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Docs: Additional detail and organization to adding games.md (#4805)
* Additional detail and organization to adding games.md * Minor fixes. * Update docs/adding games.md Co-authored-by: qwint <qwint.42@gmail.com> * Code review updates. * More updates. * Client icon blurb. * Update docs/adding games.md Co-authored-by: qwint <qwint.42@gmail.com> * Revert one line. * Filler item name blurb. * Updates for Violet. * Reorganize client expectations. * Missed a line delete. * Doctor's orders --------- Co-authored-by: qwint <qwint.42@gmail.com>
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# Adding Games
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Like all contributions to Archipelago, New Game implementations should follow the [Contributing](/docs/contributing.md)
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guide.
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Adding a new game to Archipelago has two major parts:
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* Game Modification to communicate with Archipelago server (hereafter referred to as "client")
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The client is an intermediary program between the game and the Archipelago server. This can either be a direct
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modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
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must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
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to behave as expected are:
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must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for
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various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document.
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### Hard Requirements
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In order for the game client to behave as expected, it must be able to perform these functions:
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* Handle both secure and unsecure websocket connections
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* Detect and react when a location has been "checked" by the player by sending a network packet to the server
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* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
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demand
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* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
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normally expect from features such as starting inventory, item link replacement, or item cheating
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* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
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a player or location attributed to them
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* Reconnect if the connection is unstable and lost while playing
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* Be able to change the port for saved connection info
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* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
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privilege can be lost, requiring the room to be moved to a new port
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* Reconnect if the connection is unstable and lost while playing
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* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
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order.
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* Receive items that were sent to the player while they were not connected to the server
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* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
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strictly required
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privilege can be lost, requiring the room to be moved to a new port
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* Send a status update packet alerting the server that the player has completed their goal
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Libraries for most modern languages and the spec for various packets can be found in the
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[network protocol](/docs/network%20protocol.md) API reference document.
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Regarding items and locations, the game client must be able to handle these tasks:
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#### Location Handling
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Send a network packet to the server when it detects a location has been "checked" by the player in-game.
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* If actions were taken in game that would usually trigger a location check, and those actions can only ever be taken
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once, but the client was not connected when they happened: The client must send those location checks on connection
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so that they are not permanently lost, e.g. by reading flags in the game state or save file.
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#### Item Handling
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Receive and parse network packets from the server when the player receives an item.
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* It must reward items to the player on demand, as items can come from other players at any time.
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* It must be able to reward copies of an item, up to and beyond the number the game normally expects. This may happen
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due to features such as starting inventory, item link replacement, admin commands, or item cheating. **Any** of
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your items can be received **any** number of times.
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* Admins and players may use server commands to create items without a player or location attributed to them. The
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client must be able to handle these items.
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* It must keep an index for items received in order to resync. The ItemsReceived Packets are a single list with a
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guaranteed order.
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* It must be able to receive items that were sent to the player while they were not connected to the server.
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### Encouraged Features
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These are "nice to have" features for a client, but they are not strictly required. It is encouraged to add them
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if possible.
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* If your client appears in the Archipelago Launcher, you may define an icon for it that differentiates it from
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other clients. The icon size is 38x38 pixels, but it will accept larger images with downscaling.
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## World
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@@ -44,35 +68,90 @@ The world is your game integration for the Archipelago generator, webhost, and m
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information necessary for creating the items and locations to be randomized, the logic for item placement, the
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datapackage information so other game clients can recognize your game data, and documentation. Your world must be
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written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
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repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
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following requirements:
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repository and creating a new world package in `/worlds/`.
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* A folder within `/worlds/` that contains an `__init__.py`
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* A `World` subclass where you create your world and define all of its rules
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* A unique game name
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* For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
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definition
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* The game_info doc must follow the format `{language_code}_{game_name}.md`
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The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call
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during generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
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regarding the API can be found in the [world api doc](/docs/world%20api.md). Before publishing, make sure to also
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check out [world maintainer.md](/docs/world%20maintainer.md).
