* Stardew Valley Archipelago implementation * fix breaking changes * - Added and Updated Documentation for the game * Removed fun * Remove entire idea of step, due to possible inconsistency with the main AP core * Commented out the desired steps, fix renaming after rebase * Fixed wording * tests now passes on 3.8 * run flake8 * remove dependency so apworld work again * remove dependency for real * - Fix Formatting in the Game Page - Removed disabled Option Descriptions for Entrance Randomizer - Improved Game Page's description of the Arcade Machine buffs - Trimmed down the text on the Options page for Arcade Machines, so that it is smaller * - Removed blankspace * remove player field * remove None check in options * document the scripts * fix pytest warning * use importlib.resources.files * fix * add version requirement to importlib_resources * remove __init__.py from data folder * increment data version * let the __init__.py for 3.9 * use sorted() instead of list() * replace frozenset from fish_data with tuples * remove dependency on pytest * - Add a bit of text to the guide to tell them about how to redeem some received items * - Added a comment about which mod version to use * change single quotes for double quotes * Minimum client version both ways * Changed version number to be more specific. The mod will handle deciding --------- Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
		
			
				
	
	
		
			191 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			191 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import itertools
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from typing import Dict
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from BaseClasses import MultiWorld
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from worlds.generic import Rules as MultiWorldRules
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from . import options, locations
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from .bundles import Bundle
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from .locations import LocationTags
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from .logic import StardewLogic, _And, season_per_skill_level, tool_prices, week_days
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help_wanted_per_season = {
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    1: "Spring",
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    2: "Summer",
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    3: "Fall",
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    4: "Winter",
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    5: "Year Two",
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    6: "Year Two",
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    7: "Year Two",
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    8: "Year Two",
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    9: "Year Two",
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    10: "Year Two",
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}
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def set_rules(multi_world: MultiWorld, player: int, world_options: options.StardewOptions, logic: StardewLogic,
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              current_bundles: Dict[str, Bundle]):
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    summer = multi_world.get_location("Summer", player)
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    all_location_names = list(location.name for location in multi_world.get_locations(player))
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    for floor in range(5, 120 + 5, 5):
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        MultiWorldRules.add_rule(multi_world.get_entrance(f"Dig to The Mines - Floor {floor}", player),
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                                 logic.can_mine_to_floor(floor).simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Enter Quarry", player),
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                             logic.received("Bridge Repair").simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Enter Secret Woods", player),
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                             logic.has_tool("Axe", "Iron").simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Take Bus to Desert", player),
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                             logic.received("Bus Repair").simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Enter Skull Cavern", player),
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                             logic.received("Skull Key").simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Use Desert Obelisk", player),
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                             logic.received("Desert Obelisk").simplify())
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    MultiWorldRules.add_rule(multi_world.get_entrance("Use Island Obelisk", player),
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                             logic.received("Island Obelisk").simplify())
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    # Those checks do not exist if ToolProgression is vanilla
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    if world_options[options.ToolProgression] != options.ToolProgression.option_vanilla:
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        MultiWorldRules.add_rule(multi_world.get_location("Purchase Fiberglass Rod", player),
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                                 (logic.has_skill_level("Fishing", 2) & logic.can_spend_money(1800)).simplify())
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        MultiWorldRules.add_rule(multi_world.get_location("Purchase Iridium Rod", player),
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                                 (logic.has_skill_level("Fishing", 6) & logic.can_spend_money(7500)).simplify())
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        materials = [None, "Copper", "Iron", "Gold", "Iridium"]
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        tool = ["Hoe", "Pickaxe", "Axe", "Watering Can", "Trash Can"]
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        for (previous, material), tool in itertools.product(zip(materials[:4], materials[1:]), tool):
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            if previous is None:
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                MultiWorldRules.add_rule(multi_world.get_location(f"{material} {tool} Upgrade", player),
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                                         (logic.has(f"{material} Ore") &
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                                          logic.can_spend_money(tool_prices[material])).simplify())
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            else:
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                MultiWorldRules.add_rule(multi_world.get_location(f"{material} {tool} Upgrade", player),
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                                         (logic.has(f"{material} Ore") & logic.has_tool(tool, previous) &
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                                          logic.can_spend_money(tool_prices[material])).simplify())
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    # Skills
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    if world_options[options.SkillProgression] != options.SkillProgression.option_vanilla:
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        for i in range(1, 11):
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            MultiWorldRules.set_rule(multi_world.get_location(f"Level {i} Farming", player),
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                                     (logic.received(season_per_skill_level["Farming", i])).simplify())
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            MultiWorldRules.set_rule(multi_world.get_location(f"Level {i} Fishing", player),
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                                     (logic.can_get_fishing_xp() &
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                                      logic.received(season_per_skill_level["Fishing", i])).simplify())
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            MultiWorldRules.add_rule(multi_world.get_location(f"Level {i} Foraging", player),
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                                     logic.received(season_per_skill_level["Foraging", i]).simplify())
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            if i >= 6:
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                MultiWorldRules.add_rule(multi_world.get_location(f"Level {i} Foraging", player),
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                                         logic.has_tool("Axe", "Iron").simplify())
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            MultiWorldRules.set_rule(multi_world.get_location(f"Level {i} Mining", player),
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                                     logic.received(season_per_skill_level["Mining", i]).simplify())
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            MultiWorldRules.set_rule(multi_world.get_location(f"Level {i} Combat", player),
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                                     (logic.received(season_per_skill_level["Combat", i]) &
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                                      logic.has_any_weapon()).simplify())
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    # Bundles
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    for bundle in current_bundles.values():
