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			* docs: add common terms documentation to website * minor cleanup * some rewording and reformatting. * tighten up world definition clarity Co-authored-by: Rome Reginelli <mduo13@gmail.com> * Clarify seed definition a bit better Co-authored-by: Rome Reginelli <mduo13@gmail.com> * add text for "out of logic" and that slot names must be unique * rename common terms to glossary Co-authored-by: Rome Reginelli <mduo13@gmail.com>
		
			
				
	
	
		
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			95 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Multiworld Glossary
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| 
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| There are a lot of common terms used when playing in different game randomizer communities and in multiworld as well.
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| This document serves as a lookup for common terms that may be used by users in the community or in various other
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| documentation.
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| 
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| ## Item
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| Items are what get shuffled around in your world or other worlds that you then receive. This could be a sword, a stat 
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| upgrade, a spell, or any other potential receivable for your game.
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| 
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| ## Location
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| Locations are where items are placed in your game. Whenever you interact with a location, you or another player will
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| then receive an item. A location could be a chest, an enemy drop, a shop purchase, or any other interactable that can
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| contain items in your game.
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| 
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| ## Check
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| A check is a common term for when you "check", or pick up, a location. In terms of Archipelago this is usually used for
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| when a player goes to a location and sends its item, or "checks" the location. Players will often reference their now
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| randomized locations as checks.
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| 
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| ## Slot
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| A slot is the player name and number assigned during generation. The number of slots is equal to the number of players,
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| or "worlds", created. Each name must be unique as these are used to identify the slot user.
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| 
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| ## World
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| World in terms of Archipelago can mean multiple things and is used interchangeably in many situations.
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| * During gameplay, a world is a single instance of a game, occupying one player "slot". However, 
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| Archipelago allows multiple players to connect to the same slot; then those players can share a world 
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| and complete it cooperatively. For games with native cooperative play, you can also play together and
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| share a world that way, usually with only one player connected to the multiworld.
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| * On the programming side, a world typically represents the package that integrates Archipelago with a
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| particular game. For example this could be the entire `worlds/factorio` directory.
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| 
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| ## RNG
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| Acronym for "Random Number Generator." Archipelago uses its own custom Random object with a unique seed per generation,
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| or, if running from source, a seed can be supplied and this seed will control all randomization during generation as all
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| game worlds will have access to it.
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| 
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| ## Seed
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| A "seed" is a number used to initialize a pseudorandom number generator. Whenever you generate a new game on Archipelago
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| this is a new "seed" as it has unique item placement, and you can create multiple "rooms" on the Archipelago site from a
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| single seed. Using the same seed results in the random placement being the same.
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| 
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| ## Room
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| Whenever you generate a seed on the Archipelago website you will be put on a seed page that contains all the seed info
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| with a link to the spoiler if one exists and will show how many unique rooms exist per seed. Each room has its own 
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| unique identifier that is separate from the seed. The room page is where you can find information to connect to the
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| multiworld and download any patches if necessary. If you have a particularly fun or interesting seed, and you want to 
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| share it with somebody you can link them to this seed page, where they can generate a new room to play it! For seeds 
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| generated with race mode enabled, the seed page will only show rooms created by the unique user so the seed page is 
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| perfectly safe to share for racing purposes.
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| 
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| ## Logic
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| Base behavior of all seeds generated by Archipelago is they are expected to be completable based on the requirements of
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| the settings. This is done by using "logic" in order to determine valid locations to place items while still being able
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| to reach said location without this item. For the purposes of the randomizer a location is considered "in logic" if you 
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| can reach it with your current toolset of items or skills based on settings. Some players are able to obtain locations
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| "out of logic" by performing various glitches or tricks that the settings may not account for and tend to mention this
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| when sending out an item they obtained this way.
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| 
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| ## Progression
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| Certain items will allow access to more locations and are considered progression items as they "progress" the seed.
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| 
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| ## Trash
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| A term used for "filler" items that have no bearing on the generation and are either marginally useful for the player
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| or useless. These items can be very useful depending on the player but are never very important and as such are usually
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| termed trash.
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| 
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| ## Burger King / BK Mode
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| A term used in multiworlds when a player is unable to continue to progress and is awaiting an item. The term came to be 
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| after a player, allegedly, was unable to progress during a multiworld and went to Burger King while waiting to receive
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| items from other players.
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| 
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| * "Logical BK" is when the player is unable to progress according to the settings of their game but may still be able to do
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| things that would be "out of logic" by the generation.
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| 
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| * "Hard / full BK" is when the player is completely unable to progress even with tricks they may know and are unable to
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| continue to play, aside from doing something like killing enemies for experience or money.
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| 
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| ## Sphere
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| Archipelago calculates the game playthrough by using a "sphere" system where it has a state for each player and checks
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| to see what the players are able to reach with their current items. Any location that is reachable with the current
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| state of items is a "sphere." For the purposes of Archipelago it starts playthrough calculation by distributing sphere 0
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| items which are items that are either forced in the player's inventory by the game or placed in the `start_inventory` in
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| their settings. Sphere 1 is then all accessible locations the players can reach with all the items they received from
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| sphere 0, or their starting inventory. The playthrough continues in this fashion calculating a number of spheres until
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| all players have completed their goal.
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| 
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| ## Scouts / Scouting
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| In some games there are locations that have visible items even if the item itself is unobtainable at the current time.
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| Some games utilize a scouting feature where when the player "sees" the item it will give a free hint for the item in the
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| client letting the players know what the exact item is, since if the item was for that game it would know but the item
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| being foreign is a lot harder to represent visually.
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| 
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