Docs: adding games rework (#2892)
* Docs: complete adding games.md rework * remove all the now unused images * review changes * address medic's review * address more comments
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# How do I add a game to Archipelago?
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This guide is going to try and be a broad summary of how you can do just that.
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There are two key steps to incorporating a game into Archipelago:
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- Game Modification
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- Archipelago Server Integration
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Refer to the following documents as well:
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- [network protocol.md](/docs/network%20protocol.md) for network communication between client and server.
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- [world api.md](/docs/world%20api.md) for documentation on server side code and creating a world package.
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# Game Modification
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One half of the work required to integrate a game into Archipelago is the development of the game client. This is
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typically done through a modding API or other modification process, described further down.
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As an example, modifications to a game typically include (more on this later):
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- Hooking into when a 'location check' is completed.
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- Networking with the Archipelago server.
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- Optionally, UI or HUD updates to show status of the multiworld session or Archipelago server connection.
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In order to determine how to modify a game, refer to the following sections.
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## Engine Identification
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This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is
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critical. The first step is to look at a game's files. Let's go over what some game files might look like. It’s
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important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
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Examples are provided below.
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### Creepy Castle
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This is the delightful title Creepy Castle, which is a fantastic game that I highly recommend. It’s also your worst-case
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scenario as a modder. All that’s present here is an executable file and some meta-information that Steam uses. You have
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basically nothing here to work with. If you want to change this game, the only option you have is to do some pretty
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nasty disassembly and reverse engineering work, which is outside the scope of this tutorial. Let’s look at some other
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examples of game releases.
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### Heavy Bullets
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Here’s the release files for another game, Heavy Bullets. We see a .exe file, like expected, and a few more files.
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“hello.txt” is a text file, which we can quickly skim in any text editor. Many games have them in some form, usually
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with a name like README.txt, and they may contain information about a game, such as a EULA, terms of service, licensing
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information, credits, and general info about the game. You usually won’t find anything too helpful here, but it never
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hurts to check. In this case, it contains some credits and a changelog for the game, so nothing too important.
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“steam_api.dll” is a file you can safely ignore, it’s just some code used to interface with Steam.
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The directory “HEAVY_BULLETS_Data”, however, has some good news.
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Jackpot! It might not be obvious what you’re looking at here, but I can instantly tell from this folder’s contents that
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what we have is a game made in the Unity Engine. If you look in the sub-folders, you’ll seem some .dll files which
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affirm our suspicions. Telltale signs for this are directories titled “Managed” and “Mono”, as well as the numbered,
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extension-less level files and the sharedassets files. If you've identified the game as a Unity game, some useful tools
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and information to help you on your journey can be found at this
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[Unity Game Hacking guide.](https://github.com/imadr/Unity-game-hacking)
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### Stardew Valley
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This is the game contents of Stardew Valley. A lot more to look at here, but some key takeaways.
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Notice the .dll files which include “CSharp” in their name. This tells us that the game was made in C#, which is good
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news. Many games made in C# can be modified using the same tools found in our Unity game hacking toolset; namely BepInEx
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and MonoMod.
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### Gato Roboto
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Our last example is the game Gato Roboto. This game is made in GameMaker, which is another green flag to look out for.
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The giveaway is the file titled "data.win". This immediately tips us off that this game was made in GameMaker. For
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modifying GameMaker games the [Undertale Mod Tool](https://github.com/krzys-h/UndertaleModTool) is incredibly helpful.
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This isn't all you'll ever see looking at game files, but it's a good place to start.
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As a general rule, the more files a game has out in plain sight, the more you'll be able to change.
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This especially applies in the case of code or script files - always keep a lookout for anything you can use to your
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advantage!
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## Open or Leaked Source Games
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As a side note, many games have either been made open source, or have had source files leaked at some point.
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This can be a boon to any would-be modder, for obvious reasons. Always be sure to check - a quick internet search for
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"(Game) Source Code" might not give results often, but when it does, you're going to have a much better time.
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Be sure never to distribute source code for games that you decompile or find if you do not have express permission to do
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so, or to redistribute any materials obtained through similar methods, as this is illegal and unethical.
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## Modifying Release Versions of Games
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However, for now we'll assume you haven't been so lucky, and have to work with only what’s sitting in your install
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directory. Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools,
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but these are often not geared to the kind of work you'll be doing and may not help much.
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As a general rule, any modding tool that lets you write actual code is something worth using.
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### Research
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The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification,
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it's possible other motivated parties have concocted useful tools for your game already.
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Always be sure to search the Internet for the efforts of other modders.
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### Other helpful tools
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Depending on the game’s underlying engine, there may be some tools you can use either in lieu of or in addition to
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existing game tools.
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#### [CheatEngine](https://cheatengine.org/)
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CheatEngine is a tool with a very long and storied history.
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Be warned that because it performs live modifications to the memory of other processes, it will likely be flagged as
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malware (because this behavior is most commonly found in malware and rarely used by other programs).
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If you use CheatEngine, you need to have a deep understanding of how computers work at the nuts and bolts level,
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including binary data formats, addressing, and assembly language programming.
