Merge pull request #98 from black-sliver/doc-update
add world api documentation
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# Archipelago API
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This document tries to explain some internals required to implement a game for
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Archipelago's generation and server. Once a seed is generated, a client or mod is
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required to send and receive items between the game and server.
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Client implementation is out of scope of this document. Please refer to an
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existing game that provides a similar API to yours.
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Refer to the following documents as well:
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* [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md)
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* [adding games.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/adding%20games.md)
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Archipelago will be abbreviated as "AP" from now on.
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## Language
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AP worlds are written in python3.
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Clients that connect to the server to sync items can be in any language that
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allows using WebSockets.
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## Coding style
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AP follows all the PEPs. When in doubt use an IDE with coding style
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linter, for example PyCharm Community Edition.
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## Docstrings
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Docstrings are strings attached to an object in Python that describe what the
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object is supposed to be. Certain docstrings will be picked up and used by AP.
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They are assigned by writing a string without any assignment right below a
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definition. The string must be a triple-quoted string.
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Example:
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```python
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class MyGameWorld(World):
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"""This is the description of My Game that will be displayed on the AP
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website."""
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```
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## Definitions
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### World Class
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A `World` class is the class with all the specifics of a certain game to be
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included. It will be instantiated for each player that rolls a seed for that
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game.
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### MultiWorld Object
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The `MultiWorld` object references the whole multiworld (all items and locations
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for all players) and is accessible through `self.world` inside a `World` object.
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### Player
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The player is just an integer in AP and is accessible through `self.player`
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inside a World object.
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### Player Options
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Players provide customized settings for their World in the form of yamls.
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Those are accessible through `self.world.<option_name>[self.player]`. A dict
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of valid options has to be provided in `self.options`. Options are automatically
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added to the `World` object for easy access.
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### World Options
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Any AP installation can provide settings for a world, for example a ROM file,
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accessible through `Utils.get_options()['<world>_options']['<option>']`.
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Users can set those in their `host.yaml` file.
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### Locations
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Locations are places where items can be located in your game. This may be chests
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or boss drops for RPG-like games but could also be progress in a research tree.
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Each location has a `name` and an `id` (a.k.a. "code" or "address"), is placed
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in a Region and has access rules.
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The name needs to be unique in each game, the ID needs to be unique across all
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games and is best in the same range as the item IDs.
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Special locations with ID `None` can hold events.
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### Items
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Items are all things that can "drop" for your game. This may be RPG items like
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weapons, could as well be technologies you normally research in a research tree.
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Each item has a `name`, an `id` (can be known as "code"), and an `advancement`
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flag. An advancement item is an item which a player may require to advance in
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their world. Advancement items will be assigned to locations with higher
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priority and moved around to meet defined rules and accomplish progression
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balancing.
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Special items with ID `None` can mark events (read below).
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### Events
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Events will mark some progress. You define an event location, an
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event item, strap some rules to the location (i.e. hold certain
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items) and manually place the event item at the event location.
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Events can be used to either simplify the logic or to get better spoiler logs.
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Events will show up in the spoiler playthrough but they do not represent actual
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items or locations within the game.
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There is one special case for events: Victory. To get the win condition to show
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up in the spoiler log, you create an event item and place it at an event
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location with the `access_rules` for game completion. Once that's done, the
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world's win condition can be as simple as checking for that item.
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By convention the victory event is called `"Victory"`. It can be placed at one
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or more event locations based on player options.
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### Regions
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Regions are logical groups of locations that share some common access rules. If
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location logic is written from scratch, using regions greatly simplifies the
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definition and allow to somewhat easily implement things like entrance
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randomizer in logic.
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Regions have a list called `exits` which are `Entrance` objects representing
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transitions to other regions.
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There has to be one special region "Menu" from which the logic unfolds. AP
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assumes that a player will always be able to return to the "Menu" region by
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resetting the game ("Save and quit").
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### Entrances
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An `Entrance` connects to a region, is assigned to region's exits and has rules
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to define if it and thus the connected region is accessible.
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They can be static (regular logic) or be defined/connected during generation
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(entrance randomizer).
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### Access Rules
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An access rule is a function that returns `True` or `False` for a `Location` or
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`Entrance` based on the the current `state` (items that can be collected).
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### Item Rules
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An item rule is a function that returns `True` or `False` for a `Location` based
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on a single item. It can be used to reject placement of an item there.
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## Implementation
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### Your World
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All code for your world implementation should be placed in a python package in
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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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AP will pick up your world automatically due to the `AutoWorld` implementation.
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### Requirements
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If your world needs specific python packages, they can be listed in
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`world/[world_name]/requirements.txt`.
