647 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			647 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Archipelago API
 | 
						|
 | 
						|
This document tries to explain some internals required to implement a game for
 | 
						|
Archipelago's generation and server. Once a seed is generated, a client or mod is 
 | 
						|
required to send and receive items between the game and server.
 | 
						|
 | 
						|
Client implementation is out of scope of this document. Please refer to an
 | 
						|
existing game that provides a similar API to yours.
 | 
						|
Refer to the following documents as well:
 | 
						|
    * [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md)
 | 
						|
    * [adding games.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/adding%20games.md)
 | 
						|
 | 
						|
Archipelago will be abbreviated as "AP" from now on.
 | 
						|
 | 
						|
 | 
						|
## Language
 | 
						|
 | 
						|
AP worlds are written in python3.
 | 
						|
Clients that connect to the server to sync items can be in any language that
 | 
						|
allows using WebSockets.
 | 
						|
 | 
						|
 | 
						|
## Coding style
 | 
						|
 | 
						|
AP follows all the PEPs. When in doubt use an IDE with coding style
 | 
						|
linter, for example PyCharm Community Edition.
 | 
						|
 | 
						|
 | 
						|
## Docstrings
 | 
						|
 | 
						|
Docstrings are strings attached to an object in Python that describe what the
 | 
						|
object is supposed to be. Certain docstrings will be picked up and used by AP.
 | 
						|
They are assigned by writing a string without any assignment right below a
 | 
						|
definition. The string must be a triple-quoted string.
 | 
						|
Example:
 | 
						|
```python
 | 
						|
from worlds.AutoWorld import World
 | 
						|
class MyGameWorld(World):
 | 
						|
    """This is the description of My Game that will be displayed on the AP
 | 
						|
       website."""
 | 
						|
```
 | 
						|
 | 
						|
 | 
						|
## Definitions
 | 
						|
 | 
						|
### World Class
 | 
						|
 | 
						|
A `World` class is the class with all the specifics of a certain game to be
 | 
						|
included. It will be instantiated for each player that rolls a seed for that
 | 
						|
game.
 | 
						|
 | 
						|
### MultiWorld Object
 | 
						|
 | 
						|
The `MultiWorld` object references the whole multiworld (all items and locations
 | 
						|
for all players) and is accessible through `self.world` inside a `World` object.
 | 
						|
 | 
						|
### Player
 | 
						|
 | 
						|
The player is just an integer in AP and is accessible through `self.player`
 | 
						|
inside a World object.
 | 
						|
 | 
						|
### Player Options
 | 
						|
 | 
						|
Players provide customized settings for their World in the form of yamls.
 | 
						|
Those are accessible through `self.world.<option_name>[self.player]`. A dict
 | 
						|
of valid options has to be provided in `self.options`. Options are automatically
 | 
						|
added to the `World` object for easy access.
 | 
						|
 | 
						|
### World Options
 | 
						|
 | 
						|
Any AP installation can provide settings for a world, for example a ROM file,
 | 
						|
accessible through `Utils.get_options()['<world>_options']['<option>']`.
 | 
						|
 | 
						|
Users can set those in their `host.yaml` file.
 | 
						|
 | 
						|
### Locations
 | 
						|
 | 
						|
Locations are places where items can be located in your game. This may be chests
 | 
						|
or boss drops for RPG-like games but could also be progress in a research tree.
 | 
						|
 | 
						|
Each location has a `name` and an `id` (a.k.a. "code" or "address"), is placed
 | 
						|
in a Region and has access rules.
 | 
						|
The name needs to be unique in each game, the ID needs to be unique across all
 | 
						|
games and is best in the same range as the item IDs.
 | 
						|
World-specific IDs are 1 to 2<sup>53</sup>-1, IDs ≤ 0 are global and reserved.
 | 
						|
 | 
						|
Special locations with ID `None` can hold events.
 | 
						|
 | 
						|
### Items
 | 
						|
 | 
						|
Items are all things that can "drop" for your game. This may be RPG items like
 | 
						|
weapons, could as well be technologies you normally research in a research tree.
