This document covers some of the generic options available using Archipelago's options handling system.
For more information on where these options go in your world please refer to:
Archipelago will be abbreviated as "AP" from now on.
Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you need to create:
- A new option class, with a docstring detailing what the option does, to be exposed to the user.
- A new entry in the
options_dataclass
definition for your World. By style and convention, the dataclass attributes should besnake_case
.
- If the option supports having multiple sub_options, such as Choice options, these can be defined with
option_value1
. Any attributes of the class with a precedingoption_
is added to the class'soptions
lookup. Theoption_
is then stripped for users, so will show asvalue1
in yaml files. Ifauto_display_name
is True, it will display asValue1
on the webhost. - An alternative name can be set for any specific option by setting an alias attribute
(i.e.
alias_value_1 = option_value1
) which will allow users to use eithervalue_1
orvalue1
in their yaml files, and both will resolve asvalue1
. This should be used when changing options around, i.e. changing a Toggle to a Choice, and definingalias_true = option_full
. - All options with a fixed set of possible values (i.e. those which inherit from
Toggle
,(Text)Choice
or(Named/Special)Range
) supportrandom
as a generic option.random
chooses from any of the available values for that option, and is reserved by AP. You can set this as your default value, but you cannot define your ownoption_random
. However, you can overridefrom_text
and handletext == "random"
to customize its behavior or implement it for additional option types.
As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option
to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our
option classes (with a docstring), give them a display_name
, and add them to our game's options dataclass:
# options.py
from dataclasses import dataclass
from Options import Toggle, Range, Choice, PerGameCommonOptions
class StartingSword(Toggle):
"""Adds a sword to your starting inventory."""
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
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 but allows the player to use beginner as an alternative for easy in the result in their options
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
@dataclass
class ExampleGameOptions(PerGameCommonOptions):
starting_sword: StartingSword
difficulty: Difficulty
final_boss_health: FinalBossHP
To then submit this to the multiworld, we add it to our world's __init__.py
:
from worlds.AutoWorld import World
from .Options import ExampleGameOptions
class ExampleWorld(World):
# this gives the generator all the definitions for our options
options_dataclass = ExampleGameOptions
# this gives us typing hints for all the options we defined
options: ExampleGameOptions
Options' docstrings are used as their user-facing documentation. They're displayed on the WebHost setup page when a user hovers over the yellow "(?)" icon, and included in the YAML templates generated for each game.
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python reStructuredText format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting World.rich_text_options_doc = True
.
from worlds.AutoWorld import WebWorld
class ExampleWebWorld(WebWorld):
# Render all this world's options as rich text.
rich_text_options_doc = True
You can set a single option to use rich or plain text by setting
Option.rich_text_doc
.
from Options import Toggle, Range, Choice, PerGameCommonOptions
class Difficulty(Choice):
"""Sets overall game difficulty.
- **Easy:** All enemies die in one hit.
- **Normal:** Enemies and the player both have normal health bars.
- **Hard:** The player dies in one hit."""
display_name = "Difficulty"
rich_text_doc = True
option_easy = 0
option_normal = 1
option_hard = 2
default = 1
Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
by your world on the player-options and weighted-options pages. In the generated template files, there will be a comment
with the group name at the beginning of each group of options. The start_collapsed
Boolean only affects how the groups
appear on the WebHost, with the grouping being collapsed when this is True
.
Options without a group name are categorized into a generic "Game Options" group, which is always the first group. If
every option for your world is in a group, this group will be removed. There is also an "Items & Location Options"
group, which is automatically created using certain specified item_and_loc_options
. These specified options cannot be
removed from this group.
Both the "Game Options" and "Item & Location Options" groups can be overridden by creating your own groups with those names, letting you add options to them and change whether they start collapsed. The "Item & Location Options" group can also be moved to a different position in the group ordering, but "Game Options" will always be first, regardless of where it is in your list.
from worlds.AutoWorld import WebWorld
from Options import OptionGroup
from . import Options
class MyWorldWeb(WebWorld):
option_groups = [
OptionGroup("Color Options", [
Options.ColorblindMode,
Options.FlashReduction,
Options.UIColors,
]),
]
Options are parsed by Generate.py
before the worlds are created, and then the option classes are created shortly after
world instantiation. These are created as attributes on the MultiWorld and can be accessed with
self.options.my_option_name
. This is an instance of the option class, which supports direct comparison methods to
relevant objects (like comparing a Toggle class to a bool
). If you need to access the option result directly, this is
the option class's value
attribute. For our example above we can do a simple check:
if self.options.starting_sword:
do_some_things()
or if I need a boolean object, such as in my slot_data I can access it as:
start_with_sword = bool(self.options.starting_sword.value)
All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes, strings that match the option attributes after "option_" is stripped, and the attributes themselves. The option can also be checked to see if it exists within a collection, but this will fail for a set of strings due to hashing.
