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* adding one faq :) * adding another faq that links to the relevant file * add lined line breaks between questions and lower the heading size of the question so sub-divisions can be added later * missed some newlines * updating best practice filler method * add note about get_filler_item_name() * updates to wording from review * add section to CODEOWNERS for maintainers of this doc * use underscores to reference the file easier in CODEOWNERS * update link to be direct and filter to function name
1.3 KiB
1.3 KiB
APWorld Dev FAQ
This document is meant as a reference tool to show solutions to common problems when developing an apworld.
My game has a restrictive start that leads to fill errors
Hint to the Generator that an item needs to be in sphere one with local_early_items
early_item_name = "Sword"
self.multiworld.local_early_items[self.player][early_item_name] = 1
I have multiple settings that change the item/location pool counts and need to balance them out
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be unbalanced. But in real, complex situations, that might be unfeasible.
If that's the case, you can create extra filler based on the difference between your unfilled locations and your itempool by comparing get_unfilled_locations to your list of items to submit
Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
total_locations = len(self.multiworld.get_unfilled_locations(self.player))
item_pool = self.create_non_filler_items()
while len(item_pool) < total_locations:
item_pool.append(self.create_filler())
self.multiworld.itempool += item_pool