More pychecker fixes.
authorEric S. Raymond <esr@thyrsus.com>
Mon, 6 Dec 2010 00:09:22 +0000 (19:09 -0500)
committerEric S. Raymond <esr@thyrsus.com>
Mon, 6 Dec 2010 00:09:22 +0000 (19:09 -0500)
Makefile
sst.py

index 41a3beacfa8a5921a543418d1c4a2d3ff29d3d22..e229363c95bfe1db2863497055c4cdcd54c30fa1 100644 (file)
--- a/Makefile
+++ b/Makefile
@@ -29,6 +29,9 @@ sst-$(VERS).tar.gz: $(SOURCES) sst.6
 
 dist: sst-$(VERS).tar.gz
 
 
 dist: sst-$(VERS).tar.gz
 
+pychecker:
+       @-pychecker --only --limit 50 sst.py
+
 clean:
        rm -f sst.6 sst.html
        rm -f *.6 MANIFEST index.html SHIPPER.*
 clean:
        rm -f sst.6 sst.html
        rm -f *.6 MANIFEST index.html SHIPPER.*
diff --git a/sst.py b/sst.py
index 9b3628570761e78fa487414e9484f475216e7c8b..a97268c6eea6b33bf4c492bd96e9245cec4f610a 100644 (file)
--- a/sst.py
+++ b/sst.py
@@ -52,7 +52,10 @@ LIGHTMAGENTA = 13
 YELLOW       = 14
 WHITE        = 15
 
 YELLOW       = 14
 WHITE        = 15
 
-class TrekError:
+class TrekError(Exception):
+    pass
+
+class JumpOut(Exception):
     pass
 
 class coord:
     pass
 
 class coord:
@@ -175,9 +178,9 @@ class snapshot:
         self.kcmdr = []        # Commander quadrant coordinates
        self.kscmdr = coord()   # Supercommander quadrant coordinates
         # the galaxy
         self.kcmdr = []        # Commander quadrant coordinates
        self.kscmdr = coord()   # Supercommander quadrant coordinates
         # the galaxy
-        self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+        self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: quadrant())
         # the starchart
         # the starchart
-       self.chart = fill2d(GALSIZE, lambda i, j: page())
+       self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: page())
 
 class event:
     def __init__(self):
 
 class event:
     def __init__(self):
@@ -289,7 +292,7 @@ class gamestate:
         self.quad = None       # contents of our quadrant
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []               # future events
         self.quad = None       # contents of our quadrant
         self.damage = [0.0] * NDEVICES # damage encountered
         self.future = []               # future events
-        for i in range(NEVENTS):
+        for i_unused in range(NEVENTS):
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
         self.enemies = []
             self.future.append(event())
         self.passwd  = None;           # Self Destruct password
         self.enemies = []
@@ -358,6 +361,7 @@ class gamestate:
         self.cryprob = 0.0     # probability that crystal will work
         self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
         self.cryprob = 0.0     # probability that crystal will work
         self.probe = None      # object holding probe course info
         self.height = 0.0      # height of orbit around planet
+        self.idebug = False    # Debugging instrumentation enabled?
     def recompute(self):
         # Stas thinks this should be (C expression): 
         # game.state.remkl + len(game.state.kcmdr) > 0 ?
     def recompute(self):
         # Stas thinks this should be (C expression): 
         # game.state.remkl + len(game.state.kcmdr) > 0 ?
@@ -437,7 +441,7 @@ def tryexit(enemy, look, irun):
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
        game.condition == "docked":
        prout(crmena(True, enemy.type, "sector", enemy.location) + \
     if not damaged(DSRSENS) or not damaged(DLRSENS) or \
        game.condition == "docked":
        prout(crmena(True, enemy.type, "sector", enemy.location) + \
-              (_(" escapes to Quadrant %s (and regains strength).") % q))
+              (_(" escapes to Quadrant %s (and regains strength).") % iq))
     # handle local matters related to escape
     enemy.move(None)
     game.klhere -= 1
     # handle local matters related to escape
     enemy.move(None)
     game.klhere -= 1
@@ -456,7 +460,7 @@ def tryexit(enemy, look, irun):
     else:
        for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
     else:
        for cmdr in game.state.kcmdr:
            if cmdr == game.quadrant:
-               game.state.kcmdr[n] = iq
+               game.state.kcmdr.append(iq)
                break
     return True; # success 
 
                break
     return True; # success 
 
@@ -500,7 +504,7 @@ def tryexit(enemy, look, irun):
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
 
