28 KiB
Archipelago API
This document tries to explain some internals required to implement a game for Archipelago's generation and server. Once a seed is generated, a client or mod is required to send and receive items between the game and server.
Client implementation is out of scope of this document. Please refer to an existing game that provides a similar API to yours. Refer to the following documents as well:
Archipelago will be abbreviated as "AP" from now on.
Language
AP worlds are written in python3. Clients that connect to the server to sync items can be in any language that allows using WebSockets.
Coding style
AP follows all the PEPs. When in doubt use an IDE with coding style linter, for example PyCharm Community Edition.
Docstrings
Docstrings are strings attached to an object in Python that describe what the object is supposed to be. Certain docstrings will be picked up and used by AP. They are assigned by writing a string without any assignment right below a definition. The string must be a triple-quoted string. Example:
from worlds.AutoWorld import World
class MyGameWorld(World):
"""This is the description of My Game that will be displayed on the AP
website."""
Definitions
This section will cover various classes and objects you can use for your world.
While some of the attributes and methods are mentioned here not all of them are,
but you can find them in BaseClasses.py
.
World Class
A World
class is the class with all the specifics of a certain game to be
included. It will be instantiated for each player that rolls a seed for that
game.
WebWorld Class
A WebWorld
class contains specific attributes and methods that can be modified
for your world specifically on the webhost.
settings_page
which can be changed to a link instead of an AP generated settings page.
theme
to be used for your game specific AP pages. Available themes:
dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |
---|---|---|---|---|---|---|---|
bug_report_page
(optional) can be a link to a bug reporting page, most likely a GitHub issue page, that will be placed by the site to help direct users to report bugs.
tutorials
list of Tutorial
classes where each class represents a guide to be generated on the webhost.
game_info_languages
(optional) List of strings for defining the existing gameinfo pages your game supports. The documents must be
prefixed with the same string as defined here. Default already has 'en'.
MultiWorld Object
The MultiWorld
object references the whole multiworld (all items and locations
for all players) and is accessible through self.world
inside a World
object.
Player
The player is just an integer in AP and is accessible through self.player
inside a World object.
Player Options
Players provide customized settings for their World in the form of yamls.
Those are accessible through self.world.<option_name>[self.player]
. A dict
of valid options has to be provided in self.option_definitions
. Options are automatically
added to the World
object for easy access.
World Options
Any AP installation can provide settings for a world, for example a ROM file,
accessible through Utils.get_options()['<world>_options']['<option>']
.
Users can set those in their host.yaml
file.
Locations
Locations are places where items can be located in your game. This may be chests or boss drops for RPG-like games but could also be progress in a research tree.
Each location has a name
and an id
(a.k.a. "code" or "address"), is placed
in a Region and has access rules.
The name needs to be unique in each game and must not be numeric (has to
contain least 1 letter or symbol). The ID needs to be unique across all games
and is best in the same range as the item IDs.
World-specific IDs are 1 to 253-1, IDs ≤ 0 are global and reserved.
Special locations with ID None
can hold events.
Items
Items are all things that can "drop" for your game. This may be RPG items like weapons, could as well be technologies you normally research in a research tree.
Each item has a name
, an id
(can be known as "code"), and a classification.
The most important classification is progression
(formerly advancement).
Progression items are items which a player may require to progress in
their world. Progression items will be assigned to locations with higher
priority and moved around to meet defined rules and accomplish progression
balancing.
The name needs to be unique in each game, meaning a duplicate item has the same ID. Name must not be numeric (has to contain at least 1 letter or symbol).
Special items with ID None
can mark events (read below).
Other classifications include
- filler: a regular item or trash item
- useful: generally quite useful, but not required for anything logical
- trap: negative impact on the player
- skip_balancing: add to progression to skip balancing; e.g. currency or tokens
Events
Events will mark some progress. You define an event location, an event item, strap some rules to the location (i.e. hold certain items) and manually place the event item at the event location.
Events can be used to either simplify the logic or to get better spoiler logs. Events will show up in the spoiler playthrough but they do not represent actual items or locations within the game.
There is one special case for events: Victory. To get the win condition to show
up in the spoiler log, you create an event item and place it at an event
location with the access_rules
for game completion. Once that's done, the
world's win condition can be as simple as checking for that item.
