This document tries to explain some aspects of the Archipelago World API used when implementing the generation logic of a game.
Client implementation is out of scope of this document. Please refer to an existing game that provides a similar API to yours, and the following documents:
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 a style guide. When in doubt, use an IDE with a code-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, and should follow reST style.
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 covers 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
is the class with all the specifics of a certain game that is to be included. A new instance will be created
for each player of the game for any given generated multiworld.
A WebWorld
class contains specific attributes and methods that can be modified for your world specifically on the
webhost:
-
options_page
can be changed to a link instead of an AP-generated options page. -
rich_text_options_doc
controls whether Option documentation uses plain text (False
) or rich text (True
). It defaults toFalse
, but world authors are encouraged to set it toTrue
for nicer-looking documentation that looks good on both the WebHost and the YAML template. -
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 users report bugs. -
tutorials
list ofTutorial
classes where each class represents a guide to be generated on the webhost. -
game_info_languages
(optional) list of strings for defining the existing game info pages your game supports. The documents must be prefixed with the same string as defined here. Default already has 'en'. -
options_presets
(optional)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 aDict[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
# ...
-
location_descriptions
(optional) WebWorlds can provide a map that contains human-friendly descriptions of locations or location groups.# 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 Spaceship Key. """ } # __init__.py from worlds.AutoWorld import WebWorld from .locations import location_descriptions class MyGameWeb(WebWorld): location_descriptions = location_descriptions
-
item_descriptions
(optional) WebWorlds can provide a map that contains human-friendly descriptions of items or item groups.# 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 WebWorld from .items import item_descriptions class MyGameWeb(WebWorld): item_descriptions = item_descriptions
The MultiWorld
object references the whole multiworld (all items and locations for all players) and is accessible
through self.multiworld
from your World
object.
The player is just an int
in AP and is accessible through self.player
from your World
object.
Options are provided by the user as part of the generation process, intended to affect how their randomizer experience should play out. These can control aspects such as what locations should be shuffled, what items are in the itempool, etc. Players provide the customized options for their World in the form of yamls.
By convention, options are defined in options.py
and will be used when parsing the players' yaml files. Each option
has its own class, which inherits from a base option type, a docstring to describe it, and a display_name
property
shown on the website and in spoiler logs.
The available options are defined by creating a dataclass
, which must be a subclass of PerGameCommonOptions
. It has
defined fields for the option names used in the player yamls and used for options access, with their types matching the
appropriate Option class. By convention, the strings that define your option names should be in snake_case
. The
dataclass
is then assigned to your World
by defining its options_dataclass
. Option results are then automatically
added to the World
object for easy access, between World
creation and generate_early
. These are accessible through
self.options.<option_name>
, and you can get a dictionary with option values
via self.options.as_dict(<option_names>)
,
passing the desired option names as strings.
Common option types are Toggle
, DefaultOnToggle
, Choice
, and Range
.
For more information, see the options api doc.
Settings are set by the user outside the generation process. They can be used for those settings that may affect
generation or client behavior, but should remain static between generations, such as the path to a ROM file.
These settings are accessible through self.settings.<setting_name>
or cls.settings.<setting_name>
.
Users can set these 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, or even something more abstract like a level up.
Each location has a name
and an address
(hereafter referred to as an id
), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
World-specific IDs must be in the range 1 to 253-1; IDs ≤ 0 are global and reserved.
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.
Items are all things that can "drop" for your game. This may be RPG items like weapons, or technologies you normally research in a research tree.
Each item has a name
, a code
(hereafter referred to as id
), and a classification.
The most important classification is progression
. Progression items are items which a player may require to progress
in their world. If an item can possibly be considered for logic (it's referenced in a location's rules) it must be
progression. Progression items will be assigned to locations with higher priority, and moved around to meet defined rules
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
Other classifications include:
filler
: a regular item or trash itemuseful
: generally quite useful, but not required for anything logical. Cannot be placed on excluded locationstrap
: 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, to not flood early spheres
An Event is a special combination of a Location and an Item, with both having an id
of None
. These can be used to
track certain logic interactions, with the Event Item being required for access in other locations or regions, but not
being "real". Since the item and location have no ID, they get dropped at the end of generation and so the server is
never made aware of them and these locations can never be checked, nor can the items be received during play.
