Fixed issue with Pyramid Hole not shuffling
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@@ -1029,16 +1029,6 @@ def scramble_holes(world, player):
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('Lost Woods Hideout Exit', 'Lost Woods Hideout (top)'),
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('Lumberjack Tree Exit', 'Lumberjack Tree (top)')]
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if not world.shuffle_ganon:
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if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
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connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
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else:
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connect_two_way(world, 'Inverted Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Inverted Pyramid Hole', 'Pyramid', player)
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else:
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hole_targets.append(('Pyramid Exit', 'Pyramid'))
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if world.mode[player] == 'standard':
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# cannot move uncle cave
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connect_two_way(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
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@@ -1050,18 +1040,31 @@ def scramble_holes(world, player):
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# do not shuffle sanctuary into pyramid hole unless shuffle is crossed
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if world.shuffle[player] == 'crossed':
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hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
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if world.shuffle_ganon:
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random.shuffle(hole_targets)
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exit, target = hole_targets.pop()
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# determine pyramid hole
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if not world.shuffle_ganon:
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if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
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connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
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else:
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connect_two_way(world, 'Inverted Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Inverted Pyramid Hole', 'Pyramid', player)
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else:
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hole_targets.append(('Pyramid Exit', 'Pyramid'))
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random.shuffle(hole_targets)
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exit, target = hole_targets.pop()
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if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
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connect_two_way(world, 'Pyramid Entrance', exit, player)
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connect_entrance(world, 'Pyramid Hole', target, player)
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else:
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connect_two_way(world, 'Inverted Pyramid Entrance', exit, player)
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connect_entrance(world, 'Inverted Pyramid Hole', target, player)
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if world.shuffle[player] != 'crossed':
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hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
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# shuffle the rest
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random.shuffle(hole_targets)
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for entrance, drop in hole_entrances:
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exit, target = hole_targets.pop()
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