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options api.md

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Archipelago Options API

This document covers some of the generic options available using Archipelago's options handling system.

For more information on where these options go in your world please refer to:

Archipelago will be abbreviated as "AP" from now on.

Option Definitions

Option parsing in AP is done using different Option classes. For each option you would like to have in your game, you need to create:

  • A new option class, with a docstring detailing what the option does, to be exposed to the user.
  • A new entry in the options_dataclass definition for your World. By style and convention, the dataclass attributes should be snake_case.

Option Creation

  • If the option supports having multiple sub_options, such as Choice options, these can be defined with option_value1. Any attributes of the class with a preceding option_ is added to the class's options lookup. The option_ is then stripped for users, so will show as value1 in yaml files. If auto_display_name is True, it will display as Value1 on the webhost.
  • An alternative name can be set for any specific option by setting an alias attribute (i.e. alias_value_1 = option_value1) which will allow users to use either value_1 or value1 in their yaml files, and both will resolve as value1. This should be used when changing options around, i.e. changing a Toggle to a Choice, and defining alias_true = option_full.
  • All options with a fixed set of possible values (i.e. those which inherit from Toggle, (Text)Choice or (Named/Special)Range) support random as a generic option. random chooses from any of the available values for that option, and is reserved by AP. You can set this as your default value, but you cannot define your own option_random. However, you can override from_text and handle text == "random" to customize its behavior or implement it for additional option types.

As an example, suppose we want an option that lets the user start their game with a sword in their inventory, an option to let the player choose the difficulty, and an option to choose how much health the final boss has. Let's create our option classes (with a docstring), give them a display_name, and add them to our game's options dataclass:

# options.py
from dataclasses import dataclass

from Options import Toggle, Range, Choice, PerGameCommonOptions


class StartingSword(Toggle):
    """Adds a sword to your starting inventory."""
    display_name = "Start With Sword"  # this is the option name as it's displayed to the user on the webhost and in the spoiler log


class Difficulty(Choice):
    """Sets overall game difficulty."""
    display_name = "Difficulty"
    option_easy = 0
    option_normal = 1
    option_hard = 2
    alias_beginner = 0  # same as easy but allows the player to use beginner as an alternative for easy in the result in their options
    alias_expert = 2  # same as hard
    default = 1  # default to normal


class FinalBossHP(Range):
    """Sets the HP of the final boss"""
    display_name = "Final Boss HP"
    range_start = 100
    range_end = 10000
    default = 2000


@dataclass
class ExampleGameOptions(PerGameCommonOptions):
    starting_sword: StartingSword
    difficulty: Difficulty
    final_boss_health: FinalBossHP

To then submit this to the multiworld, we add it to our world's __init__.py:

from worlds.AutoWorld import World
from .Options import ExampleGameOptions


class ExampleWorld(World):
    # this gives the generator all the definitions for our options
    options_dataclass = ExampleGameOptions
    # this gives us typing hints for all the options we defined
    options: ExampleGameOptions

Option Checking

Options are parsed by Generate.py before the worlds are created, and then the option classes are created shortly after world instantiation. These are created as attributes on the MultiWorld and can be accessed with self.options.my_option_name. This is an instance of the option class, which supports direct comparison methods to relevant objects (like comparing a Toggle class to a bool). If you need to access the option result directly, this is the option class's value attribute. For our example above we can do a simple check:

if self.options.starting_sword:
    do_some_things()

or if I need a boolean object, such as in my slot_data I can access it as:

start_with_sword = bool(self.options.starting_sword.value)

All numeric options (i.e. Toggle, Choice, Range) can be compared to integers, strings that match their attributes, strings that match the option attributes after "option_" is stripped, and the attributes themselves.

# options.py
class Logic(Choice):
    option_normal = 0
    option_hard = 1
    option_challenging = 2
    option_extreme = 3
    option_insane = 4
    alias_extra_hard = 2
    crazy = 4  # won't be listed as an option and only exists as an attribute on the class

# __init__.py
from .options import Logic

if self.options.logic:
    do_things_for_all_non_normal_logic()
if self.options.logic == 1:
    do_hard_things()
elif self.options.logic == "challenging":
    do_challenging_things()
elif self.options.logic == Logic.option_extreme:
    do_extreme_things()
elif self.options.logic == "crazy":
    do_insane_things()

Generic Option Classes

These options are generically available to every game automatically, but can be overridden for slightly different behavior, if desired. See worlds/soe/Options.py for an example.

