Python: Fix Flake8 issue E712 + PEP8 variable naming

This commit is contained in:
Martin Thoma
2022-03-11 21:42:23 +01:00
parent 79c42ed907
commit 6dde69f274
8 changed files with 172 additions and 181 deletions

View File

@@ -115,38 +115,38 @@ def update_game(data, action):
if "pictures" == action:
data["state"] = "pictures"
else:
partAdded = False
while partAdded == False:
part_added = False
while not part_added:
for player, parts in data["players"].items():
# rolls the dice for a part
newPartIdx = randint(1, 6) - 1
new_part_idx = randint(1, 6) - 1
# gets information about the picked part
partType = data["partTypes"][newPartIdx]
part_type = data["partTypes"][new_part_idx]
# gets the number of existing parts of that type the player has
partCount = parts[newPartIdx]
part_count = parts[new_part_idx]
logs.append(("rolled", newPartIdx, player))
logs.append(("rolled", new_part_idx, player))
# a new part can only be added if the player has the parts
# the new part depends on and doesn't have enough of the part already
overMaxParts = partType.count < partCount + 1
overMaxParts = part_type.count < part_count + 1
missingPartDep = (
partType.depends != None and parts[partType.depends] == 0
part_type.depends != None and parts[part_type.depends] == 0
)
if not overMaxParts and not missingPartDep:
# adds a new part
partCount += 1
logs.append(("added", newPartIdx, player))
partAdded = True
part_count += 1
logs.append(("added", new_part_idx, player))
part_added = True
elif missingPartDep:
logs.append(("missingDep", newPartIdx, player, partType.depends))
logs.append(("missingDep", new_part_idx, player, part_type.depends))
if overMaxParts:
logs.append(("overMax", newPartIdx, player, partCount))
logs.append(("overMax", new_part_idx, player, part_count))
data["players"][player][newPartIdx] = partCount
data["players"][player][new_part_idx] = part_count
data["logs"] = logs
# checks if any players have finished their bug
@@ -162,10 +162,10 @@ def get_finished(data):
"""
Gets players who have finished their bugs
"""
totalParts = sum(partType.count for partType in data["partTypes"])
total_parts = sum(part_type.count for part_type in data["partTypes"])
finished = []
for player, parts in data["players"].items():
if sum(parts) == totalParts:
if sum(parts) == total_parts:
finished.append(player)
return finished
@@ -175,34 +175,34 @@ def print_game(data):
Displays the results of the game turn
"""
for log in data["logs"]:
code, partIdx, player, *logdata = log
partType = data["partTypes"][partIdx]
code, part_idx, player, *logdata = log
part_type = data["partTypes"][part_idx]
if "rolled" == code:
print()
print(f"{player} ROLLED A {partIdx + 1}")
print(f"{partIdx + 1}={partType.name}")
print(f"{player} ROLLED A {part_idx + 1}")
print(f"{part_idx + 1}={part_type.name}")
elif "added" == code:
if "YOU" == player:
if partType.name in ["FEELERS", "LEGS", "TAIL"]:
print(f"I NOW GIVE YOU A {partType.name.replace('s', '')}.")
if part_type.name in ["FEELERS", "LEGS", "TAIL"]:
print(f"I NOW GIVE YOU A {part_type.name.replace('s', '')}.")
else:
print(f"YOU NOW HAVE A {partType.name}.")
print(f"YOU NOW HAVE A {part_type.name}.")
elif "I" == player:
if partType.name in ["BODY", "NECK", "TAIL"]:
print(f"I NOW HAVE A {partType.name}.")
elif partType.name == "FEELERS":
if part_type.name in ["BODY", "NECK", "TAIL"]:
print(f"I NOW HAVE A {part_type.name}.")
elif part_type.name == "FEELERS":
print("I GET A FEELER.")
if partType.count > 2:
if part_type.count > 2:
print(
f"{player} NOW HAVE {data['players'][player][partIdx]} {partType.name}"
f"{player} NOW HAVE {data['players'][player][part_idx]} {part_type.name}"
)
elif "missingDep" == code:
(depIdx,) = logdata
dep = data["partTypes"][depIdx]
(dep_idx,) = logdata
dep = data["partTypes"][dep_idx]
print(
f"YOU DO NOT HAVE A {dep.name}"
if "YOU" == player
@@ -210,12 +210,12 @@ def print_game(data):
)
elif "overMax" == code:
(partCount,) = logdata
if partCount > 1:
num = "TWO" if 2 == partCount else partCount
maxMsg = f"HAVE {num} {partType.name}S ALREADY"
(part_count,) = logdata
if part_count > 1:
num = "TWO" if 2 == part_count else part_count
maxMsg = f"HAVE {num} {part_type.name}S ALREADY"
else:
maxMsg = f"ALREADY HAVE A {partType.name}"
maxMsg = f"ALREADY HAVE A {part_type.name}"
print(f"{player} {maxMsg}")
return input("DO YOU WANT THE PICTURES? ") if len(data["logs"]) else "n"
@@ -225,7 +225,7 @@ def print_pictures(data):
"""
Displays what the bugs look like for each player
"""
typeIxs = {partType.name: idx for idx, partType in enumerate(data["partTypes"])}
typeIxs = {part_type.name: idx for idx, part_type in enumerate(data["partTypes"])}
PIC_WIDTH = 22
for player, parts in data["players"].items():
print(f"*****{'YOUR' if 'YOU' == player else 'MY'} BUG*****")
@@ -317,7 +317,7 @@ if __name__ == "__main__":
}
# body part types used by the game to work out whether a player's body part can be added
partTypes = (
part_types = (
Bodypart(name="BODY", count=1, depends=None),
Bodypart(name="NECK", count=1, depends=0),
Bodypart(name="HEAD", count=1, depends=1),
@@ -330,8 +330,8 @@ if __name__ == "__main__":
data = {
"state": "start",
"partNo": None,
"players": {"YOU": [0] * len(partTypes), "I": [0] * len(partTypes)},
"partTypes": partTypes,
"players": {"YOU": [0] * len(part_types), "I": [0] * len(part_types)},
"partTypes": part_types,
"finished": [],
"logs": [],
}