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stardog's Issues

looser couplings still

in the past every class was dependent on the game class this has improved but there is still to much hard coupled code, this need to be refactored in a lot of classes

remove all global class variables

often classes have global variables, there is a lot of the classes cleaned up now, it is workable now but there is still alot of classes to clean up.

power management system

we could use a power management system to have the possibility to overpower the weapons in a fight or overpower the engines in a flight.
Also shields, sensors etc

Facilitys

There is a beginning of facility's for planets and structures, this has to be enhanced and extended.
Facility's like: bars, trading hubs, shop, re-fitter, smelter, etc.
All these need Agent logic to buy sell set prices plan etc.

collision

the collision checking structure could use some refactoring.
there is still to much of the collision checking in starsystem.py, more splitting out over the responsible classes.

Doesn't start on Linux

Hi, the game doesn't start on my system:

$ python2 stardog.py
No module named pympler
Traceback (most recent call last):
  File "stardog.py", line 63, in 
    game = code.game.Game(screen)
TypeError: __init__() takes exactly 3 arguments (2 given)

If I give it 3 parameters (w 1280 720) the same thing happens)

quad trees

A quad tree for collision checking would speed up things alot.

some impact response errors

when ship contacts a planet:
File "/home/human/Downloads/stardog-master/code/spaceship.py", line 620, in update
nearest[0].floaters.add(self)
AttributeError: 'list' object has no attribute 'add'

Same for next line.

So I substituted add with append

File "/home/human/Downloads/stardog-master/code/spaceship.py", line 623, in update
self.universe.curSystem.ships.remove(self)
ValueError: list.remove(x): x not in list

Same for next line.

So I added an if x in list test

When ship contacts a part:
File "/home/human/Downloads/stardog-master/code/parts.py", line 163, in attach
self.ship.mass += self.mass
AttributeError: 'NoneType' object has no attribute 'mass'

Also, planets only appear on the radar when it's center is in the radar's range. You should subtract the planet's radius from the in-view check.

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