Lingo: Removed "Reached" event items (#2442)
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			@ -79,12 +79,6 @@ class LingoPlayerLogic:
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            raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
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                            "be enough locations for all of the door items.")
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        # Create an event for every room that represents being able to reach that room.
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        for room_name in ROOMS.keys():
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            roomloc_name = f"{room_name} (Reached)"
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            self.add_location(room_name, PlayerLocation(roomloc_name, None, []))
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            self.EVENT_LOC_TO_ITEM[roomloc_name] = roomloc_name
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        # Create an event for every door, representing whether that door has been opened. Also create event items for
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        # doors that are event-only.
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        for room_name, room_data in DOORS_BY_ROOM.items():
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			@ -66,7 +66,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
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    """
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    Determines whether a panel can be solved
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    """
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    if start_room != room and not state.has(f"{room} (Reached)", world.player):
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    if start_room != room and not state.can_reach(room, "Region", world.player):
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        return False
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    if room == "Second Room" and panel == "ANOTHER TRY" \
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			@ -76,7 +76,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
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    panel_object = PANELS_BY_ROOM[room][panel]
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    for req_room in panel_object.required_rooms:
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        if not state.has(f"{req_room} (Reached)", world.player):
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        if not state.can_reach(req_room, "Region", world.player):
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            return False
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    for req_door in panel_object.required_doors:
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