From df1f3dc7309469714073b1252b3caf8f3d2d1abc Mon Sep 17 00:00:00 2001 From: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Date: Thu, 5 Sep 2024 21:21:24 +0200 Subject: [PATCH] Update docs/apworld_dev_faq.md Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --- docs/apworld_dev_faq.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/apworld_dev_faq.md b/docs/apworld_dev_faq.md index 690265593b..2acb42836f 100644 --- a/docs/apworld_dev_faq.md +++ b/docs/apworld_dev_faq.md @@ -59,7 +59,7 @@ For performance reasons, AP only checks every entrance once. However, if entranc 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. 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. -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". +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". 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. 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.