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See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format)
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### Relative Imports
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AP will only import the `__init__.py`. Depending on code size it makes sense to
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use multiple files and use relative imports to access them.
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e.g. `from .Options import mygame_options` from your `__init__.py` will load
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`world/[world_name]/Options.py` and make its `mygame_options` accesible.
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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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### Your Item Type
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Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
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overridden to attach additional data to it, e.g. "price in shop".
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Since the constructor is only ever called from your code, you can add whatever
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arguments you like to the constructor.
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In its simplest form we only set the game name and use the default constuctor
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```python
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from BaseClasses import Item
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class MyGameItem(Item):
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game: str = "My Game"
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```
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By convention this class definition will either be placed in your `__init__.py`
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or your `Items.py`. For a more elaborate example see `worlds/oot/Items.py`.
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### Your location type
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The same we have done for items above, we will do for locations
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```python
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from BasClasses import Location
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class MyGameLocation(Location):
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game: str = "My Game"
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# override constructor to automatically mark event locations as such
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def __init__(self, player: int, name = '', code = None, parent = None):
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super(MyGameLocation, self).__init__(player, name, code, parent)
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self.event = code is None
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```
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in your `__init__.py` or your `Locations.py`.
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### Options
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By convention options are defined in `Options.py` and will be used when parsing
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the players' yaml files.
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Each option has its own class, inherits from a base option type, has a docstring
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to describe it and a `displayname` property for display on the website and in
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spoiler logs.
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The actual name as used in the yaml is defined in a `dict[str, Option]`, that is
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assigned to the world under `self.options`.
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Common option types are `Toggle`, `DefaultOnToggle`, `Choice`, `Range`.
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For more see `Options.py` in AP's base directory.
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#### Toggle, DefaultOnToggle
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Those don't need any additional properties defined. After parsing the option,
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its `value` will either be True or False.
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#### Range
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Define properties `range_start`, `range_end` and `default`. Ranges will be
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displayed as sliders on the website and can be set to random in the yaml.
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#### Choice
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Choices are like toggles, but have more options than just True and False.
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Define a property `option_<name> = <number>` per selectable value and
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`default = <number>` to set the default selection. Aliases can be set by
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defining a property `alias_<name> = <same number>`.
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One special case where aliases are required is when option name is `yes`, `no`,
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`on` or `off` because they parse to `True` or `False`:
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```python
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option_off = 0
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option_on = 1
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option_some = 2
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alias_false = 0
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alias_true = 1
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default = 0
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```
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#### Sample
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```python
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# Options.py
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from Options import Toggle, Range, Choice
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import typing
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class Difficulty(Choice):
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"""Sets overall game difficulty."""
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displayname = "Difficulty"
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option_easy = 0
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option_normal = 1
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option_hard = 2
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alias_beginner = 0 # same as easy
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alias_expert = 2 # same as hard
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default = 1 # default to normal
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class FinalBossHP(Range):
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"""Sets the HP of the final boss"""
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displayname = "Final Boss HP"
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range_start = 100
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range_end = 10000
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default = 2000
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class FixXYZGlitch(Toggle):
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"""Fixes ABC when you do XYZ"""
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displayname = "Fix XYZ Glitch"
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# By convention we call the options dict variable `<world>_options`.
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mygame_options: typing.Dict[str, type(Option)] = {
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"difficulty": Difficulty,
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"final_boss_hp": FinalBossHP,
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"fix_xyz_glitch": FixXYZGlitch
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}
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```
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```python
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# __init__.py
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from ..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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#...
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options = mygame_options # assign the options dict to the world
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#...
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```
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### Local or Remote
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A world with `remote_items` set to `True` gets all items items from the server
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and no item from the local game. So for an RPG opening a chest would not add
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any item to your inventory, instead the server will send you what was in that
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chest. The advantage is that a generic mod can be used that does not need to
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know anything about the seed.
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A world with `remote_items` set to `False` will locally reward its local items.
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For console games this can remove delay and make script/animation/dialog flow
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more natural. These games typically have been edited to 'bake in' the items.
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### A World Class Skeleton
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```python
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# world/mygame/__init__.py
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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 BaseClasses import Region, Location, Entrance, Item
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from Utils import get_options, output_path
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class MyGameItem(Item): # or from Items import MyGameItem
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game = "My Game" # name of the game/world this item is from
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class MyGameLocation(Location): # or from Locations import MyGameLocation
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game = "My Game" # name of the game/world this location is in
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class MyGameWorld(World):
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"""Insert description of the world/game here."""
