Merge branch 'ArchipelagoMW:main' into Satisfactory_ToBeVerified

This commit is contained in:
Jarno
2025-07-27 19:57:37 +02:00
committed by GitHub
50 changed files with 1276 additions and 527 deletions

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@@ -9,9 +9,10 @@ Follow these steps to build and deploy a containerized instance of the web host
What you'll need:
* A container runtime engine such as:
* [Docker](https://www.docker.com/)
* [Podman](https://podman.io/)
* [Docker](https://www.docker.com/) (Version 23.0 or later)
* [Podman](https://podman.io/) (version 4.0 or later)
* 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.
* 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`.
Starting from the root repository directory, the standalone Archipelago image can be built and run with the command:
`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
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.
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.
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.
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.
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.
#### Arguments
| 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
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.
You cannot modify `local_items`, or `non_local_items` after this step.
* `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 during `generate_early` or `create_items` as well.
@@ -538,7 +539,7 @@ In addition, the following methods can be implemented and are called in this ord
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 attribute `item` pointing to the
item. `location.item.player` can be used to see if it's a local item.
* `fill_slot_data(self)` and `modify_multidata(self, multidata: Dict[str, Any])` can be used to modify the data that
* `fill_slot_data(self)` and `modify_multidata(self, multidata: MultiData)` 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