* Docs: document option alias in the options doc * give an example of alias and move it under option creation. * use clearer example names
		
			
				
	
	
		
			195 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			195 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Archipelago Options API
 | 
						|
 | 
						|
This document covers some of the generic options available using Archipelago's options handling system.
 | 
						|
 | 
						|
For more information on where these options go in your world please refer to:
 | 
						|
 - [world api.md](/docs/world%20api.md)
 | 
						|
 | 
						|
Archipelago will be abbreviated as "AP" from now on.
 | 
						|
 | 
						|
## Option Definitions
 | 
						|
Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you
 | 
						|
need to create:
 | 
						|
- A new option class with a docstring detailing what the option will do to your user.
 | 
						|
- A `display_name` to be displayed on the webhost.
 | 
						|
- A new entry in the `option_definitions` dict for your World.
 | 
						|
By style and convention, the internal names should be snake_case.
 | 
						|
 | 
						|
### Option Creation
 | 
						|
- If the option supports having multiple sub_options, such as Choice options, these can be defined with
 | 
						|
`option_value1`. Any attributes of the class with a preceding `option_` is added to the class's `options` lookup. The
 | 
						|
`option_` is then stripped for users, so will show as `value1` in yaml files. If `auto_display_name` is True, it will
 | 
						|
display as `Value1` on the webhost.
 | 
						|
- An alternative name can be set for any specific option by setting an alias attribute
 | 
						|
(i.e. `alias_value_1 = option_value1`) which will allow users to use either `value_1` or `value1` in their yaml
 | 
						|
files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a
 | 
						|
Choice, and defining `alias_true = option_full`.
 | 
						|
- All options support `random` as a generic option. `random` chooses from any of the available values for that option,
 | 
						|
and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
 | 
						|
 | 
						|
As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's
 | 
						|
create our option class (with a docstring), give it a `display_name`, and add it to a dictionary that keeps track of our
 | 
						|
options:
 | 
						|
 | 
						|
```python
 | 
						|
# Options.py
 | 
						|
class StartingSword(Toggle):
 | 
						|
    """Adds a sword to your starting inventory."""
 | 
						|
    display_name = "Start With Sword"
 | 
						|
 | 
						|
 | 
						|
example_options = {
 | 
						|
    "starting_sword": StartingSword
 | 
						|
}
 | 
						|
```
 | 
						|
 | 
						|
This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it
 | 
						|
to our world's `__init__.py`:
 | 
						|
 | 
						|
```python
 | 
						|
from worlds.AutoWorld import World
 | 
						|
from .Options import options
 | 
						|
 | 
						|
 | 
						|
class ExampleWorld(World):
 | 
						|
    option_definitions = options
 | 
						|
```
 | 
						|
 | 
						|
### Option Checking
 | 
						|
Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
 | 
						|
world instantiation. These are created as attributes on the MultiWorld and can be accessed with
 | 
						|
`self.multiworld.my_option_name[self.player]`. This is the option class, which supports direct comparison methods to
 | 
						|
relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is
 | 
						|
the option class's `value` attribute. For our example above we can do a simple check:
 | 
						|
```python
 | 
						|
if self.multiworld.starting_sword[self.player]:
 | 
						|
    do_some_things()
 | 
						|
```
 | 
						|
 | 
						|
or if I need a boolean object, such as in my slot_data I can access it as:
 | 
						|
```python
 | 
						|
start_with_sword = bool(self.multiworld.starting_sword[self.player].value)
 | 
						|
```
 | 
						|
 | 
						|
## Generic Option Classes
 | 
						|
These options are generically available to every game automatically, but can be overridden for slightly different
 | 
						|
behavior, if desired. See `worlds/soe/Options.py` for an example.
 | 
						|
 | 
						|
### Accessibility
 | 
						|
Sets rules for availability of locations for the player. `Items` is for all items available but not necessarily all
 | 
						|
locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.
 | 
						|
 | 
						|
### ProgressionBalancing
 | 
						|
Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be
 | 
						|
overridden if you want a different default value.
 | 
						|
 | 
						|
### LocalItems
 | 
						|
Forces the players' items local to their world.
 | 
						|
 | 
						|
### NonLocalItems
 | 
						|
Forces the players' items outside their world.
 | 
						|
 | 
						|
### StartInventory
 | 
						|
Allows the player to define a dictionary of starting items with item name and quantity.
 | 
						|
 | 
						|
### StartHints
 | 
						|