Accessibility

Sets rules for availability of locations for the player. Items is for all items available but not necessarily all locations, such as self-locking keys, but needs to be set by the world for this to be different from locations access.

ProgressionBalancing

Algorithm for moving progression items into earlier spheres to make the gameplay experience a bit smoother. Can be overridden if you want a different default value.

LocalItems

Forces the players' items local to their world.

NonLocalItems

Forces the players' items outside their world.

StartInventory

Allows the player to define a dictionary of starting items with item name and quantity.

StartHints

Gives the player starting hints for where the items defined here are.

StartLocationHints

Gives the player starting hints for the items on locations defined here.

ExcludeLocations

Marks locations given here as LocationProgressType.Excluded so that progression items can't be placed on them.

PriorityLocations

Marks locations given here as LocationProgressType.Priority forcing progression items on them.

ItemLinks

Allows users to share their item pool with other players. Currently item links are per game. A link of one game between two players will combine their items in the link into a single item, which then gets replaced with World.create_filler().

Basic Option Classes

Toggle

The example above. This simply has 0 and 1 as its available results with 0 (false) being the default value. Cannot be compared to strings but can be directly compared to True and False.

DefaultOnToggle

Like Toggle, but 1 (true) is the default value.

Choice

A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do comparison methods with the class and strings, so if you have an option_early_sword, this can be compared with:

if self.options.sword_availability == "early_sword":
    do_early_sword_things()

or:

from .Options import SwordAvailability

if self.options.sword_availability == SwordAvailability.option_early_sword:
    do_early_sword_things()

Range

A numeric option allowing a variety of integers including the endpoints. Has a default range_start of 0 and default range_end of 1. Allows for negative values as well. This will always be an integer and has no methods for string comparisons.

NamedRange

Like range but also allows you to define a dictionary of special names the user can use to equate to a specific value. special_range_names can be used to

  • give descriptive names to certain values from within the range
  • add option values above or below the regular range, to be associated with a special meaning

For example:

range_start = 1
range_end = 99
special_range_names = {
    "normal": 20,
    "extreme": 99,
    "unlimited": -1,
}

will let users use the names "normal" or "extreme" in their options selections, but will still return those as integers to you. Useful if you want special handling regarding those specified values.

More Advanced Options

FreeText

This is an option that allows the user to enter any possible string value. Can only be compared with strings, and has no validation step, so if this needs to be validated, you can either add a validation step to the option class or within the world.

TextChoice

Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any user defined string as a valid option, so will either need to be validated by adding a validation step to the option class or within world, if necessary. Value for this class is Union[str, int] so if you need the value at a specified point, self.options.my_option.current_key will always return a string.

PlandoBosses

An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports everything it does, as well as having multiple validation steps to automatically support boss plando from users. If using this class, you must define bosses, a set of valid boss names, and locations, a set of valid boss location names, and def can_place_boss, which passes a boss and location, allowing you to check if that placement is valid for your game. When this function is called, bosses, locations, and the passed strings will all be lowercase. There is also a duplicate_bosses attribute allowing you to define if a boss can be placed multiple times in your world. False by default, and will reject duplicate boss names from the user. For an example of using this class, refer to worlds.alttp.options.py

OptionDict

This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the template. If you set a Schema on the class with schema = Schema(), then the options system will automatically validate the user supplied data against the schema to ensure it's in the correct format.

ItemDict

Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.

OptionList

This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You can define a set of keys in valid_keys, and a default list if you want certain options to be available without editing for this. If valid_keys_casefold is true, the verification will be case-insensitive; verify_item_name will check that each value is a valid item name; andverify_location_name will check that each value is a valid location name.

OptionSet

Like OptionList, but returns a set, preventing duplicates.

ItemSet

Like OptionSet, but will verify that all the items in the set are a valid name for an item for your world.