Docs: Add an option api doc (#1181)
* write up an option api doc * address reviews * some clarification * add note about using schema * Add ItemSet and formatting * bulletpoint option defining Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com> * split random description to new sentence Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com> * use inclusive and parallel language for example Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com> * changes from review * commas Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com> * capitalize Toggle Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com> * the sliver conventions --------- Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
This commit is contained in:
parent
5fef41eb97
commit
f3ca0a21c9
|
@ -0,0 +1,188 @@
|
|||
# Archipelago Options API
|
||||
|
||||
This document covers some of the generic options available using Archipelago's options handling system.
|
||||
|
||||
For more information on where these options go in your world please refer to:
|
||||
- [world api.md](/docs/world%20api.md)
|
||||
|
||||
Archipelago will be abbreviated as "AP" from now on.
|
||||
|
||||
## Option Definitions
|
||||
Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you
|
||||
need to create:
|
||||
- A new option class with a docstring detailing what the option will do to your user.
|
||||
- A `display_name` to be displayed on the webhost.
|
||||
- A new entry in the `option_definitions` dict for your World.
|
||||
By style and convention, the internal names should be snake_case. If the option supports having multiple sub_options
|
||||
such as Choice options, these can be defined with `option_my_sub_option`, where the preceding `option_` is required and
|
||||
stripped for users, so will show as `my_sub_option` in yaml files and if `auto_display_name` is True `My Sub Option`
|
||||
on the webhost. All options support `random` as a generic option. `random` chooses from any of the available
|
||||
values for that option, and is reserved by AP. You can set this as your default value but you cannot define your own
|
||||
new `option_random`.
|
||||
|
||||
### Option Creation
|
||||
As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's
|
||||
create our option class (with a docstring), give it a `display_name`, and add it to a dictionary that keeps track of our
|
||||
options:
|
||||
|
||||
```python
|
||||
# Options.py
|
||||
class StartingSword(Toggle):
|
||||
"""Adds a sword to your starting inventory."""
|
||||
display_name = "Start With Sword"
|
||||
|
||||
|
||||
example_options = {
|
||||
"starting_sword": StartingSword
|
||||
}
|
||||
```
|
||||
|
||||
This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it
|
||||
to our world's `__init__.py`:
|
||||
|
||||
```python
|
||||
from worlds.AutoWorld import World
|
||||
from .Options import options
|
||||
|
||||
|
||||
class ExampleWorld(World):
|
||||
option_definitions = options
|
||||
```
|
||||
|
||||
### Option Checking
|
||||
Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
|
||||
world instantiation. These are created as attributes on the MultiWorld and can be accessed with
|
||||
`self.multiworld.my_option_name[self.player]`. This is the option class, which supports direct comparison methods to
|
||||
relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is
|
||||
the option class's `value` attribute. For our example above we can do a simple check:
|
||||
```python
|
||||
if self.multiworld.starting_sword[self.player]:
|
||||
do_some_things()
|
||||
```
|
||||
|
||||
or if I need a boolean object, such as in my slot_data I can access it as:
|
||||
```python
|
||||
start_with_sword = bool(self.multiworld.starting_sword[self.player].value)
|
||||
```
|
||||
|
||||
## Generic Option Classes
|
||||
These options are generically available to every game automatically, but can be overridden for slightly different
|
||||
behavior, if desired. See `worlds/soe/Options.py` for an example.
|
||||
|
||||
### Accessibility
|
||||
Sets rules for availability of locations for the player. `Items` is for all items available but not necessarily all
|
||||
locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.
|
||||
|
||||
### ProgressionBalancing
|
||||
Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be
|
||||
overridden if you want a different default value.
|
||||
|
||||
### LocalItems
|
||||
Forces the players' items local to their world.
|
||||
|
||||
### NonLocalItems
|
||||
Forces the players' items outside their world.
|
||||
|
||||
### StartInventory
|
||||
Allows the player to define a dictionary of starting items with item name and quantity.