 def movebaddy(enemy):
     "Tactical movement for the bad guys."
-    next = 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:
     irun = False
     # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) 
     if game.skill >= SKILL_EXPERT:
@@ -539,7 +543,7 @@ def movebaddy(enemy):
                motion = (1.0 - randreal())**2 * dist1 + 1.0
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
                motion -= game.skill*(2.0-randreal()**2)
                motion = (1.0 - randreal())**2 * dist1 + 1.0
            if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
                motion -= game.skill*(2.0-randreal()**2)
-       if idebug:
+       if game.idebug:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
        if motion==0:
            proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
        # don't move if no motion 
        if motion==0:
@@ -558,7 +562,7 @@ def movebaddy(enemy):
        nsteps = QUADSIZE; # This shouldn't be necessary 
     if nsteps < 1:
        nsteps = 1; # This shouldn't be necessary 
        nsteps = QUADSIZE; # This shouldn't be necessary 
     if nsteps < 1:
        nsteps = 1; # This shouldn't be necessary 
-    if idebug:
+    if game.idebug:
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.location
        proutn("NSTEPS = %d:" % nsteps)
     # Compute preferred values of delta X and Y 
     m = game.sector - enemy.location
@@ -567,13 +571,13 @@ def movebaddy(enemy):
     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
        m.j = 0
     m = (motion * m).sgn()
     if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
        m.j = 0
     m = (motion * m).sgn()
-    next = enemy.location
+    goto = enemy.location
     # main move loop 
     for ll in range(nsteps):
     # main move loop 
     for ll in range(nsteps):
-       if idebug:
+       if game.idebug:
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
            proutn(" %d" % (ll+1))
        # Check if preferred position available 
-       look = next + m
+       look = goto + m
         if m.i < 0:
             krawli = 1
         else:
         if m.i < 0:
             krawli = 1
         else:
@@ -591,14 +595,14 @@ def movebaddy(enemy):
                    return
                if krawli == m.i or m.j == 0:
                    break
                    return
                if krawli == m.i or m.j == 0:
                    break
-               look.i = next.i + krawli
+               look.i = goto.i + krawli
                krawli = -krawli
            elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
                if krawlj == m.j or m.i == 0:
                    break
                krawli = -krawli
            elif look.j < 0 or look.j >= QUADSIZE:
                if motion < 0 and tryexit(enemy, look, irun):
                    return
                if krawlj == m.j or m.i == 0:
                    break
-               look.j = next.j + krawlj
+               look.j = goto.j + krawlj
                krawlj = -krawlj
            elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
                # See if enemy should ram ship 
                krawlj = -krawlj
            elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
                # See if enemy should ram ship 
@@ -607,35 +611,35 @@ def movebaddy(enemy):
                    collision(rammed=True, enemy=enemy)
                    return
                if krawli != m.i and m.j != 0:
                    collision(rammed=True, enemy=enemy)
                    return
                if krawli != m.i and m.j != 0:
-                   look.i = next.i + krawli
+                   look.i = goto.i + krawli
                    krawli = -krawli
                elif krawlj != m.j and m.i != 0:
                    krawli = -krawli
                elif krawlj != m.j and m.i != 0:
-                   look.j = next.j + krawlj
+                   look.j = goto.j + krawlj
                    krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
                success = True
        if success:
                    krawlj = -krawlj
                else:
                    break; # we have failed 
            else:
                success = True
        if success:
-           next = look
-           if idebug:
-               proutn(`next`)
+           goto = look
+           if game.idebug:
+               proutn(`goto`)
        else:
            break; # done early 
        else:
            break; # done early 
-    if idebug:
+    if game.idebug:
        skip(1)
        skip(1)
-    if enemy.move(next):
+    if enemy.move(goto):
        if not damaged(DSRSENS) or game.condition == "docked":
            proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
        if not damaged(DSRSENS) or game.condition == "docked":
            proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
            if enemy.kdist < dist1:
                proutn(_(" advances to "))
            else:
                proutn(_(" retreats to "))
-           prout("Sector %s." % next)
+           prout("Sector %s." % goto)
 
 def moveklings():
     "Sequence Klingon tactical movement."
 
