Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
		
			
				
	
	
		
			801 lines
		
	
	
		
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			801 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Archipelago API
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This document tries to explain some aspects of the Archipelago World API used when implementing the generation logic of
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a game.
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Client implementation is out of scope of this document. Please refer to an existing game that provides a similar API to
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yours, and the following documents:
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* [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md)
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* [adding games.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/adding%20games.md)
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Archipelago will be abbreviated as "AP" from now on.
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## Language
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AP worlds are written in python3.
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Clients that connect to the server to sync items can be in any language that allows using WebSockets.
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## Coding style
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AP follows a [style guide](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/style.md).
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When in doubt, use an IDE with a code-style linter, for example PyCharm Community Edition.
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## Docstrings
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Docstrings are strings attached to an object in Python that describe what the object is supposed to be. Certain
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docstrings will be picked up and used by AP. They are assigned by writing a string without any assignment right below a
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definition. The string must be a triple-quoted string, and should
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follow [reST style](https://peps.python.org/pep-0287/).
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Example:
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```python
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from worlds.AutoWorld import World
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class MyGameWorld(World):
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    """This is the description of My Game that will be displayed on the AP website."""
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```
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## Definitions
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This section covers various classes and objects you can use for your world. While some of the attributes and methods
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are mentioned here, not all of them are, but you can find them in
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[`BaseClasses.py`](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py).
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### World Class
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A `World` is the class with all the specifics of a certain game that is to be included. A new instance will be created
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for each player of the game for any given generated multiworld.
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### WebWorld Class
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A `WebWorld` class contains specific attributes and methods that can be modified for your world specifically on the
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webhost:
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* `options_page` can be changed to a link instead of an AP-generated options page.
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* `theme` to be used for your game-specific AP pages. Available themes:
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  | dirt                                       | grass (default)                             | grassFlowers                                       | ice                                       | jungle                                       | ocean                                       | partyTime                                       | stone                                       |
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  |--------------------------------------------|---------------------------------------------|----------------------------------------------------|-------------------------------------------|----------------------------------------------|---------------------------------------------|-------------------------------------------------|---------------------------------------------|
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  | <img src="img/theme_dirt.JPG" width="100"> | <img src="img/theme_grass.JPG" width="100"> | <img src="img/theme_grassFlowers.JPG" width="100"> | <img src="img/theme_ice.JPG" width="100"> | <img src="img/theme_jungle.JPG" width="100"> | <img src="img/theme_ocean.JPG" width="100"> | <img src="img/theme_partyTime.JPG" width="100"> | <img src="img/theme_stone.JPG" width="100"> |
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* `bug_report_page` (optional) can be a link to a bug reporting page, most likely a GitHub issue page, that will be
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  placed by the site to help users report bugs.
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* `tutorials` list of `Tutorial` classes where each class represents a guide to be generated on the webhost.
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* `game_info_languages` (optional) list of strings for defining the existing game info pages your game supports. The
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  documents must be prefixed with the same string as defined here. Default already has 'en'.
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* `options_presets` (optional) `Dict[str, Dict[str, Any]]` where the keys are the names of the presets and the values
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  are the options to be set for that preset. The options are defined as a `Dict[str, Any]` where the keys are the names
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  of the options and the values are the values to be set for that option. These presets will be available for users to
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  select from on the game's options page.
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Note: The values must be a non-aliased value for the option type and can only include the following option types:
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* If you have a `Range`/`NamedRange` option, the value should be an `int` between the `range_start` and `range_end`
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  values.
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    * If you have a `NamedRange` option, the value can alternatively be a `str` that is one of the
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      `special_range_names` keys.
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* If you have a `Choice` option, the value should be a `str` that is one of the `option_<name>` values.
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* If you have a `Toggle`/`DefaultOnToggle` option, the value should be a `bool`.
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* `random` is also a valid value for any of these option types.