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game: str = "My Game" # name of the game/world
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options = mygame_options # options the player can set
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topology_present: bool = True # show path to required location checks in spoiler
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remote_items: bool = False # True if all items come from the server
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remote_start_inventory: bool = False # True if start inventory comes from the server
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# data_version is used to signal that items, locations or their names
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# changed. Set this to 0 during development so other games' clients do not
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# cache any texts, then increase by 1 for each release that makes changes.
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data_version = 0
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# ID of first item and location, could be hard-coded but code may be easier
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# to read with this as a propery.
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base_id = 1234
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# Instead of dynamic numbering, IDs could be part of data.
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# The following two dicts are required for the generation to know which
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# items exist. They could be generated from json or something else. They can
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# include events, but don't have to since events will be placed manually.
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item_name_to_id = {name: id for
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id, name in enumerate(mygame_items, base_id)}
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location_name_to_id = {name: id for
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id, name in enumerate(mygame_locations, base_id)}
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# Items can be grouped using their names to allow easy checking if any item
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# from that group has been collected. Group names can also be used for !hint
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item_name_groups = {
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"weapons": {"sword", "lance"}
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}
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```
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### Generation
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The world has to provide the following things for generation
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* the properties mentioned above
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* additions to the item pool
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* additions to the regions list: at least one called "Menu"
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* locations placed inside those regions
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* a `def create_item(self, item: str) -> MyGameItem` for plando/manual placing
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* applying `self.world.precollected_items` for plando/start inventory
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if not using a `remote_start_inventory`
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* a `def generate_output(self, output_directory: str)` that creates the output
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if there is output to be generated. If only items are randomized and
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`remote_items = True` it is possible to have a generic mod and output
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generation can be skipped. In all other cases this is required. When this is
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called, `self.world.get_locations()` has all locations for all players, with
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properties `item` pointing to the item and `player` identifying the player.
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`self.world.get_filled_locations(self.player)` will filter for this world.
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`item.player` can be used to see if it's a local item.
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In addition the following methods can be implemented
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* `def generate_early(self)`
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called per player before any items or locations are created. You can set
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properties on your world here. Already has access to player options and RNG.
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* `def create_regions(self)`
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called to place player's regions into the MultiWorld's regions list. If it's
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hard to separate, this can be done during `generate_early` or `basic` as well.
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* `def create_items(self)`
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called to place player's items into the MultiWorld's itempool.
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* `def set_rules(self)`
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called to set access and item rules on locations and entrances.
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* `def generate_basic(self)`
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called after the previous steps. Some placement and player specific
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randomizations can be done here. After this step all regions and items have
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to be in the MultiWorld's regions and itempool.
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* `pre_fill`, `fill_hook` and `post_fill` are called to modify item placement
|
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before, during and after the regular fill process, before `generate_output`.
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* `fill_slot_data` and `modify_multidata` can be used to modify the data that
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will be used by the server to host the MultiWorld.
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* `def get_required_client_version(self)`
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can return a tuple of 3 ints to make sure the client is compatible to this
|
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world (e.g. item IDs) when connecting.
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||||
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||||
#### generate_early
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|
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```python
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def generate_early(self):
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# read player settings to world instance
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self.final_boss_hp = self.world.final_boss_hp[self.player].value
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```
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#### create_item
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```python
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# we need a way to know if an item provides progress in the game ("key item")
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# this can be part of the items definition, or depend on recipe randomization
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from .Items import is_progression # this is just a dummy
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def create_item(self, item: str):
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# This is called when AP wants to create an item by name (for plando) or
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# when you call it from your own code.
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return MyGameItem(item, is_progression(item), self.item_name_to_id[item],
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self.player)
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def create_event(self, event: str):
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# while we are at it, we can also add a helper to create events
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return MyGameItem(event, True, None, self.player)
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```
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||||
|
||||
#### create_items
|
||||
|
||||
```python
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||||
def create_items(self):
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||||
# Add items to the Multiworld.
|
||||
# If there are two of the same item, the item has to be twice in the pool.
|
||||
# Which items are added to the pool may depend on player settings,
|
||||
# e.g. custom win condition like triforce hunt.
|
||||
# Having an item in the start inventory won't remove it from the pool.
|
||||
# If an item can't have duplicates it has to be excluded manually.
|
||||
|
||||
# List of items to exclude, as a copy since it will be destroyed below
|
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exclude = [item for item in self.world.precollected_items[self.player]]
|
||||
|
||||
for item in map(self.create_item, mygame_items):
|
||||
if item in exclude:
|
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exclude.remove(item) # this is destructive. create unique list above
|
||||
self.world.itempool.append(self.create_item('nothing'))
|
||||
else:
|
||||
self.world.itempool.append(item)
