Minor standard fix, fix for test suite, made one error less annoying
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@@ -214,7 +214,7 @@ def vanilla_key_logic(world, player):
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key_layout = build_key_layout(builder, start_regions, doors, world, player)
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valid = validate_key_layout(key_layout, world, player)
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if not valid:
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logging.getLogger('').warning('Vanilla key layout not valid %s', builder.name)
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logging.getLogger('').info('Vanilla key layout not valid %s', builder.name)
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builder.key_door_proposal = doors
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if player not in world.key_logic.keys():
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world.key_logic[player] = {}
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@@ -1911,8 +1911,10 @@ def find_inaccessible_regions(world, player):
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def find_accessible_entrances(world, player, builder):
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entrances = [region.name for region in (portal.door.entrance.parent_region for portal in world.dungeon_portals[player]) if region.dungeon.name == builder.name]
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entrances.extend(drop_entrances[builder.name])
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hc_std = False
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if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle':
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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']
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@@ -1937,6 +1939,8 @@ 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 == 'Hyrule Castle Main Gate (North)': # 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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continue
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