 | 
						|
 | 
						|
Each item has a `name`, an `id` (can be known as "code"), and an `advancement`
 | 
						|
flag. An advancement item is an item which a player may require to advance in
 | 
						|
their world. Advancement items will be assigned to locations with higher
 | 
						|
priority and moved around to meet defined rules and accomplish progression
 | 
						|
balancing.
 | 
						|
 | 
						|
Special items with ID `None` can mark events (read below).
 | 
						|
 | 
						|
### Events
 | 
						|
 | 
						|
Events will mark some progress. You define an event location, an
 | 
						|
event item, strap some rules to the location (i.e. hold certain
 | 
						|
items) and manually place the event item at the event location.
 | 
						|
 | 
						|
Events can be used to either simplify the logic or to get better spoiler logs.
 | 
						|
Events will show up in the spoiler playthrough but they do not represent actual
 | 
						|
items or locations within the game.
 | 
						|
 | 
						|
There is one special case for events: Victory. To get the win condition to show
 | 
						|
up in the spoiler log, you create an event item and place it at an event
 | 
						|
location with the `access_rules` for game completion. Once that's done, the
 | 
						|
world's win condition can be as simple as checking for that item.
 | 
						|
 | 
						|
By convention the victory event is called `"Victory"`. It can be placed at one
 | 
						|
or more event locations based on player options.
 | 
						|
 | 
						|
### Regions
 | 
						|
 | 
						|
Regions are logical groups of locations that share some common access rules. If
 | 
						|
location logic is written from scratch, using regions greatly simplifies the
 | 
						|
definition and allow to somewhat easily implement things like entrance
 | 
						|
randomizer in logic.
 | 
						|
 | 
						|
Regions have a list called `exits` which are `Entrance` objects representing
 | 
						|
transitions to other regions.
 | 
						|
 | 
						|
There has to be one special region "Menu" from which the logic unfolds. AP
 | 
						|
assumes that a player will always be able to return to the "Menu" region by
 | 
						|
resetting the game ("Save and quit").
 | 
						|
 | 
						|
### Entrances
 | 
						|
 | 
						|
An `Entrance` connects to a region, is assigned to region's exits and has rules
 | 
						|
to define if it and thus the connected region is accessible.
 | 
						|
They can be static (regular logic) or be defined/connected during generation
 | 
						|
(entrance randomizer).
 | 
						|
 | 
						|
### Access Rules
 | 
						|
 | 
						|
An access rule is a function that returns `True` or `False` for a `Location` or
 | 
						|
`Entrance` based on the the current `state` (items that can be collected).
 | 
						|
 | 
						|
### Item Rules
 | 
						|
 | 
						|
An item rule is a function that returns `True` or `False` for a `Location` based
 | 
						|
on a single item. It can be used to reject placement of an item there.
 | 
						|
 | 
						|
 | 
						|
## Implementation
 | 
						|
 | 
						|
### Your World
 | 
						|
 | 
						|
All code for your world implementation should be placed in a python package in
 | 
						|
the `/worlds` directory. The starting point for the package is `__init.py__`.
 | 
						|
Conventionally, your world class is placed in that file.
 | 
						|
 | 
						|
World classes must inherit from the `World` class in `/worlds/AutoWorld.py`,
 | 
						|
which can be imported as `..AutoWorld.World` from your package.
 | 
						|
 | 
						|
AP will pick up your world automatically due to the `AutoWorld` implementation.
 | 
						|
 | 
						|
### Requirements
 | 
						|
 | 
						|
If your world needs specific python packages, they can be listed in
 | 
						|
`world/[world_name]/requirements.txt`.
 | 
						|
See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format)
 | 
						|
 | 
						|
### Relative Imports
 | 
						|
 | 
						|
AP will only import the `__init__.py`. Depending on code size it makes sense to
 | 
						|
use multiple files and use relative imports to access them.
 | 
						|
 | 
						|
e.g. `from .Options import mygame_options` from your `__init__.py` will load
 | 
						|
`world/[world_name]/Options.py` and make its `mygame_options` accesible.