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||||
|
||||
# itempool and number of locations should match up.
|
||||
# If this is not the case we want to fill the itempool with junk.
|
||||
junk = 0 # calculate this based on player settings
|
||||
self.world.itempool += [self.create_item('nothing') for _ in range(junk)]
|
||||
```
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||||
|
||||
#### create_regions
|
||||
|
||||
```python
|
||||
def create_regions(self):
|
||||
# Add regions to the multiworld. "Menu" is the required starting point.
|
||||
# Arguments to Region() are name, type, human_readable_name, player, world
|
||||
r = Region("Menu", None, "Menu", self.player, self.world)
|
||||
# Set Region.exits to a list of entrances that are reachable from region
|
||||
r.exits = [Entrance(self.player, "New game", r)] # or use r.exits.append
|
||||
# Append region to MultiWorld's regions
|
||||
self.world.regions.append(r) # or use += [r...]
|
||||
|
||||
r = Region("Main Area", None, "Main Area", self.player, self.world)
|
||||
# Add main area's locations to main area (all but final boss)
|
||||
r.locations = [MyGameLocation(self.player, location.name,
|
||||
self.location_name_to_id[location.name], r)]
|
||||
r.exits = [Entrance(self.player, "Boss Door", r)]
|
||||
self.world.regions.append(r)
|
||||
|
||||
r = Region("Boss Room", None, "Boss Room", self.player, self.world)
|
||||
# add event to Boss Room
|
||||
r.locations = [MyGameLocation(self.player, "Final Boss", None, r)]
|
||||
self.world.regions.append(r)
|
||||
|
||||
# If entrances are not randomized, they should be connected here, otherwise
|
||||
# they can also be connected at a later stage.
|
||||
self.world.get_entrance("New Game", self.player)\
|
||||
.connect(self.world.get_region("Main Area", self.player))
|
||||
self.world.get_entrance("Boss Door", self.player)\
|
||||
.connect(self.world.get_region("Boss Room", self.player))
|
||||
|
||||
# If setting location access rules from data is easier here, set_rules can
|
||||
# possibly omitted.
|
||||
```
|
||||
|
||||
#### generate_basic
|
||||
|
||||
```python
|
||||
def generate_basic(self):
|
||||
# place "Victory" at "Final Boss" and set collection as win condition
|
||||
self.world.get_location("Final Boss", self.player)\
|
||||
.place_locked_item(self.create_event("Victory"))
|
||||
self.world.completion_condition[self.player] = \
|
||||
lambda state: state.has("Victory", self.player)
|
||||
|
||||
# place item Herb into location Chest1 for some reason
|
||||
item = self.create_item("Herb")
|
||||
self.world.get_location("Chest1", self.player).place_locked_item(item)
|
||||
# in most cases it's better to do this at the same time the itempool is
|
||||
# filled to avoid accidental duplicates:
|
||||
# manually placed and still in the itempool
|
||||
```
|
||||
|
||||
### Setting Rules
|
||||
|
||||
```python
|
||||
from ..generic.Rules import add_rule, set_rule, forbid_item
|
||||
from Items import get_item_type
|
||||
|
||||
def set_rules(self):
|
||||
# For some worlds this step can be omitted if either a Logic mixin
|
||||
# (see below) is used, it's easier to apply the rules from data during
|
||||
# location generation or everything is in generate_basic
|
||||
|
||||
# set a simple rule for an region
|
||||
set_rule(self.world.get_entrance("Boss Door", self.player),
|
||||
lambda state: state.has("Boss Key", self.player))
|
||||
# combine rules to require two items
|
||||
add_rule(self.world.get_location("Chest2", self.player),
|
||||
lambda state: state.has("Sword", self.player))
|
||||
add_rule(self.world.get_location("Chest2", self.player),
|
||||
lambda state: state.has("Shield", self.player))
|
||||
# or simply combine yourself
|
||||
set_rule(self.world.get_location("Chest2", self.player),
|
||||
lambda state: state.has("Sword", self.player) and
|
||||
state.has("Shield", self.player))
|
||||
# require two of an item
|
||||
set_rule(self.world.get_location("Chest3", self.player),
|
||||
lambda state: state.has("Key", self.player, 2))
|
||||
# require one item from an item group
|
||||
add_rule(self.world.get_location("Chest3", self.player),
|
||||
lambda state: state.has_group("weapons", self.player))
|
||||
# state also has .item_count() for items, .has_any() and.has_all() for sets
|
||||
# and .count_group() for groups
|
||||
# set_rule is likely to be a bit faster than add_rule
|
||||
|
||||
# disallow placing a specific local item at a specific location
|
||||
forbid_item(self.world.get_location("Chest4", self.player), "Sword")
|
||||
# disallow placing items with a specific property
|
||||
add_item_rule(self.world.get_location("Chest5", self.player),
|
||||
lambda item: get_item_type(item) == "weapon")
|
||||
# get_item_type needs to take player/world into account
|
||||
# if MyGameItem has a type property, a more direct implementation would be
|
||||
add_item_rule(self.world.get_location("Chest5", self.player),
|
||||
lambda item: item.player != self.player or\
|
||||
item.my_type == "weapon")
|
||||
# location.item_rule = ... is likely to be a bit faster
|
||||
```
|
||||
|
||||
### Logic Mixin
|
||||
|
||||
While lambdas and events could do pretty much anything, by convention we
|
||||
implement more complex logic in logic mixins, even if there is no need to add
|
||||
properties to the `BaseClasses.CollectionState` state object.
