Fix can_beat_game error
Add start_region awareness to door finder combinations Added dungeon table
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@@ -4,7 +4,7 @@ from collections import defaultdict, deque
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from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs, dungeon_prize
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from Dungeons import dungeon_keys, dungeon_bigs, dungeon_table
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from DungeonGenerator import ExplorationState, special_big_key_doors, count_locations_exclude_big_chest, prize_or_event
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from DungeonGenerator import reserved_location, blind_boss_unavail
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@@ -1378,7 +1378,7 @@ def validate_key_layout(key_layout, world, player):
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dungeon_entrance, portal_door = find_outside_connection(region)
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if (len(key_layout.start_regions) > 1 and dungeon_entrance and
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dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']
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and key_layout.key_logic.dungeon in dungeon_prize):
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and dungeon_table[key_layout.key_logic.dungeon].prize):
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state.append_door_to_list(portal_door, state.prize_doors)
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state.prize_door_set[portal_door] = dungeon_entrance
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key_layout.prize_relevant = True
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@@ -1541,7 +1541,7 @@ def create_key_counters(key_layout, world, player):
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dungeon_entrance, portal_door = find_outside_connection(region)
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if (len(key_layout.start_regions) > 1 and dungeon_entrance and
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dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']
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and key_layout.key_logic.dungeon in dungeon_prize):
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and dungeon_table[key_layout.key_logic.dungeon].prize):
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state.append_door_to_list(portal_door, state.prize_doors)
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state.prize_door_set[portal_door] = dungeon_entrance
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key_layout.prize_relevant = True
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@@ -1966,8 +1966,8 @@ def validate_key_placement(key_layout, world, player):
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len(counter.key_only_locations) + keys_outside
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if key_layout.prize_relevant:
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found_prize = any(x for x in counter.important_locations if '- Prize' in x.name)
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if not found_prize and key_layout.sector.name in dungeon_prize:
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prize_loc = world.get_location(dungeon_prize[key_layout.sector.name], player)
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if not found_prize and dungeon_table[key_layout.sector.name].prize:
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prize_loc = world.get_location(dungeon_table[key_layout.sector.name].prize, player)
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# todo: pyramid fairy only care about crystals 5 & 6
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found_prize = 'Crystal' not in prize_loc.item.name
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else:
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