Support bunny pocket for SW back and voo hammer house
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@@ -550,6 +550,42 @@ class CollectionState(object):
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self.placing_items = None
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# self.trace = None
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def can_reach_from(self, spot, start, player=None):
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old_state = self.copy()
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# old_state.path = {old_state.world.get_region(start, player)}
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old_state.stale[player] = False
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old_state.reachable_regions[player] = dict()
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old_state.blocked_connections[player] = dict()
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rrp = old_state.reachable_regions[player]
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bc = old_state.blocked_connections[player]
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# init on first call - this can't be done on construction since the regions don't exist yet
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start = self.world.get_region(start, player)
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if start in self.reachable_regions[player]:
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rrp[start] = self.reachable_regions[player][start]
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for conn in start.exits:
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bc[conn] = self.blocked_connections[player][conn]
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else:
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rrp[start] = CrystalBarrier.Orange
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for conn in start.exits:
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bc[conn] = CrystalBarrier.Orange
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queue = deque(old_state.blocked_connections[player].items())
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old_state.traverse_world(queue, rrp, bc, player)
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if old_state.world.key_logic_algorithm[player] == 'default':
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unresolved_events = [x for y in old_state.reachable_regions[player] for x in y.locations
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if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
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and x not in old_state.locations_checked and x.can_reach(old_state)]
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unresolved_events = old_state._do_not_flood_the_keys(unresolved_events)
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if len(unresolved_events) == 0:
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old_state.check_key_doors_in_dungeons(rrp, player)
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if self.world.get_region(spot, player) in rrp:
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return True
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else:
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return False
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def update_reachable_regions(self, player):
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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@@ -1274,6 +1310,9 @@ class CollectionState(object):
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def can_superbunny_mirror_with_sword(self, player):
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return self.has_Mirror(player) and self.has_sword(player)
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def can_bunny_pocket(self, player):
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return self.has_Boots(player) and (self.has_Mirror(player) or self.has_bottle(player))
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def collect(self, item, event=False, location=None):
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if location:
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