|
||||
|
||||
When importing a file that defines a class that inherits from
|
||||
`..AutoWorld.LogicMixin` the state object's class is automatically extended by
|
||||
the mixin's members. These members should be prefixed with underscore following
|
||||
the name of the implementing world. This is due to sharing a namespace with all
|
||||
other logic mixins.
|
||||
|
||||
Typical uses are defining methods that are used instead of `state.has`
|
||||
in lambdas, e.g.`state._mygame_has(custom, world, player)` or recurring checks
|
||||
like `state._mygame_can_do_something(world, player)` to simplify lambdas.
|
||||
|
||||
More advanced uses could be to add additional variables to the state object,
|
||||
override `World.collect(self, state, item)` and `remove(self, state, item)`
|
||||
to update the state object, and check those added variables in added methods.
|
||||
Please do this with caution and only when neccessary.
|
||||
|
||||
#### Sample
|
||||
|
||||
```python
|
||||
# Logic.py
|
||||
|
||||
from ..AutoWorld import LogicMixin
|
||||
|
||||
class MyGameLogic(LogicMixin):
|
||||
def _mygame_has_key(self, world: MultiWorld, player: int):
|
||||
# Arguments above are free to choose
|
||||
# it may make sense to use World as argument instead of MultiWorld
|
||||
return self.has('key', player) # or whatever
|
||||
```
|
||||
```python
|
||||
# __init__.py
|
||||
|
||||
from ..generic.Rules import set_rule
|
||||
import .Logic # apply the mixin by importing its file
|
||||
|
||||
class MyGameWorld(World):
|
||||
# ...
|
||||
def set_rules(self):
|
||||
set_rule(self.world.get_location("A Door", self.player),
|
||||
lamda state: state._myworld_has_key(self.world, self.player))
|
||||
```
|
||||
|
||||
### Generate Output
|
||||
|
||||
```python
|
||||
from .Mod import generate_mod
|
||||
|
||||
def generate_output(self, output_directory: str):
|
||||
# How to generate the mod or ROM highly depends on the game
|
||||
# if the mod is written in Lua, Jinja can be used to fill a template
|
||||
# if the mod reads a json file, `json.dump()` can be used to generate that
|
||||
# code below is a dummy
|
||||
data = {
|
||||
"seed": self.world.seed_name, # to verify the server's multiworld
|
||||
"slot": self.world.player_name[self.player], # to connect to server
|
||||
"items": {location.name: location.item.name
|
||||
if location.item.player == self.player else "Remote"
|
||||
for location in self.world.get_filled_locations(self.player)},
|
||||
# store start_inventory from player's .yaml
|
||||
"starter_items": [item.name for item
|
||||
in self.world.precollected_items[self.player]],
|
||||
"final_boss_hp": self.final_boss_hp,
|
||||
# store option name "easy", "normal" or "hard" for difficuly
|
||||
"difficulty": self.world.difficulty[self.player].current_key,
|
||||
# store option value True or False for fixing a glitch
|
||||
"fix_xyz_glitch": self.world.fix_xyz_glitch[self.player].value
|
||||
}
|
||||
# point to a ROM specified by the installation
|
||||
src = Utils.get_options()["mygame_options"]["rom_file"]
|
||||
# or point to worlds/mygame/data/mod_template
|
||||
src = os.path.join(os.path.dirname(__file__), "data", "mod_template")
|
||||
# generate output path
|
||||
mod_name = f"AP-{self.world.seed_name}-P{self.player}-{self.world.player_name[self.player]}"
|
||||
out_file = os.path.join(output_directory, mod_name + ".zip")
|
||||
# generate the file
|
||||
generate_mod(src, out_file, data)
|
||||
```
|
||||
|
Loading…
Reference in New Issue