An achievement in a pinball machine.
It is tracked per player and can automatically restore state on the next ball.
Accessing achievements in code
The device collection which contains the achievements in your machine is available via
self.machine.achievements. For example, to access one called “foo”, you would use
self.machine.achievements.foo. You can also access achievements in dictionary form, e.g.
You can also get devices by tag or hardware number. See the DeviceCollection documentation for details.
Methods & Attributes
Achievements have the following methods & attributes available. Note that methods & attributes inherited from base classes are not included here.
Add this achievement to an achievement group.
Parameters: group – The achievement group to add this achievement to.
Enable the achievement.
It can only start if it was enabled before.
raise_config_error(msg, error_no, *, context=None)¶
Raise a ConfigFileError exception.
Remove this achievement from an achievement group.
Parameters: group – The achievement group to remove this achievement from.
Reset the achievement to its initial state.
Highlight (select) this achievement.
Return current state.