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@@ -164,6 +164,9 @@
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# The Legend of Zelda (1)
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/worlds/tloz/ @Rosalie-A @t3hf1gm3nt
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# TUNIC
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/worlds/tunic/ @silent-destroyer
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# Undertale
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/worlds/undertale/ @jonloveslegos
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@@ -27,6 +27,8 @@ There are also a number of community-supported libraries available that implemen
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| Haxe | [hxArchipelago](https://lib.haxe.org/p/hxArchipelago) | |
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| Rust | [ArchipelagoRS](https://github.com/ryanisaacg/archipelago_rs) | |
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| Lua | [lua-apclientpp](https://github.com/black-sliver/lua-apclientpp) | |
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| Game Maker + Studio 1.x | [gm-apclientpp](https://github.com/black-sliver/gm-apclientpp) | For GM7, GM8 and GMS1.x, maybe older |
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| GameMaker: Studio 2.x+ | [see Discord](https://discord.com/channels/731205301247803413/1166418532519653396) | |
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## Synchronizing Items
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When the client receives a [ReceivedItems](#ReceivedItems) packet, if the `index` argument does not match the next index that the client expects then it is expected that the client will re-sync items with the server. This can be accomplished by sending the server a [Sync](#Sync) packet and then a [LocationChecks](#LocationChecks) packet.
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@@ -675,8 +677,8 @@ Tags are represented as a list of strings, the common Client tags follow:
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### DeathLink
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A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
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| Name | Type | Notes |
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| ---- | ---- | ---- |
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| time | float | Unix Time Stamp of time of death. |
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| cause | str | Optional. Text to explain the cause of death, ex. "Berserker was run over by a train." |
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| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
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| Name | Type | Notes |
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|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
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| time | float | Unix Time Stamp of time of death. |
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| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
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| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
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@@ -27,14 +27,15 @@ Choice, and defining `alias_true = option_full`.
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- All options support `random` as a generic option. `random` chooses from any of the available values for that option,
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and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
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As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's
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create our option class (with a docstring), give it a `display_name`, and add it to our game's options dataclass:
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As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option
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to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our
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option classes (with a docstring), give them a `display_name`, and add them to our game's options dataclass:
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```python
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# options.py
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from dataclasses import dataclass
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from Options import Toggle, PerGameCommonOptions
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from Options import Toggle, Range, Choice, PerGameCommonOptions
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class StartingSword(Toggle):
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@@ -42,13 +43,33 @@ class StartingSword(Toggle):
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display_name = "Start With Sword"
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class Difficulty(Choice):
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"""Sets overall game difficulty."""
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display_name = "Difficulty"
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option_easy = 0
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option_normal = 1
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option_hard = 2
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alias_beginner = 0 # same as easy but allows the player to use beginner as an alternative for easy in the result in their options
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alias_expert = 2 # same as hard
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default = 1 # default to normal
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class FinalBossHP(Range):
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"""Sets the HP of the final boss"""
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display_name = "Final Boss HP"
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range_start = 100
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range_end = 10000
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default = 2000
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@dataclass
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class ExampleGameOptions(PerGameCommonOptions):
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starting_sword: StartingSword
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difficulty: Difficulty
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final_boss_health: FinalBossHP
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```
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This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it
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to our world's `__init__.py`:
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To then submit this to the multiworld, we add it to our world's `__init__.py`:
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```python
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from worlds.AutoWorld import World
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@@ -6,7 +6,6 @@
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* 120 character per line for all source files.
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* Avoid white space errors like trailing spaces.
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## Python Code
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* We mostly follow [PEP8](https://peps.python.org/pep-0008/). Read below to see the differences.
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@@ -18,9 +17,10 @@
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* Use type annotations where possible for function signatures and class members.
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* Use type annotations where appropriate for local variables (e.g. `var: List[int] = []`, or when the
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type is hard or impossible to deduce.) Clear annotations help developers look up and validate API calls.
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* New classes, attributes, and methods in core code should have docstrings that follow
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[reST style](https://peps.python.org/pep-0287/).
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* Worlds that do not follow PEP8 should still have a consistent style across its files to make reading easier.
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## Markdown
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* We almost follow [Google's styleguide](https://google.github.io/styleguide/docguide/style.html).
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@@ -30,20 +30,17 @@
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* One space between bullet/number and text.
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* No lazy numbering.
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## HTML
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* Indent with 2 spaces for new code.
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* kebab-case for ids and classes.
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## CSS
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* Indent with 2 spaces for new code.
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* `{` on the same line as the selector.
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* No space between selector and `{`.
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## JS
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* Indent with 2 spaces.
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