195 lines
8.9 KiB
Markdown
195 lines
8.9 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 will do to your user.
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- A `display_name` to be displayed on the webhost.
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- A new entry in the `option_definitions` dict for your World.
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By style and convention, the internal names 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 support `random` as a generic option. `random` chooses from any of the available values for that option,
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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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As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's
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create our option class (with a docstring), give it a `display_name`, and add it to a dictionary that keeps track of our
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options:
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```python
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# Options.py
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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"
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example_options = {
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"starting_sword": StartingSword
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}
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```
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This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it
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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 options
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class ExampleWorld(World):
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option_definitions = options
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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.multiworld.my_option_name[self.player]`. This is 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.multiworld.starting_sword[self.player]:
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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.multiworld.starting_sword[self.player].value)
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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 progression items can't be placed on them.
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### PriorityLocations
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Marks locations given here as `LocationProgressType.Priority` forcing progression items on them.
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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.multiworld.sword_availability[self.player] == "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.multiworld.sword_availability[self.player] == 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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### SpecialRange
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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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For example:
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```python
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special_range_names: {
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"normal": 20,
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"extreme": 99,
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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.multiworld.my_option[self.player].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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