Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311)
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@@ -25,7 +25,7 @@ from .options import ToolProgression, BuildingProgression, ExcludeGingerIsland,
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from .stardew_rule import And, StardewRule, true_
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from .stardew_rule.indirect_connection import look_for_indirect_connection
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from .stardew_rule.rule_explain import explain
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from .strings.ap_names.ap_option_names import OptionName
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from .strings.ap_names.ap_option_names import WalnutsanityOptionName
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from .strings.ap_names.community_upgrade_names import CommunityUpgrade
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from .strings.ap_names.mods.mod_items import SVEQuestItem, SVERunes
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from .strings.ap_names.transport_names import Transportation
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@@ -436,7 +436,7 @@ def set_walnut_rules(logic: StardewLogic, multiworld, player, world_options: Sta
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def set_walnut_puzzle_rules(logic: StardewLogic, multiworld, player, world_options):
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if OptionName.walnutsanity_puzzles not in world_options.walnutsanity:
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if WalnutsanityOptionName.puzzles not in world_options.walnutsanity:
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return
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MultiWorldRules.add_rule(multiworld.get_location("Open Golden Coconut", player), logic.has(Geode.golden_coconut))
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@@ -463,14 +463,14 @@ def set_walnut_puzzle_rules(logic: StardewLogic, multiworld, player, world_optio
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def set_walnut_bushes_rules(logic, multiworld, player, world_options):
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if OptionName.walnutsanity_bushes not in world_options.walnutsanity:
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if WalnutsanityOptionName.bushes not in world_options.walnutsanity:
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return
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# I don't think any of the bushes require something special, but that might change with ER
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return
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def set_walnut_dig_spot_rules(logic, multiworld, player, world_options):
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if OptionName.walnutsanity_dig_spots not in world_options.walnutsanity:
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if WalnutsanityOptionName.dig_spots not in world_options.walnutsanity:
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return
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for dig_spot_walnut in locations.locations_by_tag[LocationTags.WALNUTSANITY_DIG]:
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@@ -483,7 +483,7 @@ def set_walnut_dig_spot_rules(logic, multiworld, player, world_options):
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def set_walnut_repeatable_rules(logic, multiworld, player, world_options):
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if OptionName.walnutsanity_repeatables not in world_options.walnutsanity:
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if WalnutsanityOptionName.repeatables not in world_options.walnutsanity:
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return
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for i in range(1, 6):
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MultiWorldRules.set_rule(multiworld.get_location(f"Fishing Walnut {i}", player), logic.tool.has_fishing_rod(1))
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