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:
Archipelago will be abbreviated as "AP" from now on.
AP worlds are written in python3. Clients that connect to the server to sync items can be in any language that allows using WebSockets.
AP follows style.md. When in doubt use an IDE with coding style linter, for example PyCharm Community Edition.
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:
from worlds.AutoWorld import World
class MyGameWorld(World):
"""This is the description of My Game that will be displayed on the AP
website."""
This section will cover various classes and objects you can use for your world.
While some of the attributes and methods are mentioned here, not all of them are,
but you can find them in BaseClasses.py
.
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.
A WebWorld
class contains specific attributes and methods that can be modified
for your world specifically on the webhost:
settings_page
, which can be changed to a link instead of an AP generated settings page.
theme
to be used for your game specific AP pages. Available themes:
dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |
---|---|---|---|---|---|---|---|
bug_report_page
(optional) can be a link to a bug reporting page, most likely a GitHub issue page, that will be placed by the site to help direct users to report bugs.
tutorials
list of Tutorial
classes where each class represents a guide to be generated on the webhost.
game_info_languages
(optional) List of strings for defining the existing gameinfo pages your game supports. The documents must be
prefixed with the same string as defined here. Default already has 'en'.
options_presets
(optional) A Dict[str, Dict[str, Any]]
where the keys are the names of the presets and the values
are the options to be set for that preset. The options are defined as a Dict[str, Any]
where the keys are the names of
the options and the values are the values to be set for that option. These presets will be available for users to select from on the game's options page.
Note: The values must be a non-aliased value for the option type and can only include the following option types:
- If you have a
Range
/NamedRange
option, the value should be anint
between therange_start
andrange_end
values.- If you have a
NamedRange
option, the value can alternatively be astr
that is one of thespecial_range_names
keys.
- If you have a
- If you have a
Choice
option, the value should be astr
that is one of theoption_<name>
values. - If you have a
Toggle
/DefaultOnToggle
option, the value should be abool
. random
is also a valid value for any of these option types.
OptionDict
, OptionList
, OptionSet
, FreeText
, or custom Option
-derived classes are not supported for presets on the webhost at this time.
Here is an example of a defined preset:
# presets.py
options_presets = {
"Limited Potential": {
"progression_balancing": 0,
"fairy_chests_per_zone": 2,
"starting_class": "random",
"chests_per_zone": 30,
"vendors": "normal",
"architect": "disabled",
"gold_gain_multiplier": "half",
"number_of_children": 2,
"free_diary_on_generation": False,
"health_pool": 10,
"mana_pool": 10,
"attack_pool": 10,
"magic_damage_pool": 10,
"armor_pool": 5,
"equip_pool": 10,
"crit_chance_pool": 5,
"crit_damage_pool": 5,
}
}
# __init__.py
class RLWeb(WebWorld):
options_presets = options_presets
# ...
The MultiWorld
object references the whole multiworld (all items and locations
for all players) and is accessible through self.multiworld
inside a World
object.
The player is just an integer in AP and is accessible through self.player
inside a World
object.
Players provide customized settings for their World in the form of yamls.
A dataclass
of valid options definitions has to be provided in self.options_dataclass
.
(It must be a subclass of PerGameCommonOptions
.)
Option results are automatically added to the World
object for easy access.
Those are accessible through self.options.<option_name>
, and you can get a dictionary of the option values via
self.options.as_dict(<option_names>)
, passing the desired options as strings.
Any AP installation can provide settings for a world, for example a ROM file, accessible through
self.settings.<setting_name>
or cls.settings.<setting_name>
(new API)
or Utils.get_options()["<world>_options"]["<setting_name>"]
(deprecated).
Users can set those in their host.yaml
file. Some settings may automatically open a file browser if a file is missing.
Refer to settings api.md for details.
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, has access rules and a classification.
The name needs to be unique in each game and must not be numeric (has to
contain least 1 letter or symbol). 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 253-1, IDs ≤ 0 are global and reserved.
Special locations with ID None
can hold events.
Classification is one of LocationProgressType.DEFAULT
, PRIORITY
or EXCLUDED
.
The Fill algorithm will force progression items to be placed at priority locations, giving a higher chance of them being
required, and will prevent progression and useful items from being placed at excluded locations.
