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Network: implement 0.4 marked compatibility removals (#757)
* world remote items handling * players list when connecting
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@@ -74,7 +74,6 @@ Sent to clients when they connect to an Archipelago server.
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| hint_cost | int | The amount of points it costs to receive a hint from the server. |
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| location_check_points | int | The amount of hint points you receive per item/location check completed. ||
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| games | list\[str\] | List of games present in this multiworld. |
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| datapackage_version | int | Sum of individual games' datapackage version. Deprecated. Use `datapackage_versions` instead. |
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| datapackage_versions | dict\[str, int\] | Data versions of the individual games' data packages the server will send. Used to decide which games' caches are outdated. See [Data Package Contents](#Data-Package-Contents). |
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| seed_name | str | uniquely identifying name of this generation |
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| time | float | Unix time stamp of "now". Send for time synchronization if wanted for things like the DeathLink Bounce. |
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@@ -343,18 +343,6 @@ class MyGameWorld(World):
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option_definitions = mygame_options # assign the options dict to the world
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#...
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```
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### Local or Remote
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A world with `remote_items` set to `True` gets all items items from the server
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and no item from the local game. So for an RPG opening a chest would not add
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any item to your inventory, instead the server will send you what was in that
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chest. The advantage is that a generic mod can be used that does not need to
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know anything about the seed.
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A world with `remote_items` set to `False` will locally reward its local items.
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For console games this can remove delay and make script/animation/dialog flow
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more natural. These games typically have been edited to 'bake in' the items.
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### A World Class Skeleton
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@@ -379,8 +367,6 @@ class MyGameWorld(World):
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game: str = "My Game" # name of the game/world
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option_definitions = mygame_options # options the player can set
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topology_present: bool = True # show path to required location checks in spoiler
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remote_items: bool = False # True if all items come from the server
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remote_start_inventory: bool = False # True if start inventory comes from the server
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# data_version is used to signal that items, locations or their names
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# changed. Set this to 0 during development so other games' clients do not
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@@ -415,17 +401,13 @@ The world has to provide the following things for generation
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* additions to the item pool
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* additions to the regions list: at least one called "Menu"
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* locations placed inside those regions
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* a `def create_item(self, item: str) -> MyGameItem` for plando/manual placing
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* applying `self.world.precollected_items` for plando/start inventory
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if not using a `remote_start_inventory`
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* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
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* applying `self.world.push_precollected` for start inventory
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* a `def generate_output(self, output_directory: str)` that creates the output
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if there is output to be generated. If only items are randomized and
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`remote_items = True` it is possible to have a generic mod and output
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generation can be skipped. In all other cases this is required. When this is
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called, `self.world.get_locations()` has all locations for all players, with
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properties `item` pointing to the item and `player` identifying the player.
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`self.world.get_filled_locations(self.player)` will filter for this world.
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`item.player` can be used to see if it's a local item.
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files if there is output to be generated. When this is
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called, `self.world.get_locations(self.player)` has all locations for the player, with
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attribute `item` pointing to the item.
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`location.item.player` can be used to see if it's a local item.
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In addition, the following methods can be implemented and attributes can be set
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@@ -433,12 +415,13 @@ In addition, the following methods can be implemented and attributes can be set
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called per player before any items or locations are created. You can set
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properties on your world here. Already has access to player options and RNG.
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* `def create_regions(self)`
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called to place player's regions into the MultiWorld's regions list. If it's
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called to place player's regions and their locations into the MultiWorld's regions list. If it's
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hard to separate, this can be done during `generate_early` or `basic` as well.
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* `def create_items(self)`
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called to place player's items into the MultiWorld's itempool.
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* `def set_rules(self)`
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called to set access and item rules on locations and entrances.
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called to set access and item rules on locations and entrances.
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Locations have to be defined before this, or rule application can miss them.
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* `def generate_basic(self)`
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called after the previous steps. Some placement and player specific
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randomizations can be done here. After this step all regions and items have
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