From: Eric S. Raymond Date: Mon, 20 Feb 2012 00:19:07 +0000 (-0500) Subject: Partial pylint cleanup. X-Git-Tag: 2.2~111 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=a949773474265e7f431068ecf85054dcf6a8eb5a;p=super-star-trek.git Partial pylint cleanup. --- diff --git a/Makefile b/Makefile index 147e1f3..36dc464 100644 --- a/Makefile +++ b/Makefile @@ -32,6 +32,10 @@ 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, +pylint: + @pylint --output-format=parseable $(PYLINTOPTS) sst.py + clean: rm -f sst.6 sst.html rm -f *.6 MANIFEST index.html SHIPPER.* diff --git a/sst.py b/sst.py index 691eff8..ca6206d 100755 --- a/sst.py +++ b/sst.py @@ -13,11 +13,12 @@ on how to modify (and how not to modify!) this code. """ import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass -version="2.1" +version = "2.1" docpath = (".", "../doc", "/usr/share/doc/sst") -def _(str): return gettext.gettext(str) +def _(st): + return gettext.gettext(st) GALSIZE = 8 # Galaxy size in quadrants NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds @@ -63,9 +64,9 @@ class Coord: self.i = x self.j = y def valid_quadrant(self): - return self.i>=0 and self.i=0 and self.j= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE def valid_sector(self): - return self.i>=0 and self.i=0 and self.j= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE def invalidate(self): self.i = self.j = None def is_valid(self): @@ -91,7 +92,8 @@ class Coord: def roundtogrid(self): return Coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): - if not other: other = Coord(0, 0) + if not other: + other = Coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) def bearing(self): return 1.90985*math.atan2(self.j, self.i) @@ -208,23 +210,23 @@ OPTION_ALMY = 0x02000000 # user chose Almy variant OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010) # Define devices -DSRSENS = 0 -DLRSENS = 1 -DPHASER = 2 -DPHOTON = 3 -DLIFSUP = 4 -DWARPEN = 5 -DIMPULS = 6 -DSHIELD = 7 -DRADIO = 0 -DSHUTTL = 9 -DCOMPTR = 10 -DNAVSYS = 11 -DTRANSP = 12 -DSHCTRL = 13 -DDRAY = 14 -DDSP = 15 -NDEVICES= 16 # Number of devices +DSRSENS = 0 +DLRSENS = 1 +DPHASER = 2 +DPHOTON = 3 +DLIFSUP = 4 +DWARPEN = 5 +DIMPULS = 6 +DSHIELD = 7 +DRADIO = 0 +DSHUTTL = 9 +DCOMPTR = 10 +DNAVSYS = 11 +DTRANSP = 12 +DSHCTRL = 13 +DDRAY = 14 +DDSP = 15 +NDEVICES = 16 # Number of devices SKILL_NONE = 0 SKILL_NOVICE = 1 @@ -233,8 +235,10 @@ SKILL_GOOD = 3 SKILL_EXPERT = 4 SKILL_EMERITUS = 5 -def damaged(dev): return (game.damage[dev] != 0.0) -def communicating(): return not damaged(DRADIO) or game.condition=="docked" +def damaged(dev): + return (game.damage[dev] != 0.0) +def communicating(): + return not damaged(DRADIO) or game.condition=="docked" # Define future events FSPY = 0 # Spy event happens always (no future[] entry) @@ -254,11 +258,12 @@ NEVENTS = 12 # Abstract out the event handling -- underlying data structures will change # when we implement stateful events -def findevent(evtype): return game.future[evtype] +def findevent(evtype): + return game.future[evtype] class Enemy: - def __init__(self, type=None, loc=None, power=None): - self.type = type + def __init__(self, etype=None, loc=None, power=None): + self.type = etype self.location = Coord() if loc: self.move(loc) @@ -296,7 +301,7 @@ class Gamestate: while i > 0: i -= 1 self.future.append(Event()) - self.passwd = None; # Self Destruct password + self.passwd = None # Self Destruct password self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small @@ -426,9 +431,9 @@ def tryexit(enemy, look, irun): iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 if not welcoming(iq): - return False; + return False if enemy.type == 'R': - return False; # Romulans cannot escape! + return False # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory if enemy.type == 'C': @@ -454,19 +459,19 @@ def tryexit(enemy, look, irun): # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type=='S': + if enemy.type == 'S': game.iscate = False game.ientesc = False game.isatb = 0 schedule(FSCMOVE, 0.2777) unschedule(FSCDBAS) - game.state.kscmdr=iq + game.state.kscmdr = iq else: for cmdr in game.state.kcmdr: if cmdr == game.quadrant: game.state.kcmdr.append(iq) break - return True; # success + return True # success # The bad-guy movement algorithm: # @@ -516,7 +521,7 @@ def movebaddy(enemy): else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) dist1 = enemy.kdist - mdist = int(dist1 + 0.5); # Nearest integer distance + 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 \ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): @@ -526,7 +531,7 @@ def movebaddy(enemy): # decide whether to advance, retreat, or hold position forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: - forces += 1000; # Good for enemy if shield is down! + forces += 1000 # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): if damaged(DPHASER): # phasers damaged forces += 300.0 @@ -545,12 +550,12 @@ def movebaddy(enemy): else: if forces > 1000.0: # Very strong -- move in for kill motion = (1.0 - randreal())**2 * dist1 + 1.0 - if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! + if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-randreal()**2) if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion - if motion==0: + if motion == 0: return # Limit motion according to skill if abs(motion) > game.skill: @@ -561,11 +566,11 @@ def movebaddy(enemy): # calculate preferred number of steps nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: - nsteps = mdist; # don't overshoot + nsteps = mdist # don't overshoot if nsteps > QUADSIZE: - nsteps = QUADSIZE; # This shouldn't be necessary + nsteps = QUADSIZE # This shouldn't be necessary if nsteps < 1: - nsteps = 1; # This shouldn't be necessary + nsteps = 1 # This shouldn't be necessary if game.idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y @@ -591,7 +596,7 @@ def movebaddy(enemy): else: krawlj = -1 success = False - attempts = 0; # Settle mysterious hang problem + attempts = 0 # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 if look.i < 0 or look.i >= QUADSIZE: @@ -621,7 +626,7 @@ def movebaddy(enemy): look.j = goto.j + krawlj krawlj = -krawlj else: - break; # we have failed + break # we have failed else: success = True if success: @@ -629,7 +634,7 @@ def movebaddy(enemy): if game.idebug: proutn(`goto`) else: - break; # done early + break # done early if game.idebug: skip(1) if enemy.move(goto): @@ -678,8 +683,8 @@ def movescom(iq, avoid): game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 if game.state.kscmdr==game.quadrant: # SC has scooted, remove him from current quadrant - game.iscate=False - game.isatb=0 + game.iscate = False + game.isatb = 0 game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: @@ -703,7 +708,7 @@ def movescom(iq, avoid): proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break - return True; # looks good! + return True # looks good! def supercommander(): "Move the Super Commander." @@ -736,8 +741,8 @@ def supercommander(): # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 for (i2, base) in enumerate(game.state.baseq): - i = basetbl[i2][0]; # bug in original had it not finding nearest - if base==game.quadrant or base==game.battle or not welcoming(base): + i = basetbl[i2][0] # bug in original had it not finding nearest + if base == game.quadrant or base == game.battle or not welcoming(base): continue # if there is a commander, and no other base is appropriate, # we will take the one with the commander @@ -750,7 +755,7 @@ def supercommander(): ifindit = 1 iwhichb = i break - if ifindit==0: + if ifindit == 0: return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base @@ -763,7 +768,7 @@ def supercommander(): iq = game.state.kscmdr + idelta if not movescom(iq, avoid): # failed -- try some other maneuvers - if idelta.i==0 or idelta.j==0: + if idelta.i == 0 or idelta.j == 0: # attempt angle move if idelta.i != 0: iq.j = game.state.kscmdr.j + 1 @@ -811,7 +816,7 @@ def supercommander(): if not ja(): return game.resting = False - game.optime = 0.0; # actually finished + game.optime = 0.0 # actually finished return # Check for intelligence report if not game.idebug and \ @@ -830,13 +835,17 @@ def movetholian(): return tid = Coord() if game.tholian.location.i == 0 and game.tholian.location.j == 0: - tid.i = 0; tid.j = QUADSIZE-1 + tid.i = 0 + tid.j = QUADSIZE-1 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1; tid.j = QUADSIZE-1 + tid.i = QUADSIZE-1 + tid.j = QUADSIZE-1 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1; tid.j = 0 + tid.i = QUADSIZE-1 + tid.j = 0 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: - tid.i = 0; tid.j = 0 + tid.i = 0 + tid.j = 0 else: # something is wrong! game.tholian.move(None) @@ -850,12 +859,12 @@ def movetholian(): # move in x axis while here.i != tid.i: here.i += delta.i - if game.quad[here.i][here.j]=='.': + if game.quad[here.i][here.j] == '.': game.tholian.move(here) # move in y axis while here.j != tid.j: here.j += delta.j - if game.quad[here.i][here.j]=='.': + if game.quad[here.i][here.j] == '.': game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): @@ -895,7 +904,7 @@ def doshield(shraise): action = "SHUP" elif