369 lines
16 KiB
Markdown
369 lines
16 KiB
Markdown
# Archipelago Options API
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This document covers some of the generic options available using Archipelago's options handling system.
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For more information on where these options go in your world please refer to:
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- [world api.md](/docs/world%20api.md)
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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 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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`option_value1`. Any attributes of the class with a preceding `option_` is added to the class's `options` lookup. The
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`option_` is then stripped for users, so will show as `value1` in yaml files. If `auto_display_name` is True, it will
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display as `Value1` on the webhost.
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- An alternative name can be set for any specific option by setting an alias attribute
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(i.e. `alias_value_1 = option_value1`) which will allow users to use either `value_1` or `value1` in their yaml
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files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a
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Choice, and defining `alias_true = option_full`.
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- All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or
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`(Named)Range`) support `random` as a generic option. `random` chooses from any of the available values for that
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option, and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
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However, you can override `from_text` and handle `text == "random"` to customize its behavior or
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implement it for additional option types.
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As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option
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to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our
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option classes (with a docstring), give them a `display_name`, and add them to our game's options dataclass:
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```python
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# options.py
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from dataclasses import dataclass
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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" # 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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"""Sets overall game difficulty."""
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display_name = "Difficulty"
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option_easy = 0
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option_normal = 1
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option_hard = 2
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alias_beginner = 0 # same as easy but allows the player to use beginner as an alternative for easy in the result in their options
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alias_expert = 2 # same as hard
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default = 1 # default to normal
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class FinalBossHP(Range):
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"""Sets the HP of the final boss"""
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display_name = "Final Boss HP"
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range_start = 100
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range_end = 10000
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default = 2000
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@dataclass
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class ExampleGameOptions(PerGameCommonOptions):
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starting_sword: StartingSword
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difficulty: Difficulty
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final_boss_health: FinalBossHP
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```
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To then submit this to the multiworld, we add it to our world's `__init__.py`:
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```python
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from worlds.AutoWorld import World
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from .Options import ExampleGameOptions
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class ExampleWorld(World):
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# this gives the generator all the definitions for our options
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options_dataclass = ExampleGameOptions
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# this gives us typing hints for all the options we defined
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options: ExampleGameOptions
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```
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### Option Documentation
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Options' [docstrings] are used as their user-facing documentation. They're displayed on the WebHost setup page when a
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user hovers over the yellow "(?)" icon, and included in the YAML templates generated for each game.
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[docstrings]: /docs/world%20api.md#docstrings
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The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
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indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
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default for backwards compatibility, world authors are encouraged to write their Option documentation as
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reStructuredText and enable rich text rendering by setting `WebWorld.rich_text_options_doc = True`.
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[reStructuredText]: https://docutils.sourceforge.io/rst.html
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```python
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from worlds.AutoWorld import WebWorld
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class ExampleWebWorld(WebWorld):
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# Render all this world's options as rich text.
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rich_text_options_doc = True
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```
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You can set a single option to use rich or plain text by setting
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`Option.rich_text_doc`.
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```python
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from Options import Toggle, Range, Choice, PerGameCommonOptions
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class Difficulty(Choice):
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"""Sets overall game difficulty.
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- **Easy:** All enemies die in one hit.
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- **Normal:** Enemies and the player both have normal health bars.
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- **Hard:** The player dies in one hit."""
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display_name = "Difficulty"
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rich_text_doc = True
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option_easy = 0
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option_normal = 1
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option_hard = 2
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default = 1
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```
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### Option Visibility
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Every option has a Visibility IntFlag, defaulting to `all` (`0b1111`). This lets you choose where the option will be
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displayed. This only impacts where options are displayed, not how they can be used. Hidden options are still valid
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options in a yaml. The flags are as follows:
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* `none` (`0b0000`): This option is not shown anywhere
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* `template` (`0b0001`): This option shows up in template yamls
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* `simple_ui` (`0b0010`): This option shows up on the options page
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* `complex_ui` (`0b0100`): This option shows up on the advanced/weighted options page
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* `spoiler` (`0b1000`): This option shows up in spoiler logs
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```python
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from Options import Choice, Visibility
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class HiddenChoiceOption(Choice):
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visibility = Visibility.none
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```
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### Option Groups
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Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
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by your world on the player-options and weighted-options pages. In the generated template files, there will be a comment
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with the group name at the beginning of each group of options. The `start_collapsed` Boolean only affects how the groups
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appear on the WebHost, with the grouping being collapsed when this is `True`.
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Options without a group name are categorized into a generic "Game Options" group, which is always the first group. If
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every option for your world is in a group, this group will be removed. There is also an "Items & Location Options"
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group, which is automatically created using certain specified `item_and_loc_options`. These specified options cannot be
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removed from this group.
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Both the "Game Options" and "Item & Location Options" groups can be overridden by creating your own groups with
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those names, letting you add options to them and change whether they start collapsed. The "Item &
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Location Options" group can also be moved to a different position in the group ordering, but "Game Options" will always
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be first, regardless of where it is in your list.
