An achievement group in a pinball machine.
It is tracked per player and can automatically restore state on the next ball.
Accessing achievement_groups in code
The device collection which contains the achievement_groups in your machine is available via
self.machine.achievement_groups. For example, to access one called “foo”, you would use
self.machine.achievement_groups.foo. You can also access achievement_groups in dictionary form, e.g.
You can also get devices by tag or hardware number. See the DeviceCollection documentation for details.
Methods & Attributes
Achievement_groups have the following methods & attributes available. Note that methods & attributes inherited from base classes are not included here.
Disable achievement group.
Enable achievement group.
Return enabled state.
Notify the group that one of its members has changed state.
raise_config_error(msg, error_no, *, context=None)¶
Raise a ConfigFileError exception.
Rotate to the left.
Rotate to the right.
Select a random achievement.
Start the currently selected achievement.