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										 |  |  | # Archipelago Options API
 | 
					
						
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 | 
					
						
							|  |  |  | 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) | 
					
						
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 | 
					
						
							|  |  |  | Archipelago will be abbreviated as "AP" from now on. | 
					
						
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 | 
					
						
							|  |  |  | ## 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: | 
					
						
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										 |  |  | - A new option class, with a docstring detailing what the option does, to be exposed to the user. | 
					
						
							|  |  |  | - A new entry in the `options_dataclass` definition for your World. | 
					
						
							|  |  |  | By style and convention, the dataclass attributes should be `snake_case`. | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | ### Option Creation
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										 |  |  | - If the option supports having multiple sub_options, such as Choice options, these can be defined with | 
					
						
							|  |  |  | `option_value1`. Any attributes of the class with a preceding `option_` is added to the class's `options` lookup. The | 
					
						
							|  |  |  | `option_` is then stripped for users, so will show as `value1` in yaml files. If `auto_display_name` is True, it will | 
					
						
							|  |  |  | display as `Value1` on the webhost. | 
					
						
							|  |  |  | - An alternative name can be set for any specific option by setting an alias attribute | 
					
						
							|  |  |  | (i.e. `alias_value_1 = option_value1`) which will allow users to use either `value_1` or `value1` in their yaml | 
					
						
							|  |  |  | files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a | 
					
						
							|  |  |  | Choice, and defining `alias_true = option_full`. | 
					
						
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										 |  |  | - All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or | 
					
						
							|  |  |  | `(Named/Special)Range`) 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 `option_random`. | 
					
						
							|  |  |  | However, you can override `from_text` and handle `text == "random"` to customize its behavior or | 
					
						
							|  |  |  | implement it for additional option types. | 
					
						
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										 |  |  | 
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										 |  |  | As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option | 
					
						
							|  |  |  | to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our | 
					
						
							|  |  |  | option classes (with a docstring), give them a `display_name`, and add them to our game's options dataclass: | 
					
						
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										 |  |  | 
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							|  |  |  | ```python | 
					
						
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										 |  |  | # options.py
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										 |  |  | from dataclasses import dataclass | 
					
						
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										 |  |  | from Options import Toggle, Range, Choice, PerGameCommonOptions | 
					
						
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										 |  |  | class StartingSword(Toggle): | 
					
						
							|  |  |  |     """Adds a sword to your starting inventory.""" | 
					
						
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										 |  |  |     display_name = "Start With Sword"  # this is the option name as it's displayed to the user on the webhost and in the spoiler log | 
					
						
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										 |  |  | 
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										 |  |  | 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 but allows the player to use beginner as an alternative for easy in the result in their options | 
					
						
							|  |  |  |     alias_expert = 2  # same as hard | 
					
						
							|  |  |  |     default = 1  # default to normal | 
					
						
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							|  |  |  | class FinalBossHP(Range): | 
					
						
							|  |  |  |     """Sets the HP of the final boss""" | 
					
						
							|  |  |  |     display_name = "Final Boss HP" | 
					
						
							|  |  |  |     range_start = 100 | 
					
						
							|  |  |  |     range_end = 10000 | 
					
						
							|  |  |  |     default = 2000 | 
					
						
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										 |  |  | @dataclass | 
					
						
							|  |  |  | class ExampleGameOptions(PerGameCommonOptions): | 
					
						
							|  |  |  |     starting_sword: StartingSword | 
					
						
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										 |  |  |     difficulty: Difficulty | 
					
						
							|  |  |  |     final_boss_health: FinalBossHP | 
					
						
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										 |  |  | ``` | 
					
						
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										 |  |  | To then submit this to the multiworld, we add it to our world's `__init__.py`: | 
					
						
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										 |  |  | 
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							|  |  |  | ```python | 
					
						
							|  |  |  | from worlds.AutoWorld import World | 
					
						
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										 |  |  | from .Options import ExampleGameOptions | 
					
						
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										 |  |  | 
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							|  |  |  | class ExampleWorld(World): | 
					
						
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										 |  |  |     # this gives the generator all the definitions for our options | 
					
						
							|  |  |  |     options_dataclass = ExampleGameOptions | 
					
						
							|  |  |  |     # this gives us typing hints for all the options we defined | 
					
						
							|  |  |  |     options: ExampleGameOptions | 
					
						
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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 | 
					
						
							|  |  |  | world instantiation. These are created as attributes on the MultiWorld and can be accessed with | 
					
						
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										 |  |  | `self.options.my_option_name`. This is an instance of the option class, which supports direct comparison methods to | 
					