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`OptionDict`, `OptionList`, `OptionSet`, `FreeText`, or custom `Option`-derived classes are not supported for presets on
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the webhost at this time.
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Here is an example of a defined preset:
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```python
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# presets.py
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options_presets = {
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    "Limited Potential": {
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        "progression_balancing":    0,
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        "fairy_chests_per_zone":    2,
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        "starting_class":           "random",
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        "chests_per_zone":          30,
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        "vendors":                  "normal",
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        "architect":                "disabled",
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        "gold_gain_multiplier":     "half",
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        "number_of_children":       2,
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        "free_diary_on_generation": False,
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        "health_pool":              10,
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        "mana_pool":                10,
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        "attack_pool":              10,
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        "magic_damage_pool":        10,
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        "armor_pool":               5,
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        "equip_pool":               10,
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        "crit_chance_pool":         5,
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        "crit_damage_pool":         5,
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    }
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}
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# __init__.py
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class RLWeb(WebWorld):
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    options_presets = options_presets
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    # ...
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```
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* `location_descriptions` (optional) WebWorlds can provide a map that contains human-friendly descriptions of locations 
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or location groups.
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  ```python
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  # locations.py
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  location_descriptions = {
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      "Red Potion #6": "In a secret destructible block under the second stairway",
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      "L2 Spaceship": """
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        The group of all items in the spaceship in Level 2.
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        This doesn't include the item on the spaceship door, since it can be
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        accessed without the Spaceship Key.
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      """
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  }
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  # __init__.py
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  from worlds.AutoWorld import WebWorld
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  from .locations import location_descriptions
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  class MyGameWeb(WebWorld):
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      location_descriptions = location_descriptions
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  ```
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* `item_descriptions` (optional) WebWorlds can provide a map that contains human-friendly descriptions of items or item 
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groups.
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  ```python
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  # items.py
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  item_descriptions = {
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      "Red Potion": "A standard health potion",
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      "Spaceship Key": """
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        The key to the spaceship in Level 2.
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        This is necessary to get to the Star Realm.
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      """,
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  }
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  # __init__.py
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  from worlds.AutoWorld import WebWorld
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  from .items import item_descriptions
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  class MyGameWeb(WebWorld):
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      item_descriptions = item_descriptions
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  ```
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### MultiWorld Object
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The `MultiWorld` object references the whole multiworld (all items and locations for all players) and is accessible
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through `self.multiworld` from your `World` object.
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### Player
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The player is just an `int` in AP and is accessible through `self.player` from your `World` object.
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### Player Options
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Options are provided by the user as part of the generation process, intended to affect how their randomizer experience
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should play out. These can control aspects such as what locations should be shuffled, what items are in the itempool,
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etc. Players provide the customized options for their World in the form of yamls.
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By convention, options are defined in `options.py` and will be used when parsing the players' yaml files. Each option
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has its own class, which inherits from a base option type, a docstring to describe it, and a `display_name` property
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shown on the website and in spoiler logs.
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The available options are defined by creating a `dataclass`, which must be a subclass of `PerGameCommonOptions`. It has
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defined fields for the option names used in the player yamls and used for options access, with their types matching the
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appropriate Option class. By convention, the strings that define your option names should be in `snake_case`. The
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`dataclass` is then assigned to your `World` by defining its `options_dataclass`. Option results are then automatically
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added to the `World` object for easy access, between `World` creation and `generate_early`. These are accessible through
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`self.options.<option_name>`, and you can get a dictionary with option values
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via `self.options.as_dict(<option_names>)`,
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passing the desired option names as strings.
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Common option types are `Toggle`, `DefaultOnToggle`, `Choice`, and `Range`.
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For more information, see the [options api doc](options%20api.md).
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### World Settings
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Settings are set by the user outside the generation process. They can be used for those settings that may affect
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generation or client behavior, but should remain static between generations, such as the path to a ROM file.
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These settings are accessible through `self.settings.<setting_name>` or `cls.settings.<setting_name>`.
