Removal of indirect connections
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@@ -641,15 +641,6 @@ class CollectionState(object):
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queue.append((conn, new_crystal_state))
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self.path[new_region] = (new_region.name, self.path.get(connection, None))
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# Retry connections if the new region can unblock them
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from EntranceShuffle import indirect_connections
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if new_region.name in indirect_connections:
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new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
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if new_entrance in bc and new_entrance.parent_region in rrp:
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new_crystal_state = rrp[new_entrance.parent_region]
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if (new_entrance, new_crystal_state) not in queue:
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queue.append((new_entrance, new_crystal_state))
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# else those connections that are not accessible yet
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if self.is_small_door(connection):
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door = connection.door if connection.door.smallKey else connection.door.controller
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@@ -2296,30 +2296,6 @@ one_way_ledges = {
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'Ice Lake Ledge (West)',
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'Ice Lake Ledge (East)'}
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}
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indirect_connections = {
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'Turtle Rock Ledge': 'Turtle Rock',
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'Big Bomb Shop': 'Pyramid Crack',
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#'East Dark World': 'Pyramid Fairy',
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'Pyramid Area': 'Pyramid Crack', # HC Ledge/Courtyard
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#'Dark Desert': 'Pyramid Fairy',
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#'Misery Mire Area': 'Pyramid Fairy', # Desert/Checkerboard Ledge
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#'West Dark World': 'Pyramid Fairy',
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#'Dark Chapel Area': 'Pyramid Fairy', # Bonk Rocks
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#'Dark Graveyard North': 'Pyramid Fairy', # Graveyard Ledge/Kings Tomb
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#'South Dark World': 'Pyramid Fairy',
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#'Dig Game Ledge': 'Pyramid Fairy', # Brother House Left
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#'Stumpy Approach Area': 'Pyramid Fairy', # Cave 45
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# Inverted Cases
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#'Light World': 'Pyramid Fairy',
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#'Lost Woods West Area': 'Pyramid Fairy', # Skull Woods Back
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#'East Death Mountain (Top East)': 'Pyramid Fairy', # Floating Island
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#'Blacksmith Area': 'Pyramid Fairy', # Hammerpegs
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#'Forgotten Forest Area': 'Pyramid Fairy', # Shield Shop
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#'Desert Area': 'Pyramid Fairy', # Mire Area
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'Old Man Drop Off': 'Old Man S&Q',
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'Old Man Cave': 'Old Man S&Q'
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}
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# format:
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# Key=Name
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# addr = (door_index, exitdata, ow_flag) # multiexit
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