Fix deterministic issues in repeat seed generation
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@@ -1658,7 +1658,8 @@ class Entrance(object):
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from OWEdges import OWTileRegions
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from OverworldShuffle import ow_connections
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owid = OWTileRegions[follower_region.name]
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(mirror_map, other_world) = ow_connections[owid % 0x40]
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(mirror_map_orig, other_world) = ow_connections[owid % 0x40]
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mirror_map = list(mirror_map_orig).copy()
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mirror_map.extend(other_world)
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mirror_exit = None
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while len(mirror_map):
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@@ -1710,7 +1711,8 @@ class Entrance(object):
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from OWEdges import OWTileRegions
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from OverworldShuffle import ow_connections
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owid = OWTileRegions[dest_region.name]
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(mirror_map, other_world) = ow_connections[owid % 0x40]
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(mirror_map_orig, other_world) = ow_connections.copy()[owid % 0x40]
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mirror_map = list(mirror_map_orig).copy()
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mirror_map.extend(other_world)
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mirror_map = [(x, d) for (x, d) in mirror_map if x in [e.name for e in dest_region.exits]]
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# loop thru potential places to leave a mirror portal
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@@ -1820,7 +1820,7 @@ def find_inaccessible_regions(world, player):
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else:
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start_regions = ['Links House', 'Dark Sanctuary Hint']
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regs = convert_regions(start_regions, world, player)
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all_regions = set([r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon])
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all_regions = [r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon]
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visited_regions = set()
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queue = deque(regs)
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while len(queue) > 0:
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@@ -1836,7 +1836,7 @@ def find_inaccessible_regions(world, player):
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if connect and connect not in queue and connect not in visited_regions:
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if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
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queue.append(connect)
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world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
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world.inaccessible_regions[player].extend([r.name for r in all_regions if r not in visited_regions and valid_inaccessible_region(r)])
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if (world.mode[player] == 'inverted') != (0x1b in world.owswaps[player][0] and world.owMixed[player]):
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ledge = world.get_region('Hyrule Castle Ledge', player)
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if any(x for x in ledge.exits if x.connected_region and x.connected_region.name == 'Agahnims Tower Portal'):
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@@ -1,5 +1,5 @@
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import logging
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from collections import defaultdict
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from collections import defaultdict, OrderedDict
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import RaceRandom as random
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from BaseClasses import CollectionState, RegionType
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from OverworldShuffle import build_accessible_region_list
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@@ -432,21 +432,21 @@ def link_entrances(world, player):
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connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (dw_entrances if not invFlag else lw_entrances)]
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connect_inaccessible_regions(world, [], connector_entrances, caves, player)
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if invFlag:
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lw_dungeons = list(set(lw_dungeons) & set(caves))
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lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
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else:
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dw_dungeons = list(set(dw_dungeons) & set(caves))
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dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
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caves = list(set(Cave_Base) & set(caves)) + (lw_dungeons if not invFlag else dw_dungeons)
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caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + (lw_dungeons if not invFlag else dw_dungeons)
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connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (lw_entrances if not invFlag else dw_entrances)]
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connect_inaccessible_regions(world, connector_entrances, [], caves, player)
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if not invFlag:
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lw_dungeons = list(set(lw_dungeons) & set(caves))
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lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
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else:
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dw_dungeons = list(set(dw_dungeons) & set(caves))
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dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
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lw_dungeons = lw_dungeons + (Old_Man_House if not invFlag else [])
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dw_dungeons = dw_dungeons + ([] if not invFlag else Old_Man_House)
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caves = list(set(Cave_Base) & set(caves)) + DW_Mid_Dungeon_Exits
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caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + DW_Mid_Dungeon_Exits
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# place old man, has limited options
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lw_entrances = [e for e in lw_entrances if e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] and e in entrance_pool]
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@@ -1429,10 +1429,10 @@ def place_blacksmith(world, links_house, player):
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if invFlag:
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dark_sanc = world.get_entrance('Dark Sanctuary Hint Exit', player).connected_region.name
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blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
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elif world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
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sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
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blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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if world.shuffle[player] in ['lite', 'lean']:
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blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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@@ -1491,7 +1491,7 @@ def junk_fill_inaccessible(world, player):
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accessible_regions.append(region_name)
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break
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for region_name in accessible_regions.copy():
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accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
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accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
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world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
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# get inaccessible entrances
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@@ -1527,7 +1527,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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accessible_regions.append(region_name)
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break
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for region_name in accessible_regions.copy():
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accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
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accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
