Doc, SoE: Logic mixin: no underscore for public members (#1049)

* 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
This commit is contained in:
black-sliver
2022-09-25 18:00:22 +02:00
committed by GitHub
parent 813ee5ee3b
commit b21b5cceb8
3 changed files with 12 additions and 9 deletions

View File

@@ -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