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			258 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Archipelago Options API
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| 
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| This document covers some of the generic options available using Archipelago's options handling system.
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| 
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| For more information on where these options go in your world please refer to:
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|  - [world api.md](/docs/world%20api.md)
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| 
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| Archipelago will be abbreviated as "AP" from now on.
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| 
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| ## Option Definitions
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| Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you
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| need to create:
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| - A new option class, with a docstring detailing what the option does, to be exposed to the user.
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| - A new entry in the `options_dataclass` definition for your World.
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| By style and convention, the dataclass attributes should be `snake_case`.
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| 
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| ### Option Creation
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| - If the option supports having multiple sub_options, such as Choice options, these can be defined with
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| `option_value1`. Any attributes of the class with a preceding `option_` is added to the class's `options` lookup. The
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| `option_` is then stripped for users, so will show as `value1` in yaml files. If `auto_display_name` is True, it will
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| display as `Value1` on the webhost.
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| - An alternative name can be set for any specific option by setting an alias attribute
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| (i.e. `alias_value_1 = option_value1`) which will allow users to use either `value_1` or `value1` in their yaml
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| files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a
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| Choice, and defining `alias_true = option_full`.
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| - All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or
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| `(Named/Special)Range`) support `random` as a generic option. `random` chooses from any of the available values for that
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| option, and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
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| However, you can override `from_text` and handle `text == "random"` to customize its behavior or
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| implement it for additional option types.
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| 
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| As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option
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| to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our
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| option classes (with a docstring), give them a `display_name`, and add them to our game's options dataclass:
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| 
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| ```python
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| # options.py
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| from dataclasses import dataclass
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| 
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| from Options import Toggle, Range, Choice, PerGameCommonOptions
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| 
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| 
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| class StartingSword(Toggle):
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|     """Adds a sword to your starting inventory."""
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|     display_name = "Start With Sword"  # this is the option name as it's displayed to the user on the webhost and in the spoiler log
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| 
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| 
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| class Difficulty(Choice):
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|     """Sets overall game difficulty."""
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|     display_name = "Difficulty"
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|     option_easy = 0
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|     option_normal = 1
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|     option_hard = 2
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|     alias_beginner = 0  # same as easy but allows the player to use beginner as an alternative for easy in the result in their options
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|     alias_expert = 2  # same as hard
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|     default = 1  # default to normal
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| 
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| 
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| class FinalBossHP(Range):
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|     """Sets the HP of the final boss"""
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|     display_name = "Final Boss HP"
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|     range_start = 100
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|     range_end = 10000
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|     default = 2000
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| 
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| 
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| @dataclass
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| class ExampleGameOptions(PerGameCommonOptions):
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|     starting_sword: StartingSword
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|     difficulty: Difficulty
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|     final_boss_health: FinalBossHP
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| ```
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| 
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| To then submit this to the multiworld, we add it to our world's `__init__.py`:
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| 
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| ```python
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| from worlds.AutoWorld import World
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| from .Options import ExampleGameOptions
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| 
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| 
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| class ExampleWorld(World):
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|     # this gives the generator all the definitions for our options
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|     options_dataclass = ExampleGameOptions
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|     # this gives us typing hints for all the options we defined
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|     options: ExampleGameOptions
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| ```
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| 
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| ### Option Checking
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| Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
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| world instantiation. These are created as attributes on the MultiWorld and can be accessed with
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| `self.options.my_option_name`. This is an instance of the option class, which supports direct comparison methods to
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| relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is
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| the option class's `value` attribute. For our example above we can do a simple check:
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| ```python
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| if self.options.starting_sword:
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|     do_some_things()
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| ```
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| 
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| or if I need a boolean object, such as in my slot_data I can access it as:
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| ```python
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| start_with_sword = bool(self.options.starting_sword.value)
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| ```
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| All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes,
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| strings that match the option attributes after "option_" is stripped, and the attributes themselves.
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| ```python
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| # options.py
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| class Logic(Choice):
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|     option_normal = 0
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|     option_hard = 1
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|     option_challenging = 2
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|     option_extreme = 3
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|     option_insane = 4
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|     alias_extra_hard = 2
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|     crazy = 4  # won't be listed as an option and only exists as an attribute on the class
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| 
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| # __init__.py
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| from .options import Logic
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| 
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| if self.options.logic:
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|     do_things_for_all_non_normal_logic()
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| if self.options.logic == 1:
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|     do_hard_things()
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| elif self.options.logic == "challenging":
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|     do_challenging_things()
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| elif self.options.logic == Logic.option_extreme:
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|     do_extreme_things()
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| elif self.options.logic == "crazy":
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|     do_insane_things()
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| ```
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| ## Generic Option Classes
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| These options are generically available to every game automatically, but can be overridden for slightly different
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| behavior, if desired. See `worlds/soe/Options.py` for an example.