By convention the victory event is called "Victory"
. It can be placed at one
or more event locations based on player options.
Regions
Regions are logical groups of locations that share some common access rules. If location logic is written from scratch, using regions greatly simplifies the definition and allow to somewhat easily implement things like entrance randomizer in logic.
Regions have a list called exits
which are Entrance
objects representing
transitions to other regions.
There has to be one special region "Menu" from which the logic unfolds. AP assumes that a player will always be able to return to the "Menu" region by resetting the game ("Save and quit").
Entrances
An Entrance
connects to a region, is assigned to region's exits and has rules
to define if it and thus the connected region is accessible.
They can be static (regular logic) or be defined/connected during generation
(entrance randomizer).
Access Rules
An access rule is a function that returns True
or False
for a Location
or
Entrance
based on the the current state
(items that can be collected).
Item Rules
An item rule is a function that returns True
or False
for a Location
based
on a single item. It can be used to reject placement of an item there.
Implementation
Your World
All code for your world implementation should be placed in a python package in
the /worlds
directory. The starting point for the package is __init.py__
.
Conventionally, your world class is placed in that file.
World classes must inherit from the World
class in /worlds/AutoWorld.py
,
which can be imported as worlds.AutoWorld.World
from your package.
AP will pick up your world automatically due to the AutoWorld
implementation.
Requirements
If your world needs specific python packages, they can be listed in
world/[world_name]/requirements.txt
. ModuleUpdate.py will automatically
pick up and install them.
See pip documentation.
Relative Imports
AP will only import the __init__.py
. Depending on code size it makes sense to
use multiple files and use relative imports to access them.
e.g. from .Options import mygame_options
from your __init__.py
will load
world/[world_name]/Options.py
and make its mygame_options
accesible.
When imported names pile up it may be easier to use from . import Options
and access the variable as Options.mygame_options
.
Imports from directories outside your world should use absolute imports. Correct use of relative / absolute imports is required for zipped worlds to function, see apworld specification.md.
Your Item Type
Each world uses its own subclass of BaseClasses.Item
. The constuctor can be
overridden to attach additional data to it, e.g. "price in shop".
Since the constructor is only ever called from your code, you can add whatever
arguments you like to the constructor.
In its simplest form we only set the game name and use the default constuctor
from BaseClasses import Item
class MyGameItem(Item):
game: str = "My Game"
By convention this class definition will either be placed in your __init__.py
or your Items.py
. For a more elaborate example see worlds/oot/Items.py
.
Your location type
The same we have done for items above, we will do for locations
from BaseClasses import Location
class MyGameLocation(Location):
game: str = "My Game"
# override constructor to automatically mark event locations as such
def __init__(self, player: int, name = "", code = None, parent = None):
super(MyGameLocation, self).__init__(player, name, code, parent)
self.event = code is None
in your __init__.py
or your Locations.py
.
Options
By convention options are defined in Options.py
and will be used when parsing
the players' yaml files.
Each option has its own class, inherits from a base option type, has a docstring
to describe it and a display_name
property for display on the website and in
spoiler logs.
The actual name as used in the yaml is defined in a dict[str, Option]
, that is
assigned to the world under self.option_definitions
.
Common option types are Toggle
, DefaultOnToggle
, Choice
, Range
.
For more see Options.py
in AP's base directory.
Toggle, DefaultOnToggle
Those don't need any additional properties defined. After parsing the option,
its value
will either be True or False.
Range
Define properties range_start
, range_end
and default
. Ranges will be
displayed as sliders on the website and can be set to random in the yaml.
Choice
Choices are like toggles, but have more options than just True and False.
Define a property option_<name> = <number>
per selectable value and
default = <number>
to set the default selection. Aliases can be set by
defining a property alias_<name> = <same number>
.
option_off = 0
option_on = 1
option_some = 2
alias_disabled = 0
alias_enabled = 1
default = 0
Sample
# Options.py
from Options import Toggle, Range, Choice, Option
import typing
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
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
class FixXYZGlitch(Toggle):
"""Fixes ABC when you do XYZ"""
display_name = "Fix XYZ Glitch"
# By convention we call the options dict variable `<world>_options`.
mygame_options: typing.Dict[str, type(Option)] = {
"difficulty": Difficulty,
"final_boss_hp": FinalBossHP,
"fix_xyz_glitch": FixXYZGlitch
}
# __init__.py
from worlds.AutoWorld import World
from .Options import mygame_options # import the options dict
class MyGameWorld(World):
#...
option_definitions = mygame_options # assign the options dict to the world
#...
