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Archipelago/worlds/apquest/world.py
NewSoupVi d594d5d4a7 APQuest: Fix import shadowing issue (#5769)
* Fix import shadowing issue

* another comment
2025-12-22 15:32:52 +01:00

87 lines
4.7 KiB
Python

from collections.abc import Mapping
from typing import Any
# Imports of base Archipelago modules must be absolute.
from worlds.AutoWorld import World
# Imports of your world's files must be relative.
from . import items, locations, regions, rules, web_world
from . import options as apquest_options # rename due to a name conflict with World.options
# APQuest will go through all the parts of the world api one step at a time,
# with many examples and comments across multiple files.
# If you'd rather read one continuous document, or just like reading multiple sources,
# we also have this document specifying the entire world api:
# https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md
# The world class is the heart and soul of an apworld implementation.
# It holds all the data and functions required to build the world and submit it to the multiworld generator.
# You could have all your world code in just this one class, but for readability and better structure,
# it is common to split up world functionality into multiple files.
# This implementation in particular has the following additional files, each covering one topic:
# regions.py, locations.py, rules.py, items.py, options.py and web_world.py.
# It is recommended that you read these in that specific order, then come back to the world class.
class APQuestWorld(World):
"""
APQuest is a minimal 8bit-era inspired adventure game with grid-like movement.
Good games don't need more than six checks.
"""
# The docstring should contain a description of the game, to be displayed on the WebHost.
# You must override the "game" field to say the name of the game.
game = "APQuest"
# The WebWorld is a definition class that governs how this world will be displayed on the website.
web = web_world.APQuestWebWorld()
# This is how we associate the options defined in our options.py with our world.
# (Note: options.py has been imported as "apquest_options" at the top of this file to avoid a name conflict)
options_dataclass = apquest_options.APQuestOptions
options: apquest_options.APQuestOptions # Common mistake: This has to be a colon (:), not an equals sign (=).
# Our world class must have a static location_name_to_id and item_name_to_id defined.
# We define these in regions.py and items.py respectively, so we just set them here.
location_name_to_id = locations.LOCATION_NAME_TO_ID
item_name_to_id = items.ITEM_NAME_TO_ID
# There is always one region that the generator starts from & assumes you can always go back to.
# This defaults to "Menu", but you can change it by overriding origin_region_name.
origin_region_name = "Overworld"
# Our world class must have certain functions ("steps") that get called during generation.
# The main ones are: create_regions, set_rules, create_items.
# For better structure and readability, we put each of these in their own file.
def create_regions(self) -> None:
regions.create_and_connect_regions(self)
locations.create_all_locations(self)
def set_rules(self) -> None:
rules.set_all_rules(self)
def create_items(self) -> None:
items.create_all_items(self)
# Our world class must also have a create_item function that can create any one of our items by name at any time.
# We also put this in a different file, the same one that create_items is in.
def create_item(self, name: str) -> items.APQuestItem:
return items.create_item_with_correct_classification(self, name)
# For features such as item links and panic-method start inventory, AP may ask your world to create extra filler.
# The way it does this is by calling get_filler_item_name.
# For this purpose, your world *must* have at least one infinitely repeatable item (usually filler).
# You must override this function and return this infinitely repeatable item's name.
# In our case, we defined a function called get_random_filler_item_name for this purpose in our items.py.
def get_filler_item_name(self) -> str:
return items.get_random_filler_item_name(self)
# There may be data that the game client will need to modify the behavior of the game.
# This is what slot_data exists for. Upon every client connection, the slot's slot_data is sent to the client.
# slot_data is just a dictionary using basic types, that will be converted to json when sent to the client.
def fill_slot_data(self) -> Mapping[str, Any]:
# If you need access to the player's chosen options on the client side, there is a helper for that.
return self.options.as_dict(
"hard_mode", "hammer", "extra_starting_chest", "confetti_explosiveness", "player_sprite"
)