Split overworld model up by screen
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@@ -478,7 +478,7 @@ def choose_portals(world, player):
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if portal_region.type == RegionType.LightWorld:
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world.get_portal(portal, player).light_world = True
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if name in world.inaccessible_regions[player] or (hc_flag and portal != 'Hyrule Castle South'):
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name_key = 'Desert Ledge' if name == 'Desert Palace Entrance (North) Spot' else name
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name_key = 'Desert Ledge' if name == 'Desert Ledge Keep' else name
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region_map[name_key].append(portal)
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inaccessible_portals.append(portal)
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else:
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@@ -631,7 +631,7 @@ def analyze_portals(world, player):
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if portal_region.type == RegionType.LightWorld:
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world.get_portal(portal, player).light_world = True
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if name in world.inaccessible_regions[player]:
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name_key = 'Desert Ledge' if name == 'Desert Palace Entrance (North) Spot' else name
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name_key = 'Desert Ledge' if name == 'Desert Ledge Keep' else name
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region_map[name_key].append(portal)
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inaccessible_portals.append(portal)
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else:
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@@ -3368,7 +3368,7 @@ def find_accessible_entrances(world, player, builder):
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hc_std = True
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start_regions = ['Hyrule Castle Courtyard']
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elif world.mode[player] != 'inverted':
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start_regions = ['Links House', 'Sanctuary', 'East Dark World']
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start_regions = ['Links House', 'Sanctuary', 'Pyramid Area']
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else:
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start_regions = ['Links House', 'Dark Sanctuary Hint', 'Hyrule Castle Ledge']
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regs = convert_regions(start_regions, world, player)
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@@ -3390,7 +3390,7 @@ def find_accessible_entrances(world, player, builder):
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if connect not in queue and connect not in visited_regions:
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queue.append(connect)
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for ext in next_region.exits:
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if hc_std and ext.name in ['Hyrule Castle Main Gate (North)', 'Castle Gate Teleporter', 'Hyrule Castle Ledge Drop']: # just skip it
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if hc_std and ext.name in ['Hyrule Castle Main Gate (North)', 'Castle Gate Teleporter (Inner)', 'Hyrule Castle Ledge Drop']: # just skip it
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continue
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connect = ext.connected_region
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if connect is None or ext.door and ext.door.blocked:
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