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Users can set these in their `host.yaml` file. Some settings may automatically open a file browser if a file is missing.
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Refer to [settings api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/settings%20api.md) for details.
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### Locations
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Locations are places where items can be located in your game. This may be chests or boss drops for RPG-like games, but
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could also be progress in a research tree, or even something more abstract like a level up.
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Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
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and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
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letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
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Locations and items can share IDs, so typically a game's locations and items start at the same ID.
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World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
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Classification is one of `LocationProgressType.DEFAULT`, `PRIORITY` or `EXCLUDED`.
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The Fill algorithm will force progression items to be placed at priority locations, giving a higher chance of them being
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required, and will prevent progression and useful items from being placed at excluded locations.
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### Items
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Items are all things that can "drop" for your game. This may be RPG items like weapons, or technologies you normally
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research in a research tree.
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Each item has a `name`, a `code` (hereafter referred to as `id`), and a classification.
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The most important classification is `progression`. Progression items are items which a player *may* require to progress
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in their world. If an item can possibly be considered for logic (it's referenced in a location's rules) it *must* be
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progression. Progression items will be assigned to locations with higher priority, and moved around to meet defined rules
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and satisfy progression balancing.
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The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
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will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
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Other classifications include:
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* `filler`: a regular item or trash item
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* `useful`: generally quite useful, but not required for anything logical. Cannot be placed on excluded locations
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* `trap`: negative impact on the player
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* `skip_balancing`: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be
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  combined with `progression`; see below)
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* `progression_skip_balancing`: the combination of `progression` and `skip_balancing`, i.e., a progression item that
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  will not be moved around by progression balancing; used, e.g., for currency or tokens, to not flood early spheres
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### Events
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An Event is a special combination of a Location and an Item, with both having an `id` of `None`. These can be used to
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track certain logic interactions, with the Event Item being required for access in other locations or regions, but not
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being "real". Since the item and location have no ID, they get dropped at the end of generation and so the server is
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never made aware of them and these locations can never be checked, nor can the items be received during play.
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They may also be used for making the spoiler log look nicer, i.e. by having a `"Victory"` Event Item, that
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is required to finish the game. This makes it very clear when the player finishes, rather than only seeing their last
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relevant Item. Events function just like any other Location, and can still have their own access rules, etc.
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By convention, the Event "pair" of Location and Item typically have the same name, though this is not a requirement.
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They must not exist in the `name_to_id` lookups, as they have no ID.
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The most common way to create an Event pair is to create and place the Item on the Location as soon as it's created:
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```python
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from worlds.AutoWorld import World
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from BaseClasses import ItemClassification
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from .subclasses import MyGameLocation, MyGameItem
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class MyGameWorld(World):
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    victory_loc = MyGameLocation(self.player, "Victory", None)
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    victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
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```
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### Regions
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Regions are logical containers that typically hold locations that share some common access rules. If location logic is
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written from scratch, using regions greatly simplifies the requirements and can help with implementing things
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like entrance randomization in logic.
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Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
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There must be one special region, "Menu", from which the logic unfolds. AP assumes that a player will always be able to
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return to the "Menu" region by resetting the game ("Save and quit").
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### Entrances
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An `Entrance` has a `parent_region` and `connected_region`, where it is in the `exits` of its parent, and the
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`entrances` of its connected region. The `Entrance` then has rules assigned to it to determine if it can be passed
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through, making the connected region accessible. They can be static (regular logic) or be defined/connected during
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generation (entrance randomization).
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### Access Rules
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An access rule is a function that returns `True` or `False` for a `Location` or `Entrance` based on the current `state`
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(items that have been collected).
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### Item Rules
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An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
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reject the placement of an item there.
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## Implementation
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### Your World
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All code for your world implementation should be placed in a python package in the `/worlds` directory. The starting
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point for the package is `__init__.py`. Conventionally, your `World` class is placed in that file.