 | 
						|
 | 
						|
When imported names pile up it may be easier to use `from . import Options`
 | 
						|
and access the variable as `Options.mygame_options`.
 | 
						|
 | 
						|
### Your Item Type
 | 
						|
 | 
						|
Each world uses its own subclass of `BaseClasses.Item`. The constuctor can be
 | 
						|
overridden to attach additional data to it, e.g. "price in shop".
 | 
						|
Since the constructor is only ever called from your code, you can add whatever
 | 
						|
arguments you like to the constructor.
 | 
						|
 | 
						|
In its simplest form we only set the game name and use the default constuctor
 | 
						|
```python
 | 
						|
from BaseClasses import Item
 | 
						|
 | 
						|
class MyGameItem(Item):
 | 
						|
    game: str = "My Game"
 | 
						|
```
 | 
						|
By convention this class definition will either be placed in your `__init__.py`
 | 
						|
or your `Items.py`. For a more elaborate example see `worlds/oot/Items.py`.
 | 
						|
 | 
						|
### Your location type
 | 
						|
 | 
						|
The same we have done for items above, we will do for locations
 | 
						|
```python
 | 
						|
from BaseClasses import Location
 | 
						|
 | 
						|
class MyGameLocation(Location):
 | 
						|
    game: str = "My Game"
 | 
						|
 | 
						|
    # override constructor to automatically mark event locations as such
 | 
						|
    def __init__(self, player: int, name = '', code = None, parent = None):
 | 
						|
        super(MyGameLocation, self).__init__(player, name, code, parent)
 | 
						|
        self.event = code is None
 | 
						|
```
 | 
						|
in your `__init__.py` or your `Locations.py`.
 | 
						|
 | 
						|
### Options
 | 
						|
 | 
						|
By convention options are defined in `Options.py` and will be used when parsing
 | 
						|
the players' yaml files.
 | 
						|
 | 
						|
Each option has its own class, inherits from a base option type, has a docstring 
 | 
						|
to describe it and a `display_name` property for display on the website and in
 | 
						|
spoiler logs.
 | 
						|
 | 
						|
The actual name as used in the yaml is defined in a `dict[str, Option]`, that is
 | 
						|
assigned to the world under `self.options`.
 | 
						|
 | 
						|
Common option types are `Toggle`, `DefaultOnToggle`, `Choice`, `Range`.
 | 
						|
For more see `Options.py` in AP's base directory.
 | 
						|
 | 
						|
#### Toggle, DefaultOnToggle
 | 
						|
 | 
						|
Those don't need any additional properties defined. After parsing the option,
 | 
						|
its `value` will either be True or False.
 | 
						|
 | 
						|
#### Range
 | 
						|
 | 
						|
Define properties `range_start`, `range_end` and `default`. Ranges will be
 | 
						|
displayed as sliders on the website and can be set to random in the yaml.
 | 
						|
 | 
						|
#### Choice
 | 
						|
 | 
						|
Choices are like toggles, but have more options than just True and False.
 | 
						|
Define a property `option_<name> = <number>` per selectable value and
 | 
						|
`default = <number>` to set the default selection. Aliases can be set by
 | 
						|
defining a property `alias_<name> = <same number>`.
 | 
						|
 | 
						|
One special case where aliases are required is when option name is `yes`, `no`,
 | 
						|
`on` or `off` because they parse to `True` or `False`:
 | 
						|
```python
 | 
						|
option_off = 0
 | 
						|
option_on = 1
 | 
						|
option_some = 2
 | 
						|
alias_false = 0
 | 
						|
alias_true = 1
 | 
						|
default = 0
 | 
						|
```
 | 
						|
 | 
						|
#### Sample
 | 
						|
```python
 | 
						|
# Options.py
 | 
						|
 | 
						|
from Options import Toggle, Range, Choice, Option
 | 
						|
import typing
 | 
						|
 | 
						|
class Difficulty(Choice):
 | 
						|
    """Sets overall game difficulty."""
