Docs: APWorld documentation, make a distinction between APWorld and .apworld (#5509)
* APWorld docs: Make a distinction between APWorld and .apworld * Update apworld specification.md * Update apworld specification.md * Be more anal about the launcher component * Update apworld specification.md * Update apworld specification.md
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# apworld Specification
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# APWorld Specification
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Archipelago depends on worlds to provide game-specific details like items, locations and output generation.
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Those are located in the `worlds/` folder (source) or `<install dir>/lib/worlds/` (when installed).
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These are called "APWorlds".
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They are located in the `worlds/` folder (source) or `<install dir>/lib/worlds/` (when installed).
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See [world api.md](world%20api.md) for details.
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APWorlds can either be a folder, or they can be packaged as an .apworld file.
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apworld provides a way to package and ship a world that is not part of the main distribution by placing a `*.apworld`
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file into the worlds folder.
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## .apworld File Format
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**Warning:** apworlds have to be all lower case, otherwise they raise a bogus Exception when trying to import in frozen python 3.10+!
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The `.apworld` file format provides a way to package and ship an APWorld that is not part of the main distribution
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by placing a `*.apworld` file into the worlds folder.
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## File Format
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apworld files are zip archives, all lower case, with the file ending `.apworld`.
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`.apworld` files are zip archives, all lower case, with the file ending `.apworld`.
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The zip has to contain a folder with the same name as the zip, case-sensitive, that contains what would normally be in
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the world's folder in `worlds/`. I.e. `worlds/ror2.apworld` containing `ror2/__init__.py`.
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**Warning:** `.apworld` files have to be all lower case,
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otherwise they raise a bogus Exception when trying to import in frozen python 3.10+!
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## Metadata
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Metadata about the apworld is defined in an `archipelago.json` file inside the zip archive.
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The current format version has at minimum:
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Metadata about the APWorld is defined in an `archipelago.json` file.
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If the APWorld is a folder, the only required field is "game":
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```json
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{
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"version": 7,
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"compatible_version": 7,
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"game": "Game Name"
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"game": "Game Name"
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}
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```
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The `version` and `compatible_version` fields refer to Archipelago's internal file packaging scheme
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and get automatically added to the `archipelago.json` of an .apworld if it is packaged using the
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["Build apworlds" launcher component](#build-apworlds-launcher-component),
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which is the correct way to package your .apworld as a world developer. Do not write these fields yourself.
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On the other hand, the `game` field should be present in the world folder's manifest file before packaging.
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There are also the following optional fields:
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* `minimum_ap_version` and `maximum_ap_version` - which if present will each be compared against the current
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Archipelago version respectively to filter those files from being loaded.
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* `world_version` - an arbitrary version for that world in order to only load the newest valid world.
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An apworld without a world_version is always treated as older than one with a version.
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An APWorld without a world_version is always treated as older than one with a version
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(**Must** use exactly the format `"major.minor.build"`, e.g. `1.0.0`)
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* `authors` - a list of authors, to eventually be displayed in various user-facing places such as WebHost and
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package managers. Should always be a list of strings.
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If the APWorld is packaged as an `.apworld` zip file, it also needs to have `version` and `compatible_version`,
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which refer to the version of the APContainer packaging scheme defined in [Files.py](../worlds/Files.py).
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These get automatically added to the `archipelago.json` of an .apworld if it is packaged using the
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["Build apworlds" launcher component](#build-apworlds-launcher-component),
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which is the correct way to package your `.apworld` as a world developer. Do not write these fields yourself.
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### "Build apworlds" Launcher Component
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In the Archipelago Launcher, there is a "Build apworlds" component that will package all world folders to `.apworld`,
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@@ -86,7 +86,7 @@ The zip can contain arbitrary files in addition what was specified above.
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## Caveats
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Imports from other files inside the apworld have to use relative imports. e.g. `from .options import MyGameOptions`
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Imports from other files inside the APWorld have to use relative imports. e.g. `from .options import MyGameOptions`
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Imports from AP base have to use absolute imports, e.g. `from Options import Toggle` or
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`from worlds.AutoWorld import World`
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