Recheck region access when sweeping for crystal state succeeds.
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@@ -465,6 +465,7 @@ class CollectionState(object):
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def spread_crystal_access(self, region, crystal, rrp, ccr, player):
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queue = deque([(region, crystal)])
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visited = set()
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updated = False
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while len(queue) > 0:
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region, crystal = queue.popleft()
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visited.add(region)
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@@ -478,8 +479,10 @@ class CollectionState(object):
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current_crystal = ccr[connect]
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new_crystal = current_crystal | (crystal & (door.crystal or CrystalBarrier.Either))
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if current_crystal != new_crystal:
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updated = True
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ccr[connect] = new_crystal
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queue.append((connect, new_crystal))
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return updated
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def copy(self):
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ret = CollectionState(self.world)
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@@ -509,13 +512,17 @@ class CollectionState(object):
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def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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if self.stale[player]:
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self.update_reachable_regions(player)
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dungeon_regions = self.blocked_color_regions[player]
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ccr = self.colored_regions[player]
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for region in dungeon_regions.copy():
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if region in ccr.keys():
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self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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updated = True
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while updated:
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if self.stale[player]:
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self.update_reachable_regions(player)
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updated = False
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dungeon_regions = self.blocked_color_regions[player]
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ccr = self.colored_regions[player]
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for region in dungeon_regions.copy():
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if region in ccr.keys():
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updated |= self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = updated
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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