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| 
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| ### Accessibility
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| Sets rules for availability of locations for the player. `Items` is for all items available but not necessarily all
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| locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.
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| 
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| ### ProgressionBalancing
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| Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be
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| overridden if you want a different default value.
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| 
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| ### LocalItems
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| Forces the players' items local to their world.
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| 
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| ### NonLocalItems
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| Forces the players' items outside their world.
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| 
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| ### StartInventory
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| Allows the player to define a dictionary of starting items with item name and quantity.
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| 
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| ### StartHints
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| Gives the player starting hints for where the items defined here are.
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| 
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| ### StartLocationHints
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| Gives the player starting hints for the items on locations defined here.
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| 
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| ### ExcludeLocations
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| Marks locations given here as `LocationProgressType.Excluded` so that progression items can't be placed on them.
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| 
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| ### PriorityLocations
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| Marks locations given here as `LocationProgressType.Priority` forcing progression items on them.
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| 
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| ### ItemLinks
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| Allows users to share their item pool with other players. Currently item links are per game. A link of one game between
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| two players will combine their items in the link into a single item, which then gets replaced with `World.create_filler()`.
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| 
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| ## Basic Option Classes
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| ### Toggle
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| The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be
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| compared to strings but can be directly compared to True and False.
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| 
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| ### DefaultOnToggle
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| Like Toggle, but 1 (true) is the default value.
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| 
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| ### Choice
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| A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
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| comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with:
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| ```python
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| if self.options.sword_availability == "early_sword":
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|     do_early_sword_things()
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| ```
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| 
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| or:
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| ```python
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| from .Options import SwordAvailability
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| 
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| if self.options.sword_availability == SwordAvailability.option_early_sword:
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|     do_early_sword_things()
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| ```
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| 
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| ### Range
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| A numeric option allowing a variety of integers including the endpoints. Has a default `range_start` of 0 and default
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| `range_end` of 1. Allows for negative values as well. This will always be an integer and has no methods for string
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| comparisons.
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| 
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| ### NamedRange
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| Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value.
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| `special_range_names` can be used to
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| - give descriptive names to certain values from within the range 
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| - add option values above or below the regular range, to be associated with a special meaning 
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| 
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| For example:
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| ```python
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| range_start = 1
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| range_end = 99
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| special_range_names = {
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|     "normal": 20,
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|     "extreme": 99,
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|     "unlimited": -1,
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| }
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| ```
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| 
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| will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers
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| to you. Useful if you want special handling regarding those specified values.
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| 
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| ## More Advanced Options
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| ### FreeText
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| This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has
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| no validation step, so if this needs to be validated, you can either add a validation step to the option class or
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| within the world.
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| 
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| ### TextChoice
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| Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
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| user defined string as a valid option, so will either need to be validated by adding a validation step to the option
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| class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
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| point, `self.options.my_option.current_key` will always return a string.
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| 
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| ### PlandoBosses
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| An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
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| everything it does, as well as having multiple validation steps to automatically support boss plando from users. If
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| using this class, you must define `bosses`, a set of valid boss names, and `locations`, a set of valid boss location
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| names, and `def can_place_boss`, which passes a boss and location, allowing you to check if that placement is valid for
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| your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is
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| also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False
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| by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
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| `worlds.alttp.options.py`
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| 
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| ### OptionDict
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| This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the
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| template. If you set a [Schema](https://pypi.org/project/schema/) on the class with `schema = Schema()`, then the
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| options system will automatically validate the user supplied data against the schema to ensure it's in the correct
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| format.
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| 
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| ### ItemDict
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| Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
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| 
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| ### OptionList
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| This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You
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| can define a set of keys in `valid_keys`, and a default list if you want certain options to be available without editing
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| for this. If `valid_keys_casefold` is true, the verification will be case-insensitive; `verify_item_name` will check
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| that each value is a valid item name; and`verify_location_name` will check that each value is a valid location name.
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| 
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| ### OptionSet
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| Like OptionList, but returns a set, preventing duplicates.
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| 
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| ### ItemSet
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| Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.
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