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### Hard Requirements
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A bare minimum world implementation must satisfy the following requirements:
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* It has a folder with the name of your game (or an abbreviation) under `/worlds/`
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* The `/worlds/{game}` folder contains an `__init__.py`
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* Any subfolders within `/worlds/{game}` that contain `*.py` files also contain an `__init__.py` for frozen build
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packaging
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* The game folder has at least one game_info doc named with follow the format `{language_code}_{game_name}.md`
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* The game folder has at least one setup doc
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* There must be a `World` subclass in your game folder (typically in `/worlds/{game}/__init__.py`) where you create
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your world and define all of its rules and features
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Within the `World` subclass you should also have:
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* A [unique game name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L260)
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* An [instance](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295) of a `WebWorld`
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subclass for webhost documentation and behaviors
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* In your `WebWorld`, if you wrote a game_info doc in more than one language, override the list of
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[game info languages](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L210) with the
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ones you include.
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* In your `WebWorld`, override the list of
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[tutorials](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L213) with each tutorial
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or setup doc you included in the game folder.
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* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
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`item_name_to_id` and `location_name_to_id`, respectively.
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* Create an item when `create_item` is called both by your code and externally
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* An `options_dataclass` defining the options players have available to them
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* A `Region` for your player with the name "Menu" to start from
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* Create a non-zero number of locations and add them to your regions
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* Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
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* All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
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items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
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`item_name_to_id` and `location_name_to_id`, respectively.
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* An implementation of `create_item` that can create an item when called by either your code or by another process
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within Archipelago
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* At least one `Region` for your player to start from (i.e. the Origin Region)
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* The default name of this region is "Menu" but you may configure a different name with
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[origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)
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* A non-zero number of locations, added to your regions
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* A non-zero number of items **equal** to the number of locations, added to the multiworld itempool
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* In rare cases, there may be 0-location-0-item games, but this is extremely atypical.
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Notable caveats:
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* The "Menu" region will always be considered the "start" for the player
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* The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
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### Encouraged Features
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These are "nice to have" features for a world, but they are not strictly required. It is encouraged to add them
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if possible.
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* An implementation of
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[get_filler_item_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L473)
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* By default, this function chooses any item name from `item_name_to_id`, so you want to limit it to only the true
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filler items.
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* An `options_dataclass` defining the options players have available to them
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* This should be accompanied by a type hint for `options` with the same class name
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* A [bug report page](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L220)
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* A list of [option groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L226)
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for better organization on the webhost
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* A dictionary of [options presets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L223)
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for player convenience
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* A dictionary of [item name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L273)
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for player convenience
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* A dictionary of
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[location name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L276)
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for player convenience
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* Other games may also benefit from your name group dictionaries for hints, features, etc.
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### Discouraged or Prohibited Behavior
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These are behaviors or implementations that are known to cause various issues. Some of these points have notable
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workarounds or preferred methods which should be used instead:
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* All items submitted to the multiworld itempool must not be manually placed by the World.
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* If you need to place specific items, there are multiple ways to do so, but they should not be added to the
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multiworld itempool.
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* It is not allowed to use `eval` for most reasons, chiefly due to security concerns.
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* It is discouraged to use `yaml.load` directly due to security concerns.
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* When possible, use `Utils.yaml_load` instead, as this defaults to the safe loader.
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* When submitting regions or items to the multiworld (`multiworld.regions` and `multiworld.itempool` respectively),
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Do **not** use `=` as this will overwrite all elements for all games in the seed.
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* Instead, use `append`, `extend`, or `+=`.
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### Notable Caveats
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* The Origin Region will always be considered the "start" for the player
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* The Origin Region is *always* considered accessible; i.e. the player is expected to always be able to return to the
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start of the game from anywhere
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* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
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`append`, `extend`, or `+=`. **Do not use `=`**
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* Regions are simply containers for locations that share similar access rules. They do not have to map to
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concrete, physical areas within your game and can be more abstract like tech trees or a questline.
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The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
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generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
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regarding the API can be found in the [world api doc](/docs/world%20api.md).
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Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).
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