def get_pool_core(world):
    pool = []
    placed_items = {}
    "\n        # Used to place an item randomly into the pool\n        pool.append('Kokiri Sword')\n        # Used to place a specific item in a specific location\n         placed_items['Kokiri Sword Chest'] = 'Kokiri Sword'\n         # Adds x items to the pool which are not progression items\n        pool.extend(get_junk_item(37))\n        # locations_with_items is a list of key value pairs where\n        #   the key is the location name for an item\n        #   the value is the item being placed at that location\n        placed_items.update(locations_with_items)\n        # tells the logic that you start out with the given item\n        world.state.collect(item)\n    "
    pool.extend(songlist)
    if (world.shuffle_mapcompass == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.dungeon_items]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    if (world.shuffle_smallkeys == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.small_keys]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    if (world.shuffle_bosskeys == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.boss_key]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    return (pool, placed_items)
def get_pool_core(world):
    pool = []
    placed_items = {}
    "\n        # Used to place an item randomly into the pool\n        pool.append('Kokiri Sword')\n        # Used to place a specific item in a specific location\n         placed_items['Kokiri Sword Chest'] = 'Kokiri Sword'\n         # Adds x items to the pool which are not progression items\n        pool.extend(get_junk_item(37))\n        # locations_with_items is a list of key value pairs where\n        #   the key is the location name for an item\n        #   the value is the item being placed at that location\n        placed_items.update(locations_with_items)\n        # tells the logic that you start out with the given item\n        world.state.collect(item)\n    "
    pool.extend(songlist)
    if (world.shuffle_mapcompass == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.dungeon_items]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    if (world.shuffle_smallkeys == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.small_keys]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    if (world.shuffle_bosskeys == 'remove'):
        for item in [item for dungeon in world.dungeons for item in dungeon.boss_key]:
            world.state.collect(item)
            pool.extend(get_junk_item())
    return (pool, placed_items)