189 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			189 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
|   | # Archipelago Options API
 | ||
|  | 
 | ||
|  | This document covers some of the generic options available using Archipelago's options handling system. | ||
|  | 
 | ||
|  | For more information on where these options go in your world please refer to: | ||
|  |  - [world api.md](/docs/world%20api.md) | ||
|  | 
 | ||
|  | Archipelago will be abbreviated as "AP" from now on. | ||
|  | 
 | ||
|  | ## Option Definitions
 | ||
|  | Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you | ||
|  | need to create: | ||
|  | - A new option class with a docstring detailing what the option will do to your user. | ||
|  | - A `display_name` to be displayed on the webhost. | ||
|  | - A new entry in the `option_definitions` dict for your World. | ||
|  | By style and convention, the internal names should be snake_case. If the option supports having multiple sub_options | ||
|  | such as Choice options, these can be defined with `option_my_sub_option`, where the preceding `option_` is required and | ||
|  | stripped for users, so will show as `my_sub_option` in yaml files and if `auto_display_name` is True `My Sub Option` | ||
|  | on the webhost. All options support `random` as a generic option. `random` chooses from any of the available | ||
|  | values for that option, and is reserved by AP. You can set this as your default value but you cannot define your own | ||
|  | new `option_random`. | ||
|  | 
 | ||
|  | ### Option Creation
 | ||
|  | As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's | ||
|  | create our option class (with a docstring), give it a `display_name`, and add it to a dictionary that keeps track of our | ||
|  | options: | ||
|  | 
 | ||
|  | ```python | ||
|  | # Options.py
 | ||
|  | class StartingSword(Toggle): | ||
|  |     """Adds a sword to your starting inventory.""" | ||
|  |     display_name = "Start With Sword" | ||
|  | 
 | ||
|  | 
 | ||
|  | example_options = { | ||
|  |     "starting_sword": StartingSword | ||
|  | } | ||
|  | ``` | ||
|  | 
 | ||
|  | This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it | ||
|  | to our world's `__init__.py`: | ||
|  | 
 | ||
|  | ```python | ||
|  | from worlds.AutoWorld import World | ||
|  | from .Options import options | ||
|  | 
 | ||
|  | 
 | ||
|  | class ExampleWorld(World): | ||
|  |     option_definitions = options | ||
|  | ``` | ||
|  | 
 | ||
|  | ### Option Checking
 | ||
|  | Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after | ||
|  | world instantiation. These are created as attributes on the MultiWorld and can be accessed with | ||
|  | `self.multiworld.my_option_name[self.player]`. This is the option class, which supports direct comparison methods to | ||
|  | relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is | ||
|  | the option class's `value` attribute. For our example above we can do a simple check: | ||
|  | ```python | ||
|  | if self.multiworld.starting_sword[self.player]: | ||
|  |     do_some_things() | ||
|  | ``` | ||
|  | 
 | ||
|  | or if I need a boolean object, such as in my slot_data I can access it as: | ||
|  | ```python | ||
|  | start_with_sword = bool(self.multiworld.starting_sword[self.player].value) | ||
|  | ``` | ||
|  | 
 | ||
|  | ## Generic Option Classes
 | ||
|  | These options are generically available to every game automatically, but can be overridden for slightly different | ||
|  | behavior, if desired. See `worlds/soe/Options.py` for an example. | ||
|  | 
 | ||
|  | ### Accessibility
 | ||
|  | Sets rules for availability of locations for the player. `Items` is for all items available but not necessarily all | ||
|  | locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access. | ||
|  | 
 | ||
|  | ### ProgressionBalancing
 | ||
|  | Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be | ||
|  | overridden if you want a different default value. | ||
|  | 
 | ||
|  | ### LocalItems
 | ||
|  | Forces the players' items local to their world. | ||
|  | 
 | ||
|  | ### NonLocalItems
 | ||
|  | Forces the players' items outside their world. | ||
|  | 
 | ||
|  | ### StartInventory
 | ||
|  | Allows the player to define a dictionary of starting items with item name and quantity. | ||
|  | 
 | ||
|  | ### StartHints
 | ||
|  | Gives the player starting hints for where the items defined here are. | ||
|  | 
 | ||
|  | ### StartLocationHints
 | ||
|  | Gives the player starting hints for the items on locations defined here. | ||
|  | 
 | ||
|  | ### ExcludeLocations
 | ||
|  | Marks locations given here as `LocationProgressType.Excluded` so that progression items can't be placed on them. | ||
