Fixed polarity for stairs
Some swamp fixes
Prep work for dungeons that can require traversal through overworld - like skull woods
Special case for pinball room so it can be in Skull 2 or Skull 1
Potential PoD stair fix
--Going a down stair in Q1 to a 00 x coord is problematic
PoD stair coordinates
Attempted Swamp layer fix
More swamp fixes
--Note: Left switch resets
Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
* Update Swordless rom writes
* Remove swordless as possible mode in ItemList.py
* Fix inverted HC Ledge access
Added collection state helper methods for determining lw/dw access
Restricted locations where Link's House can be in inverted
Dark Sanc and Link's House can no longer be at the back of Skull Woods
Fixed minor error in inverted bunny rules
* Update Link's House Shuffling in inverted insanity
* More isolated entrances not to put Link's House at
* Fix Link's House in dungeons shuffles
* More dungeons shuffle stuff I forgot
Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side
This rejects layouts where one would appear.
Better blocked door handling:
- Start dungeon layout at the entrance
- Hold off on linking from blocked doors until the end of the dungeon, so they either point deeper in, or get added as a loop.
- Now that we care what the start is, properly handle the fact that dungeons have multiple starts.
Adds ability to make a location for required keys (enemy drops and pots), so the filler knows about them.
Uses the most pessimistic possible rule to make sure you can't keylock yourself in Escape.
Shuffler doesn't respect blocked doors yet so it may create an unbeatable layout, and the item placer will panic. But that's better than silently giving the player something impossible