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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black-sliver 2022-07-15 23:52:35 +02:00 committed by GitHub
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2 changed files with 53 additions and 4 deletions

49
docs/style.md Normal file
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@ -0,0 +1,49 @@
# Style Guide
## Generic
* This guide can be ignored for data files that are not to be viewed in an editor.
* 120 character per line for all source files.
* Avoid white space errors like trailing spaces.
## Python Code
* We mostly follow [PEP8](https://peps.python.org/pep-0008/). Read below to see the differences.
* 120 characters per line. PyCharm does this automatically, other editors can be configured for it.
* Strings in core code will be `"strings"`. In other words: double quote your strings.
* Strings in worlds should use double quotes as well, but imported code may differ.
* Prefer [format string literals](https://peps.python.org/pep-0498/) over string concatenation,
use single quotes inside them: `f"Like {dct['key']}"`
* Use type annotation where possible.
## Markdown
* We almost follow [Google's styleguide](https://google.github.io/styleguide/docguide/style.html).
Read below for differences.
* For existing documents, try to follow its style or ask to completely reformat it.
* 120 characters per line.
* One space between bullet/number and text.
* No lazy numbering.
## HTML
* Indent with 2 spaces for new code.
* kebab-case for ids and classes.
## CSS
* Indent with 2 spaces for new code.
* `{` on the same line as the selector.
* No space between selector and `{`.
## JS
* Indent with 2 spaces.
* Indent `case` inside `switch ` with 2 spaces.
* Use single quotes.
* Semicolons are required after every statement.

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@ -236,7 +236,7 @@ class MyGameLocation(Location):
game: str = "My Game"
# override constructor to automatically mark event locations as such
def __init__(self, player: int, name = '', code = None, parent = None):
def __init__(self, player: int, name = "", code = None, parent = None):
super(MyGameLocation, self).__init__(player, name, code, parent)
self.event = code is None
```
@ -487,14 +487,14 @@ def create_items(self) -> None:
for item in map(self.create_item, mygame_items):
if item in exclude:
exclude.remove(item) # this is destructive. create unique list above
self.world.itempool.append(self.create_item('nothing'))
self.world.itempool.append(self.create_item("nothing"))
else:
self.world.itempool.append(item)
# itempool and number of locations should match up.
# If this is not the case we want to fill the itempool with junk.
junk = 0 # calculate this based on player settings
self.world.itempool += [self.create_item('nothing') for _ in range(junk)]
self.world.itempool += [self.create_item("nothing") for _ in range(junk)]
```
#### create_regions
@ -628,7 +628,7 @@ class MyGameLogic(LogicMixin):
def _mygame_has_key(self, world: MultiWorld, player: int):
# Arguments above are free to choose
# it may make sense to use World as argument instead of MultiWorld
return self.has('key', player) # or whatever
return self.has("key", player) # or whatever
```
```python
# __init__.py