diff --git a/docs/world api.md b/docs/world api.md index 6a45ccbf99..9e3fe67b4f 100644 --- a/docs/world api.md +++ b/docs/world api.md @@ -291,7 +291,7 @@ like entrance randomization in logic. Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions. -There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)), +There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)), from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit"). ### Entrances @@ -331,7 +331,7 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance. You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case. -Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301), +Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304), avoiding the need for indirect conditions at the expense of performance. ### Item Rules