Docs: coop
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@ -129,15 +129,18 @@ Sent to clients to acknowledge a received [LocationScouts](#LocationScouts) pack
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### RoomUpdate
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Sent when there is a need to update information about the present game session. Generally useful for async games.
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Once authenticated (received Connected), this may also contain data from Connected.
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#### Arguments
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The arguments for RoomUpdate are identical to [RoomInfo](#RoomInfo) barring two:
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The arguments for RoomUpdate are identical to [RoomInfo](#RoomInfo) barring:
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| Name | Type | Notes |
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| ---- | ---- | ----- |
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| hint_points | int | New argument. The client's current hint points. |
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| players | list\[NetworkPlayer\] | Changed argument. Always sends all players, whether connected or not. |
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| checked_locations | May be a partial update, containing new locations that were checked. |
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| missing_locations | Should never be sent as an update, if needed is the inverse of checked_locations. |
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All arguments for this packet are optional.
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All arguments for this packet are optional, only changes are sent.
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### Print
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Sent to clients purely to display a message to the player.
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@ -260,6 +263,15 @@ the server will forward the message to all those targets to which any one requir
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## Appendix
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### Coop
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Coop in Archipelago is automatically facilitated by the server, however some of the default behaviour may not be what you desire.
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If the game in question is a remote-items game (attribute on AutoWorld), then all items will always be sent and received.
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If the game in question is not a remote-items game, then any items that are placed within the same world will not be send by the server.
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To manually react to others in the same player slot doing checks, listen to [RoomUpdate](#RoomUpdate) -> checked_locations.
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### NetworkPlayer
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A list of objects. Each object denotes one player. Each object has four fields about the player, in this order: `team`, `slot`, `alias`, and `name`. `team` and `slot` are ints, `alias` and `name` are strs.
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