Strict and Partial key logic implementations with new test suite utility
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44
test/suite/default_key_logic.yaml
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44
test/suite/default_key_logic.yaml
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# Possible improvements: account for items that are possibly in logic
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# Example: Mire Big Key in harmless means all 6 mire smalls required for fire-locked side,
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# if you have access to harmless via:
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# 2 pod smalls + bow, hammer or 3 pod small
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meta:
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players: 1
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settings:
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1:
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key_logic_algorithm: default
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keysanity: True
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crystals_needed_for_gt: 0 # to skip trash fill
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placements:
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1:
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Hobo: Big Key (Misery Mire)
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Waterfall Fairy - Left: Small Key (Misery Mire)
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Waterfall Fairy - Right: Small Key (Misery Mire)
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Palace of Darkness - Big Chest: Hammer
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advanced_placements:
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1:
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# Contrast with partial_2
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- type: Verification
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item: Flippers
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locations:
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Misery Mire - Map Chest: True
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Misery Mire - Main Lobby: True
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Misery Mire - Bridge Chest: True
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Misery Mire - Spike Chest: True
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Misery Mire - Compass Chest: False
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Misery Mire - Big Key Chest: False
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Misery Mire - Boss: False
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# Contrast with partial_3
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- type: Verification
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item: Big Key (Ganons Tower)
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locations:
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Ganons Tower - Big Key Chest: True
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Ganons Tower - Big Key Room - Left: True
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Ganons Tower - Big Key Room - Right: True
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Ganons Tower - Bob's Chest: True
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# Normal logic doesn't allow this placement
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# unless hammer is placed before it - no algorithm does this in non-keysanity, but possible in keysanity
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- type: Verification
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item: Small Key (Palace of Darkness)
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locations:
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Palace of Darkness - Dark Maze - Bottom: True
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