						
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										 |  |  | relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is | 
					
						
							|  |  |  | the option class's `value` attribute. For our example above we can do a simple check: | 
					
						
							|  |  |  | ```python | 
					
						
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										 |  |  | if self.options.starting_sword: | 
					
						
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										 |  |  |     do_some_things() | 
					
						
							|  |  |  | ``` | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | or if I need a boolean object, such as in my slot_data I can access it as: | 
					
						
							|  |  |  | ```python | 
					
						
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										 |  |  | start_with_sword = bool(self.options.starting_sword.value) | 
					
						
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										 |  |  | ``` | 
					
						
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										 |  |  | All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes, | 
					
						
							|  |  |  | strings that match the option attributes after "option_" is stripped, and the attributes themselves. | 
					
						
							|  |  |  | ```python | 
					
						
							|  |  |  | # options.py
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							|  |  |  | class Logic(Choice): | 
					
						
							|  |  |  |     option_normal = 0 | 
					
						
							|  |  |  |     option_hard = 1 | 
					
						
							|  |  |  |     option_challenging = 2 | 
					
						
							|  |  |  |     option_extreme = 3 | 
					
						
							|  |  |  |     option_insane = 4 | 
					
						
							|  |  |  |     alias_extra_hard = 2 | 
					
						
							|  |  |  |     crazy = 4  # won't be listed as an option and only exists as an attribute on the class | 
					
						
							|  |  |  | 
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							|  |  |  | # __init__.py
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							|  |  |  | from .options import Logic | 
					
						
							|  |  |  | 
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							|  |  |  | if self.options.logic: | 
					
						
							|  |  |  |     do_things_for_all_non_normal_logic() | 
					
						
							|  |  |  | if self.options.logic == 1: | 
					
						
							|  |  |  |     do_hard_things() | 
					
						
							|  |  |  | elif self.options.logic == "challenging": | 
					
						
							|  |  |  |     do_challenging_things() | 
					
						
							|  |  |  | elif self.options.logic == Logic.option_extreme: | 
					
						
							|  |  |  |     do_extreme_things() | 
					
						
							|  |  |  | elif self.options.logic == "crazy": | 
					
						
							|  |  |  |     do_insane_things() | 
					
						
							|  |  |  | ``` | 
					
						
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										 |  |  | ## 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. | 
					
						
							|  |  |  | 
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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 | 
					
						
							|  |  |  | 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
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							|  |  |  | Forces the players' items local to their world. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ### NonLocalItems
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							|  |  |  | Forces the players' items outside their world. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ### StartInventory
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							|  |  |  | Allows the player to define a dictionary of starting items with item name and quantity. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ### StartHints
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							|  |  |  | 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
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							|  |  |  | 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
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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 | 
					
						
							|  |  |  | 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
 | 
					
						
							|  |  |  | ### 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 | 
					
						
							|  |  |  | compared to strings but can be directly compared to True and False. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ### 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 | 
					
						
							|  |  |  | comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with: | 
					
						
							|  |  |  | ```python | 
					
						
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										 |  |  | if self.options.sword_availability == "early_sword": | 
					
						
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										 |  |  |     do_early_sword_things() | 
					
						
							|  |  |  | ``` | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | or: | 
					
						
							|  |  |  | ```python | 
					
						
							|  |  |  | from .Options import SwordAvailability | 
					
						
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										 |  |  | if self.options.sword_availability == SwordAvailability.option_early_sword: | 
					
						
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										 |  |  |     do_early_sword_things() | 
					
						
							|  |  |  | ``` | 
					
						
							|  |  |  | 
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							|  |  |  | ### 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 | 
					
						
							|  |  |  | `range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string | 
					
						
							|  |  |  | comparisons. | 
					
						
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										 |  |  | ### NamedRange
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										 |  |  | Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value. | 
					
						
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										 |  |  | `special_range_names` can be used to | 
					
						
							|  |  |  | - give descriptive names to certain values from within the range  | 
					
						
							|  |  |  | - add option values above or below the regular range, to be associated with a special meaning  | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | For example: | 
					
						
							|  |  |  | ```python | 
					
						
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										 |  |  | range_start = 1 | 
					
						
							|  |  |  | range_end = 99 | 
					
						
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										 |  |  | special_range_names = { | 
					
						
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										 |  |  |     "normal": 20, | 
					
						
							|  |  |  |     "extreme": 99, | 
					
						
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										 |  |  |     "unlimited": -1, | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | ``` | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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 | 
					
						
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										 |  |  | point, `self.options.my_option.current_key` will always return a string. | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | ### 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
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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. |