docs: add common terms documentation to website (#680)
* docs: add common terms documentation to website * minor cleanup * some rewording and reformatting. * tighten up world definition clarity Co-authored-by: Rome Reginelli <mduo13@gmail.com> * Clarify seed definition a bit better Co-authored-by: Rome Reginelli <mduo13@gmail.com> * add text for "out of logic" and that slot names must be unique * rename common terms to glossary Co-authored-by: Rome Reginelli <mduo13@gmail.com>
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@ -141,6 +141,11 @@ def faq(lang):
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return render_template("faq.html", lang=lang)
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@app.route('/glossary/<string:lang>/')
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def terms(lang):
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return render_template("glossary.html", lang=lang)
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@app.route('/seed/<suuid:seed>')
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def view_seed(seed: UUID):
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seed = Seed.get(id=seed)
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@ -49,6 +49,12 @@ If you are ready to start randomizing games, or want to start playing your favor
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our discord server at the [Archipelago Discord](https://discord.gg/archipelago). There are always people ready to answer
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any questions you might have.
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## What are some common terms I should know?
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As randomizers and multiworld randomizers have been around for a while now there are quite a lot of common terms
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and jargon that is used in conjunction by the communities surrounding them. For a lot of the terms that are more common
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to Archipelago and its specific systems please see the [Glossary](/glossary/en).
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## I want to add a game to the Archipelago randomizer. How do I do that?
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The best way to get started is to take a look at our code on GitHub
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@ -0,0 +1,94 @@
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# Multiworld Glossary
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There are a lot of common terms used when playing in different game randomizer communities and in multiworld as well.
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This document serves as a lookup for common terms that may be used by users in the community or in various other
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documentation.
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## Item
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Items are what get shuffled around in your world or other worlds that you then receive. This could be a sword, a stat
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upgrade, a spell, or any other potential receivable for your game.
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## Location
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Locations are where items are placed in your game. Whenever you interact with a location, you or another player will
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then receive an item. A location could be a chest, an enemy drop, a shop purchase, or any other interactable that can
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contain items in your game.
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## Check
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A check is a common term for when you "check", or pick up, a location. In terms of Archipelago this is usually used for
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when a player goes to a location and sends its item, or "checks" the location. Players will often reference their now
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randomized locations as checks.
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## Slot
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A slot is the player name and number assigned during generation. The number of slots is equal to the number of players,
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or "worlds", created. Each name must be unique as these are used to identify the slot user.
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## World
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World in terms of Archipelago can mean multiple things and is used interchangeably in many situations.
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* During gameplay, a world is a single instance of a game, occupying one player "slot". However,
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Archipelago allows multiple players to connect to the same slot; then those players can share a world
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and complete it cooperatively. For games with native cooperative play, you can also play together and
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share a world that way, usually with only one player connected to the multiworld.
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* On the programming side, a world typically represents the package that integrates Archipelago with a
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particular game. For example this could be the entire `worlds/factorio` directory.
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## RNG
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Acronym for "Random Number Generator." Archipelago uses its own custom Random object with a unique seed per generation,
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or, if running from source, a seed can be supplied and this seed will control all randomization during generation as all
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game worlds will have access to it.
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## Seed
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A "seed" is a number used to initialize a pseudorandom number generator. Whenever you generate a new game on Archipelago
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this is a new "seed" as it has unique item placement, and you can create multiple "rooms" on the Archipelago site from a
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single seed. Using the same seed results in the random placement being the same.
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## Room
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Whenever you generate a seed on the Archipelago website you will be put on a seed page that contains all the seed info
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with a link to the spoiler if one exists and will show how many unique rooms exist per seed. Each room has its own
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unique identifier that is separate from the seed. The room page is where you can find information to connect to the
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multiworld and download any patches if necessary. If you have a particularly fun or interesting seed, and you want to
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share it with somebody you can link them to this seed page, where they can generate a new room to play it! For seeds
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generated with race mode enabled, the seed page will only show rooms created by the unique user so the seed page is
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perfectly safe to share for racing purposes.
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## Logic
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Base behavior of all seeds generated by Archipelago is they are expected to be completable based on the requirements of
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the settings. This is done by using "logic" in order to determine valid locations to place items while still being able
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to reach said location without this item. For the purposes of the randomizer a location is considered "in logic" if you
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can reach it with your current toolset of items or skills based on settings. Some players are able to obtain locations
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"out of logic" by performing various glitches or tricks that the settings may not account for and tend to mention this
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when sending out an item they obtained this way.
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## Progression
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Certain items will allow access to more locations and are considered progression items as they "progress" the seed.