Worlds can optionally provide a location_descriptions
map which contains
human-friendly descriptions of locations or location groups. These descriptions
will show up in location-selection options in the Weighted Options page. Extra
indentation and single newlines will be collapsed into spaces.
# Locations.py
location_descriptions = {
"Red Potion #6": "In a secret destructible block under the second stairway",
"L2 Spaceship": """
The group of all items in the spaceship in Level 2.
This doesn't include the item on the spaceship door, since it can be
accessed without the Spaeship Key.
"""
}
# __init__.py
from worlds.AutoWorld import World
from .Locations import location_descriptions
class MyGameWorld(World):
location_descriptions = location_descriptions
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 a classification.
The most important classification is progression
(formerly advancement).
Progression items are items which a player may require to progress in
their world. Progression items will be assigned to locations with higher
priority and moved around to meet defined rules and accomplish progression
balancing.
The name needs to be unique in each game, meaning a duplicate item has the same ID. Name must not be numeric (has to contain at least 1 letter or symbol).
Special items with ID None
can mark events (read below).
Other classifications include
filler
: a regular item or trash itemuseful
: generally quite useful, but not required for anything logicaltrap
: negative impact on the playerskip_balancing
: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be combined withprogression
; see below)progression_skip_balancing
: the combination ofprogression
andskip_balancing
, i.e., a progression item that will not be moved around by progression balancing; used, e.g., for currency or tokens
Worlds can optionally provide an item_descriptions
map which contains
human-friendly descriptions of items or item groups. These descriptions will
show up in item-selection options in the Weighted Options page. Extra
indentation and single newlines will be collapsed into spaces.
# Items.py
item_descriptions = {
"Red Potion": "A standard health potion",
"Spaceship Key": """
The key to the spaceship in Level 2.
This is necessary to get to the Star Realm.
"""
}
# __init__.py
from worlds.AutoWorld import World
from .Items import item_descriptions
class MyGameWorld(World):
item_descriptions = item_descriptions
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 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 allows 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").
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).
An access rule is a function that returns True
or False
for a Location
or
Entrance
based on the current state
(items that can be collected).
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.
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 from worlds.AutoWorld import World
from your package.
AP will pick up your world automatically due to the AutoWorld
implementation.
If your world needs specific python packages, they can be listed in
worlds/<world_name>/requirements.txt
. ModuleUpdate.py will automatically
pick up and install them.
See pip documentation.
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 MyGameOptions
from your __init__.py
will load
world/[world_name]/options.py
and make its MyGameOptions
accessible.
When imported names pile up it may be easier to use from . import options
and access the variable as options.MyGameOptions
.
Imports from directories outside your world should use absolute imports. Correct use of relative / absolute imports is required for zipped worlds to function, see apworld specification.md.
Each world uses its own subclass of BaseClasses.Item
. The constructor 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 constructor
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
.
The same we have done for items above, we will do for locations
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) -> None:
super(MyGameLocation, self).__init__(player, name, code, parent)
self.event = code is None
in your __init__.py
or your locations.py
.
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 via the field names of a dataclass
that is
assigned to the world under self.options_dataclass
. By convention, the strings
that define your option names should be in snake_case
.
Common option types are Toggle
, DefaultOnToggle
, Choice
, Range
.
For more see Options.py
in AP's base directory.
These don't need any additional properties defined. After parsing the option,
its value
will either be True or False.
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.
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>
.
option_off = 0
option_on = 1
option_some = 2
alias_disabled = 0
alias_enabled = 1
default = 0
# options.py
from dataclasses import dataclass
from Options import Toggle, Range, Choice, PerGameCommonOptions
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 dataclass `<world>Options`.
