doc: add style guide (#746)
* doc: add style guide * doc: style guide for python and markdown * doc: consistent use of periods and explicit double quotes in style guide Co-authored-by: Hussein Farran <hmfarran@gmail.com> * doc: better define string style in style guide * doc: add format string literals to style guide * doc: add HTML, CSS and JS to style guide Co-authored-by: Hussein Farran <hmfarran@gmail.com>
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# Style Guide
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## Generic
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* This guide can be ignored for data files that are not to be viewed in an editor.
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* 120 character per line for all source files.
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* Avoid white space errors like trailing spaces.
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## Python Code
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* We mostly follow [PEP8](https://peps.python.org/pep-0008/). Read below to see the differences.
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* 120 characters per line. PyCharm does this automatically, other editors can be configured for it.
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* Strings in core code will be `"strings"`. In other words: double quote your strings.
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* Strings in worlds should use double quotes as well, but imported code may differ.
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* Prefer [format string literals](https://peps.python.org/pep-0498/) over string concatenation,
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use single quotes inside them: `f"Like {dct['key']}"`
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* Use type annotation where possible.
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## Markdown
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* We almost follow [Google's styleguide](https://google.github.io/styleguide/docguide/style.html).
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Read below for differences.
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* For existing documents, try to follow its style or ask to completely reformat it.
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* 120 characters per line.
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* One space between bullet/number and text.
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* No lazy numbering.
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## HTML
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* Indent with 2 spaces for new code.
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* kebab-case for ids and classes.
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## CSS
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* Indent with 2 spaces for new code.
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* `{` on the same line as the selector.
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* No space between selector and `{`.
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## JS
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* Indent with 2 spaces.
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* Indent `case` inside `switch ` with 2 spaces.
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* Use single quotes.
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* Semicolons are required after every statement.
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@ -236,7 +236,7 @@ class MyGameLocation(Location):
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game: str = "My Game"
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# override constructor to automatically mark event locations as such
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def __init__(self, player: int, name = '', code = None, parent = None):
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def __init__(self, player: int, name = "", code = None, parent = None):
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super(MyGameLocation, self).__init__(player, name, code, parent)
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self.event = code is None
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```
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@ -487,14 +487,14 @@ def create_items(self) -> None:
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for item in map(self.create_item, mygame_items):
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if item in exclude:
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exclude.remove(item) # this is destructive. create unique list above
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self.world.itempool.append(self.create_item('nothing'))
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self.world.itempool.append(self.create_item("nothing"))
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else:
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self.world.itempool.append(item)
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# itempool and number of locations should match up.
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# If this is not the case we want to fill the itempool with junk.
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junk = 0 # calculate this based on player settings
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self.world.itempool += [self.create_item('nothing') for _ in range(junk)]
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self.world.itempool += [self.create_item("nothing") for _ in range(junk)]
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```
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#### create_regions
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@ -628,7 +628,7 @@ class MyGameLogic(LogicMixin):
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def _mygame_has_key(self, world: MultiWorld, player: int):
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# Arguments above are free to choose
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# it may make sense to use World as argument instead of MultiWorld
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return self.has('key', player) # or whatever
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return self.has("key", player) # or whatever
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```
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```python
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# __init__.py
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