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The tool itself is highly complex and even I have not yet charted its expanses.
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However, it can also be a very powerful tool in the right hands, allowing you to query and modify gamestate without ever
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modifying the actual game itself.
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In theory it is compatible with any piece of software you can run on your computer, but there is no "easy way" to do
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anything with it.
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### What Modifications You Should Make to the Game
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We talked about this briefly in [Game Modification](#game-modification) section.
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The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
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- Know when the player has checked a location, and react accordingly
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- Be able to receive items from the server on the fly
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- Keep an index for items received in order to resync from disconnections
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- Add interface for connecting to the Archipelago server with passwords and sessions
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- Add commands for manually rewarding, re-syncing, releasing, and other actions
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Refer to the [Network Protocol documentation](/docs/network%20protocol.md) for how to communicate with Archipelago's
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servers.
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## But my Game is a console game. Can I still add it?
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That depends – what console?
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### My Game is a recent game for the PS4/Xbox-One/Nintendo Switch/etc
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Most games for recent generations of console platforms are inaccessible to the typical modder. It is generally advised
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that you do not attempt to work with these games as they are difficult to modify and are protected by their copyright
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holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console
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games.
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### My Game isn’t that old, it’s for the Wii/PS2/360/etc
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This is very complex, but doable.
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If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it.
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There exist many disassembly and debugging tools, but more recent content may have lackluster support.
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### My Game is a classic for the SNES/Sega Genesis/etc
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That’s a lot more feasible.
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There are many good tools available for understanding and modifying games on these older consoles, and the emulation
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community will have figured out the bulk of the console’s secrets.
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Look for debugging tools, but be ready to learn assembly.
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Old consoles usually have their own unique dialects of ASM you’ll need to get used to.
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Also make sure there’s a good way to interface with a running emulator, since that’s the only way you can connect these
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older consoles to the Internet.
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There are also hardware mods and flash carts, which can do the same things an emulator would when connected to a
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computer, but these will require the same sort of interface software to be written in order to work properly; from your
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perspective the two won't really look any different.
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### My Game is an exclusive for the Super Baby Magic Dream Boy. It’s this console from the Soviet Union that-
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Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no.
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Obscurity is your enemy – there will likely be little to no emulator or modding information, and you’d essentially be
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working from scratch.
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## How to Distribute Game Modifications
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**NEVER EVER distribute anyone else's copyrighted work UNLESS THEY EXPLICITLY GIVE YOU PERMISSION TO DO SO!!!**
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This is a good way to get any project you're working on sued out from under you.
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The right way to distribute modified versions of a game's binaries, assuming that the licensing terms do not allow you
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to copy them wholesale, is as patches.
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There are many patch formats, which I'll cover in brief. The common theme is that you can’t distribute anything that
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wasn't made by you. Patches are files that describe how your modified file differs from the original one, thus avoiding
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the issue of distributing someone else’s original work.
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Users who have a copy of the game just need to apply the patch, and those who don’t are unable to play.
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### Patches
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#### IPS
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IPS patches are a simple list of chunks to replace in the original to generate the output. It is not possible to encode
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moving of a chunk, so they may inadvertently contain copyrighted material and should be avoided unless you know it's
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fine.
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#### UPS, BPS, VCDIFF (xdelta), bsdiff
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Other patch formats generate the difference between two streams (delta patches) with varying complexity. This way it is
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possible to insert bytes or move chunks without including any original data. Bsdiff is highly optimized and includes
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compression, so this format is used by APBP.
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Only a bsdiff module is integrated into AP. If the final patch requires or is based on any other patch, convert them to
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bsdiff or APBP before adding it to the AP source code as "basepatch.bsdiff4" or "basepatch.apbp".
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#### APBP Archipelago Binary Patch
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Starting with version 4 of the APBP format, this is a ZIP file containing metadata in `archipelago.json` and additional
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files required by the game / patching process. For ROM-based games the ZIP will include a `delta.bsdiff4` which is the
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bsdiff between the original and the randomized ROM.
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To make using APBP easy, they can be generated by inheriting from `worlds.Files.APDeltaPatch`.
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### Mod files
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Games which support modding will usually just let you drag and drop the mod’s files into a folder somewhere.
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Mod files come in many forms, but the rules about not distributing other people's content remain the same.
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They can either be generic and modify the game using a seed or `slot_data` from the AP websocket, or they can be
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generated per seed. If at all possible, it's generally best practice to collect your world information from `slot_data`
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so that the users don't have to move files around in order to play.
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If the mod is generated by AP and is installed from a ZIP file, it may be possible to include APBP metadata for easy
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integration into the Webhost by inheriting from `worlds.Files.APContainer`.
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## Archipelago Integration
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In order for your game to communicate with the Archipelago server and generate the necessary randomized information,
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you must create a world package in the main Archipelago repo. This section will cover the requisites and expectations
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and show the basics of a world. More in depth documentation on the available API can be read in
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the [world api doc.](/docs/world%20api.md)
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For setting up your working environment with Archipelago refer
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to [running from source](/docs/running%20from%20source.md) and the [style guide](/docs/style.md).
