Remove crossworld connections from dungeonsfull (#97)
* Stop inverted dungeonsfull from generating crossworld dungeon connections. * Inverted dungeonsfull fix - Force reusing an existing cave if there are not enough entrances to use a new one. * Enhance mandatory exit logic to ensure they do not block themselves, and also handle boundary conditions that often occur in inverted dungeonsfull * Split invalid connections into normal and inverted
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import random
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# ToDo: With shuffle_ganon option, prevent gtower from linking to an exit only location through a 2 entrance cave.
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from collections import defaultdict
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def link_entrances(world, player):
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			@ -1103,11 +1104,9 @@ def link_inverted_entrances(world, player):
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        # randomize which desert ledge door is a must-exit
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        if random.randint(0, 1) == 0:
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            lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (North)')
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            dp_must_exit = 'Desert Palace Entrance (North)'
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            lw_entrances.append('Desert Palace Entrance (West)')
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        else:
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            lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (West)')
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            dp_must_exit = 'Desert Palace Entrance (West)'
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            lw_entrances.append('Desert Palace Entrance (North)')
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        dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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			@ -1144,12 +1143,9 @@ def link_inverted_entrances(world, player):
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        connect_two_way(world, aga_door, 'Inverted Agahnims Tower Exit', player)
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        dungeon_exits.remove('Inverted Agahnims Tower Exit')
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        all_dungeon_entrances = dw_entrances + lw_entrances 
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        connect_mandatory_exits(world, all_dungeon_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player, dp_must_exit)
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        connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player)
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        remaining_dw_entrances = [i for i in all_dungeon_entrances if i in dw_entrances]
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        remaining_lw_entrances = [i for i in all_dungeon_entrances if i in lw_entrances]
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        connect_caves(world, remaining_lw_entrances, remaining_dw_entrances, dungeon_exits, player)
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        connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player)
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    elif world.shuffle[player] == 'simple':
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        simple_shuffle_dungeons(world, player)
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			@ -1347,11 +1343,9 @@ def link_inverted_entrances(world, player):
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        # randomize which desert ledge door is a must-exit
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        if random.randint(0, 1) == 0:
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            lw_must_exits.append('Desert Palace Entrance (North)')
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            dp_must_exit = 'Desert Palace Entrance (North)'
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            lw_entrances.append('Desert Palace Entrance (West)')
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        else:
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            lw_must_exits.append('Desert Palace Entrance (West)')
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            dp_must_exit = 'Desert Palace Entrance (West)'
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            lw_entrances.append('Desert Palace Entrance (North)')
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        # tavern back door cannot be shuffled yet
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			@ -1414,7 +1408,7 @@ def link_inverted_entrances(world, player):
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        # no dw must exits in inverted, but we randomize whether cave is in light or dark world
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        if random.randint(0, 1) == 0:
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            caves += old_man_house
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            connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player, dp_must_exit)
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            connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
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            try:
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                caves.remove(old_man_house[0])
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            except ValueError: 
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			@ -1423,7 +1417,7 @@ def link_inverted_entrances(world, player):
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                connect_caves(world, lw_entrances, [], old_man_house, player)                
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        else:
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            connect_caves(world, dw_entrances, [], old_man_house, player)
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            connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player, dp_must_exit)
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            connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
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        # place old man, has limited options
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        # exit has to come from specific set of doors, the entrance is free to move about
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			@ -1498,11 +1492,9 @@ def link_inverted_entrances(world, player):
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        # randomize which desert ledge door is a must-exit
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        if random.randint(0, 1) == 0:
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            must_exits.append('Desert Palace Entrance (North)')
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            dp_must_exit = 'Desert Palace Entrance (North)'
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            entrances.append('Desert Palace Entrance (West)')
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        else:
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            must_exits.append('Desert Palace Entrance (West)')
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            dp_must_exit = 'Desert Palace Entrance (West)'
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            entrances.append('Desert Palace Entrance (North)')
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        caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
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			@ -1553,7 +1545,7 @@ def link_inverted_entrances(world, player):
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        #place must-exit caves 
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        connect_mandatory_exits(world, entrances, caves, must_exits, player, dp_must_exit)
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        connect_mandatory_exits(world, entrances, caves, must_exits, player)
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        # place old man, has limited options
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			@ -1917,17 +1909,33 @@ def connect_random(world, exitlist, targetlist, player, two_way=False):
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            connect_entrance(world, exit, target, player)
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def connect_mandatory_exits(world, entrances, caves, must_be_exits, player, dp_must_exit=None):
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def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
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    """This works inplace"""
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    random.shuffle(entrances)
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    random.shuffle(caves)
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    # Keeps track of entrances that cannot be used to access each exit / cave
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    if world.mode[player] == 'inverted':
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        invalid_connections = Inverted_Must_Exit_Invalid_Connections.copy()
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    else:
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        invalid_connections = Must_Exit_Invalid_Connections.copy()
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    invalid_cave_connections = defaultdict(set)
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    # Handle inverted Aga Tower - if it depends on connections, then so does Hyrule Castle Ledge
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    if world.mode[player] == 'inverted':
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        for entrance in invalid_connections:
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            if world.get_entrance(entrance, player).connected_region == world.get_region('Inverted Agahnims Tower', player):
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                for exit in invalid_connections[entrance]:
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                    invalid_connections[exit] = invalid_connections[exit].union({'Inverted Ganons Tower', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'})