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World classes must inherit from the `World` class in `/worlds/AutoWorld.py`, which can be imported as
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`from worlds.AutoWorld import World` from your package.
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AP will pick up your world automatically due to the `AutoWorld` implementation.
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### Requirements
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If your world needs specific python packages, they can be listed in `worlds/<world_name>/requirements.txt`.
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ModuleUpdate.py will automatically pick up and install them.
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See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requirements-file-format).
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### Relative Imports
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AP will only import the `__init__.py`. Depending on code size, it may make sense to use multiple files and use relative
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imports to access them.
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e.g. `from .options import MyGameOptions` from your `__init__.py` will load `world/[world_name]/options.py` and make
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its `MyGameOptions` accessible.
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When imported names pile up, it may be easier to use `from . import options` and access the variable as
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`options.MyGameOptions`.
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Imports from directories outside your world should use absolute imports. Correct use of relative / absolute imports is
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required for zipped worlds to function, see [apworld specification.md](apworld%20specification.md).
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### Your Item Type
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Each world uses its own subclass of `BaseClasses.Item`. The constructor can be overridden to attach additional data to
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it, e.g. "price in shop". Since the constructor is only ever called from your code, you can add whatever arguments you
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like to the constructor.
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In its simplest form, we only set the game name and use the default constructor:
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```python
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from BaseClasses import Item
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class MyGameItem(Item):
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    game: str = "My Game"
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```
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By convention, this class definition will either be placed in your `__init__.py` or your `items.py`. For a more
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elaborate example see
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[`worlds/oot/Items.py`](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/Items.py).
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### Your Location Type
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The same thing we did for items above, we will now do for locations:
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```python
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from BaseClasses import Location
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class MyGameLocation(Location):
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    game: str = "My Game"
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```
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in your `__init__.py` or your `locations.py`.
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### A World Class Skeleton
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```python
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# world/mygame/__init__.py
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import settings
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import typing
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from .options import MyGameOptions  # the options we defined earlier
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from .items import mygame_items  # data used below to add items to the World
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from .locations import mygame_locations  # same as above
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from worlds.AutoWorld import World
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from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
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class MyGameItem(Item):  # or from Items import MyGameItem
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    game = "My Game"  # name of the game/world this item is from
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class MyGameLocation(Location):  # or from Locations import MyGameLocation
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    game = "My Game"  # name of the game/world this location is in
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class MyGameSettings(settings.Group):
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    class RomFile(settings.SNESRomPath):
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        """Insert help text for host.yaml here."""
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    rom_file: RomFile = RomFile("MyGame.sfc")
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class MyGameWorld(World):
 | 
						|
    """Insert description of the world/game here."""
 | 
						|
    game = "My Game"  # name of the game/world
 | 
						|
    options_dataclass = MyGameOptions  # options the player can set
 | 
						|
    options: MyGameOptions  # typing hints for option results
 | 
						|
    settings: typing.ClassVar[MyGameSettings]  # will be automatically assigned from type hint
 | 
						|
    topology_present = True  # show path to required location checks in spoiler
 | 
						|
 | 
						|
    # ID of first item and location, could be hard-coded but code may be easier
 | 
						|
    # to read with this as a property.
 | 
						|
    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` to create any item on demand
 | 
						|
* applying `self.multiworld.push_precollected` for world-defined start inventory
 | 
						|
 | 
						|
In addition, the following methods can be implemented and are called in this order during generation:
 | 
						|
 | 
						|
* `stage_assert_generate(cls, multiworld: MultiWorld)`
 | 
						|
  a class method called at the start of generation to check for the existence of prerequisite files, usually a ROM for
 | 
						|
  games which require one.
 | 
						|
* `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. This is the earliest step where the world should start
 | 
						|
  setting up for the current multiworld, as the multiworld itself is still setting up before this point.
 | 
						|
* `create_regions(self)`
 | 
						|
  called to place player's regions and their locations into the MultiWorld's regions list.
