Doc, SoE: Logic mixin: no underscore for public members ()

* Doc: logic mixin, drop underscore, clarify

conventionally, we added a leading underscore to logic mixins' function
names. This is noisy in the warning section of IDEs. Leading underscores
should only be used for private/protected functions.

In addition, the use of self.world and/or requirement to (no) pass in stuff
was not made clear earlier.

* SoE: fix _ warnings for logic mixin
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black-sliver 2022-09-25 18:00:22 +02:00 committed by GitHub
parent 813ee5ee3b
commit b21b5cceb8
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3 changed files with 12 additions and 9 deletions

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@ -617,8 +617,10 @@ the name of the implementing world. This is due to sharing a namespace with all
other logic mixins.
Typical uses are defining methods that are used instead of `state.has`
in lambdas, e.g.`state._mygame_has(custom, world, player)` or recurring checks
like `state._mygame_can_do_something(world, player)` to simplify lambdas.
in lambdas, e.g.`state.mygame_has(custom, player)` or recurring checks
like `state.mygame_can_do_something(player)` to simplify lambdas.
Private members, only accessible from mixins, should start with `_mygame_`,
public members with `mygame_`.
More advanced uses could be to add additional variables to the state object,
override `World.collect(self, state, item)` and `remove(self, state, item)`
@ -633,9 +635,10 @@ Please do this with caution and only when neccessary.
from worlds.AutoWorld import LogicMixin
class MyGameLogic(LogicMixin):
def _mygame_has_key(self, world: MultiWorld, player: int):
def mygame_has_key(self, player: int):
# Arguments above are free to choose
# it may make sense to use World as argument instead of MultiWorld
# MultiWorld can be accessed through self.world, explicitly passing in
# MyGameWorld instance for easy options access is also a valid approach
return self.has("key", player) # or whatever
```
```python
@ -648,7 +651,7 @@ class MyGameWorld(World):
# ...
def set_rules(self):
set_rule(self.world.get_location("A Door", self.player),
lamda state: state._mygame_has_key(self.world, self.player))
lamda state: state.mygame_has_key(self.player))
```
### Generate Output

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@ -35,7 +35,7 @@ class SecretOfEvermoreLogic(LogicMixin):
if pvd[1] == progress and pvd[0] > 0:
has = True
for req in rule.requires:
if not self._soe_has(req[1], world, player, req[0]):
if not self.soe_has(req[1], world, player, req[0]):
has = False
break
if has:
@ -44,7 +44,7 @@ class SecretOfEvermoreLogic(LogicMixin):
return n
return n
def _soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
def soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
"""
Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
"""

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@ -283,7 +283,7 @@ class SoEWorld(World):
self.world.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
# set Done from goal option once we have multiple goals
set_rule(self.world.get_location('Done', self.player),
lambda state: state._soe_has(pyevermizer.P_FINAL_BOSS, self.world, self.player))
lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.world, self.player))
set_rule(self.world.get_entrance('New Game', self.player), lambda state: True)
for loc in _locations:
location = self.world.get_location(loc.name, self.player)
@ -292,7 +292,7 @@ class SoEWorld(World):
def make_rule(self, requires: typing.List[typing.Tuple[int]]) -> typing.Callable[[typing.Any], bool]:
def rule(state) -> bool:
for count, progress in requires:
if not state._soe_has(progress, self.world, self.player, count):
if not state.soe_has(progress, self.world, self.player, count):
return False
return True