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misc: replace Any with precise types
Curses screens, windows and pads are typed as curses.window, and the widgets that may get no parent window take curses.window | None. - EventHandler is generic over a ParamSpec, so each handler declares the arguments it passes, and MenuView is generic over the item its on_confirm hands out. Choice callbacks take no arguments. - Scrollable is generic over its items, which DataTable and ListBox fix to tuple[str, str] and str. - random.choice() and choice_low() are generic over the sequence, so the casts at their call sites are gone. BasicUserInterface.menu() and util.first() are generic too. - Signal callbacks and their payloads are Callable[..., object] and object, since emit() only forwards them. - JSON values in game_data are object and narrowed by isinstance, and data files are Traversable. - Signal handlers take an int and a FrameType | None, and list_players() takes a TextIO. - The focus_standout() context managers return Generator[None, None, None]. Any remains in three places: Player.__setstate__, whose pickled __dict__ holds values of every type; Focusable.__init__, a mixin that passes *args and **kwargs through to the next class; and the values load_game_data() collects, whose element type depends on the field each one fills.
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@@ -1,10 +1,12 @@
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import contextlib
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import time
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from collections.abc import Callable, Generator, Sequence
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from typing import Any
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from typing import TypeVar
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RngState = tuple[float, float, float, int]
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T = TypeVar("T")
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_2_POW_32 = 0x100000000
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_2_POW_MINUS_32 = 2.3283064365386963e-10
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@@ -102,11 +104,11 @@ def using(rng: Alea) -> Generator[None, None, None]:
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_current = previous
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def choice(source: Sequence[Any]) -> Any:
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def choice(source: Sequence[T]) -> T:
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return source[below(len(source))]
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def choice_low(source: Sequence[Any]) -> Any:
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def choice_low(source: Sequence[T]) -> T:
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return source[below_low(len(source))]
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