|
||||
|
||||
### StartHints
|
||||
Gives the player starting hints for where the items defined here are.
|
||||
|
||||
### StartLocationHints
|
||||
Gives the player starting hints for the items on locations defined here.
|
||||
|
||||
### ExcludeLocations
|
||||
Marks locations given here as `LocationProgressType.Excluded` so that progression items can't be placed on them.
|
||||
|
||||
### PriorityLocations
|
||||
Marks locations given here as `LocationProgressType.Priority` forcing progression items on them.
|
||||
|
||||
### ItemLinks
|
||||
Allows users to share their item pool with other players. Currently item links are per game. A link of one game between
|
||||
two players will combine their items in the link into a single item, which then gets replaced with `World.create_filler()`.
|
||||
|
||||
## Basic Option Classes
|
||||
### Toggle
|
||||
The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be
|
||||
compared to strings but can be directly compared to True and False.
|
||||
|
||||
### DefaultOnToggle
|
||||
Like Toggle, but 1 (true) is the default value.
|
||||
|
||||
### Choice
|
||||
A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
|
||||
comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with:
|
||||
```python
|
||||
if self.multiworld.sword_availability[self.player] == "early_sword":
|
||||
do_early_sword_things()
|
||||
```
|
||||
|
||||
or:
|
||||
```python
|
||||
from .Options import SwordAvailability
|
||||
|
||||
if self.multiworld.sword_availability[self.player] == SwordAvailability.option_early_sword:
|
||||
do_early_sword_things()
|
||||
```
|
||||
|
||||
### Range
|
||||
A numeric option allowing a variety of integers including the endpoints. Has a default `range_start` of 0 and default
|
||||
`range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string
|
||||
comparisons.
|
||||
|
||||
### SpecialRange
|
||||
Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value.
|
||||
For example:
|
||||
```python
|
||||
special_range_names: {
|
||||
"normal": 20,
|
||||
"extreme": 99,
|
||||
}
|
||||
```
|
||||
|
||||
will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers
|
||||
to you. Useful if you want special handling regarding those specified values.
|
||||
|
||||
## More Advanced Options
|
||||
### FreeText
|
||||
This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has
|
||||
no validation step, so if this needs to be validated, you can either add a validation step to the option class or
|
||||
within the world.
|
||||
|
||||
### TextChoice
|
||||
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
|
||||
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
|
||||
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
|
||||
point, `self.multiworld.my_option[self.player].current_key` will always return a string.
|
||||
|
||||
### PlandoBosses
|
||||
An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
|
||||
everything it does, as well as having multiple validation steps to automatically support boss plando from users. If
|
||||
using this class, you must define `bosses`, a set of valid boss names, and `locations`, a set of valid boss location
|
||||
names, and `def can_place_boss`, which passes a boss and location, allowing you to check if that placement is valid for
|
||||
your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is
|
||||
also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False
|
||||
by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
|
||||
`worlds.alttp.options.py`
|
||||
|
||||
### OptionDict
|
||||
This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the
|
||||
template. If you set a [Schema](https://pypi.org/project/schema/) on the class with `schema = Schema()`, then the
|
||||
options system will automatically validate the user supplied data against the schema to ensure it's in the correct
|
||||
format.
|
||||
|
||||
### ItemDict
|
||||
Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
|
||||
|
||||
### OptionList
|
||||
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You
|
||||
can define a set of keys in `valid_keys`, and a default list if you want certain options to be available without editing
|
||||
for this. If `valid_keys_casefold` is true, the verification will be case-insensitive; `verify_item_name` will check
|
||||
that each value is a valid item name; and`verify_location_name` will check that each value is a valid location name.
|
||||
|
||||
### OptionSet
|
||||
Like OptionList, but returns a set, preventing duplicates.
|
||||
|
||||
### ItemSet
|
||||
Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.
|
Loading…
Reference in New Issue