 def moveklings():
     "Sequence Klingon tactical movement."
-    if idebug:
+    if game.idebug:
        prout("== MOVCOM")
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
        prout("== MOVCOM")
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
@@ -701,7 +705,7 @@ def supercommander():
     "Move the Super Commander." 
     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
     basetbl = []
     "Move the Super Commander." 
     iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
     basetbl = []
-    if idebug:
+    if game.idebug:
        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
        prout("== SUPERCOMMANDER")
     # Decide on being active or passive 
     avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
@@ -723,7 +727,7 @@ def supercommander():
         for base in game.state.baseq:
            basetbl.append((i, (base - sc).distance()))
        if game.state.baseq > 1:
         for base in game.state.baseq:
            basetbl.append((i, (base - sc).distance()))
        if game.state.baseq > 1:
-            basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
+            basetbl.sort(lambda x, y: cmp(x[1], y[1]))
        # look for nearest base without a commander, no Enterprise, and
         # without too many Klingons, and not already under attack. 
        ifindit = iwhichb = 0
        # look for nearest base without a commander, no Enterprise, and
         # without too many Klingons, and not already under attack. 
        ifindit = iwhichb = 0
@@ -806,7 +810,7 @@ def supercommander():
                game.optime = 0.0; # actually finished 
                return
     # Check for intelligence report 
                game.optime = 0.0; # actually finished 
                return
     # Check for intelligence report 
-    if not idebug and \
+    if not game.idebug and \
        (withprob(0.8) or \
         (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
        (withprob(0.8) or \
         (not communicating()) or \
         not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
@@ -820,32 +824,32 @@ def movetholian():
     "Move the Tholian."
     if not game.tholian or game.justin:
        return
     "Move the Tholian."
     if not game.tholian or game.justin:
        return
-    id = coord()
+    tid = coord()
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
     if game.tholian.location.i == 0 and game.tholian.location.j == 0:
-       id.i = 0; id.j = QUADSIZE-1
+       tid.i = 0; tid.j = QUADSIZE-1
     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
     elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
-       id.i = QUADSIZE-1; id.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:
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
-       id.i = QUADSIZE-1; id.j = 0
+       tid.i = QUADSIZE-1; tid.j = 0
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
     elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
-       id.i = 0; id.j = 0
+       tid.i = 0; tid.j = 0
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
     else:
        # something is wrong! 
        game.tholian.move(None)
         prout("***Internal error: Tholian in a bad spot.")
        return
     # do nothing if we are blocked 
-    if game.quad[id.i][id.j] not in ('.', '#'):
+    if game.quad[tid.i][tid.j] not in ('.', '#'):
        return
     here = copy.copy(game.tholian.location)
        return
     here = copy.copy(game.tholian.location)
-    delta = (id - game.tholian.location).sgn()
+    delta = (tid - game.tholian.location).sgn()
     # move in x axis 
     # move in x axis 
-    while here.i != id.i:
+    while here.i != tid.i:
         here.i += delta.i
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # move in y axis 
         here.i += delta.i
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
     # move in y axis 
-    while here.j != id.j:
+    while here.j != tid.j:
         here.j += delta.j
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
         here.j += delta.j
         if game.quad[here.i][here.j]=='.':
             game.tholian.move(here)
@@ -889,21 +893,21 @@ def doshield(shraise):
                    action = "SHDN"
        if action=="NONE":
            proutn(_("Do you wish to change shield energy? "))
                    action = "SHDN"
        if action=="NONE":
            proutn(_("Do you wish to change shield energy? "))
-           if ja() == True:
+           if ja():
                action = "NRG"
            elif damaged(DSHIELD):
                prout(_("Shields damaged and down."))
                return
            elif game.shldup:
                proutn(_("Shields are up. Do you want them down? "))
                action = "NRG"
            elif damaged(DSHIELD):
                prout(_("Shields damaged and down."))
                return
            elif game.shldup:
                proutn(_("Shields are up. Do you want them down? "))
-               if ja() == True:
+               if ja():
                    action = "SHDN"
                else:
                    scanner.chew()
                    return
            else:
                proutn(_("Shields are down. Do you want them up? "))
                    action = "SHDN"
                else:
                    scanner.chew()
                    return
            else:
                proutn(_("Shields are down. Do you want them up? "))
-               if ja() == True:
+               if ja():
                    action = "SHUP"
                else:
                    scanner.chew()
                    action = "SHUP"
                else:
                    scanner.chew()
@@ -996,10 +1000,10 @@ def randdevice():
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
-    sum = 0
+    wsum = 0
     for (i, w) in enumerate(weights):
     for (i, w) in enumerate(weights):
-       sum += w
-       if idx < sum:
+       wsum += w
+       if idx < wsum:
            return i
     return None;       # we should never get here
 
            return i
     return None;       # we should never get here
 
@@ -1021,16 +1025,17 @@ def collision(rammed, enemy):
        proutn(_(" (original position)"))
     skip(1)
     deadkl(enemy.location, enemy.type, game.sector)
        proutn(_(" (original position)"))
     skip(1)
     deadkl(enemy.location, enemy.type, game.sector)
-    proutn("***" + crmship() + " heavily damaged.")
+    proutn("***" + crmshp() + " heavily damaged.")
     icas = randrange(10, 30)
     icas = randrange(10, 30)
-    prout(_("***Sickbay reports %d casualties"), icas)
+    prout(_("***Sickbay reports %d casualties") % icas)
     game.casual += icas
     game.state.crew -= icas
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
     ncrits = randrange(NDEVICES/2)
     game.casual += icas
     game.state.crew -= icas
     # In the pre-SST2K version, all devices got equiprobably damaged,
     # which was silly.  Instead, pick up to half the devices at
     # random according to our weighting table,
     ncrits = randrange(NDEVICES/2)
-    for m in range(ncrits):
+    while ncrits > 0:
+        ncrits -= 1
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
        dev = randdevice()
        if game.damage[dev] < 0:
            continue
@@ -1201,7 +1206,6 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
                thing.angry = True
                # you can shove the Thingy and piss it off.
                # It then becomes an enemy and may fire at you.
                thing.angry = True
-               shoved = True
            return None
        elif iquad == ' ': # Black hole 
            skip(1)
            return None
        elif iquad == ' ': # Black hole 
            skip(1)
@@ -1249,7 +1253,8 @@ def fry(hit):
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
     proutn(_("***CRITICAL HIT--"))
     # Select devices and cause damage
     cdam = []
-    for loop1 in range(ncrit):
+    while ncrit > 0:
+        ncrit -= 1
         while True:
            j = randdevice()
            # Cheat to prevent shuttle damage unless on ship 
         while True:
            j = randdevice()
            # Cheat to prevent shuttle damage unless on ship 
@@ -1280,7 +1285,7 @@ def attack(torps_ok):
     attempt = False; ihurt = False;
     hitmax=0.0; hittot=0.0; chgfac=1.0
     where = "neither"
     attempt = False; ihurt = False;
     hitmax=0.0; hittot=0.0; chgfac=1.0
     where = "neither"
-    if idebug:
+    if game.idebug:
        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
     if game.tholian:
        prout("=== ATTACK!")
     # Tholian gets to move before attacking 
     if game.tholian:
@@ -1331,7 +1336,7 @@ def attack(torps_ok):
            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
-           course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+           pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
            hit = 0
            proutn(_("***TORPEDO INCOMING"))
            if not damaged(DSRSENS):
@@ -1340,7 +1345,7 @@ def attack(torps_ok):
            prout("  ")
            dispersion = (randreal()+randreal())*0.5 - 0.5
            dispersion += 0.002*enemy.power*dispersion
            prout("  ")
            dispersion = (randreal()+randreal())*0.5 - 0.5
            dispersion += 0.002*enemy.power*dispersion
-           hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
+           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.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
            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:
@@ -1352,7 +1357,7 @@ def attack(torps_ok):
            # shields will take hits 
            propor = pfac * game.shield
             if game.condition =="docked":
            # shields will take hits 
            propor = pfac * game.shield
             if game.condition =="docked":
-                propr *= 2.1
+                propor *= 2.1
            if propor < 0.1:
                propor = 0.1
            hitsh = propor*chgfac*hit+1.0
            if propor < 0.1:
                propor = 0.1
            hitsh = propor*chgfac*hit+1.0
@@ -1486,7 +1491,7 @@ def targetcheck(w):
 