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## Trash
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A term used for "filler" items that have no bearing on the generation and are either marginally useful for the player
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or useless. These items can be very useful depending on the player but are never very important and as such are usually
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termed trash.
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## Burger King / BK Mode
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A term used in multiworlds when a player is unable to continue to progress and is awaiting an item. The term came to be
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after a player, allegedly, was unable to progress during a multiworld and went to Burger King while waiting to receive
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items from other players.
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* "Logical BK" is when the player is unable to progress according to the settings of their game but may still be able to do
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things that would be "out of logic" by the generation.
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* "Hard / full BK" is when the player is completely unable to progress even with tricks they may know and are unable to
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continue to play, aside from doing something like killing enemies for experience or money.
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## Sphere
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Archipelago calculates the game playthrough by using a "sphere" system where it has a state for each player and checks
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to see what the players are able to reach with their current items. Any location that is reachable with the current
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state of items is a "sphere." For the purposes of Archipelago it starts playthrough calculation by distributing sphere 0
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items which are items that are either forced in the player's inventory by the game or placed in the `start_inventory` in
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their settings. Sphere 1 is then all accessible locations the players can reach with all the items they received from
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sphere 0, or their starting inventory. The playthrough continues in this fashion calculating a number of spheres until
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all players have completed their goal.
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## Scouts / Scouting
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In some games there are locations that have visible items even if the item itself is unobtainable at the current time.
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Some games utilize a scouting feature where when the player "sees" the item it will give a free hint for the item in the
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client letting the players know what the exact item is, since if the item was for that game it would know but the item
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being foreign is a lot harder to represent visually.
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@ -0,0 +1,53 @@
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window.addEventListener('load', () => {
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const tutorialWrapper = document.getElementById('glossary-wrapper');
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new Promise((resolve, reject) => {
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const ajax = new XMLHttpRequest();
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ajax.onreadystatechange = () => {
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if (ajax.readyState !== 4) { return; }
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if (ajax.status === 404) {
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reject("Sorry, the glossary page is not available in that language yet.");
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return;
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}
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if (ajax.status !== 200) {
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reject("Something went wrong while loading the glossary.");
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return;
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}
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resolve(ajax.responseText);
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};
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ajax.open('GET', `${window.location.origin}/static/assets/faq/` +
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`glossary_${tutorialWrapper.getAttribute('data-lang')}.md`, true);
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ajax.send();
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}).then((results) => {
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// Populate page with HTML generated from markdown
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showdown.setOption('tables', true);
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showdown.setOption('strikethrough', true);
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showdown.setOption('literalMidWordUnderscores', true);
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tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
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adjustHeaderWidth();
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// Reset the id of all header divs to something nicer
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const headers = Array.from(document.querySelectorAll('h1, h2, h3, h4, h5, h6'));
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const scrollTargetIndex = window.location.href.search(/#[A-z0-9-_]*$/);
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for (let i=0; i < headers.length; i++){
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const headerId = headers[i].innerText.replace(/[ ]/g,'-').toLowerCase()
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headers[i].setAttribute('id', headerId);
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headers[i].addEventListener('click', () =>
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window.location.href = window.location.href.substring(0, scrollTargetIndex) + `#${headerId}`);
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}
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// Manually scroll the user to the appropriate header if anchor navigation is used
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if (scrollTargetIndex > -1) {
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try{
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const scrollTarget = window.location.href.substring(scrollTargetIndex + 1);
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document.getElementById(scrollTarget).scrollIntoView({ behavior: "smooth" });
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} catch(error) {
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console.error(error);
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}
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}
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}).catch((error) => {
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console.error(error);
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tutorialWrapper.innerHTML =
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`<h2>This page is out of logic!</h2>
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<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
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});
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});
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@ -0,0 +1,17 @@
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{% extends 'pageWrapper.html' %}
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{% block head %}
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{% include 'header/grassHeader.html' %}
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<title>Glossary</title>
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<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
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<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
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integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
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crossorigin="anonymous"></script>
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<script type="application/ecmascript" src="{{ url_for('static', filename="assets/glossary.js") }}"></script>
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{% endblock %}
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{% block body %}
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<div id="glossary-wrapper" data-lang="{{ lang }}" class="markdown">
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<!-- Content generated by JavaScript -->
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</div>
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{% endblock %}
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@ -26,6 +26,7 @@
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<li><a href="/user-content">User Content</a></li>
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<li><a href="/weighted-settings">Weighted Settings Page</a></li>
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<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
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<li><a href="/common-terms">Common Multiworld Terms</a></li>
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</ul>
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<h2>Game Info Pages</h2>
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