 | 
						|
  If it's hard to separate, this can be done during `generate_early` or `create_items` as well.
 | 
						|
* `create_items(self)`
 | 
						|
  called to place player's items into the MultiWorld's itempool. After this step all regions
 | 
						|
  and items have to be in the MultiWorld's regions and itempool, and these lists should not be modified afterward.
 | 
						|
* `set_rules(self)`
 | 
						|
  called to set access and item rules on locations and entrances.
 | 
						|
* `generate_basic(self)`
 | 
						|
  player-specific randomization that does not affect logic can be done here.
 | 
						|
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
 | 
						|
  called to modify item placement before, during, and after the regular fill process; all finishing before
 | 
						|
  `generate_output`. Any items that need to be placed during `pre_fill` should not exist in the itempool, and if there
 | 
						|
  are any items that need to be filled this way, but need to be in state while you fill other items, they can be
 | 
						|
  returned from `get_prefill_items`.
 | 
						|
* `generate_output(self, output_directory: str)`
 | 
						|
  creates the output files if there is output to be generated. When this is called,
 | 
						|
  `self.multiworld.get_locations(self.player)` has all locations for the player, with attribute `item` pointing to the
 | 
						|
  item. `location.item.player` can be used to see if it's a local item.
 | 
						|
* `fill_slot_data(self)` and `modify_multidata(self, multidata: Dict[str, Any])` can be used to modify the data that
 | 
						|
  will be used by the server to host the MultiWorld.
 | 
						|
 | 
						|
All instance methods can, optionally, have a class method defined which will be called after all instance methods are
 | 
						|
finished running, by defining a method with `stage_` in front of the method name. These class methods will have the
 | 
						|
args `(cls, multiworld: MultiWorld)`, followed by any other args that the relevant instance method has.
 | 
						|
 | 
						|
#### generate_early
 | 
						|
 | 
						|
```python
 | 
						|
def generate_early(self) -> None:
 | 
						|
    # read player options to world instance
 | 
						|
    self.final_boss_hp = self.options.final_boss_hp.value
 | 
						|
```
 | 
						|
 | 
						|
#### create_regions
 | 
						|
 | 
						|
```python
 | 
						|
def create_regions(self) -> None:
 | 
						|
    # Add regions to the multiworld. "Menu" is the required starting point.
 | 
						|
    # Arguments to Region() are name, player, multiworld, and optionally hint_text
 | 
						|
    menu_region = Region("Menu", self.player, self.multiworld)
 | 
						|
    self.multiworld.regions.append(menu_region)  # or use += [menu_region...]
 | 
						|
 | 
						|
    main_region = Region("Main Area", self.player, self.multiworld)
 | 
						|
    # add main area's locations to main area (all but final boss)
 | 
						|
    main_region.add_locations(main_region_locations, MyGameLocation)
 | 
						|
    # or 
 | 
						|
    # main_region.locations = \
 | 
						|
    #   [MyGameLocation(self.player, location_name, self.location_name_to_id[location_name], main_region]
 | 
						|
    self.multiworld.regions.append(main_region)
 | 
						|
 | 
						|
    boss_region = Region("Boss Room", self.player, self.multiworld)
 | 
						|
    # add event to Boss Room
 | 
						|
    boss_region.locations.append(MyGameLocation(self.player, "Final Boss", None, boss_region))
 | 
						|
 | 
						|
    # if entrances are not randomized, they should be connected here, otherwise they can also be connected at a later stage
 | 
						|
    # create Entrances and connect the Regions
 | 
						|
    menu_region.connect(main_region)  # connects the "Menu" and "Main Area", can also pass a rule
 | 
						|
    # or
 | 
						|
    main_region.add_exits({"Boss Room": "Boss Door"}, {"Boss Room": lambda state: state.has("Sword", self.player)})
 | 
						|
    # connects the "Main Area" and "Boss Room" regions, and places a rule requiring the "Sword" item to traverse
 | 
						|
 | 
						|
    # if setting location access rules from data is easier here, set_rules can possibly be omitted
 | 
						|
```
 | 
						|
 | 
						|
#### 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) -> MyGameItem:
 | 