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### Requirements
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A world implementation requires a few key things from its implementation
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- A folder within `worlds` that contains an `__init__.py`
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- This is what defines it as a Python package and how it's able to be imported
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into Archipelago's generation system. During generation time only code that is
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defined within this file will be run. It's suggested to split up your information
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into more files to improve readability, but all of that information can be
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imported at its base level within your world.
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- A `World` subclass where you create your world and define all of its rules
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and the following requirements:
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- Your items and locations need a `item_name_to_id` and `location_name_to_id`,
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respectively, mapping.
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- An `option_definitions` mapping of your game options with the format
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`{name: Class}`, where `name` uses Python snake_case.
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- You must define your world's `create_item` method, because this may be called
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by the generator in certain circumstances
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- When creating your world you submit items and regions to the Multiworld.
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- These are lists of said objects which you can access at
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`self.multiworld.itempool` and `self.multiworld.regions`. Best practice for
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adding to these lists is with either `append` or `extend`, where `append` is a
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single object and `extend` is a list.
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- Do not use `=` as this will delete other worlds' items and regions.
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- Regions are containers for holding your world's Locations.
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- Locations are where players will "check" for items and must exist within
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a region. It's also important for your world's submitted items to be the same as
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its submitted locations count.
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- You must always have a "Menu" Region from which the generation algorithm
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uses to enter the game and access locations.
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- Make sure to check out [world maintainer.md](/docs/world%20maintainer.md) before publishing.
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# Adding Games
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Adding a new game to Archipelago has two major parts:
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* Game Modification to communicate with Archipelago server (hereafter referred to as "client")
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* Archipelago Generation and Server integration plugin (hereafter referred to as "world")
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This document will attempt to illustrate the bare minimum requirements and expectations of both parts of a new world
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integration. As game modification wildly varies by system and engine, and has no bearing on the Archipelago protocol,
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it will not be detailed here.
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## Client
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The client is an intermediary program between the game and the Archipelago server. This can either be a direct
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modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
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must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
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to behave as expected are:
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* Handle both secure and unsecure websocket connections
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* Detect and react when a location has been "checked" by the player by sending a network packet to the server
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* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
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demand
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* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
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normally expect from features such as starting inventory, item link replacement, or item cheating
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* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
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a player or location attributed to them
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* Be able to change the port for saved connection info
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* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
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privilege can be lost, requiring the room to be moved to a new port
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* Reconnect if the connection is unstable and lost while playing
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* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
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order.
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* Receive items that were sent to the player while they were not connected to the server
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* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
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strictly required
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* Send a status update packet alerting the server that the player has completed their goal
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Libraries for most modern languages and the spec for various packets can be found in the
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[network protocol](/docs/network%20protocol.md) API reference document.
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## World
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The world is your game integration for the Archipelago generator, webhost, and multiworld server. It contains all the
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information necessary for creating the items and locations to be randomized, the logic for item placement, the
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datapackage information so other game clients can recognize your game data, and documentation. Your world must be
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written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
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repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
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following requirements:
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* A folder within `/worlds/` that contains an `__init__.py`
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* A `World` subclass where you create your world and define all of its rules
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* A unique game name
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* For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
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definition
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* The game_info doc must follow the format `{language_code}_{game_name}.md`
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* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
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`item_name_to_id` and `location_name_to_id`, respectively.
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* Create an item when `create_item` is called both by your code and externally
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* An `options_dataclass` defining the options players have available to them
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* A `Region` for your player with the name "Menu" to start from
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* Create a non-zero number of locations and add them to your regions
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* Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
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* All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
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items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
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Notable caveats:
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* The "Menu" region will always be considered the "start" for the player
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* The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
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start of the game from anywhere
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* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
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`append`, `extend`, or `+=`. **Do not use `=`**
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* Regions are simply containers for locations that share similar access rules. They do not have to map to
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concrete, physical areas within your game and can be more abstract like tech trees or a questline.
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The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
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generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
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regarding the API can be found in the [world api doc](/docs/world%20api.md).
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Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).
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@ -10,10 +10,9 @@ Archipelago will be abbreviated as "AP" from now on.
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## Option Definitions
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Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you
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need to create:
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- A new option class with a docstring detailing what the option will do to your user.
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- A `display_name` to be displayed on the webhost.
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- A new entry in the `option_definitions` dict for your World.
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By style and convention, the internal names should be snake_case.
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- A new option class, with a docstring detailing what the option does, to be exposed to the user.
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- A new entry in the `options_dataclass` definition for your World.
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By style and convention, the dataclass attributes should be `snake_case`.
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### Option Creation
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- If the option supports having multiple sub_options, such as Choice options, these can be defined with
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@ -43,7 +42,7 @@ from Options import Toggle, Range, Choice, PerGameCommonOptions
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class StartingSword(Toggle):
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"""Adds a sword to your starting inventory."""
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display_name = "Start With Sword"
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display_name = "Start With Sword" # this is the option name as it's displayed to the user on the webhost and in the spoiler log
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class Difficulty(Choice):
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