Core: rename world to multiworld (#931)

* rename references to `Multiworld` in core to `multiworld` instead of `world`

* fix smz3

* fix oot

* fix low hanging fruit

* revert mysteriously broken spacing in world api.md

* fix more randomly broken spacing

* hate

* that better be all of it

* begrudgingly move over smw

* ._.

* missed some worlds

* this is getting tedious now

* Missed some self.world definitions

Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Zach Parks <zach@alliware.com>
This commit is contained in:
alwaysintreble
2022-10-31 21:41:21 -05:00
committed by GitHub
parent 87f4a97f1e
commit 2af510328e
85 changed files with 1623 additions and 1621 deletions

View File

@@ -455,7 +455,7 @@ In addition, the following methods can be implemented and attributes can be set
```python
def generate_early(self) -> None:
# read player settings to world instance
self.final_boss_hp = self.world.final_boss_hp[self.player].value
self.final_boss_hp = self.multiworld.final_boss_hp[self.player].value
```
#### create_item
@@ -490,19 +490,19 @@ def create_items(self) -> None:
# If an item can't have duplicates it has to be excluded manually.
# List of items to exclude, as a copy since it will be destroyed below
exclude = [item for item in self.world.precollected_items[self.player]]
exclude = [item for item in self.multiworld.precollected_items[self.player]]
for item in map(self.create_item, mygame_items):
if item in exclude:
exclude.remove(item) # this is destructive. create unique list above
self.world.itempool.append(self.create_item("nothing"))
self.multiworld.itempool.append(self.create_item("nothing"))
else:
self.world.itempool.append(item)
self.multiworld.itempool.append(item)
# itempool and number of locations should match up.
# If this is not the case we want to fill the itempool with junk.
junk = 0 # calculate this based on player settings
self.world.itempool += [self.create_item("nothing") for _ in range(junk)]
self.multiworld.itempool += [self.create_item("nothing") for _ in range(junk)]
```
#### create_regions
@@ -511,30 +511,30 @@ def create_items(self) -> None:
def create_regions(self) -> None:
# Add regions to the multiworld. "Menu" is the required starting point.
# Arguments to Region() are name, type, human_readable_name, player, world
r = Region("Menu", RegionType.Generic, "Menu", self.player, self.world)
r = Region("Menu", RegionType.Generic, "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.world.regions.append(r) # or use += [r...]
self.multiworld.regions.append(r) # or use += [r...]
r = Region("Main Area", RegionType.Generic, "Main Area", self.player, self.world)
r = Region("Main Area", RegionType.Generic, "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.world.regions.append(r)
self.multiworld.regions.append(r)
r = Region("Boss Room", RegionType.Generic, "Boss Room", self.player, self.world)
r = Region("Boss Room", RegionType.Generic, "Boss Room", self.player, self.multiworld)
# add event to Boss Room
r.locations = [MyGameLocation(self.player, "Final Boss", None, r)]
self.world.regions.append(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.world.get_entrance("New Game", self.player)\
.connect(self.world.get_region("Main Area", self.player))
self.world.get_entrance("Boss Door", self.player)\
.connect(self.world.get_region("Boss Room", self.player))
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.
@@ -545,14 +545,14 @@ def create_regions(self) -> None:
```python
def generate_basic(self) -> None:
# place "Victory" at "Final Boss" and set collection as win condition
self.world.get_location("Final Boss", self.player)\
self.multiworld.get_location("Final Boss", self.player)
.place_locked_item(self.create_event("Victory"))
self.world.completion_condition[self.player] = \
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.world.get_location("Chest1", self.player).place_locked_item(item)
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
@@ -564,41 +564,42 @@ def generate_basic(self) -> None:
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.world.get_entrance("Boss Door", self.player),
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.world.get_location("Chest2", self.player),
add_rule(self.multiworld.get_location("Chest2", self.player),
lambda state: state.has("Sword", self.player))
add_rule(self.world.get_location("Chest2", 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.world.get_location("Chest2", self.player),
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.world.get_location("Chest3", self.player),
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.world.get_location("Chest3", self.player),
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.world.get_location("Chest4", self.player), "Sword")
forbid_item(self.multiworld.get_location("Chest4", self.player), "Sword")
# disallow placing items with a specific property
add_item_rule(self.world.get_location("Chest5", self.player),
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.world.get_location("Chest5", self.player),
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
@@ -659,32 +660,33 @@ class MyGameWorld(World):
```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.world.seed_name, # to verify the server's multiworld
"slot": self.world.player_name[self.player], # to connect to server
"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.world.get_filled_locations(self.player)},
for location in self.multiworld.get_filled_locations(self.player)},
# store start_inventory from player's .yaml
"starter_items": [item.name for item
in self.world.precollected_items[self.player]],
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.world.difficulty[self.player].current_key,
"difficulty": self.multiworld.difficulty[self.player].current_key,
# store option value True or False for fixing a glitch
"fix_xyz_glitch": self.world.fix_xyz_glitch[self.player].value
"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.world.seed_name}-P{self.player}-{self.world.player_name[self.player]}"
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)