From c2138c14608c3a6e71dcd8d239d229a17a575cca Mon Sep 17 00:00:00 2001 From: Christopher Oelmueller Date: Mon, 16 Apr 2012 15:27:59 +0100 Subject: [PATCH] * Docstring update (sphinx) Refs #870 --- horizons/scenario/conditions.py | 69 ++++++++++++++++++--------------- 1 file changed, 37 insertions(+), 32 deletions(-) diff --git a/horizons/scenario/conditions.py b/horizons/scenario/conditions.py index 2740ad82f39..8af9aa44ed1 100644 --- a/horizons/scenario/conditions.py +++ b/horizons/scenario/conditions.py @@ -65,49 +65,49 @@ def register_function(cls, func, periodically=False): @register() def settlements_num_greater(session, limit): - """Returns whether the number of player settlements is greater than limit.""" + """Returns whether the number of player settlements is greater than *limit*.""" return len(_get_player_settlements(session)) > limit @register() def settler_level_greater(session, limit): - """Returns whether the highest increment reached in any player settlement is greater than limit.""" + """Returns whether the highest increment reached in any player settlement is greater than *limit*.""" return (session.world.player.settler_level > limit) @register(periodically=True) def player_gold_greater(session, limit): - """Returns whether the player has more gold than limit.""" + """Returns whether the player has more gold than *limit*.""" return (session.world.player.get_component(StorageComponent).inventory[RES.GOLD] > limit) @register(periodically=True) def player_gold_less(session, limit): - """Returns whether the player has less gold than limit.""" + """Returns whether the player has less gold than *limit*.""" return (session.world.player.get_component(StorageComponent).inventory[RES.GOLD] < limit) @register(periodically=True) def settlement_balance_greater(session, limit): - """Returns whether the balance of at least one player settlement is higher than limit.""" + """Returns whether the balance of at least one player settlement is higher than *limit*.""" return any(settlement for settlement in _get_player_settlements(session) if \ settlement.balance > limit) @register(periodically=True) def player_balance_greater(session, limit): - """Returns whether the cumulative balance of all player settlements is higher than limit.""" + """Returns whether the cumulative balance of all player settlements is higher than *limit*.""" return (sum(settlement.balance for settlement in _get_player_settlements(session)) > limit) @register(periodically=True) def settlement_inhabitants_greater(session, limit): - """Returns whether at least one player settlement has more than limit inhabitants.""" + """Returns whether at least one player settlement has more than *limit* inhabitants.""" return any(settlement for settlement in _get_player_settlements(session) if \ settlement.inhabitants > limit) @register(periodically=True) def player_inhabitants_greater(session, limit): - """Returns whether all player settlements combined have more than limit inhabitants.""" + """Returns whether all player settlements combined have more than *limit* inhabitants.""" return (sum(settlement.inhabitants for settlement in _get_player_settlements(session)) > limit) @register() def building_num_of_type_greater(session, building_class, limit): - """Returns whether any player settlement has more than limit buildings of type building_class.""" + """Returns whether any player settlement has more than *limit* buildings of type *building_class*.""" for settlement in _get_player_settlements(session): if len(settlement.buildings_by_id[building_class]) > limit: return True @@ -115,24 +115,27 @@ def building_num_of_type_greater(session, building_class, limit): @register(periodically=True) def player_res_stored_greater(session, resource, limit): - """Returns whether all player settlements combined have more than limit of resource in their inventories.""" + """Returns whether all player settlements combined have more than *limit* + of *resource* in their inventories.""" return (sum(settlement.get_component(StorageComponent).inventory[resource] for settlement in _get_player_settlements(session)) > limit) @register(periodically=True) def player_res_stored_less(session, resource, limit): - """Returns whether all player settlements combined have less than limit of resource in their inventories.""" + """Returns whether all player settlements combined have less than *limit* + of *resource* in their inventories.""" return (sum(settlement.get_component(StorageComponent).inventory[resource] for settlement in _get_player_settlements(session)) < limit) @register(periodically=True) def settlement_res_stored_greater(session, resource, limit): - """Returns whether at least one player settlement has more than limit of resource in its inventory.""" + """Returns whether at least one player settlement has more than *limit* + of *resource* in its inventory.""" return any(settlement for settlement in _get_player_settlements(session) if \ settlement.get_component(StorageComponent).inventory[resource] > limit) @register(periodically=True) def player_total_earnings_greater(session, limit): - """Returns whether the player has earned more than limit money with trading in all settlements combined. - Profit = sell_income - buy_expenses.""" + """Returns whether the player has earned more than *limit* money with + trading in all settlements combined. Profit = sell_income - buy_expenses.""" total_earning = 0 for settlement in _get_player_settlements(session): total_earning += settlement.total_earnings @@ -140,49 +143,50 @@ def player_total_earnings_greater(session, limit): @register(periodically=True) def settlement_produced_res_greater(session, resource, limit): - """Returns