Docs: Mention indirect_conditions and that they are a *hard requirement* (with a few sharp exception cases) (#3552)
* Docs: Mention indirect_conditions and that they are a *hard requirement* (with hard exception cases) I definitely don't feel like I wrote this in the best way, or in the best place, but it is a precedent that I think is necessary so we can treat it as "the law of the land". * oops * Update world api.md * Update world api.md * Update world api.md * Update docs/world api.md Co-authored-by: Scipio Wright <scipiowright@gmail.com> * I like within more here * Update docs/world api.md Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update world api.md --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@ -303,6 +303,31 @@ generation (entrance randomization).
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An access rule is a function that returns `True` or `False` for a `Location` or `Entrance` based on the current `state`
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(items that have been collected).
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The two possible ways to make a [CollectionRule](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/generic/Rules.py#L10) are:
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- `def rule(state: CollectionState) -> bool:`
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- `lambda state: ... boolean expression ...`
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An access rule can be assigned through `set_rule(location, rule)`.
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Access rules usually check for one of two things.
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- Items that have been collected (e.g. `state.has("Sword", player)`)
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- Locations, Regions or Entrances that have been reached (e.g. `state.can_reach_region("Boss Room")`)
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Keep in mind that entrances and locations implicitly check for the accessibility of their parent region, so you do not need to check explicitly for it.
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#### An important note on Entrance access rules:
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When using `state.can_reach` within an entrance access condition, you must also use `multiworld.register_indirect_condition`.
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For efficiency reasons, every time reachable regions are searched, every entrance is only checked once in a somewhat non-deterministic order.
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This is fine when checking for items using `state.has`, because items do not change during a region sweep.
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However, `state.can_reach` checks for the very same thing we are updating: Regions.
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This can lead to non-deterministic behavior and, in the worst case, even generation failures.
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Even doing `state.can_reach_location` or `state.can_reach_entrance` is problematic, as these functions call `state.can_reach_region` on the respective parent region.
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**Therefore, it is considered unsafe to perform `state.can_reach` from within an access condition for an entrance**, unless you are checking for something that sits in the source region of the entrance.
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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.
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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.
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### Item Rules
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An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
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@ -630,7 +655,7 @@ def set_rules(self) -> None:
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Custom methods can be defined for your logic rules. The access rule that ultimately gets assigned to the Location or
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Entrance should be
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a [`CollectionRule`](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/generic/Rules.py#L9).
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a [`CollectionRule`](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/generic/Rules.py#L10).
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Typically, this is done by defining a lambda expression on demand at the relevant bit, typically calling other
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functions, but this can also be achieved by defining a method with the appropriate format and assigning it directly.
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For an example, see [The Messenger](/worlds/messenger/rules.py).
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