# It has to be derived from 'PerGameCommonOptions'.
@dataclass
class MyGameOptions(PerGameCommonOptions):
difficulty: Difficulty
final_boss_hp: FinalBossHP
fix_xyz_glitch: FixXYZGlitch
# __init__.py
from worlds.AutoWorld import World
from .options import MyGameOptions # import the options dataclass
class MyGameWorld(World):
# ...
options_dataclass = MyGameOptions # assign the options dataclass to the world
options: MyGameOptions # typing for option results
# ...
# world/mygame/__init__.py
import settings
import typing
from .options import MyGameOptions # 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 worlds.AutoWorld import World
from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
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 MyGameSettings(settings.Group):
class RomFile(settings.SNESRomPath):
"""Insert help text for host.yaml here."""
rom_file: RomFile = RomFile("MyGame.sfc")
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"},
}
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 required_client_version: Tuple[int, int, int]
Optional client version as tuple of 3 ints to make sure the client is compatible to this world (e.g. implements all required features) when connecting.
In addition, the following methods can be implemented and are called in this order during generation
stage_assert_generate(cls, multiworld)
is a class method called at the start of generation to check 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 any steps before this, the multiworld itself is still getting set upcreate_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 duringgenerate_early
orcreate_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 afterwards.set_rules(self)
called to set access and item rules on locations and entrances. Locations have to be defined before this, or rule application can miss them.generate_basic(self)
called after the previous steps. Some placement and player specific randomizations can be done here.pre_fill(self)
,fill_hook(self)
andpost_fill(self)
are called to modify item placement before, during and after the regular fill process, beforegenerate_output
. If items need to be placed during pre_fill, these items can be determined and created usingget_prefill_items
generate_output(self, output_directory: str)
that 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 attributeitem
pointing to the item.location.item.player
can be used to see if it's a local item.fill_slot_data(self)
andmodify_multidata(self, multidata: Dict[str, Any])
can be used to modify the data that will be used by the server to host the MultiWorld.
def generate_early(self) -> None:
# read player settings to world instance
self.final_boss_hp = self.options.final_boss_hp.value
# 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)
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 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.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 settings
self.multiworld.itempool += [self.create_item("nothing") for _ in range(junk)]
def create_regions(self) -> None:
# Add regions to the multiworld. "Menu" is the required starting point.
# Arguments to Region() are name, player, world, 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 omitted.
def generate_basic(self) -> None:
# 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)
# 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:
# manually placed and still in the itempool
# 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")
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))
# 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
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
worlds.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, player)
or recurring checks
like state.mygame_can_do_something(player)
to simplify lambdas.
Private members, only accessible from mixins, should start with _mygame_
,
public members with mygame_
.
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 necessary.
# logic.py
from worlds.AutoWorld import LogicMixin
class MyGameLogic(LogicMixin):
def mygame_has_key(self, player: int) -> bool:
# Arguments above are free to choose
# MultiWorld can be accessed through self.multiworld, explicitly passing in
# MyGameWorld instance for easy options access is also a valid approach
return self.has("key", player) # or whatever
# __init__.py
from worlds.generic.Rules import set_rule
import .logic # apply the mixin by importing its file
class MyGameWorld(World):
# ...
def set_rules(self) -> None:
set_rule(self.multiworld.get_location("A Door", self.player),
lambda state: state.mygame_has_key(self.player))
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)
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 can be filled from the fill_slot_data
method of your world by returning a Dict[str, Any]
,
but should be limited to data that is absolutely necessary to not waste resources. Slot data is sent to your client once
it has successfully connected.
If you need to know information about locations in your world, instead
of propagating the slot data, it is preferable to use LocationScouts since that
data already exists on the server. The most common usage of slot data is to send option results that the client needs
to be aware of.
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 option's value
return self.options.as_dict("difficulty", "final_boss_hp")
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.
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.
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 aren't particularly important, but it should be descriptive of what
the tutorial is covering, 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.
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
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
from . import MyGameTestBase
class TestChestAccess(MyGameTestBase):
def test_sword_chests(self) -> None:
"""Test locations that require a sword"""
locations = ["Chest1", "Chest2"]
items = [["Sword"]]
# this will test that each location can't be accessed without the "Sword", but can be accessed once obtained.
self.assertAccessDependency(locations, items)
def test_any_weapon_chests(self) -> None:
"""Test locations that require any weapon"""
locations = [f"Chest{i}" for i in range(3, 6)]
items = [["Sword"], ["Axe"], ["Spear"]]
# this will test that chests 3-5 can't be accessed without any weapon, but can be with just one of them.
self.assertAccessDependency(locations, items)
For more information on tests check the tests doc.