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Merge branch 'ArchipelagoMW:main' into main
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@@ -370,19 +370,13 @@ target_group_lookup = bake_target_group_lookup(world, get_target_groups)
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#### When to call `randomize_entrances`
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The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
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The correct step for this is `World.connect_entrances`.
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ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
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This means 2 things about when you can call ER:
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1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
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2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
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and create your events before you call ER if you want to guarantee a correct output.
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If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
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a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
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in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
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generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
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well.
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Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
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However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
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together.
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These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
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It is fine for your Entrances to be connected differently or not at all before this step.
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#### Informing your client about randomized entrances
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@@ -261,6 +261,7 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
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| key | str | The key that was updated. |
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| value | any | The new value for the key. |
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| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
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| slot | int | The slot that originally sent the Set package causing this change. |
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Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
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@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
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Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
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and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
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letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
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Locations and items can share IDs, so typically a game's locations and items start at the same ID.
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letter or symbol). The ID needs to be unique across all locations within the game.
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Locations and items can share IDs, and locations can share IDs with other games' locations.
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World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
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@@ -243,7 +243,9 @@ progression. Progression items will be assigned to locations with higher priorit
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and satisfy progression balancing.
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The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
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will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
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will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
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The ID thus also needs to be unique across all items with different names within the game.
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Items and locations can share IDs, and items can share IDs with other games' items.
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Other classifications include:
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@@ -490,6 +492,9 @@ In addition, the following methods can be implemented and are called in this ord
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after this step. Locations cannot be moved to different regions after this step.
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* `set_rules(self)`
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called to set access and item rules on locations and entrances.
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* `connect_entrances(self)`
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by the end of this step, all entrances must exist and be connected to their source and target regions.
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Entrance randomization should be done here.
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* `generate_basic(self)`
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player-specific randomization that does not affect logic can be done here.
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* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
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@@ -835,14 +840,16 @@ def generate_output(self, output_directory: str) -> None:
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### Slot Data
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If the game client needs to know information about the generated seed, a preferred method of transferring the data
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is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
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a `dict` with `str` keys that can be serialized with json.
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But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
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once it has successfully [connected](network%20protocol.md#connected).
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If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
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is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
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`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
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absolutely necessary. Slot data is sent to your client once it has successfully
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[connected](network%20protocol.md#connected).
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If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
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to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
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common usage of slot data is sending option results that the client needs to be aware of.
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to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
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item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
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that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
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```python
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def fill_slot_data(self) -> Dict[str, Any]:
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