 def torps():
     "Launch photon torpedo salvo."
 
 def torps():
     "Launch photon torpedo salvo."
-    course = []
+    tcourse = []
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
     game.ididit = False
     if damaged(DPHOTON):
        prout(_("Photon tubes damaged."))
@@ -1530,15 +1535,15 @@ def torps():
            # direct all torpedoes at one target 
            while i < n:
                target.append(target[0])
            # direct all torpedoes at one target 
            while i < n:
                target.append(target[0])
-               course.append(course[0])
+               tcourse.append(tcourse[0])
                i += 1
            break
         scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
                i += 1
            break
         scanner.push(scanner.token)
         target.append(scanner.getcoord())
         if target[-1] == None:
             return
-        course.append(targetcheck(target[-1]))
-        if course[-1] == None:
+        tcourse.append(targetcheck(target[-1]))
+        if tcourse[-1] == None:
            return
     scanner.chew()
     if len(target) == 0:
            return
     scanner.chew()
     if len(target) == 0:
@@ -1549,8 +1554,8 @@ def torps():
             target.append(scanner.getcoord())
             if target[-1] == None:
                 return
             target.append(scanner.getcoord())
             if target[-1] == None:
                 return
-            course.append(targetcheck(target[-1]))
-            if course[-1] == None:
+            tcourse.append(targetcheck(target[-1]))
+            if tcourse[-1] == None:
                 return
     game.ididit = True
     # Loop for moving <n> torpedoes 
                 return
     game.ididit = True
     # Loop for moving <n> torpedoes 
@@ -1574,7 +1579,7 @@ def torps():
            break
        if game.shldup or game.condition == "docked":
            dispersion *= 1.0 + 0.0001*game.shield
            break
        if game.shldup or game.condition == "docked":
            dispersion *= 1.0 + 0.0001*game.shield
-       torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+       torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
        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:
        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:
@@ -1626,7 +1631,7 @@ def checkshctrl(rpow):
 