Local or Remote
A world with remote_items
set to True
gets all items items from the server
and no item from the local game. So for an RPG opening a chest would not add
any item to your inventory, instead the server will send you what was in that
chest. The advantage is that a generic mod can be used that does not need to
know anything about the seed.
A world with remote_items
set to False
will locally reward its local items.
For console games this can remove delay and make script/animation/dialog flow
more natural. These games typically have been edited to 'bake in' the items.
A World Class Skeleton
# world/mygame/__init__.py
from .Options import mygame_options # the options we defined earlier
from .Items import mygame_items # data used below to add items to the World
from .Locations import mygame_locations # same as above
from worlds.AutoWorld import World
from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
from Utils import get_options, output_path
class MyGameItem(Item): # or from Items import MyGameItem
game = "My Game" # name of the game/world this item is from
class MyGameLocation(Location): # or from Locations import MyGameLocation
game = "My Game" # name of the game/world this location is in
class MyGameWorld(World):
"""Insert description of the world/game here."""
game: str = "My Game" # name of the game/world
option_definitions = mygame_options # options the player can set
topology_present: bool = True # show path to required location checks in spoiler
remote_items: bool = False # True if all items come from the server
remote_start_inventory: bool = False # True if start inventory comes from the server
# data_version is used to signal that items, locations or their names
# changed. Set this to 0 during development so other games' clients do not
# cache any texts, then increase by 1 for each release that makes changes.
data_version = 0
# ID of first item and location, could be hard-coded but code may be easier
# to read with this as a propery.
base_id = 1234
# Instead of dynamic numbering, IDs could be part of data.
# The following two dicts are required for the generation to know which
# items exist. They could be generated from json or something else. They can
# include events, but don't have to since events will be placed manually.
item_name_to_id = {name: id for
id, name in enumerate(mygame_items, base_id)}
location_name_to_id = {name: id for
id, name in enumerate(mygame_locations, base_id)}
# Items can be grouped using their names to allow easy checking if any item
# from that group has been collected. Group names can also be used for !hint
item_name_groups = {
"weapons": {"sword", "lance"}
}
Generation
The world has to provide the following things for generation
- the properties mentioned above
- additions to the item pool
- additions to the regions list: at least one called "Menu"
- locations placed inside those regions
- a
def create_item(self, item: str) -> MyGameItem
for plando/manual placing - applying
self.world.precollected_items
for plando/start inventory if not using aremote_start_inventory
- a
def generate_output(self, output_directory: str)
that creates the output if there is output to be generated. If only items are randomized andremote_items = True
it is possible to have a generic mod and output generation can be skipped. In all other cases this is required. When this is called,self.world.get_locations()
has all locations for all players, with propertiesitem
pointing to the item andplayer
identifying the player.self.world.get_filled_locations(self.player)
will filter for this world.item.player
can be used to see if it's a local item.
In addition, the following methods can be implemented and attributes can be set
def generate_early(self)
called per player before any items or locations are created. You can set properties on your world here. Already has access to player options and RNG.def create_regions(self)
called to place player's regions into the MultiWorld's regions list. If it's hard to separate, this can be done duringgenerate_early
orbasic
as well.def create_items(self)
called to place player's items into the MultiWorld's itempool.def set_rules(self)
called to set access and item rules on locations and entrances.def generate_basic(self)
called after the previous steps. Some placement and player specific randomizations can be done here. After this step all regions and items have to be in the MultiWorld's regions and itempool.pre_fill
,fill_hook
andpost_fill
are called to modify item placement before, during and after the regular fill process, beforegenerate_output
.fill_slot_data
andmodify_multidata
can be used to modify the data that will be used by the server to host the MultiWorld.required_client_version: Tuple(int, int, int)
Client version as tuple of 3 ints to make sure the client is compatible to this world (e.g. implements all required features) when connecting.assert_generate(cls, world)
is a class method called at the start of generation to check the existence of prerequisite files, usually a ROM for games which require one.
