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Docs: Make an actual LogicMixin spec & explanation #3975

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72 changes: 69 additions & 3 deletions docs/world api.md
Original file line number Diff line number Diff line change
Expand Up @@ -696,9 +696,75 @@ 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.

Some uses could be to add additional variables to the state object, or to have a custom state machine that gets modified
with the state.
Please do this with caution and only when necessary.
In general, a LogicMixin class should have at least one mutable variable that is tracking some custom state per player,
as well as `init_mixin` and `copy_mixin` functions so that this variable gets initialized and copied correctly when
`CollectionState()` and `CollectionState.copy()` are called respectively.

```python
from BaseClasses import CollectionState, MultiWorld
from worlds.AutoWorld import LogicMixin

class MyGameState(LogicMixin):
mygame_defeatable_enemies: Dict[int, Set[str]] # per player

def init_mixin(self, multiworld: MultiWorld) -> None:
self.mygame_defeatable_enemies = {}

def copy_mixin(self, new_state: CollectionState) -> CollectionState:
# Be careful to make a "deep enough" copy here!
new_state.mygame_defeatable_enemies = {
player: enemies.copy() for player, enemies in self.mygame_defeatable_enemies.items()
}
```

After doing this, you can now access `state.mygame_defeatable_enemies[player]` from your access rules.

Usually, doing this coincides with an override of `World.collect` and `World.remove`, where any time a relevant item is
collected or removed, the custom state variable gets recalculated.
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```python
# __init__.py

def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies |= get_newly_unlocked_enemies(state)
return change

def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies -= get_newly_locked_enemies(state)
return change
```

Using LogicMixin can slow down your code by a lot if you don't use it intelligently.
For example, you can make use of the fact that `collect` should only unlock things, and `remove` should only
lock things.
In our example, we have two different functions: `get_newly_unlocked_enemies` and `get_newly_locked_enemies`.
`get_newly_unlocked_enemies` should only consider enemies that are *not already in the set*
and check whether they were **unlocked**.
`get_newly_locked_enemies` should only consider enemies that are *already in the set*
and check whether they **became locked**.

There are a multitude of other ways you can optimise LogicMixin. Some games use a `mygame_state_is_stale`
variable that they simply set to True in `collect`, `remove`, and `init_mixin`.
The calls to the actual recalculating functions are then moved to the start of the relevant access rules like this:

```python
def can_defeat_enemy(state: CollectionState, player: int, enemy: str) -> bool:
if state.mygame_state_is_stale[player]:
state.mygame_defeatable_enemies = recalculate_defeatable_enemies(state)
state.mygame_state_is_stale[player] = False

return enemy in state.mygame_defeatable_enemies[player]
```

This can help significantly because it is possible for 0 local access rules to be called between two calls to
`collect`, so recalculating on every `collect` is very slow.

Only use LogicMixin if necessary. There are often other ways to achieve what it does, like making clever use of
`state.prog_items`, or using event items, pseudo-regions etc.
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#### pre_fill

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