 | 
						|
    display_name = "Difficulty"
 | 
						|
    option_easy = 0
 | 
						|
    option_normal = 1
 | 
						|
    option_hard = 2
 | 
						|
    alias_beginner = 0  # same as easy
 | 
						|
    alias_expert = 2  # same as hard
 | 
						|
    default = 1  # default to normal
 | 
						|
 | 
						|
class FinalBossHP(Range):
 | 
						|
    """Sets the HP of the final boss"""
 | 
						|
    display_name = "Final Boss HP"
 | 
						|
    range_start = 100
 | 
						|
    range_end = 10000
 | 
						|
    default = 2000
 | 
						|
 | 
						|
class FixXYZGlitch(Toggle):
 | 
						|
    """Fixes ABC when you do XYZ"""
 | 
						|
    display_name = "Fix XYZ Glitch"
 | 
						|
 | 
						|
# By convention we call the options dict variable `<world>_options`.
 | 
						|
mygame_options: typing.Dict[str, type(Option)] = {
 | 
						|
    "difficulty": Difficulty,
 | 
						|
    "final_boss_hp": FinalBossHP,
 | 
						|
    "fix_xyz_glitch": FixXYZGlitch
 | 
						|
}
 | 
						|
```
 | 
						|
```python
 | 
						|
# __init__.py
 | 
						|
 | 
						|
from ..AutoWorld import World
 | 
						|
from .Options import mygame_options  # import the options dict
 | 
						|
 | 
						|
class MyGameWorld(World):
 | 
						|
    #...
 | 
						|
    options = mygame_options  # assign the options dict to the world
 | 
						|
    #...
 | 
						|
```
 | 
						|
    
 | 
						|
### Local or Remote
 | 
						|
 | 
						|
A world with `remote_items` set to `True` gets all items items from the server
 | 
						|
and no item from the local game. So for an RPG opening a chest would not add
 | 
						|
any item to your inventory, instead the server will send you what was in that
 | 
						|
chest. The advantage is that a generic mod can be used that does not need to
 | 
						|
know anything about the seed.
 | 
						|
 | 
						|
A world with `remote_items` set to `False` will locally reward its local items.
 | 
						|
For console games this can remove delay and make script/animation/dialog flow
 | 
						|
more natural. These games typically have been edited to 'bake in' the items.
 | 
						|
 | 
						|
### A World Class Skeleton
 | 
						|
 | 
						|
```python
 | 
						|
# world/mygame/__init__.py
 | 
						|
 | 
						|
from .Options import mygame_options  # the options we defined earlier
 | 
						|
from .Items import mygame_items  # data used below to add items to the World
 | 
						|
from .Locations import mygame_locations  # same as above
 | 
						|
from ..AutoWorld import World
 | 
						|
from BaseClasses import Region, Location, Entrance, Item
 | 
						|
from Utils import get_options, output_path
 | 
						|
 | 
						|
class MyGameItem(Item):  # or from Items import MyGameItem
 | 
						|
    game = "My Game"  # name of the game/world this item is from
 | 
						|
 | 
						|
class MyGameLocation(Location):  # or from Locations import MyGameLocation
 | 
						|
    game = "My Game"  # name of the game/world this location is in
 | 
						|
 | 
						|
class MyGameWorld(World):
 | 
						|
    """Insert description of the world/game here."""
 | 
						|
    game: str = "My Game"  # name of the game/world
 | 
						|
    options = mygame_options  # options the player can set
 | 
						|
    topology_present: bool = True  # show path to required location checks in spoiler
 | 
						|
    remote_items: bool = False  # True if all items come from the server
 | 
						|
    remote_start_inventory: bool = False  # True if start inventory comes from the server