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world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
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# split inaccessible into 2 lists for each world
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@@ -1665,12 +1665,12 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
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new_regions.append(ledge)
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explored_regions.extend(new_regions)
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entrances = set()
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entrances = list()
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for region_name in explored_regions:
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region = base_world.get_region(region_name, player)
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for exit in region.exits:
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if exit.name in entrance_pool and (not exit_rules or exit.access_rule(blank_state)):
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entrances.add(exit.name)
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entrances.append(exit.name)
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return entrances
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@@ -1798,7 +1798,7 @@ Cave_Three_Exits_Base = [('Spectacle Rock Cave Exit (Peak)', 'Spectacle Rock Cav
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Old_Man_House_Base = [('Old Man House Exit (Bottom)', 'Old Man House Exit (Top)')]
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Entrance_Pool_Base = {'Links House',
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Entrance_Pool_Base = ['Links House',
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'Desert Palace Entrance (South)',
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'Desert Palace Entrance (West)',
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'Desert Palace Entrance (East)',
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@@ -1936,9 +1936,9 @@ Entrance_Pool_Base = {'Links House',
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'Skull Woods First Section Hole (West)',
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'Skull Woods First Section Hole (East)',
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'Skull Woods First Section Hole (North)',
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'Pyramid Hole'}
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'Pyramid Hole']
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Exit_Pool_Base = {'Links House Exit',
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Exit_Pool_Base = ['Links House Exit',
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'Desert Palace Exit (South)',
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'Desert Palace Exit (West)',
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'Desert Palace Exit (East)',
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@@ -2076,7 +2076,7 @@ Exit_Pool_Base = {'Links House Exit',
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'Skull Left Drop',
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'Skull Pinball',
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'Skull Pot Circle',
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'Pyramid'}
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'Pyramid']
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# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
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mandatory_connections = [('Links House S&Q', 'Links House'),
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@@ -1,4 +1,5 @@
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import RaceRandom as random, logging, copy
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from collections import OrderedDict
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from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance
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from Regions import mark_dark_world_regions, mark_light_world_regions
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from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OWExitTypes, OpenStd, parallel_links, IsParallel
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@@ -500,7 +501,7 @@ def shuffle_tiles(world, groups, result_list, player):
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exist_dw_regions.extend(dw_regions)
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# check whirlpool parity
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valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(set(new_results[0]) & set({0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f})) % 2 == 0
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valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(OrderedDict.fromkeys(new_results[0] + [0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f])) % 2 == 0
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(exist_owids, exist_lw_regions, exist_dw_regions) = result_list
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exist_owids.extend(new_results[0])
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@@ -809,7 +810,7 @@ def can_reach_smith(world, player):
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def explore_region(region_name, region=None):
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nonlocal found
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explored_regions.add(region_name)
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explored_regions.append(region_name)
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if not found:
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if not region:
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region = world.get_region(region_name, player)
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@@ -838,7 +839,7 @@ def can_reach_smith(world, player):
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blank_state.collect(ItemFactory('Titans Mitts', player), True)
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found = False
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explored_regions = set()
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explored_regions = list()
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explore_region('Links House')
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if not found:
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if not invFlag:
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@@ -867,7 +868,7 @@ def build_sectors(world, player):
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if (any(r in unique_regions for r in explored_regions)):
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for s in range(len(sectors)):
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if (any(r in sectors[s] for r in explored_regions)):
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sectors[s] = set(list(sectors[s]) + list(explored_regions))
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sectors[s] = list(list(sectors[s]) + list(explored_regions))
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break
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else:
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sectors.append(explored_regions)
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@@ -893,7 +894,7 @@ def build_sectors(world, player):
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if (any(r in unique_regions for r in explored_regions)):
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for s2 in range(len(sectors2)):
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if (any(r in sectors2[s2] for r in explored_regions)):
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sectors2[s2] = set(list(sectors2[s2]) + list(explored_regions))
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sectors2[s2] = list(sectors2[s2] + explored_regions)
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break
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else:
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sectors2.append(explored_regions)
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@@ -907,7 +908,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
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from Items import ItemFactory
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def explore_region(region_name, region=None):
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explored_regions.add(region_name)
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explored_regions.append(region_name)
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if not region:
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region = base_world.get_region(region_name, player)
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for exit in region.exits:
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@@ -936,7 +937,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
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blank_state = CollectionState(base_world)
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if base_world.mode[player] == 'standard':
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blank_state.collect(ItemFactory('Zelda Delivered', player), True)
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explored_regions = set()
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explored_regions = list()
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explore_region(start_region)
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return explored_regions
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