 def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
 
 def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
-    nenhr2 = len(game.enemies); kk=0
+    kk = 0
     w = coord()
     skip(1)
     for (k, wham) in enumerate(hits):
     w = coord()
     skip(1)
     for (k, wham) in enumerate(hits):
@@ -1950,7 +1955,7 @@ def cancelrest():
     if game.resting:
        skip(1)
        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
     if game.resting:
        skip(1)
        proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
-       if ja() == True:
+       if ja():
            game.resting = False
            game.optime = 0.0
            return True
            game.resting = False
            game.optime = 0.0
            return True
@@ -2043,7 +2048,7 @@ def events():
             game.isatb = 0
         else:
             game.battle.invalidate()
             game.isatb = 0
         else:
             game.battle.invalidate()
-    if idebug:
+    if game.idebug:
        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
        for i in range(1, NEVENTS):
            if   i == FSNOVA:  proutn("=== Supernova       ")
        prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
        for i in range(1, NEVENTS):
            if   i == FSNOVA:  proutn("=== Supernova       ")
@@ -2072,7 +2077,7 @@ def events():
        for l in range(1, NEVENTS):
            if game.future[l].date < datemin:
                evcode = l
        for l in range(1, NEVENTS):
            if game.future[l].date < datemin:
                evcode = l
-               if idebug:
+               if game.idebug:
                    prout("== Event %d fires" % evcode)
                datemin = game.future[l].date
        xtime = datemin-game.state.date
                    prout("== Event %d fires" % evcode)
                datemin = game.future[l].date
        xtime = datemin-game.state.date
@@ -2270,7 +2275,7 @@ def events():
                     break
             else:
                # can't seem to find one; ignore this call 
                     break
             else:
                # can't seem to find one; ignore this call 
-               if idebug:
+               if game.idebug:
                    prout("=== Couldn't find location for distress event.")
                continue
            # got one!!  Schedule its enslavement 
                    prout("=== Couldn't find location for distress event.")
                continue
            # got one!!  Schedule its enslavement 
@@ -2327,10 +2332,10 @@ def events():
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
                             # check for this quad ok (not full & no snova) 
                             if q.klingons >= MAXKLQUAD or q.supernova:
                                 continue
-                            raise "FOUNDIT"
+                            raise JumpOut
                     else:
                         continue       # search for eligible quadrant failed
                     else:
                         continue       # search for eligible quadrant failed
-                except "FOUNDIT":
+                except JumpOut:
                     w = m
            # deliver the child 
            game.state.remkl += 1
                     w = m
            # deliver the child 
            game.state.remkl += 1
@@ -2367,7 +2372,7 @@ def wait():
        return
     if delay >= game.state.remtime or len(game.enemies) != 0:
        proutn(_("Are you sure? "))
        return
     if delay >= game.state.remtime or len(game.enemies) != 0:
        proutn(_("Are you sure? "))
-       if ja() == False:
+       if not ja():
            return
     # Alternate resting periods (events) with attacks 
     game.resting = True
            return
     # Alternate resting periods (events) with attacks 
     game.resting = True
@@ -2403,7 +2408,7 @@ def wait():
 
 def nova(nov):
     "Star goes nova." 
 
 def nova(nov):
     "Star goes nova." 
-    course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+    ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
     newc = coord(); neighbor = coord(); bump = coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
     newc = coord(); neighbor = coord(); bump = coord(0, 0)
     if withprob(0.05):
        # Wow! We've supernova'ed 
@@ -2517,17 +2522,17 @@ def nova(nov):
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     dist = kount*0.1
                     game.enemies[ll].move(newc)
     # Starship affected by nova -- kick it away. 
     dist = kount*0.1
-    direc = course[3*(bump.i+1)+bump.j+2]
+    direc = ncourse[3*(bump.i+1)+bump.j+2]
     if direc == 0.0:
        dist = 0.0
     if dist == 0.0:
        return
     if direc == 0.0:
        dist = 0.0
     if dist == 0.0:
        return
-    course = course(bearing=direc, distance=dist)
+    scourse = course(bearing=direc, distance=dist)
     game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
     game.optime = course.time(warp=4)
     skip(1)
     prout(_("Force of nova displaces starship."))
-    imove(course, noattack=True)
-    game.optime = course.time(warp=4)
+    imove(scourse, noattack=True)
+    game.optime = scourse.time(warp=4)
     return
        
 def supernova(w):
     return
        
 def supernova(w):
@@ -2552,9 +2557,9 @@ def supernova(w):
                    break
            if num <=0:
                break
                    break
            if num <=0:
                break
-       if idebug:
+       if game.idebug:
            proutn("=== Super nova here?")
            proutn("=== Super nova here?")
-           if ja() == True:
+           if ja():
                nq = game.quadrant
     if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
                nq = game.quadrant
     if not nq == game.quadrant or game.justin:
        # it isn't here, or we just entered (treat as enroute) 
@@ -2768,12 +2773,12 @@ def finish(ifin):
                    prout(_("Now you can retire and write your own Star Trek game!"))
                    skip(1)
                elif game.skill >= SKILL_EXPERT:
                    prout(_("Now you can retire and write your own Star Trek game!"))
                    skip(1)
                elif game.skill >= SKILL_EXPERT:
-                   if game.thawed and not idebug:
+                   if game.thawed and not game.idebug:
                        prout(_("You cannot get a citation, so..."))
                    else:
                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
                        scanner.chew()
                        prout(_("You cannot get a citation, so..."))
                    else:
                        proutn(_("Do you want your Commodore Emeritus Citation printed? "))
                        scanner.chew()
-                       if ja() == True:
+                       if ja():
                            igotit = True
            # Only grant long life if alive (original didn't!)
            skip(1)
                            igotit = True
            # Only grant long life if alive (original didn't!)
            skip(1)
@@ -3146,7 +3151,7 @@ def pause_game():
         sys.stdout.write('\n')
         proutn(prompt)
         raw_input()
         sys.stdout.write('\n')
         proutn(prompt)
         raw_input()
-        for j in range(rows):
+        for j_unused in range(rows):
             sys.stdout.write('\n')
         linecount = 0
 