generate_early
def generate_early(self) -> None:
# read player settings to world instance
self.final_boss_hp = self.multiworld.final_boss_hp[self.player].value
create_item
# we need a way to know if an item provides progress in the game ("key item")
# this can be part of the items definition, or depend on recipe randomization
from .Items import is_progression # this is just a dummy
def create_item(self, item: str):
# This is called when AP wants to create an item by name (for plando) or
# when you call it from your own code.
classification = ItemClassification.progression if is_progression(item) else \
ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
def create_event(self, event: str):
# while we are at it, we can also add a helper to create events
return MyGameItem(event, True, None, self.player)
create_items
def create_items(self) -> None:
# Add items to the Multiworld.
# If there are two of the same item, the item has to be twice in the pool.
# Which items are added to the pool may depend on player settings,
# e.g. custom win condition like triforce hunt.
# Having an item in the start inventory won't remove it from the pool.
# If an item can't have duplicates it has to be excluded manually.
# List of items to exclude, as a copy since it will be destroyed below
exclude = [item for item in self.multiworld.precollected_items[self.player]]
for item in map(self.create_item, mygame_items):
if item in exclude:
exclude.remove(item) # this is destructive. create unique list above
self.multiworld.itempool.append(self.create_item("nothing"))
else:
self.multiworld.itempool.append(item)
# itempool and number of locations should match up.
# If this is not the case we want to fill the itempool with junk.
junk = 0 # calculate this based on player settings
self.multiworld.itempool += [self.create_item("nothing") for _ in range(junk)]
create_regions
def create_regions(self) -> None:
# Add regions to the multiworld. "Menu" is the required starting point.
# Arguments to Region() are name, type, human_readable_name, player, world
r = Region("Menu", RegionType.Generic, "Menu", self.player, self.multiworld)
# Set Region.exits to a list of entrances that are reachable from region
r.exits = [Entrance(self.player, "New game", r)] # or use r.exits.append
# Append region to MultiWorld's regions
self.multiworld.regions.append(r) # or use += [r...]
r = Region("Main Area", RegionType.Generic, "Main Area", self.player, self.multiworld)
# Add main area's locations to main area (all but final boss)
r.locations = [MyGameLocation(self.player, location.name,
self.location_name_to_id[location.name], r)]
r.exits = [Entrance(self.player, "Boss Door", r)]
self.multiworld.regions.append(r)
r = Region("Boss Room", RegionType.Generic, "Boss Room", self.player, self.multiworld)
# add event to Boss Room
r.locations = [MyGameLocation(self.player, "Final Boss", None, r)]
self.multiworld.regions.append(r)
# If entrances are not randomized, they should be connected here, otherwise
# they can also be connected at a later stage.
self.multiworld.get_entrance("New Game", self.player)
.connect(self.multiworld.get_region("Main Area", self.player))
self.multiworld.get_entrance("Boss Door", self.player)
.connect(self.multiworld.get_region("Boss Room", self.player))
