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fix(worlds): accept custom apworlds without archipelago.json - #188
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APContainer.py: APWorldContainer.read_contents falls back to a Manual_<game>_<creator> manifest from data/game.json when archipelago.json is missing, so set_game_names no longer fails generation on a Manual in custom_worlds. Utils.py: discover_custom_world_module drops its duplicate Manual fallback. test/general/test_world_install.py: cover set_game_names with a manifest-less Manual and a non-Manual apworld still raising.
APContainer.py: APWorldContainer.read_contents takes the indexed game for the apworld's module when there is no archipelago.json and it is not a Manual. test/general/test_world_install.py: cover set_game_names serving an indexed apworld without a manifest.
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Scope
Custom apworlds shipped without an
archipelago.json(Manual apworlds, hand-built ones like ror2) no longer make Generate fail withKeyError: "There is no item named 'archipelago.json' in the archive".Description
set_game_namesreads everycustom_worlds/*.apworldmanifest, so one manifest-less file failed every generation, whatever games were requested.APWorldContainer.read_contentsnow falls back, in order, to a Manual'sManual_<game>_<creator>id fromdata/game.json, then to the game the index lists for the apworld's module. Anything else still raises.game; with noworld_versionthe existing precedence rule lets the custom file win over the venv copy, assync_custom_worldalready did.discover_custom_world_moduledrops its own Manual fallback in favour of the container's.