						|
    # this is called when AP wants to create an item by name (for plando) or when you call it from your own code
 | 
						|
    classification = ItemClassification.progression if is_progression(item) else
 | 
						|
    ItemClassification.filler
 | 
						|
 | 
						|
 | 
						|
return MyGameItem(item, classification, self.item_name_to_id[item],
 | 
						|
                  self.player)
 | 
						|
 | 
						|
 | 
						|
def create_event(self, event: str) -> MyGameItem:
 | 
						|
    # 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) -> None:
 | 
						|
    # 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 options, 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.multiworld.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.multiworld.itempool.append(self.create_item("nothing"))
 | 
						|
        else:
 | 
						|
            self.multiworld.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 options
 | 
						|
    self.multiworld.itempool += [self.create_item("nothing") for _ in range(junk)]
 | 
						|
```
 | 
						|
 | 
						|
### Setting Rules
 | 
						|
 | 
						|
```python
 | 
						|
from worlds.generic.Rules import add_rule, set_rule, forbid_item, add_item_rule
 | 
						|
from .items import get_item_type
 | 
						|
 | 
						|
 | 
						|
def set_rules(self) -> None:
 | 
						|
    # 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.multiworld.get_entrance("Boss Door", self.player),
 | 
						|
             lambda state: state.has("Boss Key", self.player))
 | 
						|
    # location.access_rule = ... is likely to be a bit faster
 | 
						|
    # combine rules to require two items
 | 
						|
    add_rule(self.multiworld.get_location("Chest2", self.player),
 | 
						|
             lambda state: state.has("Sword", self.player))
 | 
						|
    add_rule(self.multiworld.get_location("Chest2", self.player),
 | 
						|
             lambda state: state.has("Shield", self.player))
 | 
						|
    # or simply combine yourself
 | 
						|
    set_rule(self.multiworld.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.multiworld.get_location("Chest3", self.player),
 | 
						|
             lambda state: state.has("Key", self.player, 2))
 | 
						|
    # require one item from an item group
 | 
						|
    add_rule(self.multiworld.get_location("Chest3", self.player),
 | 
						|
             lambda state: state.has_group("weapons", self.player))
 | 
						|
    # state also has .count() for items, .has_any() and .has_all() for multiple
 | 
						|
    # 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.multiworld.get_location("Chest4", self.player), "Sword")
 | 
						|
    # disallow placing items with a specific property
 | 
						|
    add_item_rule(self.multiworld.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.multiworld.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
 | 
						|
 | 
						|
    # place "Victory" at "Final Boss" and set collection as win condition
 | 
						|
    self.multiworld.get_location("Final Boss", self.player).place_locked_item(self.create_event("Victory"))
 | 
						|
 | 
						|
    self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
 | 
						|
 | 
						|
# for debugging purposes, you may want to visualize the layout of your world. Uncomment the following code to
 | 
						|
# write a PlantUML diagram to the file "my_world.puml" that can help you see whether your regions and locations
 | 
						|
# are connected and placed as desired
 | 
						|
# from Utils import visualize_regions
 | 
						|
# visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
 | 
						|
```
 | 
						|
 | 
						|
### Custom Logic Rules
 | 
						|
 | 
						|
Custom methods can be defined for your logic rules. The access rule that ultimately gets assigned to the Location or
 | 
						|
Entrance should be
 | 
						|
a [`CollectionRule`](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/generic/Rules.py#L9).
 | 
						|
Typically, this is done by defining a lambda expression on demand at the relevant bit, typically calling other
 | 
						|
functions, but this can also be achieved by defining a method with the appropriate format and assigning it directly.
 | 
						|
For an example, see [The Messenger](/worlds/messenger/rules.py).