They may also be used for making the spoiler log look nicer, i.e. by having a "Victory"
Event Item, that
is required to finish the game. This makes it very clear when the player finishes, rather than only seeing their last
relevant Item. Events function just like any other Location, and can still have their own access rules, etc.
By convention, the Event "pair" of Location and Item typically have the same name, though this is not a requirement.
They must not exist in the name_to_id
lookups, as they have no ID.
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:
from worlds.AutoWorld import World
from BaseClasses import ItemClassification
from .subclasses import MyGameLocation, MyGameItem
class MyGameWorld(World):
victory_loc = MyGameLocation(self.player, "Victory", None)
victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
Regions are logical containers that typically hold locations that share some common access rules. If location logic is written from scratch, using regions greatly simplifies the requirements and can help with implementing things like entrance randomization in logic.
Regions have a list called exits
, containing Entrance
objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using origin_region_name), from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
An Entrance
has a parent_region
and connected_region
, where it is in the exits
of its parent, and the
entrances
of its connected region. The Entrance
then has rules assigned to it to determine if it can be passed
through, making the connected region accessible. They can be static (regular logic) or be defined/connected during
generation (entrance randomization).
An access rule is a function that returns True
or False
for a Location
or Entrance
based on the current state
(items that have been collected).
The two possible ways to make a CollectionRule are:
def rule(state: CollectionState) -> bool:
lambda state: ... boolean expression ...
An access rule can be assigned through set_rule(location, rule)
.
Access rules usually check for one of two things.
- Items that have been collected (e.g.
state.has("Sword", player)
) - Locations, Regions or Entrances that have been reached (e.g.
state.can_reach_region("Boss Room")
)
Keep in mind that entrances and locations implicitly check for the accessibility of their parent region, so you do not need to check explicitly for it.
When using state.can_reach
within an entrance access condition, you must also use multiworld.register_indirect_condition
.
For efficiency reasons, every time reachable regions are searched, every entrance is only checked once in a somewhat non-deterministic order.
This is fine when checking for items using state.has
, because items do not change during a region sweep.
However, state.can_reach
checks for the very same thing we are updating: Regions.
This can lead to non-deterministic behavior and, in the worst case, even generation failures.
Even doing state.can_reach_location
or state.can_reach_entrance
is problematic, as these functions call state.can_reach_region
on the respective parent region.
Therefore, it is considered unsafe to perform state.can_reach
from within an access condition for an entrance, unless you are checking for something that sits in the source region of the entrance.
You can use multiworld.register_indirect_condition(region, entrance)
to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You must use multiworld.register_indirect_condition
if you perform this kind of can_reach
from an entrance access rule, unless you have a very good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set world.explicit_indirect_conditions = False, avoiding the need for indirect conditions at the expense of performance.
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 the 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 may make 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 thing we did for items above, we will now do for locations:
from BaseClasses import Location
class MyGameLocation(Location):
game: str = "My Game"
in your __init__.py
or your locations.py
.
# 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 named after the world class's origin_region_name ("Menu" by default)
- 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 duringgenerate_early
orcreate_items
as well.create_items(self)
called to place player's items into the MultiWorld's itempool. By the end of this step all regions, locations and items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions after this step. Locations cannot be moved to different regions after this step.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)
andpost_fill(self)
called to modify item placement before, during, and after the regular fill process; all finishing beforegenerate_output
. Any items that need to be placed duringpre_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 fromget_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 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.
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.
def generate_early(self) -> None:
# read player options to world instance
self.final_boss_hp = self.options.final_boss_hp.value
def create_regions(self) -> None:
# Add regions to the multiworld. One of them must use the origin_region_name as its name ("Menu" by default).
# 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
# 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 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)]
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 methods can be defined for your logic rules. The access rule that ultimately gets assigned to the Location or
Entrance should be
a CollectionRule
.
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.
# 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
# __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))
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.
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
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 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.
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 sending 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 relevant
# 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 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.
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.