From 798556fd3fb95915060921ddc3c38eaf26726910 Mon Sep 17 00:00:00 2001 From: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Date: Mon, 28 Oct 2024 21:16:47 +0100 Subject: [PATCH] Update world api.md --- docs/world api.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/world api.md b/docs/world api.md index 5350e3cfe0..489a9a08a1 100644 --- a/docs/world api.md +++ b/docs/world api.md @@ -696,10 +696,10 @@ When importing a file that defines a class that inherits from `worlds.AutoWorld. is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing world since the namespace is shared with all other logic mixins. -LogicMixin is handy when your logic is described better by an abstraction layer than specific location-item relationships. +LogicMixin is handy when your logic is more complex than one-to-one location-item relationships. A game in which "The red key opens the red door" can just express this relationship directly through a one-line access rule. -On the other hand, in a game with a heavy focus on combat, the main logical consideration might be which enemies you can defeat -with your items. +Instead, consider a game with a heavy focus on combat, where the main logical consideration might be which enemies +you can defeat with your items. There could be dozens of weapons, armor pieces or consumables that each improve your ability to defeat specific enemies to varying degrees. It would be useful to be able to track "defeatable enemies" as a state variable, and have this variable be recalculated "when necessary" based on newly collected / removed items.