 | 
						|
 | 
						|
    # data_version is used to signal that items, locations or their names
 | 
						|
    # changed. Set this to 0 during development so other games' clients do not
 | 
						|
    # cache any texts, then increase by 1 for each release that makes changes.
 | 
						|
    data_version = 0
 | 
						|
 | 
						|
    # ID of first item and location, could be hard-coded but code may be easier
 | 
						|
    # to read with this as a propery.
 | 
						|
    base_id = 1234
 | 
						|
    # Instead of dynamic numbering, IDs could be part of data.
 | 
						|
 | 
						|
    # The following two dicts are required for the generation to know which
 | 
						|
    # items exist. They could be generated from json or something else. They can
 | 
						|
    # include events, but don't have to since events will be placed manually.
 | 
						|
    item_name_to_id = {name: id for
 | 
						|
                       id, name in enumerate(mygame_items, base_id)}
 | 
						|
    location_name_to_id = {name: id for
 | 
						|
                           id, name in enumerate(mygame_locations, base_id)}
 | 
						|
 | 
						|
    # Items can be grouped using their names to allow easy checking if any item
 | 
						|
    # from that group has been collected. Group names can also be used for !hint
 | 
						|
    item_name_groups = {
 | 
						|
        "weapons": {"sword", "lance"}
 | 
						|
    }
 | 
						|
```
 | 
						|
 | 
						|
### Generation
 | 
						|
 | 
						|
The world has to provide the following things for generation
 | 
						|
 | 
						|
* the properties mentioned above 
 | 
						|
* additions to the item pool
 | 
						|
* additions to the regions list: at least one called "Menu"
 | 
						|
* locations placed inside those regions
 | 
						|
* a `def create_item(self, item: str) -> MyGameItem` for plando/manual placing
 | 
						|
* applying `self.world.precollected_items` for plando/start inventory
 | 
						|
  if not using a `remote_start_inventory`
 | 
						|
* a `def generate_output(self, output_directory: str)` that creates the output
 | 
						|
  if there is output to be generated. If only items are randomized and
 | 
						|
  `remote_items = True` it is possible to have a generic mod and output
 | 
						|
  generation can be skipped. In all other cases this is required. When this is
 | 
						|
  called, `self.world.get_locations()` has all locations for all players, with
 | 
						|
  properties `item` pointing to the item and `player` identifying the player.
 | 
						|
  `self.world.get_filled_locations(self.player)` will filter for this world.
 | 
						|
  `item.player` can be used to see if it's a local item.
 | 
						|
 | 
						|
In addition the following methods can be implemented
 | 
						|
 | 
						|
* `def generate_early(self)`
 | 
						|
  called per player before any items or locations are created. You can set
 | 
						|
  properties on your world here. Already has access to player options and RNG.
 | 
						|
* `def create_regions(self)`
 | 
						|
  called to place player's regions into the MultiWorld's regions list. If it's
 | 
						|
  hard to separate, this can be done during `generate_early` or `basic` as well.
 | 
						|
* `def create_items(self)`
 | 
						|
  called to place player's items into the MultiWorld's itempool.
 | 
						|
* `def set_rules(self)`
 | 
						|
  called to set access and item rules on locations and entrances.
 | 
						|
* `def generate_basic(self)`
 | 
						|
  called after the previous steps. Some placement and player specific
 | 
						|
  randomizations can be done here. After this step all regions and items have
 | 
						|
  to be in the MultiWorld's regions and itempool.
 | 
						|
* `pre_fill`, `fill_hook` and `post_fill` are called to modify item placement
 | 
						|
  before, during and after the regular fill process, before `generate_output`.
 | 
						|
* `fill_slot_data` and `modify_multidata` can be used to modify the data that
 | 
						|
  will be used by the server to host the MultiWorld.
 | 
						|
* `def get_required_client_version(self)`
 | 
						|
  can return a tuple of 3 ints to make sure the client is compatible to this
 | 
						|
  world (e.g. item IDs) when connecting.