scanner.sees("down"): action = "SHDN" - if action=="NONE": + if action == "NONE": proutn(_("Do you wish to change shield energy? ")) if ja(): action = "NRG" @@ -1009,7 +1018,7 @@ def randdevice(): wsum += w if idx < wsum: return i - return None; # we should never get here + return None # we should never get here def collision(rammed, enemy): "Collision handling fot rammong events." @@ -1057,7 +1066,7 @@ def collision(rammed, enemy): def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" - if not damaged(DSRSENS) or game.condition=="docked": + if not damaged(DSRSENS) or game.condition == "docked": setwnd(srscan_window) else: setwnd(message_window) @@ -1074,18 +1083,18 @@ def torpedo(origin, bearing, dispersion, number, nburst): break iquad=game.quad[w.i][w.j] tracktorpedo(w, step, number, nburst, iquad) - if iquad=='.': + if iquad == '.': continue # hit something if not damaged(DSRSENS) or game.condition == "docked": - skip(1); # start new line after text track + skip(1) # start new line after text track if iquad in ('E', 'F'): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(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": + 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 @@ -1094,7 +1103,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): bumpto = displacement.sector() if not bumpto.valid_sector(): return hit - if game.quad[bumpto.i][bumpto.j]==' ': + if game.quad[bumpto.i][bumpto.j] == ' ': finish(FHOLE) return hit if game.quad[bumpto.i][bumpto.j]!='.': @@ -1102,8 +1111,8 @@ def torpedo(origin, bearing, dispersion, number, nburst): return hit game.sector = bumpto proutn(crmshp()) - 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 prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() @@ -1156,7 +1165,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq) - game.quad[w.i][w.j]='.' + game.quad[w.i][w.j] = '.' game.base.invalidate() game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1 @@ -1247,7 +1256,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): break skip(1) prout(_("Torpedo missed.")) - return None; + return None def fry(hit): "Critical-hit resolution." @@ -1262,7 +1271,7 @@ def fry(hit): while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship - if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): + if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")): break cdam.append(j) extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) @@ -1286,7 +1295,8 @@ def attack(torps_ok): # game could be over at this point, check if game.alldone: return - attempt = False; ihurt = False; + attempt = False + ihurt = False hitmax=0.0; hittot=0.0; chgfac=1.0 where = "neither" if game.idebug: @@ -1299,10 +1309,10 @@ def attack(torps_ok): game.neutz = False return # commanders get a chance to tac-move towards you - if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: + if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() # if no enemies remain after movement, we're done - if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): + if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angry): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld @@ -1314,27 +1324,27 @@ def attack(torps_ok): where = "sector" for enemy in game.enemies: if enemy.power < 0: - continue; # too weak to attack + continue # too weak to attack # compute hit strength and diminish shield power r = randreal() # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 if enemy.power < 500: - r *= 0.25; - if enemy.type=='T' or (enemy.type=='?' and not thing.angry): + r *= 0.25 + if enemy.type == 'T' or (enemy.type == '?' and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ (enemy.type == 'K' and r > 0.0005) or \ - (enemy.type=='C' and r > 0.015) or \ - (enemy.type=='R' and r > 0.3) or \ - (enemy.type=='S' and r > 0.07) or \ - (enemy.type=='?' and r > 0.05) + (enemy.type == 'C' and r > 0.015) or \ + (enemy.type == 'R' and r > 0.3) or \ + (enemy.type == 'S' and r > 0.07) or \ + (enemy.type == '?' and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": - continue; # Don't waste the effort! - attempt = True; # Attempt to attack + 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) enemy.power *= 0.75 @@ -1350,17 +1360,17 @@ def attack(torps_ok): dispersion = (randreal()+randreal())*0.5 - 0.5 dispersion += 0.002*enemy.power*dispersion hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) - if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: - finish(FWON); # Klingons did themselves in! + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0: + finish(FWON) # Klingons did themselves