api.md: Reword some things based on @Ijwu's suggestions
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docs/api.md
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@ -15,9 +15,9 @@ Archipelago will be abbreviated as "AP" from now on.
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## Language
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AP uses python3 for generation, server and web host. The seed generation will be
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written in python3, the client that connects to the server to sync items can be
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in any language that allows using websockets.
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AP world 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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@ -89,10 +89,11 @@ Special locations with ID `None` can hold events.
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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 and an ID (also "code"), an `advancement` flag and will
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be assigned to a location when rolling a seed. Advancement items will be
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assigned to locations with higher priority and moved around to meet defined
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rules and `progression_balancing`.
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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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@ -210,8 +211,8 @@ 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.
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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.
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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`. For more see
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`Options.py` in AP's base directory.
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@ -520,12 +521,14 @@ def set_rules(self):
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### Logic Mixin
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While lambdas and events could do pretty much anything, by convention we
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implement more complex logic in Logic mixins, even if there is no need to add
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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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Wenn importing a file that defines a class that inherits from
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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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the mixin's members. By convention those are prefixed with `_world_`.
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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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Typical uses are defining methods that are used instead of `state.has`
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in lambdas, e.g.`state._mygame_has(custom, world, player)` or recurring checks
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