Gives the player starting hints for where the items defined here are.
 | 
						|
 | 
						|
### StartLocationHints
 | 
						|
Gives the player starting hints for the items on locations defined here.
 | 
						|
 | 
						|
### ExcludeLocations
 | 
						|
Marks locations given here as `LocationProgressType.Excluded` so that progression items can't be placed on them.
 | 
						|
 | 
						|
### PriorityLocations
 | 
						|
Marks locations given here as `LocationProgressType.Priority` forcing progression items on them.
 | 
						|
 | 
						|
### ItemLinks
 | 
						|
Allows users to share their item pool with other players. Currently item links are per game. A link of one game between
 | 
						|
two players will combine their items in the link into a single item, which then gets replaced with `World.create_filler()`.
 | 
						|
 | 
						|
## Basic Option Classes
 | 
						|
### Toggle
 | 
						|
The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be
 | 
						|
compared to strings but can be directly compared to True and False.
 | 
						|
 | 
						|
### DefaultOnToggle
 | 
						|
Like Toggle, but 1 (true) is the default value.
 | 
						|
 | 
						|
### Choice
 | 
						|
A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
 | 
						|
comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with:
 | 
						|
```python
 | 
						|
if self.multiworld.sword_availability[self.player] == "early_sword":
 | 
						|
    do_early_sword_things()
 | 
						|
```
 | 
						|
 | 
						|
or:
 | 
						|
```python
 | 
						|
from .Options import SwordAvailability
 | 
						|
 | 
						|
if self.multiworld.sword_availability[self.player] == SwordAvailability.option_early_sword:
 | 
						|
    do_early_sword_things()
 | 
						|
```
 | 
						|
 | 
						|
### Range
 | 
						|
A numeric option allowing a variety of integers including the endpoints. Has a default `range_start` of 0 and default
 | 
						|
`range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string
 | 
						|
comparisons.
 | 
						|
 | 
						|
### SpecialRange
 | 
						|
Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value.
 | 
						|
For example:
 | 
						|
```python
 | 
						|
special_range_names: {
 | 
						|
    "normal": 20,
 | 
						|
    "extreme": 99,
 | 
						|
}
 | 
						|
```
 | 
						|
 | 
						|
will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers
 | 
						|
to you. Useful if you want special handling regarding those specified values.
 | 
						|
 | 
						|
## More Advanced Options
 | 
						|
### FreeText
 | 
						|
This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has
 | 
						|
no validation step, so if this needs to be validated, you can either add a validation step to the option class or
 | 
						|
within the world.
 | 
						|
 | 
						|
### TextChoice
 | 
						|
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
 | 
						|
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
 | 
						|
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
 | 
						|
point, `self.multiworld.my_option[self.player].current_key` will always return a string.
 | 
						|
 | 
						|
### PlandoBosses
 | 
						|
An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
 | 
						|
everything it does, as well as having multiple validation steps to automatically support boss plando from users. If
 | 
						|
using this class, you must define `bosses`, a set of valid boss names, and `locations`, a set of valid boss location
 | 
						|
names, and `def can_place_boss`, which passes a boss and location, allowing you to check if that placement is valid for
 | 
						|
your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is
 | 
						|
also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False
 | 
						|
by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
 | 
						|
`worlds.alttp.options.py`
 | 
						|
 | 
						|
### OptionDict
 | 
						|
This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the
 | 
						|
template. If you set a [Schema](https://pypi.org/project/schema/) on the class with `schema = Schema()`, then the
 | 
						|
options system will automatically validate the user supplied data against the schema to ensure it's in the correct
 | 
						|
format.
 | 
						|
 | 
						|
### ItemDict
 | 
						|
Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
 | 
						|
 | 
						|
### OptionList
 | 
						|
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You
 | 
						|
can define a set of keys in `valid_keys`, and a default list if you want certain options to be available without editing
 | 
						|
for this. If `valid_keys_casefold` is true, the verification will be case-insensitive; `verify_item_name` will check
 | 
						|
that each value is a valid item name; and`verify_location_name` will check that each value is a valid location name.
 | 
						|
 | 
						|
### OptionSet
 | 
						|
Like OptionList, but returns a set, preventing duplicates.
 | 
						|
 | 
						|
### ItemSet
 | 
						|
Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.
 |