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Update docs/apworld_dev_faq.md
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@@ -59,7 +59,7 @@ For performance reasons, AP only checks every entrance once. However, if entranc
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To account for this case, AP would have to recheck all entrances every time a new region is reached, until no new regions are reached.
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However, there is a way to **manually** define that a *specific* entrance needs to be rechecked during region sweep if a *specific* region is reached during it. This is what an indirect condition is.
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This keeps almost all of the performance upsides. Even a game making heavy use of indirect conditions (See: The Witness) is still way way faster than if it just blanket "rechecked all entrances until nothing new is found".
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This keeps almost all of the performance upsides. Even a game making heavy use of indirect conditions (See: The Witness) is still significantly faster than if it just blanket "rechecked all entrances until nothing new is found".
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The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is simple: They call `region.can_reach` on their respective parent/source region.
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We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules.
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