             sys.stdout.write('\n')
         linecount = 0
 
@@ -3795,7 +3800,7 @@ def impulse():
        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
        proutn(_("we dare spend the time?\" "))
        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
        proutn(_("we dare spend the time?\" "))
-       if ja() == False:
+       if not ja():
            return
     # Activate impulse engines and pay the cost 
     imove(course, noattack=False)
            return
     # Activate impulse engines and pay the cost 
     imove(course, noattack=False)
@@ -3839,7 +3844,7 @@ def warp(course, involuntary):
            game.ididit = False
            skip(1)
            prout(_("Engineering to bridge--"))
            game.ididit = False
            skip(1)
            prout(_("Engineering to bridge--"))
-           if not game.shldup or 0.5*power > game.energy:
+           if not game.shldup or 0.5*course.power(game.warpfac) > game.energy:
                iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
                iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
@@ -3862,7 +3867,7 @@ def warp(course, involuntary):
                   (100.0*game.optime/game.state.remtime))
            prout(_(" percent of our"))
            proutn(_("  remaining time.  Are you sure this is wise?\" "))
                   (100.0*game.optime/game.state.remtime))
            prout(_(" percent of our"))
            proutn(_("  remaining time.  Are you sure this is wise?\" "))
-           if ja() == False:
+           if not ja():
                game.ididit = False
                game.optime=0 
                return
                game.ididit = False
                game.optime=0 
                return
@@ -3877,15 +3882,15 @@ def warp(course, involuntary):
        # Decide if time warp will occur 
        if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
        # Decide if time warp will occur 
        if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
            twarp = True
-       if idebug and game.warpfac==10 and not twarp:
+       if game.idebug and game.warpfac==10 and not twarp:
            blooey = False
            proutn("=== Force time warp? ")
            blooey = False
            proutn("=== Force time warp? ")
-           if ja() == True:
+           if ja():
                twarp = True
        if blooey or twarp:
            # If time warp or engine damage, check path 
            # If it is obstructed, don't do warp or damage 
                twarp = True
        if blooey or twarp:
            # If time warp or engine damage, check path 
            # If it is obstructed, don't do warp or damage 
-            for m in range(course.moves):
+            for m_unused in range(course.moves):
                 course.next()
                 w = course.sector()
                 if not w.valid_sector():
                 course.next()
                 w = course.sector()
                 if not w.valid_sector():
@@ -4109,7 +4114,7 @@ def probe():
         else:
             prout(_("%d probes left") % game.nprobes)
        proutn(_("Are you sure you want to fire a probe? "))
         else:
             prout(_("%d probes left") % game.nprobes)
        proutn(_("Are you sure you want to fire a probe? "))
-       if ja() == False:
+       if not ja():
            return
     game.isarmed = False
     if key == "IHALPHA" and scanner.token == "armed":
            return
     game.isarmed = False
     if key == "IHALPHA" and scanner.token == "armed":
@@ -4324,15 +4329,15 @@ def survey():
            continue
        if (game.state.planets[i].known != "unknown" \
             and not game.state.planets[i].inhabited) \
            continue
        if (game.state.planets[i].known != "unknown" \
             and not game.state.planets[i].inhabited) \
-            or idebug:
+            or game.idebug:
            iknow = True
            iknow = True
-           if idebug and game.state.planets[i].known=="unknown":
+           if game.idebug and game.state.planets[i].known=="unknown":
                proutn("(Unknown) ")
            proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
            proutn(_("   class "))
            proutn(game.state.planets[i].pclass)
            proutn("   ")
                proutn("(Unknown) ")
            proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
            proutn(_("   class "))
            proutn(game.state.planets[i].pclass)
            proutn("   ")
-           if game.state.planets[i].crystals != present:
+           if game.state.planets[i].crystals != "present":
                proutn(_("no "))
            prout(_("dilithium crystals present."))
            if game.state.planets[i].known=="shuttle_down": 
                proutn(_("no "))
            prout(_("dilithium crystals present."))
            if game.state.planets[i].known=="shuttle_down": 
@@ -4404,7 +4409,7 @@ def beam():
        if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
            skip(1)
            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
        if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
            skip(1)
            proutn(_("Spock-  \"May I suggest the shuttle craft, Sir?\" "))
-           if ja() == True:
+            if ja():
                shuttle()
        return
     if not game.inorbit:
                shuttle()
        return
     if not game.inorbit:
@@ -4422,7 +4427,7 @@ def beam():
        prout(_("Spock-  \"Captain, I fail to see the logic in"))
        prout(_("  exploring a planet with no dilithium crystals."))
        proutn(_("  Are you sure this is wise?\" "))
        prout(_("Spock-  \"Captain, I fail to see the logic in"))
        prout(_("  exploring a planet with no dilithium crystals."))
        proutn(_("  Are you sure this is wise?\" "))
-       if ja() == False:
+       if not ja():
            scanner.chew()
            return
     if not (game.options & OPTION_PLAIN):
            scanner.chew()
            return
     if not (game.options & OPTION_PLAIN):
@@ -4438,14 +4443,14 @@ def beam():
            if game.iplnet.known == "shuttle_down":
                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
            proutn(_("  Are you sure this is wise?\" "))
            if game.iplnet.known == "shuttle_down":
                prout(_("  Although the Galileo shuttle craft may still be on a surface."))
            proutn(_("  Are you sure this is wise?\" "))
-           if ja() == False:
+           if not ja():
                scanner.chew()
                return
     if game.landed:
        # Coming from planet 
        if game.iplnet.known=="shuttle_down":
            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
                scanner.chew()
                return
     if game.landed:
        # Coming from planet 
        if game.iplnet.known=="shuttle_down":
            proutn(_("Spock-  \"Wouldn't you rather take the Galileo?\" "))
-           if ja() == True:
+           if ja():
                scanner.chew()
                return
            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
                scanner.chew()
                return
            prout(_("Your crew hides the Galileo to prevent capture by aliens."))
@@ -4528,7 +4533,7 @@ def usecrystals():
     prout(_("  raw dilithium crystals into the ship's power"))
     prout(_("  system may risk a severe explosion."))
     proutn(_("  Are you sure this is wise?\" "))
     prout(_("  raw dilithium crystals into the ship's power"))
     prout(_("  system may risk a severe explosion."))
     proutn(_("  Are you sure this is wise?\" "))
-    if ja() == False:
+    if not ja():
        scanner.chew()
        return
     skip(1)
        scanner.chew()
        return
     skip(1)
@@ -4597,7 +4602,7 @@ def shuttle():
               int(100*game.optime/game.state.remtime))
        prout(_("remaining time."))
        proutn(_("Are you sure this is wise?\" "))
               int(100*game.optime/game.state.remtime))
        prout(_("remaining time."))
        proutn(_("Are you sure this is wise?\" "))
-       if ja() == False:
+       if not ja():
            game.optime = 0.0
            return
     if game.landed:
            game.optime = 0.0
            return
     if game.landed:
@@ -4606,7 +4611,7 @@ def shuttle():
            # Galileo on ship! 
            if not damaged(DTRANSP):
                proutn(_("Spock-  \"Would you rather use the transporter?\" "))
            # Galileo on ship! 
            if not damaged(DTRANSP):
                proutn(_("Spock-  \"Would you rather use the transporter?\" "))
-               if ja() == True:
+               if ja():
                    beam()
                    return
                proutn(_("Shuttle crew"))
                    beam()
                    return
                proutn(_("Shuttle crew"))
@@ -4675,7 +4680,7 @@ def deathray():
     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
     prout(_("  is highly unpredictible.  Considering the alternatives,"))
     proutn(_("  are you sure this is wise?\" "))
     prout(_("Spock-  \"Captain, the 'Experimental Death Ray'"))
     prout(_("  is highly unpredictible.  Considering the alternatives,"))
     proutn(_("  are you sure this is wise?\" "))
-    if ja() == False:
+    if not ja():
        return
     prout(_("Spock-  \"Acknowledged.\""))
     skip(1)
        return
     prout(_("Spock-  \"Acknowledged.\""))
     skip(1)
@@ -4739,7 +4744,6 @@ def deathray():
        finish(FDRAY)
        return
     if r <= 0.75:
        finish(FDRAY)
        return
     if r <= 0.75:
-       intj
        prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
        skip(2)
        proutn(_("Spock-  \"I believe the word is"))
        prouts(_("Sulu- \"Captain!  It's   --WHAT?!?!\""))
        skip(2)
        proutn(_("Spock-  \"I believe the word is"))
@@ -5210,7 +5214,7 @@ def freeze(boss):
     fp.close()
 
