Added support for various avianart modes
Uncle boots hints Some key logic re-working unsure if safe
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@@ -301,10 +301,10 @@ def analyze_dungeon(key_layout, world, player):
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key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
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# note to self: this is due to the enough_small_locations function in validate_key_layout_sub_loop
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# I don't like this exception here or there
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elif available < possible_smalls and avail_bigs and non_big_locs > 0:
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max_ctr = find_max_counter(key_layout)
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bk_lockdown = [x for x in max_ctr.free_locations if x not in key_counter.free_locations]
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key_logic.bk_restricted.update(filter_big_chest(bk_lockdown))
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# elif available < possible_smalls and avail_bigs and non_big_locs > 0:
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# max_ctr = find_max_counter(key_layout)
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# bk_lockdown = [x for x in max_ctr.free_locations if x not in key_counter.free_locations]
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# key_logic.bk_restricted.update(filter_big_chest(bk_lockdown))
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# try to relax the rules here? - smallest requirement that doesn't force a softlock
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child_queue = deque()
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for child in key_counter.child_doors.keys():
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@@ -1489,7 +1489,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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# todo: allow more key shuffles - refine placement rules
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# if (not smalls_avail or available_small_locations == 0) and (state.big_key_opened or num_bigs == 0 or available_big_locations == 0):
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found_forced_bk = state.found_forced_bk()
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smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations)
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smalls_done = not smalls_avail # or not enough_small_locations(state, available_small_locations)
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bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk)
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# prize door should not be opened if the boss is reachable - but not reached yet
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allow_for_prize_lock = (key_layout.prize_can_lock and
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