Total keys fix for key logic
(Basic reductions do not affect amount of keys placed while crossed do)
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@@ -1082,6 +1082,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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# Step 3: Initial valid combination find - reduce flex if needed
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for name, builder in dungeon_builders.items():
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suggested = builder.key_doors_num - builder.key_drop_cnt
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builder.total_keys = builder.key_doors_num
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find_valid_combination(builder, start_regions_map[name], world, player)
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actual_chest_keys = builder.key_doors_num - builder.key_drop_cnt
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if actual_chest_keys < suggested:
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@@ -1098,6 +1099,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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name = builder.name
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logger.debug('Cross Dungeon: Increasing key count by 1 for %s', name)
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builder.key_doors_num += 1
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builder.total_keys = builder.key_doors_num
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result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False)
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if result:
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remaining -= 1
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@@ -1391,7 +1393,7 @@ def shuffle_key_doors(builder, world, player):
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skips.append(world.get_door(dp.door_a, player))
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break
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num_key_doors += 1
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builder.key_doors_num = num_key_doors
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builder.key_doors_num = builder.total_keys = num_key_doors
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find_small_key_door_candidates(builder, start_regions, world, player)
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find_valid_combination(builder, start_regions, world, player)
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reassign_key_doors(builder, world, player)
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@@ -1190,6 +1190,7 @@ class DungeonBuilder(object):
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self.pre_open_stonewalls = set() # used by stonewall system
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self.candidates = None
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self.total_keys = None
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self.key_doors_num = None
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self.combo_size = None
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self.flex = 0
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@@ -1519,7 +1519,7 @@ def create_key_counters(key_layout, world, player):
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state.key_locations = default_key_counts[key_layout.sector.name]
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else:
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builder = world.dungeon_layouts[player][key_layout.sector.name]
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state.key_locations = builder.key_doors_num - builder.key_drop_cnt
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state.key_locations = builder.total_keys - builder.key_drop_cnt
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state.big_key_special = False
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for region in key_layout.sector.regions:
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for location in region.locations:
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