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