issue #2243 -- prefer f-strings over %-interpolation

edited docs to prefer f-strings, then str.format(), and remove %-interpolation

additional ad-hoc documentation fixes, as opportunities seen:
- replace Built-In Function (BIF) "min" variable with "mins"
- prefer BIF str(var) over "%s" % var
- reformat some code examples to clarify multiple args passed to functions
- change some single-quote strings to double-quotes for consistency
- fix mismatched parens

misc edits:
- add .vscode/ to gitignore
This commit is contained in:
Dimitri 2021-10-12 12:13:42 -06:00
parent f45051050e
commit 851ca30be5
30 changed files with 207 additions and 193 deletions

View file

@ -172,7 +172,7 @@ def add_XP(character, amount):
character.db.level += 1
character.db.STR += 1
character.db.combat += 2
character.msg("You are now level %i!" % character.db.level)
character.msg(f"You are now level {character.db.level}!")
def skill_combat(*args):
"""
@ -182,24 +182,24 @@ def skill_combat(*args):
"""
char1, char2 = args
roll1, roll2 = roll_hit(), roll_hit()
failtext = "You are hit by %s for %i damage!"
wintext = "You hit %s for %i damage!"
failtext_template = "You are hit by {attacker} for {dmg} damage!"
wintext_template = "You hit {target} for {dmg} damage!"
xp_gain = randint(1, 3)
if char1.db.combat >= roll1 > roll2:
# char 1 hits
dmg = roll_dmg() + char1.db.STR
char1.msg(wintext % (char2, dmg))
char1.msg(wintext_template.format(target=char2, dmg=dmg))
add_XP(char1, xp_gain)
char2.msg(failtext % (char1, dmg))
char2.msg(failtext_template.format(attacker=char1, dmg=dmg))
char2.db.HP -= dmg
check_defeat(char2)
elif char2.db.combat >= roll2 > roll1:
# char 2 hits
dmg = roll_dmg() + char2.db.STR
char1.msg(failtext % (char2, dmg))
char1.msg(failtext_template.format(attacker=char2, dmg=dmg))
char1.db.HP -= dmg
check_defeat(char1)
char2.msg(wintext % (char1, dmg))
char2.msg(wintext_template.format(target=char1, dmg=dmg))
add_XP(char2, xp_gain)
else:
# a draw
@ -217,7 +217,7 @@ def roll_challenge(character1, character2, skillname):
if skillname in SKILLS:
SKILLS[skillname](character1, character2)
else:
raise RunTimeError("Skillname %s not found." % skillname)
raise RunTimeError(f"Skillname {skillname} not found.")
```
These few functions implement the entirety of our simple rule system. We have a function to check