Docs: add a "soft logic" question to apworld_dev_faq.md (#4953)

* add a "soft logic" question to apworld_dev_faq.md

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* add a reminder about progression and how it influences soft logic implementations

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
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Ixrec
2025-05-07 17:20:21 +01:00
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@@ -109,3 +109,16 @@ Common situations where this can happen include:
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.
---
### Some locations are technically possible to check with few or no items, but they'd be very tedious or frustrating. How do worlds deal with this?
Sometimes the game can be modded to skip these locations or make them less tedious. But when this issue is due to a fundamental aspect of the game, then the general answer is "soft logic" (and its subtypes like "combat logic", "money logic", etc.). For example: you can logically require that a player have several helpful items before fighting the final boss, even if a skilled player technically needs no items to beat it. Randomizer logic should describe what's *fun* rather than what's technically possible.
Concrete examples of soft logic include:
- Defeating a boss might logically require health upgrades, damage upgrades, certain weapons, etc. that aren't strictly necessary.
- Entering a high-level area might logically require access to enough other parts of the game that checking other locations should naturally get the player to the soft-required level.
- Buying expensive shop items might logically require access to a place where you can quickly farm money, or logically require access to enough parts of the game that checking other locations should naturally generate enough money without grinding.
Remember that all items referenced by logic (however hard or soft) must be `progression`. Since you typically don't want to turn a ton of `filler` items into `progression` just for this, it's common to e.g. write money logic using only the rare "$100" item, so the dozens of "$1" and "$10" items in your world can remain `filler`.