 | 
						|
 | 
						|
```python
 | 
						|
# logic.py
 | 
						|
 | 
						|
from BaseClasses import CollectionState
 | 
						|
 | 
						|
 | 
						|
def mygame_has_key(self, state: CollectionState, player: int) -> bool:
 | 
						|
    # More arguments above are free to choose, since you can expect this is only called in your world
 | 
						|
    # MultiWorld can be accessed through state.multiworld.
 | 
						|
    # Explicitly passing in MyGameWorld instance for easy options access is also a valid approach, but it's generally
 | 
						|
    # better to check options before rule assignment since the individual functions can be called thousands of times
 | 
						|
    return state.has("key", player)  # or whatever
 | 
						|
```
 | 
						|
 | 
						|
```python
 | 
						|
# __init__.py
 | 
						|
 | 
						|
from worlds.generic.Rules import set_rule
 | 
						|
from . import logic
 | 
						|
 | 
						|
 | 
						|
class MyGameWorld(World):
 | 
						|
    # ...
 | 
						|
    def set_rules(self) -> None:
 | 
						|
        set_rule(self.multiworld.get_location("A Door", self.player),
 | 
						|
                 lambda state: logic.mygame_has_key(state, self.player))
 | 
						|
```
 | 
						|
 | 
						|
### Logic Mixin
 | 
						|
 | 
						|
While lambdas and events can do pretty much anything, more complex logic can be handled in logic mixins.
 | 
						|
 | 
						|
When importing a file that defines a class that inherits from `worlds.AutoWorld.LogicMixin`, the `CollectionState` class
 | 
						|
is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing
 | 
						|
world since the namespace is shared with all other logic mixins.
 | 
						|
 | 
						|
Some uses could be to add additional variables to the state object, or to have a custom state machine that gets modified
 | 
						|
with the state.
 | 
						|
Please do this with caution and only when necessary.
 | 
						|
 | 
						|
#### pre_fill
 | 
						|
 | 
						|
```python
 | 
						|
def pre_fill(self) -> None:
 | 
						|
    # place item Herb into location Chest1 for some reason
 | 
						|
    item = self.create_item("Herb")
 | 
						|
    self.multiworld.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, such as manually placed and still in the itempool
 | 
						|
```
 | 
						|
 | 
						|
### Generate Output
 | 
						|
 | 
						|
```python
 | 
						|
from .mod import generate_mod
 | 
						|
 | 
						|
 | 
						|
def generate_output(self, output_directory: str) -> None:
 | 
						|
    # 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.multiworld.seed_name,  # to verify the server's multiworld
 | 
						|
        "slot": self.multiworld.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.multiworld.get_filled_locations(self.player)},
 | 
						|
        # store start_inventory from player's .yaml
 | 
						|
        # make sure to mark as not remote_start_inventory when connecting if stored in rom/mod
 | 
						|
        "starter_items": [item.name for item in self.multiworld.precollected_items[self.player]],
 | 
						|
    }
 | 
						|
 | 
						|
    # add needed option results to the dictionary
 | 
						|
    data.update(self.options.as_dict("final_boss_hp", "difficulty", "fix_xyz_glitch"))
 | 
						|
    # point to a ROM specified by the installation
 | 
						|
    src = self.settings.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 = self.multiworld.get_out_file_name_base(self.player)
 | 
						|
    out_file = os.path.join(output_directory, mod_name + ".zip")
 | 
						|
    # generate the file
 | 
						|
    generate_mod(src, out_file, data)
 | 
						|
```
 | 
						|
 | 
						|
### Slot Data
 | 
						|
 | 
						|
If the game client needs to know information about the generated seed, a preferred method of transferring the data
 | 
						|
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
 | 
						|
a `dict` with `str` keys that can be serialized with json.
 | 
						|
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
 | 
						|
once it has successfully [connected](network%20protocol.md#connected).
