Making crossworld ER modes fill DW inaccessible entrances first rather than combined
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@@ -1528,21 +1528,15 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list)
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connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list)
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# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
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# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
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if world.shuffle[player] in ['lean', 'crossed', 'insanity']:
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pool = [e for e in (lw_entrances if world.shuffle[player] in ['lean', 'crossed', 'insanity'] else dw_entrances) if e in entrance_pool]
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combined_must_exit_regions = list(must_exit_regions + otherworld_must_exit_regions)
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if len(otherworld_must_exit_regions) > 0 and len(pool):
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if len(combined_must_exit_regions) > 0:
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random.shuffle(otherworld_must_exit_regions)
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random.shuffle(combined_must_exit_regions)
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connect_one(otherworld_must_exit_regions[0], pool)
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connect_one(combined_must_exit_regions[0], [e for e in lw_entrances if e in entrance_pool])
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elif len(must_exit_regions) > 0:
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else:
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pool = [e for e in lw_entrances if e in entrance_pool]
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pool = [e for e in dw_entrances if e in entrance_pool]
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if len(pool):
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if len(otherworld_must_exit_regions) > 0 and len(pool):
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random.shuffle(must_exit_regions)
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random.shuffle(otherworld_must_exit_regions)
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connect_one(must_exit_regions[0], pool)
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connect_one(otherworld_must_exit_regions[0], pool)
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elif len(must_exit_regions) > 0:
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pool = [e for e in lw_entrances if e in entrance_pool]
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if len(pool):
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random.shuffle(must_exit_regions)
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connect_one(must_exit_regions[0], pool)
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def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits):
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def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits):
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