intficpy/score.py
def nextHint(self, game):
        """Gives the next hint associated with the HintNode
		Returns True if a hint can be given, False on failure """

        if len(self.hints) == 0:
            raise ValueError(f"Cannot use nextHint on {self} - HintNode is empty")

        if self.previousTurnHint(game):
            self.cur_hint += 1
        if self.cur_hint == len(self.hints):
            self.cur_hint -= 1
        self.hints[self.cur_hint].giveHint(game)
        t = "(Hint tier " + str(self.cur_hint + 1) + "/" + str(len(self.hints))
        if not self.cur_hint < len(self.hints) - 1:
            t += ")"
        else:
            t += " - type hint now to show next)"
        game.addTextToEvent("turn", t)
        if self.cur_hint < (len(self.hints) - 1):
            if (
                not self.hints[self.cur_hint + 1].shown
                and self.hints[self.cur_hint + 1].achievement
            ):
                if self.hints[self.cur_hint + 1].cost == 1:
                    game.addTextToEvent("turn", "(Next tier costs 1 point)")
                else:
                    game.addTextToEvent(
                        "turn",
                        "(Next tier costs "
                        + str(self.hints[self.cur_hint + 1].cost)
                        + " points)",
                    )
        return True
Gives the next hint associated with the HintNode
		Returns True if a hint can be given, False on failure 
Gives the next hint associated with the HintNode
Returns True if a hint can be given, False on failure
Gives the next hint associated with the HintNode Returns True if a hint can be given False on failure
def nextHint(self, game):
        if len(self.hints) == 0:
            raise ValueError(f"Cannot use nextHint on {self} - HintNode is empty")
        if self.previousTurnHint(game):
            self.cur_hint += 1
        if self.cur_hint == len(self.hints):
            self.cur_hint -= 1
        self.hints[self.cur_hint].giveHint(game)
        t = "(Hint tier " + str(self.cur_hint + 1) + "/" + str(len(self.hints))
        if not self.cur_hint < len(self.hints) - 1:
            t += ")"
        else:
            t += " - type hint now to show next)"
        game.addTextToEvent("turn", t)
        if self.cur_hint < (len(self.hints) - 1):
            if (
                not self.hints[self.cur_hint + 1].shown
                and self.hints[self.cur_hint + 1].achievement
            ):
                if self.hints[self.cur_hint + 1].cost == 1:
                    game.addTextToEvent("turn", "(Next tier costs 1 point)")
                else:
                    game.addTextToEvent(
                        "turn",
                        "(Next tier costs "
                        + str(self.hints[self.cur_hint + 1].cost)
                        + " points)",
                    )
        return True
def nextHint ( self , game ) : if len ( self . hints ) == 0 : raise ValueError ( f"Cannot use nextHint on {self} - HintNode is empty" ) if self . previousTurnHint ( game ) : self . cur_hint += 1 if self . cur_hint == len ( self . hints ) : self . cur_hint -= 1 self . hints [ self . cur_hint ] . giveHint ( game ) t = "(Hint tier " + str ( self . cur_hint + 1 ) + "/" + str ( len ( self . hints ) ) if not self . cur_hint < len ( self . hints ) - 1 : t += ")" else : t += " - type hint now to show next)" game . addTextToEvent ( "turn" , t ) if self . cur_hint < ( len ( self . hints ) - 1 ) : if ( not self . hints [ self . cur_hint + 1 ] . shown and self . hints [ self . cur_hint + 1 ] . achievement ) : if self . hints [ self . cur_hint + 1 ] . cost == 1 : game . addTextToEvent ( "turn" , "(Next tier costs 1 point)" ) else : game . addTextToEvent ( "turn" , "(Next tier costs " + str ( self . hints [ self . cur_hint + 1 ] . cost ) + " points)" , ) return True
Gives the next hint associated with the HintNode
Returns True if a hint can be given, False on failure
Gives the next hint associated with the HintNode Returns True if a hint can be given False on failure
"""Gives the next hint associated with the HintNode
		Returns True if a hint can be given, False on failure """
self
game