 | 
						|
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
 | 
						|
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
 | 
						|
common usage of slot data is sending option results that the client needs to be aware of.
 | 
						|
 | 
						|
```python
 | 
						|
def fill_slot_data(self) -> Dict[str, Any]:
 | 
						|
    # In order for our game client to handle the generated seed correctly we need to know what the user selected
 | 
						|
    # for their difficulty and final boss HP.
 | 
						|
    # A dictionary returned from this method gets set as the slot_data and will be sent to the client after connecting.
 | 
						|
    # The options dataclass has a method to return a `Dict[str, Any]` of each option name provided and the relevant
 | 
						|
    # option's value.
 | 
						|
    return self.options.as_dict("difficulty", "final_boss_hp")
 | 
						|
```
 | 
						|
 | 
						|
### Documentation
 | 
						|
 | 
						|
Each world implementation should have a tutorial and a game info page. These are both rendered on the website by reading
 | 
						|
the `.md` files in your world's `/docs` directory.
 | 
						|
 | 
						|
#### Game Info
 | 
						|
 | 
						|
The game info page is for a short breakdown of what your game is and how it works in Archipelago. Any additional
 | 
						|
information that may be useful to the player when learning your randomizer should also go here. The file name format
 | 
						|
is `<language key>_<game name>.md`. While you can write these docs for multiple languages, currently only the english
 | 
						|
version is displayed on the website.
 | 
						|
 | 
						|
#### Tutorials
 | 
						|
 | 
						|
Your game can have as many tutorials in as many languages as you like, with each one having a relevant `Tutorial`
 | 
						|
defined in the `WebWorld`. The file name you use isn't particularly important, but it should be descriptive of what
 | 
						|
the tutorial covers, and the name of the file must match the relative URL provided in the `Tutorial`. Currently,
 | 
						|
the JS that determines this ignores the provided file name and will search for `game/document_lang.md`, where
 | 
						|
`game/document/lang` is the provided URL.
 | 
						|
 | 
						|
### Tests
 | 
						|
 | 
						|
Each world is expected to include unit tests that cover its logic, to ensure no logic bug regressions occur. This can be
 | 
						|
done by creating a `/test` package within your world package. The `__init__.py` within this folder is where the world's
 | 
						|
TestBase should be defined. This can be inherited from the main TestBase, which will automatically set up a solo
 | 
						|
multiworld for each test written using it. Within subsequent modules, classes should be defined which inherit the world
 | 
						|
TestBase, and can then define options to test in the class body, and run tests in each test method.
 | 
						|
 | 
						|
Example `__init__.py`
 | 
						|
 | 
						|
```python
 | 
						|
from test.bases import WorldTestBase
 | 
						|
 | 
						|
 | 
						|
class MyGameTestBase(WorldTestBase):
 | 
						|
    game = "My Game"
 | 
						|
```
 | 
						|
 | 
						|
Next, using the rules defined in the above `set_rules` we can test that the chests have the correct access rules.
 | 
						|
 | 
						|
Example `test_chest_access.py`
 | 
						|
 | 
						|
```python
 | 
						|
from . import MyGameTestBase
 | 
						|
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class TestChestAccess(MyGameTestBase):
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    def test_sword_chests(self) -> None:
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        """Test locations that require a sword"""
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        locations = ["Chest1", "Chest2"]
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        items = [["Sword"]]
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        # this will test that each location can't be accessed without the "Sword", but can be accessed once obtained
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        self.assertAccessDependency(locations, items)
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    def test_any_weapon_chests(self) -> None:
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        """Test locations that require any weapon"""
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        locations = [f"Chest{i}" for i in range(3, 6)]
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        items = [["Sword"], ["Axe"], ["Spear"]]
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        # this will test that chests 3-5 can't be accessed without any weapon, but can be with just one of them
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        self.assertAccessDependency(locations, items)
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```
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For more information on tests, check the [tests doc](tests.md).
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