Cleanup and generation fix
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@@ -15,7 +15,6 @@ from Items import ItemFactory
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from RoomData import DoorKind, PairedDoor, reset_rooms
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from RoomData import DoorKind, PairedDoor, reset_rooms
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from source.dungeon.DungeonStitcher import GenerationException, generate_dungeon
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from source.dungeon.DungeonStitcher import GenerationException, generate_dungeon
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from source.dungeon.DungeonStitcher import ExplorationState as ExplorationState2
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from source.dungeon.DungeonStitcher import ExplorationState as ExplorationState2
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# from DungeonGenerator import generate_dungeon
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from DungeonGenerator import ExplorationState, convert_regions, pre_validate, determine_required_paths, drop_entrances
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from DungeonGenerator import ExplorationState, convert_regions, pre_validate, determine_required_paths, drop_entrances
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from DungeonGenerator import dungeon_portals, dungeon_drops, connect_doors, count_reserved_locations
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from DungeonGenerator import dungeon_portals, dungeon_drops, connect_doors, count_reserved_locations
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@@ -860,7 +860,7 @@ class ExplorationState(object):
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self.crystal = exp_door.crystal
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self.crystal = exp_door.crystal
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return exp_door
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return exp_door
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def visit_region(self, region, key_region=None, key_checks=False, bk_Flag=False):
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def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False):
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if region.type != RegionType.Dungeon:
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if region.type != RegionType.Dungeon:
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self.crystal = CrystalBarrier.Orange
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self.crystal = CrystalBarrier.Orange
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if self.crystal == CrystalBarrier.Either:
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if self.crystal == CrystalBarrier.Either:
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@@ -881,7 +881,7 @@ class ExplorationState(object):
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self.ttl_locations += 1
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self.ttl_locations += 1
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if location not in self.found_locations:
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if location not in self.found_locations:
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self.found_locations.append(location)
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self.found_locations.append(location)
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if not bk_Flag and (not location.forced_item or 'Big Key' in location.item.name):
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if not bk_flag and (not location.forced_item or 'Big Key' in location.item.name):
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self.bk_found.add(location)
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self.bk_found.add(location)
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if location.name in dungeon_events and location.name not in self.events:
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if location.name in dungeon_events and location.name not in self.events:
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if self.flooded_key_check(location):
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if self.flooded_key_check(location):
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@@ -1445,7 +1445,7 @@ def validate_bk_layout(proposal, builder, start_regions, world, player):
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if loc.forced_big_key():
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if loc.forced_big_key():
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return True
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return True
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else:
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else:
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return len(state.bk_found) > 0
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return state.count_locations_exclude_specials(world, player) > 0
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return False
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return False
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