 | 
						|
 | 
						|
#### generate_early
 | 
						|
 | 
						|
```python
 | 
						|
def generate_early(self):
 | 
						|
    # read player settings to world instance
 | 
						|
    self.final_boss_hp = self.world.final_boss_hp[self.player].value
 | 
						|
```
 | 
						|
 | 
						|
#### create_item
 | 
						|
 | 
						|
```python
 | 
						|
# we need a way to know if an item provides progress in the game ("key item")
 | 
						|
# this can be part of the items definition, or depend on recipe randomization
 | 
						|
from .Items import is_progression  # this is just a dummy
 | 
						|
 | 
						|
def create_item(self, item: str):
 | 
						|
    # This is called when AP wants to create an item by name (for plando) or
 | 
						|
    # when you call it from your own code.
 | 
						|
    return MyGameItem(item, is_progression(item), self.item_name_to_id[item],
 | 
						|
                      self.player)
 | 
						|
 | 
						|
def create_event(self, event: str):
 | 
						|
    # while we are at it, we can also add a helper to create events
 | 
						|
    return MyGameItem(event, True, None, self.player)
 | 
						|
```
 | 
						|
 | 
						|
#### create_items
 | 
						|
 | 
						|
```python
 | 
						|
def create_items(self):
 | 
						|
    # Add items to the Multiworld.
 | 
						|
    # If there are two of the same item, the item has to be twice in the pool.
 | 
						|
    # Which items are added to the pool may depend on player settings,
 | 
						|
    # e.g. custom win condition like triforce hunt.
 | 
						|
    # Having an item in the start inventory won't remove it from the pool.
 | 
						|
    # If an item can't have duplicates it has to be excluded manually.
 | 
						|
 | 
						|
    # List of items to exclude, as a copy since it will be destroyed below
 | 
						|
    exclude = [item for item in self.world.precollected_items[self.player]]
 | 
						|
 | 
						|
    for item in map(self.create_item, mygame_items):
 | 
						|
        if item in exclude:
 | 
						|
            exclude.remove(item)  # this is destructive. create unique list above
 | 
						|
            self.world.itempool.append(self.create_item('nothing'))
 | 
						|
        else:
 | 
						|
            self.world.itempool.append(item)
 | 
						|
 | 
						|
    # itempool and number of locations should match up.
 | 
						|
    # If this is not the case we want to fill the itempool with junk.
 | 
						|
    junk = 0  # calculate this based on player settings
 | 
						|
    self.world.itempool += [self.create_item('nothing') for _ in range(junk)]
 | 
						|
```
 | 
						|
 | 
						|
#### create_regions
 | 
						|
 | 
						|
```python
 | 
						|
def create_regions(self):
 | 
						|
    # Add regions to the multiworld. "Menu" is the required starting point.
 | 
						|
    # Arguments to Region() are name, type, human_readable_name, player, world
 | 
						|
    r = Region("Menu", None, "Menu", self.player, self.world)
 | 
						|
    # Set Region.exits to a list of entrances that are reachable from region
 | 
						|
    r.exits = [Entrance(self.player, "New game", r)]  # or use r.exits.append
 | 
						|
    # Append region to MultiWorld's regions
 | 
						|
    self.world.regions.append(r)  # or use += [r...]
 | 
						|
    
 | 
						|
    r = Region("Main Area", None, "Main Area", self.player, self.world)
 | 
						|
    # Add main area's locations to main area (all but final boss)
 | 
						|
    r.locations = [MyGameLocation(self.player, location.name,
 | 
						|
                   self.location_name_to_id[location.name], r)]
 | 
						|
    r.exits = [Entrance(self.player, "Boss Door", r)]
 | 
						|
    self.world.regions.append(r)
 | 
						|
    
 | 
						|
    r = Region("Boss Room", None, "Boss Room", self.player, self.world)
 | 
						|
    # add event to Boss Room
 | 
						|
    r.locations = [MyGameLocation(self.player, "Final Boss", None, r)]
 | 
						|
    self.world.regions.append(r)
 | 
						|
    
 | 
						|
    # If entrances are not randomized, they should be connected here, otherwise
 | 
						|
    # they can also be connected at a later stage.
 | 
						|
    self.world.get_entrance("New Game", self.player)\
 | 
						|
        .connect(self.world.get_region("Main Area", self.player))
 | 
						|
    self.world.get_entrance("Boss Door", self.player)\
 | 
						|
        .connect(self.world.get_region("Boss Room", self.player))
 | 
						|
    