 def thaw():
     fp.close()
 
 def thaw():
-    "Retrieve saved game." 
+    "Retrieve saved game."
     game.passwd[0] = '\0'
     key = scanner.next()
     if key == "IHEOL":
     game.passwd[0] = '\0'
     key = scanner.next()
     if key == "IHEOL":
@@ -5357,11 +5361,11 @@ def setup():
                distq = (w - game.state.baseq[j]).distance()
                if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
                    contflag = True
                distq = (w - game.state.baseq[j]).distance()
                if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
                    contflag = True
-                   if idebug:
+                   if game.idebug:
                        prout("=== Abandoning base #%d at %s" % (i, w))
                    break
                elif distq < 6.0 * (BASEMAX+1-game.inbase):
                        prout("=== Abandoning base #%d at %s" % (i, w))
                    break
                elif distq < 6.0 * (BASEMAX+1-game.inbase):
-                   if idebug:
+                   if game.idebug:
                        prout("=== Saving base #%d, close to #%d" % (i, j))
             if not contflag:
                 break
                        prout("=== Saving base #%d, close to #%d" % (i, j))
             if not contflag:
                 break
@@ -5579,7 +5583,7 @@ def choose():
     game.options &=~ OPTION_COLOR
     setpassword()
     if game.passwd == "debug":
     game.options &=~ OPTION_COLOR
     setpassword()
     if game.passwd == "debug":
-       idebug = True
+       game.idebug = True
        prout("=== Debug mode enabled.")
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
        prout("=== Debug mode enabled.")
     # Use parameters to generate initial values of things
     game.damfac = 0.5 * game.skill
@@ -5749,7 +5753,7 @@ def setpassword():
                break
     else:
         game.passwd = ""
                break
     else:
         game.passwd = ""
-        for i in range(3):
+        for i_unused in range(3):
            game.passwd += chr(ord('a')+randrange(26))
 
