Convert triple single quote docstring to triple double quote docstring
For better consistency
This commit is contained in:
@@ -32,7 +32,7 @@ except ImportError:
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from utils.compat import OrderedDict
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class Effect(EqBase):
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'''
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"""
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The effect handling class, it is used to proxy and load effect handler code,
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as well as a container for extra information regarding effects coming
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from the gamedata db.
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@@ -41,26 +41,26 @@ class Effect(EqBase):
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@ivar name: The name of this effect
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@ivar description: The description of this effect, this is usualy pretty useless
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@ivar published: Wether this effect is published or not, unpublished effects are typicaly unused.
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'''
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"""
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#Filter to change names of effects to valid python method names
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nameFilter = re.compile("[^A-Za-z0-9]")
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@reconstructor
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def init(self):
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'''
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"""
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Reconstructor, composes the object as we grab it from the database
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'''
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"""
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self.__generated = False
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self.__effectModule = None
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self.handlerName = re.sub(self.nameFilter, "", self.name).lower()
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@property
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def handler(self):
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'''
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"""
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The handler for the effect,
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It is automaticly fetched from effects/<effectName>.py if the file exists
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the first time this property is accessed.
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'''
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"""
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if not self.__generated:
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self.__generateHandler()
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@@ -68,7 +68,7 @@ class Effect(EqBase):
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@property
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def runTime(self):
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'''
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"""
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The runTime that this effect should be run at.
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This property is also automaticly fetched from effects/<effectName>.py if the file exists.
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the possible values are:
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@@ -77,7 +77,7 @@ class Effect(EqBase):
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effects with an early runTime will be ran first when things are calculated,
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followed by effects with a normal runTime and as last effects with a late runTime are ran.
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'''
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"""
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if not self.__generated:
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self.__generateHandler()
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@@ -85,7 +85,7 @@ class Effect(EqBase):
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@property
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def type(self):
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'''
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"""
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The type of the effect, automaticly fetched from effects/<effectName>.py if the file exists.
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Valid values are:
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@@ -95,7 +95,7 @@ class Effect(EqBase):
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the effect is. passive vs active gives eos clues about wether to module
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is activatable or not (duh!) and projected and gang each tell eos that the
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module can be projected onto other fits, or used as a gang booster module respectivly
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'''
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"""
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if not self.__generated:
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self.__generateHandler()
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@@ -103,23 +103,23 @@ class Effect(EqBase):
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@property
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def isImplemented(self):
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'''
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"""
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Wether this effect is implemented in code or not,
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unimplemented effects simply do nothing at all when run
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'''
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"""
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return self.handler != effectDummy
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def isType(self, type):
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'''
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"""
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Check if this effect is of the passed type
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'''
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"""
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return self.type is not None and type in self.type
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def __generateHandler(self):
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'''
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"""
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Grab the handler, type and runTime from the effect code if it exists,
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if it doesn't, set dummy values and add a dummy handler
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'''
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"""
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try:
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self.__effectModule = effectModule = __import__('eos.effects.' + self.handlerName, fromlist=True)
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try:
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@@ -52,7 +52,7 @@ class FighterAbility(object):
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@reconstructor
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def init(self):
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'''Initialize from the database'''
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"""Initialize from the database"""
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self.__effect = None
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if self.effectID:
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@@ -683,8 +683,8 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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return "EmptyModule() at {}".format(hex(id(self)))
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class Rack(Module):
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'''
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"""
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This is simply the Module class named something else to differentiate
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it for app logic. This class does not do anything special
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'''
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"""
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pass
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