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More cosmetic changes to pacify pylint.
author
Eric S. Raymond
<esr@thyrsus.com>
Mon, 20 Feb 2012 01:12:59 +0000
(20:12 -0500)
committer
Eric S. Raymond
<esr@thyrsus.com>
Mon, 20 Feb 2012 01:12:59 +0000
(20:12 -0500)
Makefile
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sst.py
patch
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diff --git
a/Makefile
b/Makefile
index 36dc46403a05c6f250cb490987cf2bd466fedbb1..61855c93c42fbf97903c9ca2500c0383b916f2d6 100644
(file)
--- a/
Makefile
+++ b/
Makefile
@@
-32,7
+32,7
@@
dist: sst-$(VERS).tar.gz
pychecker:
@-pychecker --quiet --only --limit 50 sst.py
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
pylint:
@pylint --output-format=parseable $(PYLINTOPTS) sst.py
diff --git
a/sst.py
b/sst.py
index 742e104dbc77a726455b33242193ea97a4d41803..f731668af5e908420807f0ec6549521219a70e2c 100755
(executable)
--- 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
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():
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))
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():
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)
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
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):
w = Coord()
skip(1)
for (kk, wham) in enumerate(hits):
- if wham
==
0:
+ if wham
==
0:
continue
dustfac = randreal(0.9, 1.0)
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:
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 = []
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"
automode = "NOTSET"
- key
=
0
+ key
=
0
skip(1)
# SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
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)
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"
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()
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)
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)):
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()
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:
return
rpow = scanner.real
if rpow > avail:
@@
-1808,11
+1814,11
@@
def phasers():
key = "IHEOL"
if not rpow > avail:
break
key = "IHEOL"
if not rpow > avail:
break
- if rpow
<=
0:
+ if rpow
<=
0:
# chicken out
scanner.chew()
return
# chicken out
scanner.chew()
return
- key
=
scanner.next()
+ key
=
scanner.next()
if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
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.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
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:
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):
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
"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
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."
def tractorbeam(yank):
"Tractor-beaming cases merge here."
@@
-2119,7
+2127,7
@@
def events():
finish(FDEPLETE)
return
# Any crew left alive?
finish(FDEPLETE)
return
# Any crew left alive?
- if game.state.crew <=0:
+ if game.state.crew <=
0:
finish(FCREW)
return
# Is life support adequate?
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 \
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 \
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") \
# 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
prout(_("by a Klingon invasion fleet."))
if cancelrest():
return
@@
-2346,7
+2354,7
@@
def events():
if q.klingons <= 0:
q.status = "secure"
continue
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
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):
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():
continue
neighbor = start + offset
if not neighbor.valid_sector():