Fix some dungeon generation errors:
TR fails if the Big Chest entrance is locked behind another dungeon Hyrule Castle fails if the only available entrance is Sanctuary
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@@ -13,7 +13,7 @@ from Dungeons import dungeon_regions, region_starts, split_region_starts, flexib
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from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys
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from Items import ItemFactory
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from RoomData import DoorKind, PairedDoor
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, validate_tr
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder
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from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
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@@ -339,7 +339,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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origin_list = list(builder.entrance_list)
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find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
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origin_list_sans_drops = remove_drop_origins(origin_list)
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if len(origin_list_sans_drops) <= 0:
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if len(origin_list_sans_drops) <= 0 or name == "Turtle Rock" and not validate_tr(name, builder.sectors, origin_list_sans_drops, world, player):
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if last_key == builder.name:
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raise Exception('Infinte loop detected %s' % builder.name)
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sector_queue.append(builder)
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@@ -31,6 +31,25 @@ class GraphPiece:
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self.possible_bk_locations = set()
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# Turtle Rock shouldn't be generated until the Big Chest entrance is reachable
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def validate_tr(name, available_sectors, entrance_region_names, world, player):
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entrance_regions = convert_regions(entrance_region_names, world, player)
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proposed_map = {}
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doors_to_connect = {}
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all_regions = set()
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bk_needed = False
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bk_special = False
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for sector in available_sectors:
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for door in sector.outstanding_doors:
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doors_to_connect[door.name] = door
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all_regions.update(sector.regions)
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bk_needed = bk_needed or determine_if_bk_needed(sector, False, world, player)
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bk_special = bk_special or check_for_special(sector)
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dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map,
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doors_to_connect, bk_needed, bk_special, world, player)
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return check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, False)
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def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player):
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logger = logging.getLogger('')
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entrance_regions = convert_regions(entrance_region_names, world, player)
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@@ -350,7 +350,7 @@ flexible_starts = {
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}
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drop_entrances = [
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'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop' # Pot circle, Back drop have unique access
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'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Sanctuary' # Pot circle, Back drop have unique access
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]
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dungeon_keys = {
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