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                break
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    used_caves = []
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    required_entrances = 0  # Number of entrances reserved for used_caves
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    while must_be_exits:
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        exit = must_be_exits.pop()
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        # find multi exit cave
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        cave = None
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        for candidate in caves:
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            if not isinstance(candidate, str):
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            if not isinstance(candidate, str) and (candidate in used_caves or len(candidate) < len(entrances) - required_entrances - 1):
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                cave = candidate
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                break
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			@ -1937,29 +1945,46 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player, dp_m
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        # all caves are sorted so that the last exit is always reachable
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        connect_two_way(world, exit, cave[-1], player)
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        if len(cave) == 2:
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            entrance = entrances.pop()
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            # ToDo Better solution, this is a hot fix. Do not connect both sides of trock/desert ledge only to each other
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            if world.mode[player] != 'inverted' and entrance == 'Dark Death Mountain Ledge (West)':
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                new_entrance = entrances.pop()
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                entrances.append(entrance)
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                entrance = new_entrance
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            if world.mode[player] == 'inverted' and entrance == dp_must_exit:
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                new_entrance = entrances.pop()
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                entrances.append(entrance)
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                entrance = new_entrance
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            entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit] and e not in invalid_cave_connections[tuple(cave)])
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            entrances.remove(entrance)
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            connect_two_way(world, entrance, cave[0], player)
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            if cave in used_caves:
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                required_entrances -= 2
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                used_caves.remove(cave)
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            if entrance in invalid_connections:
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                for exit2 in invalid_connections[entrance]:
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                    invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit]).union(invalid_cave_connections[tuple(cave)])
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        elif cave[-1] == 'Spectacle Rock Cave Exit': #Spectacle rock only has one exit
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            for exit in cave[:-1]:
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                connect_two_way(world,entrances.pop(),exit, player)
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            cave_entrances = []
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            for cave_exit in cave[:-1]:
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                entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit])
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                cave_entrances.append(entrance)
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                entrances.remove(entrance)
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                connect_two_way(world,entrance,cave_exit, player)
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                if entrance not in invalid_connections:
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                    invalid_connections[exit] = set()
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            if all(entrance in invalid_connections for entrance in cave_entrances):
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                new_invalid_connections = invalid_connections[cave_entrances[0]].intersection(invalid_connections[cave_entrances[1]])
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                for exit2 in new_invalid_connections:
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                    invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit])
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        else:#save for later so we can connect to multiple exits
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            if cave in used_caves:
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                required_entrances -= 1
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                used_caves.remove(cave)
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            else:
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                required_entrances += len(cave)-1
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            caves.append(cave[0:-1])
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            random.shuffle(caves)
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            used_caves.append(cave[0:-1])
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            invalid_cave_connections[tuple(cave[0:-1])] = invalid_cave_connections[tuple(cave)].union(invalid_connections[exit])
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        caves.remove(cave)
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    for cave in used_caves:
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        if cave in caves: #check if we placed multiple entrances from this 3 or 4 exit 
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            for exit in cave:
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                connect_two_way(world, entrances.pop(), exit, player)
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            for cave_exit in cave:
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                entrance = next(e for e in entrances[::-1] if e not in invalid_cave_connections[tuple(cave)])
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                invalid_cave_connections[tuple(cave)] = set()
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                entrances.remove(entrance)
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                connect_two_way(world, entrance, cave_exit, player)
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            caves.remove(cave)
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			@ -2815,6 +2840,26 @@ Isolated_LH_Doors = ['Kings Grave',
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                     'Dark World Hammer Peg Cave',
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                     'Turtle Rock Isolated Ledge Entrance']
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# Entrances that cannot be used to access a must_exit entrance - symmetrical to allow reverse lookups
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Must_Exit_Invalid_Connections = defaultdict(set, {
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    'Dark Death Mountain Ledge (East)': {'Dark Death Mountain Ledge (West)', 'Mimic Cave'},
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    'Dark Death Mountain Ledge (West)': {'Dark Death Mountain Ledge (East)', 'Mimic Cave'},
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    'Mimic Cave': {'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)'},
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    'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'},
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    'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'},
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    'Skull Woods Second Section Door (West)': {'Skull Woods Final Section'},
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    'Skull Woods Final Section': {'Skull Woods Second Section Door (West)'},
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})
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Inverted_Must_Exit_Invalid_Connections = defaultdict(set, {
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    'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'},
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    'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'},
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    'Desert Palace Entrance (North)': {'Desert Palace Entrance (West)'},
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    'Desert Palace Entrance (West)': {'Desert Palace Entrance (North)'},
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    'Inverted Ganons Tower': {'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'},
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    'Hyrule Castle Entrance (West)': {'Hyrule Castle Entrance (East)', 'Inverted Ganons Tower'},
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    'Hyrule Castle Entrance (East)': {'Hyrule Castle Entrance (West)', 'Inverted Ganons Tower'},
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})
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# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
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mandatory_connections = [('Links House S&Q', 'Links House'),
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                         ('Sanctuary S&Q', 'Sanctuary'),
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