 | 
						|
    # If setting location access rules from data is easier here, set_rules can
 | 
						|
    # possibly omitted.
 | 
						|
```
 | 
						|
 | 
						|
#### generate_basic
 | 
						|
 | 
						|
```python
 | 
						|
def generate_basic(self):
 | 
						|
    # place "Victory" at "Final Boss" and set collection as win condition
 | 
						|
    self.world.get_location("Final Boss", self.player)\
 | 
						|
        .place_locked_item(self.create_event("Victory"))
 | 
						|
    self.world.completion_condition[self.player] = \
 | 
						|
        lambda state: state.has("Victory", self.player)
 | 
						|
 | 
						|
    # place item Herb into location Chest1 for some reason
 | 
						|
    item = self.create_item("Herb")
 | 
						|
    self.world.get_location("Chest1", self.player).place_locked_item(item)
 | 
						|
    # in most cases it's better to do this at the same time the itempool is
 | 
						|
    # filled to avoid accidental duplicates:
 | 
						|
    # manually placed and still in the itempool
 | 
						|
```
 | 
						|
 | 
						|
### Setting Rules
 | 
						|
 | 
						|
```python
 | 
						|
from ..generic.Rules import add_rule, set_rule, forbid_item
 | 
						|
from Items import get_item_type
 | 
						|
 | 
						|
def set_rules(self):
 | 
						|
    # For some worlds this step can be omitted if either a Logic mixin 
 | 
						|
    # (see below) is used, it's easier to apply the rules from data during
 | 
						|
    # location generation or everything is in generate_basic
 | 
						|
 | 
						|
    # set a simple rule for an region
 | 
						|
    set_rule(self.world.get_entrance("Boss Door", self.player),
 | 
						|
             lambda state: state.has("Boss Key", self.player))
 | 
						|
    # combine rules to require two items
 | 
						|
    add_rule(self.world.get_location("Chest2", self.player),
 | 
						|
             lambda state: state.has("Sword", self.player))
 | 
						|
    add_rule(self.world.get_location("Chest2", self.player),
 | 
						|
             lambda state: state.has("Shield", self.player))
 | 
						|
    # or simply combine yourself
 | 
						|
    set_rule(self.world.get_location("Chest2", self.player),
 | 
						|
             lambda state: state.has("Sword", self.player) and
 | 
						|
                           state.has("Shield", self.player))
 | 
						|
    # require two of an item
 | 
						|
    set_rule(self.world.get_location("Chest3", self.player),
 | 
						|
             lambda state: state.has("Key", self.player, 2))
 | 
						|
    # require one item from an item group
 | 
						|
    add_rule(self.world.get_location("Chest3", self.player),
 | 
						|
             lambda state: state.has_group("weapons", self.player))
 | 
						|
    # state also has .item_count() for items, .has_any() and.has_all() for sets
 | 
						|
    # and .count_group() for groups
 | 
						|
    # set_rule is likely to be a bit faster than add_rule
 | 
						|
 | 
						|
    # disallow placing a specific local item at a specific location
 | 
						|
    forbid_item(self.world.get_location("Chest4", self.player), "Sword")
 | 
						|
    # disallow placing items with a specific property
 | 
						|
    add_item_rule(self.world.get_location("Chest5", self.player),
 | 
						|
                  lambda item: get_item_type(item) == "weapon")
 | 
						|
    # get_item_type needs to take player/world into account
 | 
						|
    # if MyGameItem has a type property, a more direct implementation would be
 | 
						|
    add_item_rule(self.world.get_location("Chest5", self.player),
 | 
						|
                  lambda item: item.player != self.player or\
 | 
						|
                               item.my_type == "weapon")
 | 
						|
    # location.item_rule = ... is likely to be a bit faster
 | 
						|
```
 | 
						|
 | 
						|
### Logic Mixin
 | 
						|
 | 
						|
While lambdas and events could do pretty much anything, by convention we
 | 
						|
implement more complex logic in logic mixins, even if there is no need to add
 | 
						|
properties to the `BaseClasses.CollectionState` state object.