|  | 
 | ||
|  | ### PriorityLocations
 | ||
|  | Marks locations given here as `LocationProgressType.Priority` forcing progression items on them. | ||
|  | 
 | ||
|  | ### ItemLinks
 | ||
|  | Allows users to share their item pool with other players. Currently item links are per game. A link of one game between | ||
|  | two players will combine their items in the link into a single item, which then gets replaced with `World.create_filler()`. | ||
|  | 
 | ||
|  | ## Basic Option Classes
 | ||
|  | ### Toggle
 | ||
|  | The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be | ||
|  | compared to strings but can be directly compared to True and False. | ||
|  | 
 | ||
|  | ### DefaultOnToggle
 | ||
|  | Like Toggle, but 1 (true) is the default value. | ||
|  | 
 | ||
|  | ### Choice
 | ||
|  | A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do | ||
|  | comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with: | ||
|  | ```python | ||
|  | if self.multiworld.sword_availability[self.player] == "early_sword": | ||
|  |     do_early_sword_things() | ||
|  | ``` | ||
|  | 
 | ||
|  | or: | ||
|  | ```python | ||
|  | from .Options import SwordAvailability | ||
|  | 
 | ||
|  | if self.multiworld.sword_availability[self.player] == SwordAvailability.option_early_sword: | ||
|  |     do_early_sword_things() | ||
|  | ``` | ||
|  | 
 | ||
|  | ### Range
 | ||
|  | A numeric option allowing a variety of integers including the endpoints. Has a default `range_start` of 0 and default | ||
|  | `range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string | ||
|  | comparisons. | ||
|  | 
 | ||
|  | ### SpecialRange
 | ||
|  | Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value. | ||
|  | For example: | ||
|  | ```python | ||
|  | special_range_names: { | ||
|  |     "normal": 20, | ||
|  |     "extreme": 99, | ||
|  | } | ||
|  | ``` | ||
|  | 
 | ||
|  | will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers | ||
|  | to you. Useful if you want special handling regarding those specified values. | ||
|  | 
 | ||
|  | ## More Advanced Options
 | ||
|  | ### FreeText
 | ||
|  | This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has | ||
|  | no validation step, so if this needs to be validated, you can either add a validation step to the option class or | ||
|  | within the world. | ||
|  | 
 | ||
|  | ### TextChoice
 | ||
|  | Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any | ||
|  | user defined string as a valid option, so will either need to be validated by adding a validation step to the option | ||
|  | class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified | ||
|  | point, `self.multiworld.my_option[self.player].current_key` will always return a string. | ||
|  | 
 | ||
|  | ### PlandoBosses
 | ||
|  | An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports | ||
|  | everything it does, as well as having multiple validation steps to automatically support boss plando from users. If | ||
|  | using this class, you must define `bosses`, a set of valid boss names, and `locations`, a set of valid boss location | ||
|  | names, and `def can_place_boss`, which passes a boss and location, allowing you to check if that placement is valid for | ||
|  | your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is | ||
|  | also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False | ||
|  | by default, and will reject duplicate boss names from the user. For an example of using this class, refer to | ||
|  | `worlds.alttp.options.py` | ||
|  | 
 | ||
|  | ### OptionDict
 | ||
|  | This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the | ||
|  | template. If you set a [Schema](https://pypi.org/project/schema/) on the class with `schema = Schema()`, then the | ||
|  | options system will automatically validate the user supplied data against the schema to ensure it's in the correct | ||
|  | format. | ||
|  | 
 | ||
|  | ### ItemDict
 | ||
|  | Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world. | ||
|  | 
 | ||
|  | ### OptionList
 | ||
|  | This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You | ||
|  | can define a set of keys in `valid_keys`, and a default list if you want certain options to be available without editing | ||
|  | for this. If `valid_keys_casefold` is true, the verification will be case-insensitive; `verify_item_name` will check | ||
|  | that each value is a valid item name; and`verify_location_name` will check that each value is a valid location name. | ||
|  | 
 | ||
|  | ### OptionSet
 | ||
|  | Like OptionList, but returns a set, preventing duplicates. | ||
|  | 
 | ||
|  | ### ItemSet
 | ||
|  | Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world. |