# If setting location access rules from data is easier here, set_rules can
# possibly omitted.
generate_basic
def generate_basic(self) -> None:
# place "Victory" at "Final Boss" and set collection as win condition
self.multiworld.get_location("Final Boss", self.player)
.place_locked_item(self.create_event("Victory"))
self.multiworld.completion_condition[self.player] =
lambda state: state.has("Victory", self.player)
# place item Herb into location Chest1 for some reason
item = self.create_item("Herb")
self.multiworld.get_location("Chest1", self.player).place_locked_item(item)
# in most cases it's better to do this at the same time the itempool is
# filled to avoid accidental duplicates:
# manually placed and still in the itempool
Setting Rules
from worlds.generic.Rules import add_rule, set_rule, forbid_item
from Items import get_item_type
def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin
# (see below) is used, it's easier to apply the rules from data during
# location generation or everything is in generate_basic
# set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player),
lambda state: state.has("Boss Key", self.player))
# combine rules to require two items
add_rule(self.multiworld.get_location("Chest2", self.player),
lambda state: state.has("Sword", self.player))
add_rule(self.multiworld.get_location("Chest2", self.player),
lambda state: state.has("Shield", self.player))
# or simply combine yourself
set_rule(self.multiworld.get_location("Chest2", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Shield", self.player))
# require two of an item
set_rule(self.multiworld.get_location("Chest3", self.player),
lambda state: state.has("Key", self.player, 2))
# require one item from an item group
add_rule(self.multiworld.get_location("Chest3", self.player),
lambda state: state.has_group("weapons", self.player))
# state also has .item_count() for items, .has_any() and.has_all() for sets
# and .count_group() for groups
# set_rule is likely to be a bit faster than add_rule
# disallow placing a specific local item at a specific location
forbid_item(self.multiworld.get_location("Chest4", self.player), "Sword")
# disallow placing items with a specific property
add_item_rule(self.multiworld.get_location("Chest5", self.player),
lambda item: get_item_type(item) == "weapon")
# get_item_type needs to take player/world into account
# if MyGameItem has a type property, a more direct implementation would be
add_item_rule(self.multiworld.get_location("Chest5", self.player),
lambda item: item.player != self.player or\
item.my_type == "weapon")
# location.item_rule = ... is likely to be a bit faster
Logic Mixin
While lambdas and events could do pretty much anything, by convention we
implement more complex logic in logic mixins, even if there is no need to add
properties to the BaseClasses.CollectionState
state object.
When importing a file that defines a class that inherits from
worlds.AutoWorld.LogicMixin
the state object's class is automatically extended by
the mixin's members. These members should be prefixed with underscore following
the name of the implementing world. This is due to sharing a namespace with all
other logic mixins.
Typical uses are defining methods that are used instead of state.has
in lambdas, e.g.state.mygame_has(custom, player)
or recurring checks
like state.mygame_can_do_something(player)
to simplify lambdas.
Private members, only accessible from mixins, should start with _mygame_
,
public members with mygame_
.
More advanced uses could be to add additional variables to the state object,
override World.collect(self, state, item)
and remove(self, state, item)
to update the state object, and check those added variables in added methods.
Please do this with caution and only when neccessary.
Sample
# Logic.py
from worlds.AutoWorld import LogicMixin
class MyGameLogic(LogicMixin):
def mygame_has_key(self, player: int):
# Arguments above are free to choose
# MultiWorld can be accessed through self.world, explicitly passing in
# MyGameWorld instance for easy options access is also a valid approach
return self.has("key", player) # or whatever
# __init__.py
from worlds.generic.Rules import set_rule
import .Logic # apply the mixin by importing its file
class MyGameWorld(World):
# ...
def set_rules(self):
set_rule(self.world.get_location("A Door", self.player),
lamda state: state.mygame_has_key(self.player))
Generate Output
from .Mod import generate_mod
def generate_output(self, output_directory: str):
# How to generate the mod or ROM highly depends on the game
# if the mod is written in Lua, Jinja can be used to fill a template
# if the mod reads a json file, `json.dump()` can be used to generate that
# code below is a dummy
data = {
"seed": self.multiworld.seed_name, # to verify the server's multiworld
"slot": self.multiworld.player_name[self.player], # to connect to server
"items": {location.name: location.item.name
if location.item.player == self.player else "Remote"
for location in self.multiworld.get_filled_locations(self.player)},
# store start_inventory from player's .yaml
"starter_items": [item.name for item
in self.multiworld.precollected_items[self.player]],
"final_boss_hp": self.final_boss_hp,
# store option name "easy", "normal" or "hard" for difficuly
"difficulty": self.multiworld.difficulty[self.player].current_key,
# store option value True or False for fixing a glitch
"fix_xyz_glitch": self.multiworld.fix_xyz_glitch[self.player].value
}
# point to a ROM specified by the installation
src = Utils.get_options()["mygame_options"]["rom_file"]
# or point to worlds/mygame/data/mod_template
src = os.path.join(os.path.dirname(__file__), "data", "mod_template")
# generate output path
mod_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.multiworld.player_name[self.player]}"
out_file = os.path.join(output_directory, mod_name + ".zip")
# generate the file
generate_mod(src, out_file, data)