remove some instances of no longer existing __unicode__
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daccda181e
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2fb419263e
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@ -803,10 +803,10 @@ class Region(object):
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return True
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return True
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def __str__(self):
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def __repr__(self):
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return str(self.__unicode__())
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return self.__str__()
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def __unicode__(self):
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def __str__(self):
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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@ -839,10 +839,10 @@ class Entrance(object):
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self.vanilla = vanilla
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self.vanilla = vanilla
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region.entrances.append(self)
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region.entrances.append(self)
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def __str__(self):
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def __repr__(self):
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return str(self.__unicode__())
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return self.__str__()
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def __unicode__(self):
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def __str__(self):
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world = self.parent_region.world if self.parent_region else None
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world = self.parent_region.world if self.parent_region else None
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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@ -877,10 +877,10 @@ class Dungeon(object):
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def is_dungeon_item(self, item):
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def is_dungeon_item(self, item):
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return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
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return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
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def __str__(self):
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def __repr__(self):
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return str(self.__unicode__())
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return self.__str__()
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def __unicode__(self):
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def __str__(self):
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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class Boss(object):
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class Boss(object):
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@ -915,17 +915,17 @@ class Location(object):
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def can_fill(self, state, item, check_access=True) -> bool:
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def can_fill(self, state, item, check_access=True) -> bool:
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return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (
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return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (
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not check_access or self.can_reach(state)))
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not check_access or self.can_reach(state)))
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def can_reach(self, state) -> bool:
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def can_reach(self, state) -> bool:
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if self.parent_region.can_reach(state) and self.access_rule(state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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return True
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return True
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return False
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return False
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def __str__(self):
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def __repr__(self):
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return str(self.__unicode__())
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return self.__str__()
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def __unicode__(self):
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def __str__(self):
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world = self.parent_region.world if self.parent_region and self.parent_region.world else None
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world = self.parent_region.world if self.parent_region and self.parent_region.world else None
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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@ -969,10 +969,10 @@ class Item(object):
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def compass(self) -> bool:
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def compass(self) -> bool:
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return self.type == 'Compass'
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return self.type == 'Compass'
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def __str__(self):
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def __repr__(self):
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return str(self.__unicode__())
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return self.__str__()
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def __unicode__(self):
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def __str__(self):
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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