = False istract = False - w = Coord(); hold = Coord() - ev = Event(); ev2 = Event() + w = Coord() + hold = Coord() + ev = Event() + ev2 = Event() def tractorbeam(yank): "Tractor-beaming cases merge here." @@ -2119,7 +2127,7 @@ def events(): finish(FDEPLETE) return # Any crew left alive? - if game.state.crew <=0: + if game.state.crew <= 0: finish(FCREW) return # Is life support adequate? @@ -2163,7 +2171,7 @@ def events(): elif evcode == FSPY: # Check with spy to see if SC should tractor beam if game.state.nscrem == 0 or \ ictbeam or istract or \ - game.condition=="docked" or game.isatb==1 or game.iscate: + game.condition == "docked" or game.isatb == 1 or game.iscate: return if game.ientesc or \ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \ @@ -2315,7 +2323,7 @@ def events(): # tell the captain about it if we can if communicating(): prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ - % (q.planet, `w`)) + % (q.planet, repr(w))) prout(_("by a Klingon invasion fleet.")) if cancelrest(): return @@ -2346,7 +2354,7 @@ def events(): if q.klingons <= 0: q.status = "secure" continue - if game.state.remkl >=MAXKLGAME: + if game.state.remkl >= MAXKLGAME: continue # full right now # reproduce one Klingon w = ev.quadrant @@ -2457,7 +2465,7 @@ def nova(nov): start = hits.pop() for offset.i in range(-1, 1+1): for offset.j in range(-1, 1+1): - if offset.j==0 and offset.i==0: + if offset.j == 0 and offset.i == 0: continue neighbor = start + offset if not neighbor.valid_sector():