Retro break up of various options
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@@ -470,7 +470,7 @@ def choose_portals(world, player):
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for dungeon, info in shuffled_info:
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outstanding_portals = list(dungeon_portals[dungeon])
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hc_flag = std_flag and dungeon == 'Hyrule Castle'
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rupee_bow_flag = hc_flag and world.retro[player] # rupee bow
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rupee_bow_flag = hc_flag and world.bow_mode[player].startswith('retro') # rupee bow
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if hc_flag:
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sanc = world.get_portal('Sanctuary', player)
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sanc.destination = True
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@@ -843,7 +843,7 @@ def main_dungeon_pool(dungeon_pool, world, player):
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all_dungeon_items_cnt = len(list(y for x in world.dungeons if x.player == player for y in x.all_items))
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target_items = 34
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if world.retro[player]:
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if world.keyshuffle[player] == 'universal':
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target_items += 1 if world.dropshuffle[player] else 0 # the hc big key
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else:
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target_items += 29 # small keys in chests
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@@ -1248,7 +1248,7 @@ def cross_dungeon(world, player):
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assign_cross_keys(dungeon_builders, world, player)
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all_dungeon_items_cnt = len(list(y for x in world.dungeons if x.player == player for y in x.all_items))
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target_items = 34
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if world.retro[player]:
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if world.keyshuffle[player] == 'universal':
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target_items += 1 if world.dropshuffle[player] else 0 # the hc big key
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else:
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target_items += 29 # small keys in chests
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@@ -1336,7 +1336,7 @@ def filter_key_door_pool(pool, selected_custom):
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def assign_cross_keys(dungeon_builders, world, player):
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logging.getLogger('').info(world.fish.translate("cli", "cli", "shuffling.keydoors"))
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start = time.process_time()
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if world.retro[player]:
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if world.keyshuffle[player] == 'universal':
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remaining = 29
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if world.dropshuffle[player]:
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remaining += 13
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@@ -1424,7 +1424,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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# Last Step: Adjust Small Key Dungeon Pool
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for name, builder in dungeon_builders.items():
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reassign_key_doors(builder, world, player)
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if not world.retro[player]:
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if world.keyshuffle[player] != 'universal':
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log_key_logic(builder.name, world.key_logic[player][builder.name])
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actual_chest_keys = max(builder.key_doors_num - builder.key_drop_cnt, 0)
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dungeon = world.get_dungeon(name, player)
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@@ -1963,7 +1963,7 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl
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# time to re-assign
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reassign_key_doors(small_map, world, player)
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for dungeon_name in pool:
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if not world.retro[player]:
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if world.keyshuffle[player] != 'universal':
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builder = world.dungeon_layouts[player][dungeon_name]
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log_key_logic(builder.name, world.key_logic[player][builder.name])
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if world.doorShuffle[player] != 'basic':
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@@ -2470,7 +2470,7 @@ def reassign_big_key_doors(bk_map, world, player):
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pass # we don't have spiral stairs candidates yet that aren't already key doors
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elif d.type is DoorType.Normal:
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change_door_to_big_key(d, world, player)
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if not world.decoupledoors[player] and d.dest:
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if not world.decoupledoors[player] and d.dest and world.door_type_mode[player] != 'original':
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if d.dest.type in [DoorType.Normal]:
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dest_room = world.get_room(d.dest.roomIndex, player)
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if stateful_door(d.dest, dest_room.kind(d.dest)):
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