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```python
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from worlds.AutoWorld import WebWorld
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from Options import OptionGroup
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from . import Options
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class MyWorldWeb(WebWorld):
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option_groups = [
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OptionGroup("Color Options", [
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Options.ColorblindMode,
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Options.FlashReduction,
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Options.UIColors,
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]),
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]
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```
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### Option Checking
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Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
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world instantiation. These are created as attributes on the MultiWorld and can be accessed with
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`self.options.my_option_name`. This is an instance of the option class, which supports direct comparison methods to
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relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is
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the option class's `value` attribute. For our example above we can do a simple check:
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```python
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if self.options.starting_sword:
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do_some_things()
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```
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or if I need a boolean object, such as in my slot_data I can access it as:
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```python
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start_with_sword = bool(self.options.starting_sword.value)
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```
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All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes,
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strings that match the option attributes after "option_" is stripped, and the attributes themselves. The option can
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also be checked to see if it exists within a collection, but this will fail for a set of strings due to hashing.
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```python
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# options.py
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class Logic(Choice):
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option_normal = 0
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option_hard = 1
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option_challenging = 2
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option_extreme = 3
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option_insane = 4
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alias_extra_hard = 2
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crazy = 4 # won't be listed as an option and only exists as an attribute on the class
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class Weapon(Choice):
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option_none = 0
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option_sword = 1
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option_bow = 2
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option_hammer = 3
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# __init__.py
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from .options import Logic
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if self.options.logic:
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do_things_for_all_non_normal_logic()
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if self.options.logic == 1:
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do_hard_things()
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elif self.options.logic == "challenging":
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do_challenging_things()
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elif self.options.logic == Logic.option_extreme:
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do_extreme_things()
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elif self.options.logic == "crazy":
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do_insane_things()
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# check if the current option is in a collection of integers using the class attributes
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if self.options.weapon in {Weapon.option_bow, Weapon.option_sword}:
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do_stuff()
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# in order to make a set of strings work, we have to compare against current_key
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elif self.options.weapon.current_key in {"none", "hammer"}:
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do_something_else()
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# though it's usually better to just use a tuple instead
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elif self.options.weapon in ("none", "hammer"):
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do_something_else()
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```
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## Generic Option Classes
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These options are generically available to every game automatically, but can be overridden for slightly different
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behavior, if desired. See `worlds/soe/Options.py` for an example.
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### Accessibility
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Sets rules for availability of locations for the player. `Items` is for all items available but not necessarily all
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locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.
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### ProgressionBalancing
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Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be
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overridden if you want a different default value.
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### LocalItems
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Forces the players' items local to their world.
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### NonLocalItems
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Forces the players' items outside their world.
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### StartInventory
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Allows the player to define a dictionary of starting items with item name and quantity.
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### StartHints
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Gives the player starting hints for where the items defined here are.
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### StartLocationHints
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Gives the player starting hints for the items on locations defined here.
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### ExcludeLocations
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Marks locations given here as `LocationProgressType.Excluded` so that neither progression nor useful items can be
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placed on them.
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### PriorityLocations
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Marks locations given here as `LocationProgressType.Priority` forcing progression items on them if any are available in
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the pool.
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### ItemLinks
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Allows users to share their item pool with other players. Currently item links are per game. A link of one game between
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two players will combine their items in the link into a single item, which then gets replaced with `World.create_filler()`.
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## Basic Option Classes
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### Toggle
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The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be
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compared to strings but can be directly compared to True and False.
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### DefaultOnToggle
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Like Toggle, but 1 (true) is the default value.
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### Choice
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A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
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comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with:
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```python
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if self.options.sword_availability == "early_sword":
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do_early_sword_things()
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```
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or:
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```python
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from .Options import SwordAvailability
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if self.options.sword_availability == SwordAvailability.option_early_sword:
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do_early_sword_things()
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```
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### Range
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A numeric option allowing a variety of integers including the endpoints. Has a default `range_start` of 0 and default
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`range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string
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comparisons.
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### NamedRange
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Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value.
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`special_range_names` can be used to
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- give descriptive names to certain values from within the range
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- add option values above or below the regular range, to be associated with a special meaning
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For example:
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```python
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range_start = 1
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range_end = 99
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special_range_names = {
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"normal": 20,
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"extreme": 99,
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"unlimited": -1,
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}
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```
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will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers
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to you. Useful if you want special handling regarding those specified values.
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## More Advanced Options
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### FreeText
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This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has
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no validation step, so if this needs to be validated, you can either add a validation step to the option class or
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within the world.
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### TextChoice
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Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
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user defined string as a valid option, so will either need to be validated by adding a validation step to the option
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class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
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point, `self.options.my_option.current_key` will always return a string.
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### PlandoBosses
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An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
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everything it does, as well as having multiple validation steps to automatically support boss plando from users. If
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using this class, you must define `bosses`, a set of valid boss names, and `locations`, a set of valid boss location
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names, and `def can_place_boss`, which passes a boss and location, allowing you to check if that placement is valid for
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your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is
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also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False
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by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
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`worlds.alttp.options.py`
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### OptionDict
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This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the
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template. If you set a [Schema](https://pypi.org/project/schema/) on the class with `schema = Schema()`, then the
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options system will automatically validate the user supplied data against the schema to ensure it's in the correct
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format.
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### ItemDict
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Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
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### OptionList
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This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You
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can define a set of keys in `valid_keys`, and a default list if you want certain options to be available without editing
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for this. If `valid_keys_casefold` is true, the verification will be case-insensitive; `verify_item_name` will check
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that each value is a valid item name; and`verify_location_name` will check that each value is a valid location name.
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### OptionSet
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Like OptionList, but returns a set, preventing duplicates.
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### ItemSet
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Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.
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