# options.py
class Logic(Choice):
option_normal = 0
option_hard = 1
option_challenging = 2
option_extreme = 3
option_insane = 4
alias_extra_hard = 2
crazy = 4 # won't be listed as an option and only exists as an attribute on the class
class Weapon(Choice):
option_none = 0
option_sword = 1
option_bow = 2
option_hammer = 3
# __init__.py
from .options import Logic
if self.options.logic:
do_things_for_all_non_normal_logic()
if self.options.logic == 1:
do_hard_things()
elif self.options.logic == "challenging":
do_challenging_things()
elif self.options.logic == Logic.option_extreme:
do_extreme_things()
elif self.options.logic == "crazy":
do_insane_things()
# check if the current option is in a collection of integers using the class attributes
if self.options.weapon in {Weapon.option_bow, Weapon.option_sword}:
do_stuff()
# in order to make a set of strings work, we have to compare against current_key
elif self.options.weapon.current_key in {"none", "hammer"}:
do_something_else()
# though it's usually better to just use a tuple instead
elif self.options.weapon in ("none", "hammer"):
do_something_else()
These options are generically available to every game automatically, but can be overridden for slightly different
behavior, if desired. See worlds/soe/Options.py
for an example.
Sets rules for availability of locations for the player. Items
is for all items available but not necessarily all
locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.
Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be overridden if you want a different default value.
Forces the players' items local to their world.
Forces the players' items outside their world.
Allows the player to define a dictionary of starting items with item name and quantity.
Gives the player starting hints for where the items defined here are.
Gives the player starting hints for the items on locations defined here.
Marks locations given here as LocationProgressType.Excluded
so that neither progression nor useful items can be
placed on them.
Marks locations given here as LocationProgressType.Priority
forcing progression items on them if any are available in
the pool.
Allows users to share their item pool with other players. Currently item links are per game. A link of one game between
two players will combine their items in the link into a single item, which then gets replaced with World.create_filler()
.
The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be compared to strings but can be directly compared to True and False.
Like Toggle, but 1 (true) is the default value.
A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
comparison methods with the class and strings, so if you have an option_early_sword
, this can be compared with:
if self.options.sword_availability == "early_sword":
do_early_sword_things()
or:
from .Options import SwordAvailability
if self.options.sword_availability == SwordAvailability.option_early_sword:
do_early_sword_things()
A numeric option allowing a variety of integers including the endpoints. Has a default range_start
of 0 and default
range_end
of 1. Allows for negative values as well. This will always be an integer and has no methods for string
comparisons.
Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value.
special_range_names
can be used to
- give descriptive names to certain values from within the range
- add option values above or below the regular range, to be associated with a special meaning
For example:
range_start = 1
range_end = 99
special_range_names = {
"normal": 20,
"extreme": 99,
"unlimited": -1,
}
will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers to you. Useful if you want special handling regarding those specified values.
This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has no validation step, so if this needs to be validated, you can either add a validation step to the option class or within the world.
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
class or within world, if necessary. Value for this class is Union[str, int]
so if you need the value at a specified
point, self.options.my_option.current_key
will always return a string.
An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
everything it does, as well as having multiple validation steps to automatically support boss plando from users. If
using this class, you must define bosses
, a set of valid boss names, and locations
, a set of valid boss location
names, and def can_place_boss
, which passes a boss and location, allowing you to check if that placement is valid for
your game. When this function is called, bosses
, locations
, and the passed strings will all be lowercase. There is
also a duplicate_bosses
attribute allowing you to define if a boss can be placed multiple times in your world. False
by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
worlds.alttp.options.py
This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the
template. If you set a Schema on the class with schema = Schema()
, then the
options system will automatically validate the user supplied data against the schema to ensure it's in the correct
format.
Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You
can define a set of keys in valid_keys
, and a default list if you want certain options to be available without editing
for this. If valid_keys_casefold
is true, the verification will be case-insensitive; verify_item_name
will check
that each value is a valid item name; andverify_location_name
will check that each value is a valid location name.
Like OptionList, but returns a set, preventing duplicates.
Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.