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APWorld Dev FAQ
This document is meant as a reference tool to show solutions to common problems when developing an apworld. It is not intended to answer every question about Archipelago and it assumes you have read the other docs, including Contributing, Adding Games, and World API.
My game has a restrictive start that leads to fill errors
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.
early_item_name = "Sword"
self.multiworld.local_early_items[self.player][early_item_name] = 1
Some alternative ways to try to fix this problem are:
- Add more locations to sphere one of your world, potentially only when there would be a restrictive start
- Pre-place items yourself, such as during
create_items - Put items into the player's starting inventory using
push_precollected - Raise an exception, such as an
OptionErrorduringgenerate_early, to disallow options that would lead to a restrictive start
I have multiple settings that change the item/location pool counts and need to balance them out
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.
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 to your list of items to submit
Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
total_locations = len(self.multiworld.get_unfilled_locations(self.player))
item_pool = self.create_non_filler_items()
for _ in range(total_locations - len(item_pool)):
item_pool.append(self.create_filler())
self.multiworld.itempool += item_pool
A faster alternative to the for loop would be to use a list comprehension:
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions indirect conditions and when you should use them, but not how they work and why they are necessary. This is because the explanation is quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth First Search of the region graph from the Menu region, checking entrances one by one and adding newly reached nodes (regions) and their entrances to the queue until there is nothing more to check.
However, if entrance access conditions depend on regions, then it is possible for this to happen:
- An entrance that depends on a region is checked and determined to be untraversable because the region hasn't been reached yet during the graph search.
- After that, the region is reached by the graph search. The entrance would now be determined to be traversable if it were rechecked.
To account for this case, we would have to recheck all entrances every time a new region is reached, until no new regions are reached.
Because most games do not check for region access inside of entrance access conditions, AP has decided to eschew this rechecking and just checks every entrance once. This gives a significant performance gain to AP as a whole, about 30%-50%.
However, because some games did start using things like region.can_reach inside entrance access conditions, we provided a way to manually define that a specific entrance needs to be rechecked during region sweep if a specific region is reached during it. This is what an indirect condition is.
This keeps almost all of the performance upsides. Even a game making heavy use of indirect conditions (See: The Witness) is still way way faster than if it just blanket "rechecked all entrances until nothing new is found".
The reason location.can_reach and entrance.can_reach are also affected is simple: They call region.can_reach on their respective parent/source region.
We recognize it's a pretty bad beginner's trap (heck, not even a "beginner's" trap, just a trap - even for experienced AP devs), and some games are very complex with their access rules. There is an open Pull Request that makes this behavior optional via a world class attribute: Core: Region handling customization.