doc: update use of relative/absolute imports
it matters for apworlds to function
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@ -23,3 +23,10 @@ No metadata is specified yet.
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## Extra Data
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The zip can contain arbitrary files in addition what was specified above.
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## Caveats
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Imports from other files inside the apworld have to use relative imports.
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Imports from AP base have to use absolute imports, e.g. Options.py and worlds/AutoWorld.py.
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@ -188,7 +188,7 @@ the `/worlds` directory. The starting point for the package is `__init.py__`.
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Conventionally, your world class is placed in that file.
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World classes must inherit from the `World` class in `/worlds/AutoWorld.py`,
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which can be imported as `..AutoWorld.World` from your package.
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which can be imported as `worlds.AutoWorld.World` from your package.
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AP will pick up your world automatically due to the `AutoWorld` implementation.
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@ -209,6 +209,10 @@ e.g. `from .Options import mygame_options` from your `__init__.py` will load
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When imported names pile up it may be easier to use `from . import Options`
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and access the variable as `Options.mygame_options`.
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Imports from directories outside your world should use absolute imports.
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Correct use of relative / absolute imports is required for zipped worlds to
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function, see [apworld specification.md](apworld%20specification.md).
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### Your Item Type
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Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
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@ -321,7 +325,7 @@ mygame_options: typing.Dict[str, type(Option)] = {
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```python
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# __init__.py
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from ..AutoWorld import World
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from worlds.AutoWorld import World
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from .Options import mygame_options # import the options dict
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class MyGameWorld(World):
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@ -350,7 +354,7 @@ more natural. These games typically have been edited to 'bake in' the items.
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from .Options import mygame_options # the options we defined earlier
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from .Items import mygame_items # data used below to add items to the World
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from .Locations import mygame_locations # same as above
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from ..AutoWorld import World
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from worlds.AutoWorld import World
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from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
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from Utils import get_options, output_path
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@ -551,7 +555,7 @@ def generate_basic(self) -> None:
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### Setting Rules
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```python
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from ..generic.Rules import add_rule, set_rule, forbid_item
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from worlds.generic.Rules import add_rule, set_rule, forbid_item
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from Items import get_item_type
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def set_rules(self) -> None:
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@ -601,7 +605,7 @@ implement more complex logic in logic mixins, even if there is no need to add
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properties to the `BaseClasses.CollectionState` state object.
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When importing a file that defines a class that inherits from
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`..AutoWorld.LogicMixin` the state object's class is automatically extended by
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`worlds.AutoWorld.LogicMixin` the state object's class is automatically extended by
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the mixin's members. These members should be prefixed with underscore following
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the name of the implementing world. This is due to sharing a namespace with all
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other logic mixins.
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@ -620,7 +624,7 @@ Please do this with caution and only when neccessary.
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```python
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# Logic.py
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from ..AutoWorld import LogicMixin
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from worlds.AutoWorld import LogicMixin
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class MyGameLogic(LogicMixin):
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def _mygame_has_key(self, world: MultiWorld, player: int):
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@ -631,7 +635,7 @@ class MyGameLogic(LogicMixin):
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```python
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# __init__.py
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from ..generic.Rules import set_rule
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from worlds.generic.Rules import set_rule
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import .Logic # apply the mixin by importing its file
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class MyGameWorld(World):
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