PEP8 cleanup of the entire codebase. Unchanged are many cases of too-long lines, partly because of the rewrite they would require but also because splitting many lines up would make the code harder to read. Also the third-party libraries (idmapper, prettytable etc) were not cleaned.

This commit is contained in:
Griatch 2013-11-14 19:31:17 +01:00
parent 30b7d2a405
commit 1ae17bcbe4
154 changed files with 5613 additions and 4054 deletions

View file

@ -24,8 +24,8 @@ TIMEFACTOR = settings.TIME_FACTOR
# Common real-life time measures, in seconds.
# You should not change these.
REAL_TICK = max(1.0, settings.TIME_TICK) #Smallest time unit (min 1s)
REAL_MIN = 60.0 # seconds per minute in real world
REAL_TICK = max(1.0, settings.TIME_TICK) # Smallest time unit (min 1s)
REAL_MIN = 60.0 # seconds per minute in real world
# Game-time units, in real-life seconds. These are supplied as
# a convenient measure for determining the current in-game time,
@ -40,6 +40,7 @@ WEEK = DAY * settings.TIME_DAY_PER_WEEK
MONTH = WEEK * settings.TIME_WEEK_PER_MONTH
YEAR = MONTH * settings.TIME_MONTH_PER_YEAR
class GameTime(Script):
"""
This sets up an script that keeps track of the
@ -51,12 +52,12 @@ class GameTime(Script):
"""
self.key = "sys_game_time"
self.desc = "Keeps track of the game time"
self.interval = REAL_MIN # update every minute
self.interval = REAL_MIN # update every minute
self.persistent = True
self.start_delay = True
self.attributes.add("game_time", 0.0) #IC time
self.attributes.add("run_time", 0.0) #OOC time
self.attributes.add("up_time", 0.0) #OOC time
self.attributes.add("game_time", 0.0) # IC time
self.attributes.add("run_time", 0.0) # OOC time
self.attributes.add("up_time", 0.0) # OOC time
def at_repeat(self):
"""
@ -77,6 +78,7 @@ class GameTime(Script):
"""
self.attributes.add("up_time", 0.0)
# Access routines
def gametime_format(seconds):
@ -94,27 +96,29 @@ def gametime_format(seconds):
# do this or we cancel the already counted
# timefactor in the timer script...
sec = int(seconds * TIMEFACTOR)
years, sec = sec/YEAR, sec % YEAR
months, sec = sec/MONTH, sec % MONTH
weeks, sec = sec/WEEK, sec % WEEK
days, sec = sec/DAY, sec % DAY
hours, sec = sec/HOUR, sec % HOUR
minutes, sec = sec/MIN, sec % MIN
years, sec = sec / YEAR, sec % YEAR
months, sec = sec / MONTH, sec % MONTH
weeks, sec = sec / WEEK, sec % WEEK
days, sec = sec / DAY, sec % DAY
hours, sec = sec / HOUR, sec % HOUR
minutes, sec = sec / MIN, sec % MIN
return (years, months, weeks, days, hours, minutes, sec)
def realtime_format(seconds):
"""
As gametime format, but with real time units
"""
sec = int(seconds)
years, sec = sec/29030400, sec % 29030400
months, sec = sec/2419200, sec % 2419200
weeks, sec = sec/604800, sec % 604800
days, sec = sec/86400, sec % 86400
hours, sec = sec/3600, sec % 3600
minutes, sec = sec/60, sec % 60
years, sec = sec / 29030400, sec % 29030400
months, sec = sec / 2419200, sec % 2419200
weeks, sec = sec / 604800, sec % 604800
days, sec = sec / 86400, sec % 86400
hours, sec = sec / 3600, sec % 3600
minutes, sec = sec / 60, sec % 60
return (years, months, weeks, days, hours, minutes, sec)
def gametime(format=False):
"""
Find the current in-game time (in seconds) since the start of the mud.
@ -136,6 +140,7 @@ def gametime(format=False):
return gametime_format(game_time)
return game_time
def runtime(format=False):
"""
Get the total actual time the server has been running (minus downtimes)
@ -151,6 +156,7 @@ def runtime(format=False):
return realtime_format(run_time)
return run_time
def uptime(format=False):
"""
Get the actual time the server has been running since last downtime.
@ -170,31 +176,33 @@ def uptime(format=False):
def gametime_to_realtime(secs=0, mins=0, hrs=0, days=0,
weeks=0, months=0, yrs=0):
"""
This method helps to figure out the real-world time it will take until a in-game time
has passed. E.g. if an event should take place a month later in-game, you will be able
to find the number of real-world seconds this corresponds to (hint: Interval events deal
with real life seconds).
This method helps to figure out the real-world time it will take until an
in-game time has passed. E.g. if an event should take place a month later
in-game, you will be able to find the number of real-world seconds this
corresponds to (hint: Interval events deal with real life seconds).
Example:
gametime_to_realtime(days=2) -> number of seconds in real life from now after which
2 in-game days will have passed.
gametime_to_realtime(days=2) -> number of seconds in real life from
now after which 2 in-game days will have passed.
"""
real_time = secs/TIMEFACTOR + mins*MIN + hrs*HOUR + \
days*DAY + weeks*WEEK + months*MONTH + yrs*YEAR
real_time = secs / TIMEFACTOR + mins * MIN + hrs * HOUR + \
days * DAY + weeks * WEEK + months * MONTH + yrs * YEAR
return real_time
def realtime_to_gametime(secs=0, mins=0, hrs=0, days=0,
weeks=0, months=0, yrs=0):
"""
This method calculates how large an in-game time a real-world time interval would
correspond to. This is usually a lot less interesting than the other way around.
This method calculates how large an in-game time a real-world time
interval would correspond to. This is usually a lot less interesting
than the other way around.
Example:
realtime_to_gametime(days=2) -> number of game-world seconds
corresponding to 2 real days.
"""
game_time = TIMEFACTOR * (secs + mins*60 + hrs*3600 + days*86400 + \
weeks*604800 + months*2419200 + yrs*29030400)
game_time = TIMEFACTOR * (secs + mins * 60 + hrs * 3600 + days * 86400 +
weeks * 604800 + months * 2419200 + yrs * 29030400)
return game_time