738 lines
30 KiB
Markdown
738 lines
30 KiB
Markdown
# Archipelago API
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This document tries to explain some internals required to implement a game for
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Archipelago's generation and server. Once a seed is generated, a client or mod is
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required to send and receive items between the game and server.
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Client implementation is out of scope of this document. Please refer to an
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existing game that provides a similar API to yours.
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Refer to the following documents as well:
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- [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md)
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- [adding games.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/adding%20games.md)
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Archipelago will be abbreviated as "AP" from now on.
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## Language
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AP worlds are written in python3.
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Clients that connect to the server to sync items can be in any language that
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allows using WebSockets.
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## Coding style
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AP follows all the PEPs. When in doubt use an IDE with coding style
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linter, for example PyCharm Community Edition.
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## Docstrings
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Docstrings are strings attached to an object in Python that describe what the
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object is supposed to be. Certain docstrings will be picked up and used by AP.
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They are assigned by writing a string without any assignment right below a
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definition. The string must be a triple-quoted string.
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Example:
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```python
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from worlds.AutoWorld import World
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class MyGameWorld(World):
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"""This is the description of My Game that will be displayed on the AP
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website."""
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```
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## Definitions
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This section will cover various classes and objects you can use for your world.
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While some of the attributes and methods are mentioned here not all of them are,
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but you can find them in `BaseClasses.py`.
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### World Class
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A `World` class is the class with all the specifics of a certain game to be
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included. It will be instantiated for each player that rolls a seed for that
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game.
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### WebWorld Class
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A `WebWorld` class contains specific attributes and methods that can be modified
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for your world specifically on the webhost.
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`settings_page` which can be changed to a link instead of an AP generated settings page.
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`theme` to be used for your game specific AP pages. Available themes:
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| dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |
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|---|---|---|---|---|---|---|---|
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| <img src="img/theme_dirt.JPG" width="100"> | <img src="img/theme_grass.JPG" width="100"> | <img src="img/theme_grassFlowers.JPG" width="100"> | <img src="img/theme_ice.JPG" width="100"> | <img src="img/theme_jungle.JPG" width="100"> | <img src="img/theme_ocean.JPG" width="100"> | <img src="img/theme_partyTime.JPG" width="100"> | <img src="img/theme_stone.JPG" width="100"> |
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`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.
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`tutorials` list of `Tutorial` classes where each class represents a guide to be generated on the webhost.
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`game_info_languages` (optional) List of strings for defining the existing gameinfo pages your game supports. The documents must be
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prefixed with the same string as defined here. Default already has 'en'.
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### MultiWorld Object
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The `MultiWorld` object references the whole multiworld (all items and locations
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for all players) and is accessible through `self.world` inside a `World` object.
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### Player
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The player is just an integer in AP and is accessible through `self.player`
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inside a World object.
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### Player Options
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Players provide customized settings for their World in the form of yamls.
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Those are accessible through `self.world.<option_name>[self.player]`. A dict
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of valid options has to be provided in `self.option_definitions`. Options are automatically
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added to the `World` object for easy access.
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### World Options
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Any AP installation can provide settings for a world, for example a ROM file,
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accessible through `Utils.get_options()['<world>_options']['<option>']`.
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Users can set those in their `host.yaml` file.
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### Locations
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Locations are places where items can be located in your game. This may be chests
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or boss drops for RPG-like games but could also be progress in a research tree.
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Each location has a `name` and an `id` (a.k.a. "code" or "address"), is placed
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in a Region, has access rules and a classification.
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The name needs to be unique in each game and must not be numeric (has to
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contain least 1 letter or symbol). The ID needs to be unique across all games
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and is best in the same range as the item IDs.
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World-specific IDs are 1 to 2<sup>53</sup>-1, IDs ≤ 0 are global and reserved.
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Special locations with ID `None` can hold events.
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Classification is one of `LocationProgressType.DEFAULT`, `PRIORITY` or `EXCLUDED`.
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The Fill algorithm will force progression items to be placed at priority locations, giving a higher chance of them being
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required, and will prevent progression and useful items from being placed at excluded locations.
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### Items
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Items are all things that can "drop" for your game. This may be RPG items like
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weapons, could as well be technologies you normally research in a research tree.
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Each item has a `name`, an `id` (can be known as "code"), and a classification.
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The most important classification is `progression` (formerly advancement).
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Progression items are items which a player may require to progress in
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their world. Progression items will be assigned to locations with higher
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priority and moved around to meet defined rules and accomplish progression
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balancing.
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The name needs to be unique in each game, meaning a duplicate item has the
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same ID. Name must not be numeric (has to contain at least 1 letter or symbol).
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Special items with ID `None` can mark events (read below).