whether more than limit resource have been produced in any player settlement.""" + """Returns whether more than *limit* resource have been produced in any player settlement.""" return any(settlement for settlement in _get_player_settlements(session) if \ settlement.produced_res.get(resource, 0) > limit) @register(periodically=True) def player_produced_res_greater(session, resource, limit): - """Returns whether more than limit resource have been produced in all player settlements combined.""" + """Returns whether more than *limit* of the resource *resource* + have been produced in all player settlements combined.""" return sum(settlement.produced_res.get(resource, 0) for settlement in _get_player_settlements(session)) > limit @register(periodically=True) def buildings_connected_to_warehouse_gt(session, building_class, limit): - """Checks whether more than limit of building_class type buildings are + """Checks whether more than *limit* of *building_class* type buildings are connected to a warehouse or storage.""" return (_building_connected_to_any_of(session, building_class, \ BUILDINGS.WAREHOUSE, BUILDINGS.STORAGE) > limit ) @register(periodically=True) def buildings_connected_to_warehouse_lt(session, building_class, limit): - """Checks whether less than limit of building_class type buildings are + """Checks whether less than *limit* of *building_class* type buildings are connected to a warehouse or storage.""" return (_building_connected_to_any_of(session, building_class, \ BUILDINGS.WAREHOUSE, BUILDINGS.STORAGE) < limit ) @register(periodically=True) def buildings_connected_to_building_gt(session, building_class, class2, limit): - """Checks whether more than limit of building_class type buildings are - connected to any building of type class2.""" + """Checks whether more than *limit* of *building_class* type buildings are + connected to any building of type *class2*.""" return (_building_connected_to_any_of(session, building_class, class2) > limit ) @register(periodically=True) def buildings_connected_to_building_lt(session, building_class, class2, limit): - """Checks whether less than limit of building_class type buildings are - connected to any building of type class2.""" + """Checks whether less than *limit* of *building_class* type buildings are + connected to any building of type *class2*.""" return (_building_connected_to_any_of(session, building_class, class2) < limit ) @register(periodically=True) def time_passed(session, seconds): - """Returns whether at least seconds seconds have passed since the game started.""" + """Returns whether at least *seconds* seconds have passed since the game started.""" return (Scheduler().cur_tick >= Scheduler().get_ticks(seconds)) @register() def var_eq(session, variable, value): - """Returns whether variable has a value equal to 'value'. + """Returns whether *variable* has a value equal to *value*. Returns False if variable was never set in the current session.""" if not variable in _get_scenario_vars(session): return False @@ -190,7 +194,7 @@ def var_eq(session, variable, value): @register() def var_gt(session, variable, value): - """Returns whether variable has a value greater than 'value'. + """Returns whether *variable* has a value greater than *value*. Returns False if variable was never set in the current session.""" if not variable in _get_scenario_vars(session): return False @@ -198,7 +202,7 @@ def var_gt(session, variable, value): @register() def var_lt(session, variable, value): - """Returns whether variable has a value less than 'value'. + """Returns whether *variable* has a value less than *value*. Returns False if variable was never set in the current session.""" if not variable in _get_scenario_vars(session): return False @@ -212,8 +216,9 @@ def _get_scenario_vars(session): return session.scenario_eventhandler._scenario_variables def _building_connected_to_any_of(session, building_class, *classes): - """Returns the exact amount of buildings of type building_class that are - connected to any building of a class in classes. Counts all player settlements.""" + """Returns the exact amount of buildings of type *building_class* that are + connected to any building of a class in the building type list *classes*. + Counts all player settlements.""" building_to_check = [] check_connection = [] for settlement in _get_player_settlements(session): @@ -231,17 +236,17 @@ def _building_connected_to_any_of(session, building_class, *classes): @register(periodically=True) def player_number_of_ships_gt(session, player_id, limit): - """Returns whether the number of ships owned by a certain player is greater than limit.""" + """Returns whether the number of ships owned by the player *player_id* is greater than *limit*.""" number_of_ships = len([s for s in session.world.ships if s.owner.worldid == player_id]) return number_of_ships > limit @register(periodically=True) def player_number_of_ships_lt(session, player_id, limit): - """Returns whether the number of ships owned by a certain player is less than limit.""" + """Returns whether the number of ships owned by the player *player_id* is less than *limit*.""" number_of_ships = len([s for s in session.world.ships if s.owner.worldid == player_id]) return number_of_ships < limit def _building_connected_to_all_of(session, building_class, *classes): - """Returns the exact amount of buildings of type building_class that are - connected to any building of each class in classes. Counts all player settlements.""" + """Returns the exact amount of buildings of type *building_class* that are + connected to any building of each class in *classes*. Counts all player settlements.""" #TODO