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Merge branch 'main' into main
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# Archipelago World Code Owners / Maintainers Document
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#
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# This file is used to notate the current "owners" or "maintainers" of any currently merged world folder. For any pull
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# requests that modify these worlds, a code owner must approve the PR in addition to a core maintainer. This is not to
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# be used for files/folders outside the /worlds folder, those will always need sign off from a core maintainer.
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# This file is used to notate the current "owners" or "maintainers" of any currently merged world folder as well as
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# certain documentation. For any pull requests that modify these worlds/docs, a code owner must approve the PR in
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# addition to a core maintainer. All other files and folders are owned and maintained by core maintainers directly.
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#
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# All usernames must be GitHub usernames (and are case sensitive).
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# Kirby's Dream Land 3
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/worlds/kdl3/ @Silvris
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# Kingdom Hearts
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/worlds/kh1/ @gaithern
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# Kingdom Hearts 2
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/worlds/kh2/ @JaredWeakStrike
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# Minecraft
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/worlds/minecraft/ @KonoTyran @espeon65536
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# Mega Man 2
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/worlds/mm2/ @Silvris
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# MegaMan Battle Network 3
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/worlds/mmbn3/ @digiholic
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# Ocarina of Time
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/worlds/oot/ @espeon65536
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# Old School Runescape
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/worlds/osrs @digiholic
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# Overcooked! 2
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/worlds/overcooked2/ @toasterparty
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# Ori and the Blind Forest
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# /worlds_disabled/oribf/
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###################
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## Documentation ##
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###################
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# Apworld Dev Faq
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/docs/apworld_dev_faq.md @qwint @ScipioWright
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45
docs/apworld_dev_faq.md
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45
docs/apworld_dev_faq.md
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# APWorld Dev FAQ
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This document is meant as a reference tool to show solutions to common problems when developing an apworld.
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It is not intended to answer every question about Archipelago and it assumes you have read the other docs,
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including [Contributing](contributing.md), [Adding Games](<adding games.md>), and [World API](<world api.md>).
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---
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### My game has a restrictive start that leads to fill errors
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Hint to the Generator that an item needs to be in sphere one with local_early_items. Here, `1` represents the number of "Sword" items to attempt to place in sphere one.
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```py
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early_item_name = "Sword"
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self.multiworld.local_early_items[self.player][early_item_name] = 1
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```
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Some alternative ways to try to fix this problem are:
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* Add more locations to sphere one of your world, potentially only when there would be a restrictive start
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* Pre-place items yourself, such as during `create_items`
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* Put items into the player's starting inventory using `push_precollected`
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* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a restrictive start
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---
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### I have multiple settings that change the item/location pool counts and need to balance them out
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In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be unbalanced. But in real, complex situations, that might be unfeasible.
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If that's the case, you can create extra filler based on the difference between your unfilled locations and your itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations) to your list of items to submit
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Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
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```py
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total_locations = len(self.multiworld.get_unfilled_locations(self.player))
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item_pool = self.create_non_filler_items()
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for _ in range(total_locations - len(item_pool)):
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item_pool.append(self.create_filler())
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self.multiworld.itempool += item_pool
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```
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A faster alternative to the `for` loop would be to use a [list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
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```py
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item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
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```
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@@ -702,14 +702,18 @@ GameData is a **dict** but contains these keys and values. It's broken out into
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| checksum | str | A checksum hash of this game's data. |
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### Tags
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Tags are represented as a list of strings, the common Client tags follow:
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Tags are represented as a list of strings, the common client tags follow:
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| Name | Notes |
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|------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| AP | Signifies that this client is a reference client, its usefulness is mostly in debugging to compare client behaviours more easily. |
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| DeathLink | Client participates in the DeathLink mechanic, therefore will send and receive DeathLink bounce packets |
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| Tracker | Tells the server that this client will not send locations and is actually a Tracker. When specified and used with empty or null `game` in [Connect](#connect), game and game's version validation will be skipped. |
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| TextOnly | Tells the server that this client will not send locations and is intended for chat. When specified and used with empty or null `game` in [Connect](#connect), game and game's version validation will be skipped. |
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| Name | Notes |
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|-----------|--------------------------------------------------------------------------------------------------------------------------------------|
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| AP | Signifies that this client is a reference client, its usefulness is mostly in debugging to compare client behaviours more easily. |
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| DeathLink | Client participates in the DeathLink mechanic, therefore will send and receive DeathLink bounce packets. |
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| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
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| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
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| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
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¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
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²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.
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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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