MultiWorld¶
- class BaseClasses.MultiWorld(players: int)¶
Bases:
object
- class AttributeProxy(rule)¶
Bases:
object
- add_group(name: str, game: str, players: AbstractSet[int] = frozenset({})) Tuple[int, Group] ¶
Create a group with name and return the assigned player ID and group. If a group of this name already exists, the set of players is extended instead of creating a new one.
- can_beat_game(starting_state: CollectionState | None = None) bool ¶
- completion_condition: Dict[int, Callable[[CollectionState], bool]]¶
- debug_types = False¶
- early_items: Dict[int, Dict[str, int]]¶
- exclude_locations: Dict[int, Options.ExcludeLocations]¶
- find_items_in_locations(items: Set[str], player: int, resolve_group_locations: bool = False) List[Location] ¶
- fulfills_accessibility(state: CollectionState | None = None)¶
Check if accessibility rules are fulfilled with current or supplied state.
- game: Dict[int, str]¶
- get_all_ids() Tuple[int, ...] ¶
- get_all_state(use_cache: bool, allow_partial_entrances: bool = False) CollectionState ¶
- get_file_safe_player_name(player: int) str ¶
- get_game_groups(game_name: str) Tuple[int, ...] ¶
- get_game_players(game_name: str) Tuple[int, ...] ¶
- get_game_worlds(game_name: str)¶
- get_name_string_for_object(obj: HasNameAndPlayer) str ¶
- get_out_file_name_base(player: int) str ¶
the base name (without file extension) for each player’s output file for a seed
- get_player_groups(player: int) Set[int] ¶
- get_player_name(player: int) str ¶
- get_reachable_locations(state: CollectionState | None = None, player: int | None = None) List[Location] ¶
- get_sendable_spheres() Iterator[Set[Location]] ¶
yields a set of multiserver sendable locations (location.item.code: int) for each logical sphere
If there are unreachable locations, the last sphere of reachable locations is followed by an empty set, and then a set of all of the unreachable locations.
- get_spheres() Iterator[Set[Location]] ¶
yields a set of locations for each logical sphere
If there are unreachable locations, the last sphere of reachable locations is followed by an empty set, and then a set of all of the unreachable locations.
- get_unfilled_locations_for_players(location_names: List[str], players: Iterable[int])¶
- has_beaten_game(state: CollectionState, player: int | None = None) bool ¶
- is_race: bool = False¶
- item_links: Dict[int, Options.ItemLinks]¶
- link_items() None ¶
Called to link together items in the itempool related to the registered item link groups.
- local_early_items: Dict[int, Dict[str, int]]¶
- local_items: Dict[int, Options.LocalItems]¶
- non_local_items: Dict[int, Options.NonLocalItems]¶
- per_slot_randoms: Utils.DeprecateDict[int, random.Random]¶
Deprecated. Please use self.random instead.
- plando_connections: List¶
- plando_items: List[List[Dict[str, Any]]]¶
- plando_options: PlandoOptions¶
- plando_texts: List[Dict[str, str]]¶
- property player_ids: Tuple[int, ...]¶
- player_name: Dict[int, str]¶
- priority_locations: Dict[int, Options.PriorityLocations]¶
- progression_balancing: Dict[int, Options.ProgressionBalancing]¶
- random: random.Random¶
- regions: RegionManager¶
- register_indirect_condition(region: Region, entrance: Entrance)¶
Report that access to this Region can result in unlocking this Entrance, state.can_reach(Region) in the Entrance’s traversal condition, as opposed to pure transition logic.
- secure()¶
- seed_name: str¶
- set_item_links()¶
- set_options(args: Namespace) None ¶
- set_seed(seed: int | None = None, secure: bool = False, name: str | None = None)¶
- start_hints: Dict[int, Options.StartHints]¶
- start_inventory: Dict[int, Options.StartInventory]¶
- start_inventory_from_pool: Dict[int, Options.StartInventoryPool]¶
- start_location_hints: Dict[int, Options.StartLocationHints]¶
- state: CollectionState¶
- property world_name_lookup¶
- worlds: Dict[int, 'AutoWorld.World']¶