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Other classifications include
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* filler: a regular item or trash item
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* useful: generally quite useful, but not required for anything logical
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* trap: negative impact on the player
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* skip_balancing: add to progression to skip balancing; e.g. currency or tokens
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### Events
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Events will mark some progress. You define an event location, an
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event item, strap some rules to the location (i.e. hold certain
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items) and manually place the event item at the event location.
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Events can be used to either simplify the logic or to get better spoiler logs.
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Events will show up in the spoiler playthrough but they do not represent actual
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items or locations within the game.
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There is one special case for events: Victory. To get the win condition to show
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up in the spoiler log, you create an event item and place it at an event
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location with the `access_rules` for game completion. Once that's done, the
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world's win condition can be as simple as checking for that item.
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By convention the victory event is called `"Victory"`. It can be placed at one
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or more event locations based on player options.
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### Regions
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Regions are logical groups of locations that share some common access rules. If
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location logic is written from scratch, using regions greatly simplifies the
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definition and allow to somewhat easily implement things like entrance
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randomizer in logic.
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Regions have a list called `exits` which are `Entrance` objects representing
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transitions to other regions.
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There has to be one special region "Menu" from which the logic unfolds. AP
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assumes that a player will always be able to return to the "Menu" region by
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resetting the game ("Save and quit").
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### Entrances
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An `Entrance` connects to a region, is assigned to region's exits and has rules
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to define if it and thus the connected region is accessible.
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They can be static (regular logic) or be defined/connected during generation
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(entrance randomizer).
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### Access Rules
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An access rule is a function that returns `True` or `False` for a `Location` or
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`Entrance` based on the the current `state` (items that can be collected).
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### Item Rules
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An item rule is a function that returns `True` or `False` for a `Location` based
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on a single item. It can be used to reject placement of an item there.
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## Implementation
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### Your World
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All code for your world implementation should be placed in a python package in
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the `/worlds` directory. The starting point for the package is `__init__.py`.
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Conventionally, your world class is placed in that file.
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World classes must inherit from the `World` class in `/worlds/AutoWorld.py`,
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which can be imported as `worlds.AutoWorld.World` from your package.
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AP will pick up your world automatically due to the `AutoWorld` implementation.
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### Requirements
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If your world needs specific python packages, they can be listed in
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`world/[world_name]/requirements.txt`. ModuleUpdate.py will automatically
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pick up and install them.
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See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format).
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### Relative Imports
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AP will only import the `__init__.py`. Depending on code size it makes sense to
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use multiple files and use relative imports to access them.
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e.g. `from .Options import mygame_options` from your `__init__.py` will load
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`world/[world_name]/Options.py` and make its `mygame_options` accesible.
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When imported names pile up it may be easier to use `from . import Options`
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and access the variable as `Options.mygame_options`.
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Imports from directories outside your world should use absolute imports.
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Correct use of relative / absolute imports is required for zipped worlds to
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function, see [apworld specification.md](apworld%20specification.md).
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### Your Item Type
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Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
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overridden to attach additional data to it, e.g. "price in shop".
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Since the constructor is only ever called from your code, you can add whatever
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arguments you like to the constructor.
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In its simplest form we only set the game name and use the default constuctor
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```python
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from BaseClasses import Item
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class MyGameItem(Item):
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game: str = "My Game"
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```
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By convention this class definition will either be placed in your `__init__.py`
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or your `Items.py`. For a more elaborate example see `worlds/oot/Items.py`.
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### Your location type
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The same we have done for items above, we will do for locations
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```python
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from BaseClasses import Location
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class MyGameLocation(Location):
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game: str = "My Game"
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# override constructor to automatically mark event locations as such
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def __init__(self, player: int, name = "", code = None, parent = None):
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super(MyGameLocation, self).__init__(player, name, code, parent)
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self.event = code is None
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```
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in your `__init__.py` or your `Locations.py`.
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### Options
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By convention options are defined in `Options.py` and will be used when parsing
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the players' yaml files.
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Each option has its own class, inherits from a base option type, has a docstring
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to describe it and a `display_name` property for display on the website and in
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spoiler logs.
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The actual name as used in the yaml is defined in a `dict[str, Option]`, that is
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assigned to the world under `self.option_definitions`.
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Common option types are `Toggle`, `DefaultOnToggle`, `Choice`, `Range`.
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For more see `Options.py` in AP's base directory.
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#### Toggle, DefaultOnToggle
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Those don't need any additional properties defined. After parsing the option,
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its `value` will either be True or False.
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#### Range
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Define properties `range_start`, `range_end` and `default`. Ranges will be
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displayed as sliders on the website and can be set to random in the yaml.
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#### Choice
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Choices are like toggles, but have more options than just True and False.
