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Require the ability to respawn the dragon for all dragon-related advancements
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@@ -888,13 +888,15 @@ class CollectionState(object):
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return self.fortress_loot(player) and normal_kill
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def can_kill_ender_dragon(self, player: int):
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# Since it is possible to kill the dragon without getting any of the advancements related to it, we need to require that it can be respawned.
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respawn_dragon = self.can_reach('The Nether', 'Region', player) and self.has('Ingot Crafting', player)
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if self.combat_difficulty(player) == 'easy':
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return self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.has('Archery', player) and \
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self.can_brew_potions(player) and self.can_enchant(player)
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return respawn_dragon and self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and \
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self.has('Archery', player) and self.can_brew_potions(player) and self.can_enchant(player)
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if self.combat_difficulty(player) == 'hard':
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return (self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
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(self.has('Progressive Weapons', player, 1) and self.has('Bed', player))
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return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
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return respawn_dragon and ((self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
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(self.has('Progressive Weapons', player, 1) and self.has('Bed', player)))
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return respawn_dragon and self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
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def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
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