# 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. ### Option Creation - If the option supports having multiple sub_options, such as Choice options, these can be defined with `option_value1`. Any attributes of the class with a preceding `option_` is added to the class's `options` lookup. The `option_` is then stripped for users, so will show as `value1` in yaml files. If `auto_display_name` is True, it will display as `Value1` on the webhost. - An alternative name can be set for any specific option by setting an alias attribute (i.e. `alias_value_1 = option_value1`) which will allow users to use either `value_1` or `value1` in their yaml files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a Choice, and defining `alias_true = option_full`. - All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or `(Named/Special)Range`) 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 `option_random`. However, you can override `from_text` and handle `text == "random"` to customize its behavior or implement it for additional option types. As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our option classes (with a docstring), give them a `display_name`, and add them to our game's options dataclass: ```python # options.py from dataclasses import dataclass from Options import Toggle, Range, Choice, PerGameCommonOptions class StartingSword(Toggle): """Adds a sword to your starting inventory.""" display_name = "Start With Sword" class Difficulty(Choice): """Sets overall game difficulty.""" display_name = "Difficulty" option_easy = 0 option_normal = 1 option_hard = 2 alias_beginner = 0 # same as easy but allows the player to use beginner as an alternative for easy in the result in their options alias_expert = 2 # same as hard default = 1 # default to normal class FinalBossHP(Range): """Sets the HP of the final boss""" display_name = "Final Boss HP" range_start = 100 range_end = 10000 default = 2000 @dataclass class ExampleGameOptions(PerGameCommonOptions): starting_sword: StartingSword difficulty: Difficulty final_boss_health: FinalBossHP ``` 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 ExampleGameOptions class ExampleWorld(World): # this gives the generator all the definitions for our options options_dataclass = ExampleGameOptions # this gives us typing hints for all the options we defined options: ExampleGameOptions ``` ### 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.options.my_option_name`. This is an instance of 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.options.starting_sword: 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.options.starting_sword.value) ``` All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes, strings that match the option attributes after "option_" is stripped, and the attributes themselves. ```python # options.py class Logic(Choice): option_normal = 0 option_hard = 1 option_challenging = 2 option_extreme = 3 option_insane = 4 alias_extra_hard = 2 crazy = 4 # won't be listed as an option and only exists as an attribute on the class # __init__.py from .options import Logic if self.options.logic: do_things_for_all_non_normal_logic() if self.options.logic == 1: do_hard_things() elif self.options.logic == "challenging": do_challenging_things() elif self.options.logic == Logic.option_extreme: do_extreme_things() elif self.options.logic == "crazy": do_insane_things() ``` ## 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.options.sword_availability == "early_sword": do_early_sword_things() ``` or: ```python from .Options import SwordAvailability if self.options.sword_availability == 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. ### NamedRange Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value. `special_range_names` can be used to - give descriptive names to certain values from within the range - add option values above or below the regular range, to be associated with a special meaning For example: ```python range_start = 1 range_end = 99 special_range_names: { "normal": 20, "extreme": 99, "unlimited": -1, } ``` 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.options.my_option.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.