Simplified tile swap check code
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@@ -299,7 +299,7 @@ class World(object):
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return edge
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return edge
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return None
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return None
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def if_tile_swapped(self, owid, player):
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def is_tile_swapped(self, owid, player):
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return (self.mode[player] == 'inverted') != (owid in self.owswaps[player][0] and self.owMixed[player])
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return (self.mode[player] == 'inverted') != (owid in self.owswaps[player][0] and self.owMixed[player])
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def check_for_door(self, doorname, player):
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def check_for_door(self, doorname, player):
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@@ -1535,7 +1535,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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for region_name in inaccessible_regions.copy():
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for region_name in inaccessible_regions.copy():
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region = world.get_region(region_name, player)
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region = world.get_region(region_name, player)
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if region.type not in [RegionType.LightWorld, RegionType.DarkWorld] or not any((not exit.connected_region and exit.spot_type == 'Entrance') for exit in region.exits) \
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if region.type not in [RegionType.LightWorld, RegionType.DarkWorld] or not any((not exit.connected_region and exit.spot_type == 'Entrance') for exit in region.exits) \
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or (region_name == 'Pyramid Exit Ledge' and world.shuffle[player] != 'insanity' or world.is_tile_swapped(0x1b, player):
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or (region_name == 'Pyramid Exit Ledge' and world.shuffle[player] != 'insanity' or world.is_tile_swapped(0x1b, player)):
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inaccessible_regions.remove(region_name)
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inaccessible_regions.remove(region_name)
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elif region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
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elif region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
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must_exit_regions.append(region_name)
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must_exit_regions.append(region_name)
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