in! if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: return # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it - if game.shldup or game.shldchg or game.condition=="docked": + if game.shldup or game.shldchg or game.condition == "docked": # shields will take hits propor = pfac * game.shield - if game.condition =="docked": + if game.condition == "docked": propor *= 2.1 if propor < 0.1: propor = 0.1 @@ -1426,20 +1436,20 @@ def attack(torps_ok): sortenemies() return -def deadkl(w, type, mv): +def deadkl(w, etype, mv): "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying - proutn(crmena(True, type, "sector", mv)) + proutn(crmena(True, etype, "sector", mv)) # Decide what kind of enemy it is and update appropriately - if type == 'R': + if etype == 'R': # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 - elif type == 'T': + elif etype == 'T': # Killed a Tholian game.tholian = None - elif type == '?': + elif etype == '?': # Killed a Thingy global thing thing = None @@ -1465,7 +1475,7 @@ def deadkl(w, type, mv): unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0: return game.recompute() # Remove enemy ship from arrays describing local conditions @@ -1482,8 +1492,8 @@ def targetcheck(w): return None delta = Coord() # FIXME: 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); + delta.j = (w.j - game.sector.j) + delta.i = (game.sector.i - w.i) if delta == Coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) @@ -1533,9 +1543,9 @@ def torps(): target = [] for i in range(n): key = scanner.next() - if i==0 and key == "IHEOL": - break; # no coordinate waiting, we will try prompting - if i==1 and key == "IHEOL": + if i == 0 and key == "IHEOL": + break # no coordinate waiting, we will try prompting + if i == 1 and key == "IHEOL": # direct all torpedoes at one target while i < n: target.append(target[0]) @@ -1587,7 +1597,7 @@ def torps(): if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0: - finish(FWON); + finish(FWON) def overheat(rpow): "Check for phasers overheating." @@ -1631,7 +1641,7 @@ def checkshctrl(rpow): prout(_("Phaser energy dispersed by shields.")) prout(_("Enemy unaffected.")) overheat(rpow) - return True; + return True def hittem(hits): "Register a phaser hit on Klingons and Romulans." @@ -1667,7 +1677,7 @@ def hittem(hits): if kpow == 0: deadkl(w, ienm, w) if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: - finish(FWON); + finish(FWON) if game.alldone: return kk -= 1 # don't do the increment @@ -1792,7 +1802,7 @@ def phasers(): if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: - game.energy -= 200; # Go and do it! + game.energy -= 200 # Go and do it! if checkshctrl(rpow): return scanner.chew() @@ -1854,7 +1864,7 @@ def phasers(): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() key = "IHEOL" - hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko + hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko k += 1 continue if key == "IHEOL": @@ -1878,7 +1888,7 @@ def phasers(): huh() return if key == "IHEOL": - if k==1: # Let me say I'm baffled by this + if k == 1: # Let me say I'm baffled by this msgflag = True continue if scanner.real < 0: @@ -1892,7 +1902,7 @@ def phasers(): prout(_("Available energy exceeded -- try again.")) scanner.chew() return - key = scanner.next(); # scan for next value + key = scanner.next() # scan for next value k += 1 if rpow == 0.0: # zero energy -- abort @@ -1923,7 +1933,7 @@ def phasers(): prout(_("Shields raised.")) else: game.shldup = False - overheat(rpow); + overheat(rpow) # Code from events,c begins here. @@ -1967,9 +1977,11 @@ def cancelrest(): def events(): "Run through the event queue looking for things to do." - i=0 - fintim = game.state.date + game.optime; yank=0 - ictbeam = False; istract = False + i = 0 + fintim = game.state.date + game.optime + yank=0 + ictbeam = False + istract = False w = Coord(); hold = Coord() ev = Event(); ev2 = Event() @@ -2089,7 +2101,7 @@ def events(): # Decrement Federation resources and recompute remaining time game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime game.recompute() - if game.state.remtime <=0: + if game.state.remtime <= 0: finish(FDEPLETE) return # Any crew left alive? @@ -2175,9 +2187,9 @@ def events(): continue try: for ibq in game.state.baseq: - for cmdr in game.state.kcmdr: - if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: - raise JumpOut + for cmdr in game.state.kcmdr: + if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: + raise JumpOut else: # no match found -- try later schedule(FBATTAK, expran(0.3*game.intime)) @@ -2211,7 +2223,7 @@ def events(): game.battle = game.state.kscmdr destroybase() elif evcode == FCDBAS: # Commander succeeds in destroying base - if evcode==FCDBAS: + if evcode == FCDBAS: unschedule(FCDBAS) if not game.state.baseq() \ or not game.state.galaxy[game.battle.i][game.battle.j].starbase: @@ -3090,16 +3102,16 @@ def iostart(): curses.nonl() curses.cbreak() if game.options & OPTION_COLOR: - curses.start_color(); + curses.start_color() curses.use_default_colors() - curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1); - curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1); - curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1); - curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1); - curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1); - curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1); - curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1); - curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1); + curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1) + curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1) + curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1) + curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1) + curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1) + curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1) + curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1) + curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1) global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window (rows, columns) = stdscr.getmaxyx() @@ -3241,47 +3253,47 @@ def clrscr(): "Clear screen -- can be a no-op in tty mode." global linecount if game.options & OPTION_CURSES: - curwnd.clear() - curwnd.move(0, 0) - curwnd.refresh() + curwnd.clear() + curwnd.move(0, 0) + curwnd.refresh() linecount = 0 def textcolor(color=DEFAULT): if game.options & OPTION_COLOR: if color == DEFAULT: - curwnd.attrset(0); + curwnd.attrset(0) elif color == BLACK: - curwnd.attron(curses.color_pair(curses.COLOR_BLACK)); + curwnd.attron(curses.color_pair(curses.COLOR_BLACK)) elif color == BLUE: - curwnd.attron(curses.color_pair(curses.COLOR_BLUE)); + curwnd.attron(curses.color_pair(curses.COLOR_BLUE)) elif color == GREEN: - curwnd.attron(curses.color_pair(curses.COLOR_GREEN)); + curwnd.attron(curses.color_pair(curses.COLOR_GREEN)) elif color == CYAN: - curwnd.attron(curses.color_pair(curses.COLOR_CYAN)); + curwnd.attron(curses.color_pair(curses.COLOR_CYAN)) elif color == RED: - curwnd.attron(curses.color_pair(curses.COLOR_RED)); + curwnd.attron(curses.color_pair(curses.COLOR_RED)) elif color == MAGENTA: - curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA)); + curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA)) elif color == BROWN: - curwnd.attron(curses.color_pair(curses.COLOR_YELLOW)); + curwnd.attron(curses.color_pair(curses.COLOR_YELLOW)) elif color == LIGHTGRAY: - curwnd.attron(curses.color_pair(curses.COLOR_WHITE)); + curwnd.attron(curses.color_pair(curses.COLOR_WHITE)) elif color == DARKGRAY: - curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD) elif color == LIGHTBLUE: - curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD) elif color == LIGHTGREEN: - curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD) elif color == LIGHTCYAN: - curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD) elif color == LIGHTRED: - curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD) elif color == LIGHTMAGENTA: - curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD) elif color == YELLOW: - curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD) elif color == WHITE: - curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD); + curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD) def highvideo(): if game.options & OPTION_COLOR: @@ -4205,9 +4217,9 @@ def mayday(): finish(FMATERIALIZE) return game.quad[game.sector.i][game.sector.j]=game.ship - textcolor(GREEN); + textcolor(GREEN) prout(_("succeeds.")) - textcolor(DEFAULT); + textcolor(DEFAULT) dock(False) skip(1) prout(_("Lt. Uhura- \"Captain, we made it!\"")) @@ -4961,7 +4973,7 @@ def sectscan(goodScan, i, j): "docked":CYAN, "dead":BROWN}[game.condition]) if game.quad[i][j] != game.ship: - highvideo(); + highvideo() proutn("%c " % game.quad[i][j]) textcolor(DEFAULT) else: @@ -5916,12 +5928,12 @@ def makemoves(): abandon_passed = True if cmd == scanner.token.upper() or (not abandon_passed \ and cmd.startswith(scanner.token.upper())): - break; + break if cmd == "": listCommands() continue else: - break; + break if cmd == "SRSCAN": # srscan srscan() elif cmd == "STATUS": # status