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Merge branch 'ArchipelagoMW:main' into Satisfactory_ToBeVerified
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@@ -9,9 +9,10 @@ Follow these steps to build and deploy a containerized instance of the web host
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What you'll need:
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* A container runtime engine such as:
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* [Docker](https://www.docker.com/)
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* [Podman](https://podman.io/)
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* [Docker](https://www.docker.com/) (Version 23.0 or later)
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* [Podman](https://podman.io/) (version 4.0 or later)
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* For running with rootless podman, you need to ensure all ports used are usable rootless, by default ports less than 1024 are root only. See [the official tutorial](https://github.com/containers/podman/blob/main/docs/tutorials/rootless_tutorial.md) for details.
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* The Docker Buildx plugin (for Docker), as the Dockerfile uses `$TARGETARCH` for architecture detection. Follow [Docker's guide](https://docs.docker.com/build/buildx/install/). Verify with `docker buildx version`.
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Starting from the root repository directory, the standalone Archipelago image can be built and run with the command:
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`docker build -t archipelago .`
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@@ -340,7 +340,8 @@ Sent to the server to retrieve the items that are on a specified list of locatio
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Fully remote clients without a patch file may use this to "place" items onto their in-game locations, most commonly to display their names or item classifications before/upon pickup.
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LocationScouts can also be used to inform the server of locations the client has seen, but not checked. This creates a hint as if the player had run `!hint_location` on a location, but without deducting hint points.
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This is useful in cases where an item appears in the game world, such as 'ledge items' in _A Link to the Past_. To do this, set the `create_as_hint` parameter to a non-zero value.
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This is useful in cases where an item appears in the game world, such as 'ledge items' in _A Link to the Past_. To do this, set the `create_as_hint` parameter to a non-zero value.
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Note that LocationScouts with a non-zero `create_as_hint` value will _always_ create a **persistent** hint (listed in the Hints tab of concerning players' TextClients), even if the location was already found. If this is not desired behavior, you need to prevent sending LocationScouts with `create_as_hint` for already found locations in your client-side code.
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#### Arguments
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| Name | Type | Notes |
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@@ -515,6 +515,7 @@ In addition, the following methods can be implemented and are called in this ord
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called per player before any items or locations are created. You can set properties on your
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world here. Already has access to player options and RNG. This is the earliest step where the world should start
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setting up for the current multiworld, as the multiworld itself is still setting up before this point.
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You cannot modify `local_items`, or `non_local_items` after this step.
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* `create_regions(self)`
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called to place player's regions and their locations into the MultiWorld's regions list.
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If it's hard to separate, this can be done during `generate_early` or `create_items` as well.
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@@ -538,7 +539,7 @@ In addition, the following methods can be implemented and are called in this ord
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creates the output files if there is output to be generated. When this is called,
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`self.multiworld.get_locations(self.player)` has all locations for the player, with attribute `item` pointing to the
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item. `location.item.player` can be used to see if it's a local item.
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* `fill_slot_data(self)` and `modify_multidata(self, multidata: Dict[str, Any])` can be used to modify the data that
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* `fill_slot_data(self)` and `modify_multidata(self, multidata: MultiData)` can be used to modify the data that
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will be used by the server to host the MultiWorld.
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All instance methods can, optionally, have a class method defined which will be called after all instance methods are
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