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Define a property `option_<name> = <number>` per selectable value and
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`default = <number>` to set the default selection. Aliases can be set by
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defining a property `alias_<name> = <same number>`.
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```python
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option_off = 0
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option_on = 1
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option_some = 2
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alias_disabled = 0
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alias_enabled = 1
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default = 0
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```
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#### Sample
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```python
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# Options.py
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from Options import Toggle, Range, Choice, Option
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import typing
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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
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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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class FixXYZGlitch(Toggle):
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"""Fixes ABC when you do XYZ"""
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display_name = "Fix XYZ Glitch"
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# By convention we call the options dict variable `<world>_options`.
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mygame_options: typing.Dict[str, type(Option)] = {
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"difficulty": Difficulty,
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"final_boss_hp": FinalBossHP,
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"fix_xyz_glitch": FixXYZGlitch
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}
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```
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```python
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# __init__.py
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from worlds.AutoWorld import World
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from .Options import mygame_options # import the options dict
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class MyGameWorld(World):
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#...
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option_definitions = mygame_options # assign the options dict to the world
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#...
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```
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### A World Class Skeleton
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```python
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# world/mygame/__init__.py
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from .Options import mygame_options # the options we defined earlier
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from .Items import mygame_items # data used below to add items to the World
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from .Locations import mygame_locations # same as above
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from worlds.AutoWorld import World
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from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
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from Utils import get_options, output_path
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class MyGameItem(Item): # or from Items import MyGameItem
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game = "My Game" # name of the game/world this item is from
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class MyGameLocation(Location): # or from Locations import MyGameLocation
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game = "My Game" # name of the game/world this location is in
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class MyGameWorld(World):
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"""Insert description of the world/game here."""
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game = "My Game" # name of the game/world
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option_definitions = mygame_options # options the player can set
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topology_present = True # show path to required location checks in spoiler
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# ID of first item and location, could be hard-coded but code may be easier
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# to read with this as a propery.
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base_id = 1234
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# Instead of dynamic numbering, IDs could be part of data.
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# The following two dicts are required for the generation to know which
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# items exist. They could be generated from json or something else. They can
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# include events, but don't have to since events will be placed manually.
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item_name_to_id = {name: id for
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id, name in enumerate(mygame_items, base_id)}
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location_name_to_id = {name: id for
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id, name in enumerate(mygame_locations, base_id)}
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# Items can be grouped using their names to allow easy checking if any item
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# from that group has been collected. Group names can also be used for !hint
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item_name_groups = {
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"weapons": {"sword", "lance"}
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}
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```
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### Generation
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The world has to provide the following things for generation
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* the properties mentioned above
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* additions to the item pool
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* additions to the regions list: at least one called "Menu"
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* locations placed inside those regions
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* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
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* applying `self.multiworld.push_precollected` for start inventory
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* `required_client_version: Tuple(int, int, int)`
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Optional client version as tuple of 3 ints to make sure the client is compatible to
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this world (e.g. implements all required features) when connecting.
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In addition, the following methods can be implemented and are called in this order during generation
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* `stage_assert_generate(cls, multiworld)` is a class method called at the start of
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generation to check the existence of prerequisite files, usually a ROM for
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games which require one.
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* `def generate_early(self)`
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called per player before any items or locations are created. You can set
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properties on your world here. Already has access to player options and RNG.
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* `def create_regions(self)`
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called to place player's regions and their locations into the MultiWorld's regions list. If it's
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hard to separate, this can be done during `generate_early` or `create_items` as well.
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* `def create_items(self)`
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called to place player's items into the MultiWorld's itempool. After this step all regions and items have to be in
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the MultiWorld's regions and itempool, and these lists should not be modified afterwards.
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* `def set_rules(self)`
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called to set access and item rules on locations and entrances.
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Locations have to be defined before this, or rule application can miss them.
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* `def generate_basic(self)`
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called after the previous steps. Some placement and player specific
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randomizations can be done here.
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* `pre_fill`, `fill_hook` and `post_fill` are called to modify item placement
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before, during and after the regular fill process, before `generate_output`.
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If items need to be placed during pre_fill, these items can be determined
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and created using `get_prefill_items`
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* `def generate_output(self, output_directory: str)` that creates the output
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files if there is output to be generated. When this is
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called, `self.multiworld.get_locations(self.player)` has all locations for the player, with
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attribute `item` pointing to the item.
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`location.item.player` can be used to see if it's a local item.
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* `fill_slot_data` and `modify_multidata` can be used to modify the data that
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will be used by the server to host the MultiWorld.
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#### generate_early
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```python
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def generate_early(self) -> None:
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# read player settings to world instance
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self.final_boss_hp = self.multiworld.final_boss_hp[self.player].value
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```
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#### create_item
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```python
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# we need a way to know if an item provides progress in the game ("key item")
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# this can be part of the items definition, or depend on recipe randomization
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from .Items import is_progression # this is just a dummy
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def create_item(self, item: str):
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# This is called when AP wants to create an item by name (for plando) or
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# when you call it from your own code.