 # Code from sst.c begins here
            game.passwd += chr(ord('a')+randrange(26))
 
 # Code from sst.c begins here
@@ -5966,7 +5970,7 @@ def makemoves():
        elif cmd == "EMEXIT":           # Emergency exit
            clrscr()                    # Hide screen
            freeze(True)                # forced save
        elif cmd == "EMEXIT":           # Emergency exit
            clrscr()                    # Hide screen
            freeze(True)                # forced save
-           raise SysExit,1                     # And quick exit
+           raise SystemExit,1          # And quick exit
        elif cmd == "PROBE":
            probe()                     # Launch probe
            if game.ididit:
        elif cmd == "PROBE":
            probe()                     # Launch probe
            if game.ididit:
@@ -6015,7 +6019,7 @@ def makemoves():
            break
        if game.alldone:
            break
            break
        if game.alldone:
            break
-    if idebug:
+    if game.idebug:
        prout("=== Ending")
 
 def cramen(type):
        prout("=== Ending")
 
 def cramen(type):
@@ -6134,7 +6138,7 @@ class sstscanner:
            return None
        s.j = scanner.int()-1
         return s
            return None
        s.j = scanner.int()-1
         return s
-    def __repr__(str):
+    def __repr__(self):
         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
 
 def ja():
         return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
 
 def ja():
@@ -6158,26 +6162,26 @@ def huh():
 def debugme():
     "Access to the internals for debugging."
     proutn("Reset levels? ")
 def debugme():
     "Access to the internals for debugging."
     proutn("Reset levels? ")
-    if ja() == True:
+    if ja():
        if game.energy < game.inenrg:
            game.energy = game.inenrg
        game.shield = game.inshld
        game.torps = game.intorps
        game.lsupres = game.inlsr
     proutn("Reset damage? ")
        if game.energy < game.inenrg:
            game.energy = game.inenrg
        game.shield = game.inshld
        game.torps = game.intorps
        game.lsupres = game.inlsr
     proutn("Reset damage? ")
-    if ja() == True:
+    if ja():
        for i in range(NDEVICES): 
            if game.damage[i] > 0.0: 
                game.damage[i] = 0.0
     proutn("Toggle debug flag? ")
        for i in range(NDEVICES): 
            if game.damage[i] > 0.0: 
                game.damage[i] = 0.0
     proutn("Toggle debug flag? ")
-    if ja() == True:
-       idebug = not idebug
-       if idebug:
+    if ja():
+       game.idebug = not game.idebug
+       if game.idebug:
            prout("Debug output ON")        
        else:
            prout("Debug output OFF")
     proutn("Cause selective damage? ")
            prout("Debug output ON")        
        else:
            prout("Debug output OFF")
     proutn("Cause selective damage? ")
-    if ja() == True:
+    if ja():
        for i in range(NDEVICES):
            proutn("Kill %s?" % device[i])
            scanner.chew()
        for i in range(NDEVICES):
            proutn("Kill %s?" % device[i])
            scanner.chew()
@@ -6185,7 +6189,7 @@ def debugme():
             if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
             if key == "IHALPHA" and scanner.sees("y"):
                game.damage[i] = 10.0
     proutn("Examine/change events? ")
-    if ja() == True:
+    if ja():
        ev = event()
        w = coord()
         legends = {
        ev = event()
        w = coord()
         legends = {
@@ -6238,19 +6242,18 @@ def debugme():
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
                        ev.quadrant = w
        scanner.chew()
     proutn("Induce supernova here? ")
-    if ja() == True:
+    if ja():
        game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
     import getopt, socket
     try:
        game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
        atover(True)
 
 if __name__ == '__main__':
     import getopt, socket
     try:
-        global line, thing, game, idebug
+        global line, thing, game
         game = None
         thing = coord()
         thing.angry = False
         game = gamestate()
         game = None
         thing = coord()
         thing.angry = False
         game = gamestate()
-        idebug = 0
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
         game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
         if os.getenv("TERM"):
             game.options |= OPTION_CURSES
@@ -6283,7 +6286,7 @@ if __name__ == '__main__':
                 game.options |= OPTION_TTY
                 game.options &=~ OPTION_CURSES
             elif switch == '-x':
                 game.options |= OPTION_TTY
                 game.options &=~ OPTION_CURSES
             elif switch == '-x':
-                idebug = True
+                game.idebug = True
             elif switch == '-V':
                 print "SST2K", version
                 raise SystemExit, 0 
             elif switch == '-V':
                 print "SST2K", version
                 raise SystemExit, 0 
@@ -6325,7 +6328,7 @@ if __name__ == '__main__':
                 skip(1)
                 if game.tourn and game.alldone:
                     proutn(_("Do you want your score recorded?"))
                 skip(1)
                 if game.tourn and game.alldone:
                     proutn(_("Do you want your score recorded?"))
-                    if ja() == True:
+                    if ja():
                         scanner.chew()
                         scanner.push("\n")
                         freeze(False)
                         scanner.chew()
                         scanner.push("\n")
                         freeze(False)