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        MultiWorldRules.set_rule(multi_world.get_location(bundle.get_name_with_bundle(), player),
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                                 logic.can_complete_bundle(bundle.requirements, bundle.number_required).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Crafts Room", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.CRAFTS_ROOM_BUNDLE]).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Pantry", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.PANTRY_BUNDLE]).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Fish Tank", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.FISH_TANK_BUNDLE]).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Boiler Room", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.BOILER_ROOM_BUNDLE]).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Bulletin Board", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.BULLETIN_BOARD_BUNDLE]).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Complete Vault", player),
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                             _And(logic.can_reach_location(bundle.name)
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                                  for bundle in locations.locations_by_tag[LocationTags.VAULT_BUNDLE]).simplify())
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    # Buildings
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    if world_options[options.BuildingProgression] != options.BuildingProgression.option_vanilla:
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        for building in locations.locations_by_tag[LocationTags.BUILDING_BLUEPRINT]:
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            MultiWorldRules.set_rule(multi_world.get_location(building.name, player),
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                                     logic.building_rules[building.name.replace(" Blueprint", "")].simplify())
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    # Story Quests
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    for quest in locations.locations_by_tag[LocationTags.QUEST]:
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        MultiWorldRules.set_rule(multi_world.get_location(quest.name, player),
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                                 logic.quest_rules[quest.name].simplify())
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    # Help Wanted Quests
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    desired_number_help_wanted: int = world_options[options.HelpWantedLocations] // 7
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    for i in range(1, desired_number_help_wanted + 1):
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        prefix = "Help Wanted:"
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        delivery = "Item Delivery"
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        rule = logic.received(help_wanted_per_season[min(5, i)])
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        fishing_rule = rule & logic.can_fish()
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        slay_rule = rule & logic.has_any_weapon()
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        for j in range(i, i + 4):
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            MultiWorldRules.set_rule(multi_world.get_location(f"{prefix} {delivery} {j}", player),
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                                     rule.simplify())
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        MultiWorldRules.set_rule(multi_world.get_location(f"{prefix} Gathering {i}", player),
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                                 rule.simplify())
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        MultiWorldRules.set_rule(multi_world.get_location(f"{prefix} Fishing {i}", player),
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                                 fishing_rule.simplify())
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        MultiWorldRules.set_rule(multi_world.get_location(f"{prefix} Slay Monsters {i}", player),
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                                 slay_rule.simplify())
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    fish_prefix = "Fishsanity: "
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    for fish_location in locations.locations_by_tag[LocationTags.FISHSANITY]:
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        if fish_location.name in all_location_names:
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            fish_name = fish_location.name[len(fish_prefix):]
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            MultiWorldRules.set_rule(multi_world.get_location(fish_location.name, player),
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                                     logic.has(fish_name).simplify())
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    if world_options[options.BuildingProgression] == options.BuildingProgression.option_progressive_early_shipping_bin:
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        summer.access_rule = summer.access_rule & logic.received("Shipping Bin")
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    # Backpacks
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    if world_options[options.BackpackProgression] != options.BackpackProgression.option_vanilla:
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        MultiWorldRules.add_rule(multi_world.get_location("Large Pack", player),
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                                 logic.can_spend_money(2000).simplify())
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        MultiWorldRules.add_rule(multi_world.get_location("Deluxe Pack", player),
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                                 logic.can_spend_money(10000).simplify())
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    if world_options[options.BackpackProgression] == options.BackpackProgression.option_early_progressive:
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        summer.access_rule = summer.access_rule & logic.received("Progressive Backpack")
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        MultiWorldRules.add_rule(multi_world.get_location("Winter", player),
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                                 logic.received("Progressive Backpack", 2).simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Old Master Cannoli", player),
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                             logic.has("Sweet Gem Berry").simplify())
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    MultiWorldRules.add_rule(multi_world.get_location("Galaxy Sword Shrine", player),
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                             logic.has("Prismatic Shard").simplify())
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    # Traveling Merchant
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    for day in week_days:
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        item_for_day = f"Traveling Merchant: {day}"
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        for i in range(1, 4):
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            location_name = f"Traveling Merchant {day} Item {i}"
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            MultiWorldRules.set_rule(multi_world.get_location(location_name, player),
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                                     logic.received(item_for_day))
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    if world_options[options.ArcadeMachineLocations] == options.ArcadeMachineLocations.option_full_shuffling:
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        MultiWorldRules.add_rule(multi_world.get_entrance("Play Junimo Kart", player),
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                                 (logic.received("Skull Key") & logic.has("Junimo Kart Small Buff")).simplify())
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        MultiWorldRules.add_rule(multi_world.get_entrance("Reach Junimo Kart 2", player),
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                                 logic.has("Junimo Kart Medium Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_entrance("Reach Junimo Kart 3", player),
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                                 logic.has("Junimo Kart Big Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_location("Junimo Kart: Sunset Speedway (Victory)", player),
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                                 logic.has("Junimo Kart Max Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_entrance("Play Journey of the Prairie King", player),
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                                 logic.has("JotPK Small Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_entrance("Reach JotPK World 2", player),
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                                 logic.has("JotPK Medium Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_entrance("Reach JotPK World 3", player),
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                                 logic.has("JotPK Big Buff").simplify())
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        MultiWorldRules.add_rule(multi_world.get_location("Journey of the Prairie King Victory", player),
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                                 logic.has("JotPK Max Buff").simplify())
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