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classification = ItemClassification.progression if is_progression(item) else \
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ItemClassification.filler
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return MyGameItem(item, classification, self.item_name_to_id[item],
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self.player)
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def create_event(self, event: str):
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# while we are at it, we can also add a helper to create events
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return MyGameItem(event, True, None, self.player)
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```
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#### create_items
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```python
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def create_items(self) -> None:
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# Add items to the Multiworld.
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# If there are two of the same item, the item has to be twice in the pool.
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# Which items are added to the pool may depend on player settings,
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# e.g. custom win condition like triforce hunt.
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# Having an item in the start inventory won't remove it from the pool.
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# If an item can't have duplicates it has to be excluded manually.
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# List of items to exclude, as a copy since it will be destroyed below
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exclude = [item for item in self.multiworld.precollected_items[self.player]]
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for item in map(self.create_item, mygame_items):
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if item in exclude:
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exclude.remove(item) # this is destructive. create unique list above
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self.multiworld.itempool.append(self.create_item("nothing"))
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else:
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self.multiworld.itempool.append(item)
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# itempool and number of locations should match up.
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# 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
|
|
|
|
```python
|
|
def create_regions(self) -> None:
|
|
# Add regions to the multiworld. "Menu" is the required starting point.
|
|
# Arguments to Region() are name, player, world, and optionally hint_text
|
|
r = Region("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", 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", 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
|
|
|
|
```python
|
|
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
|
|
|
|
```python
|
|
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
|
|
|
|
```python
|
|
# 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
|
|
```
|
|
```python
|
|
# __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
|
|
|
|
```python
|
|
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
|
|
# make sure to mark as not remote_start_inventory when connecting if stored in rom/mod
|
|
"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)
|
|
```
|
|
|
|
### Documentation
|
|
|
|
Each world implementation should have a tutorial and a game info page. These are both rendered on the website by reading
|
|
the `.md` files in your world's `/docs` directory.
|
|
|
|
#### Game Info
|
|
The game info page is for a short breakdown of what your game is and how it works in Archipelago. Any additional
|
|
information that may be useful to the player when learning your randomizer should also go here. The file name format
|
|
is `<language key>_<game name>.md`. While you can write these docs for multiple languages, currently only the english
|
|
version is displayed on the website.
|
|
|
|
#### Tutorials
|
|
Your game can have as many tutorials in as many languages as you like, with each one having a relevant `Tutorial`
|
|
defined in the `WebWorld`. The file name you use aren't particularly important, but it should be descriptive of what
|
|
the tutorial is covering, and the name of the file must match the relative URL provided in the `Tutorial`. Currently,
|
|
the JS that determines this ignores the provided file name and will search for `game/document_lang.md`, where
|
|
`game/document/lang` is the provided URL.
|
|
|
|
### Tests
|
|
|
|
Each world is expected to include unit tests that cover its logic, to ensure no logic bug regressions occur. This can be
|
|
done by creating a `/test` package within your world package. The `__init__.py` within this folder is where the world's
|
|
TestBase should be defined. This can be inherited from the main TestBase, which will automatically set up a solo
|
|
multiworld for each test written using it. Within subsequent modules, classes should be defined which inherit the world
|
|
TestBase, and can then define options to test in the class body, and run tests in each test method.
|
|
|
|
Example `__init__.py`
|
|
```python
|
|
from test.TestBase import WorldTestBase
|
|
|
|
|
|
class MyGameTestBase(WorldTestBase):
|
|
game = "My Game"
|
|
```
|
|
|
|
Next using the rules defined in the above `set_rules` we can test that the chests have the correct access rules.
|
|
|
|
Example `testChestAccess.py`
|
|
```python
|
|
from . import MyGameTestBase
|
|
|
|
|
|
class TestChestAccess(MyGameTestBase):
|
|
def testSwordChests(self):
|
|
"""Test locations that require a sword"""
|
|
locations = ["Chest1", "Chest2"]
|
|
items = [["Sword"]]
|
|
# this will test that each location can't be accessed without the "Sword", but can be accessed once obtained.
|
|
self.assertAccessDependency(locations, items)
|
|
|
|
def testAnyWeaponChests(self):
|
|
"""Test locations that require any weapon"""
|
|
locations = [f"Chest{i}" for i in range(3, 6)]
|
|
items = [["Sword"], ["Axe"], ["Spear"]]
|
|
# this will test that chests 3-5 can't be accessed without any weapon, but can be with just one of them.
|
|
self.assertAccessDependency(locations, items)
|
|
```
|