 | 
						|
 | 
						|
When importing a file that defines a class that inherits from
 | 
						|
`..AutoWorld.LogicMixin` the state object's class is automatically extended by
 | 
						|
the mixin's members. These members should be prefixed with underscore following
 | 
						|
the name of the implementing world. This is due to sharing a namespace with all
 | 
						|
other logic mixins.
 | 
						|
 | 
						|
Typical uses are defining methods that are used instead of `state.has`
 | 
						|
in lambdas, e.g.`state._mygame_has(custom, world, player)` or recurring checks
 | 
						|
like `state._mygame_can_do_something(world, player)` to simplify lambdas.
 | 
						|
 | 
						|
More advanced uses could be to add additional variables to the state object,
 | 
						|
override `World.collect(self, state, item)` and `remove(self, state, item)`
 | 
						|
to update the state object, and check those added variables in added methods.
 | 
						|
Please do this with caution and only when neccessary.
 | 
						|
 | 
						|
#### Sample
 | 
						|
 | 
						|
```python
 | 
						|
# Logic.py
 | 
						|
 | 
						|
from ..AutoWorld import LogicMixin
 | 
						|
 | 
						|
class MyGameLogic(LogicMixin):
 | 
						|
    def _mygame_has_key(self, world: MultiWorld, player: int):
 | 
						|
        # Arguments above are free to choose
 | 
						|
        # it may make sense to use World as argument instead of MultiWorld
 | 
						|
        return self.has('key', player)  # or whatever
 | 
						|
```
 | 
						|
```python
 | 
						|
# __init__.py
 | 
						|
 | 
						|
from ..generic.Rules import set_rule
 | 
						|
import .Logic  # apply the mixin by importing its file
 | 
						|
 | 
						|
class MyGameWorld(World):
 | 
						|
    # ...
 | 
						|
    def set_rules(self):
 | 
						|
        set_rule(self.world.get_location("A Door", self.player),
 | 
						|
                 lamda state: state._myworld_has_key(self.world, self.player))
 | 
						|
```
 | 
						|
 | 
						|
### Generate Output
 | 
						|
 | 
						|
```python
 | 
						|
from .Mod import generate_mod
 | 
						|
 | 
						|
def generate_output(self, output_directory: str):
 | 
						|
    # How to generate the mod or ROM highly depends on the game
 | 
						|
    # if the mod is written in Lua, Jinja can be used to fill a template
 | 
						|
    # if the mod reads a json file, `json.dump()` can be used to generate that
 | 
						|
    # code below is a dummy
 | 
						|
    data = {
 | 
						|
        "seed": self.world.seed_name,  # to verify the server's multiworld
 | 
						|
        "slot": self.world.player_name[self.player],  # to connect to server
 | 
						|
        "items": {location.name: location.item.name
 | 
						|
                  if location.item.player == self.player else "Remote"
 | 
						|
                  for location in self.world.get_filled_locations(self.player)},
 | 
						|
        # store start_inventory from player's .yaml
 | 
						|
        "starter_items": [item.name for item
 | 
						|
                          in self.world.precollected_items[self.player]],
 | 
						|
        "final_boss_hp": self.final_boss_hp,
 | 
						|
        # store option name "easy", "normal" or "hard" for difficuly
 | 
						|
        "difficulty": self.world.difficulty[self.player].current_key,
 | 
						|
        # store option value True or False for fixing a glitch
 | 
						|
        "fix_xyz_glitch": self.world.fix_xyz_glitch[self.player].value
 | 
						|
    }
 | 
						|
    # point to a ROM specified by the installation
 | 
						|
    src = Utils.get_options()["mygame_options"]["rom_file"]
 | 
						|
    # or point to worlds/mygame/data/mod_template
 | 
						|
    src = os.path.join(os.path.dirname(__file__), "data", "mod_template")
 | 
						|
    # generate output path
 | 
						|
    mod_name = f"AP-{self.world.seed_name}-P{self.player}-{self.world.player_name[self.player]}"
 | 
						|
    out_file = os.path.join(output_directory, mod_name + ".zip")
 | 
						|
    # generate the file
 | 
						|
    generate_mod(src, out_file, data)
 | 
						|
```
 | 
						|
 |