Simple dungeon revive logic (only considering reviving in the first room for now)
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@@ -39,6 +39,9 @@ def get_invalid_mirror_bunny_entrances():
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yield 'Hookshot Cave'
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yield 'Dark Lake Hylia Ledge Fairy'
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yield 'Dark Lake Hylia Ledge Spike Cave'
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yield 'Palace of Darkness'
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yield 'Misery Mire'
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yield 'Turtle Rock'
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yield 'Bonk Rock Cave'
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yield 'Bonk Fairy (Light)'
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yield '50 Rupee Cave'
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@@ -51,6 +54,10 @@ def get_invalid_mirror_bunny_entrances():
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yield 'Ice Rod Cave'
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yield 'Sanctuary Grave'
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yield 'Kings Grave'
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yield 'Sanctuary Grave'
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yield 'Hyrule Castle Secret Entrance Drop'
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yield 'Skull Woods Second Section Hole'
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yield 'Skull Woods First Section Hole (North)'
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def get_superbunny_accessible_locations():
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@@ -205,17 +212,6 @@ def get_mirror_offset_spots_lw(player):
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yield ('Death Mountain Offset Mirror (Houlihan Exit)', 'Death Mountain', 'Hyrule Castle Ledge', lambda state: state.has_Mirror(player) and state.can_boots_clip_dw(player) and state.has_Pearl(player))
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def get_invalid_bunny_revival_dungeons():
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"""
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Dungeon regions that can't be bunny revived from without superbunny state.
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"""
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yield 'Tower of Hera (Bottom)'
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yield 'Swamp Palace (Entrance)'
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yield 'Turtle Rock (Entrance)'
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yield 'Sanctuary'
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def no_logic_rules(world, player):
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"""
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Add OWG transitions to no logic player's world
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