 9b22458f44
			
		
	
	9b22458f44
	
	
	
		
			
			Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
		
			
				
	
	
		
			210 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from functools import cached_property
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| from typing import Union, Tuple
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| 
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| from Utils import cache_self1
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| from .base_logic import BaseLogicMixin, BaseLogic
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| from .combat_logic import CombatLogicMixin
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| from .harvesting_logic import HarvestingLogicMixin
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| from .has_logic import HasLogicMixin
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| from .received_logic import ReceivedLogicMixin
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| from .region_logic import RegionLogicMixin
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| from .season_logic import SeasonLogicMixin
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| from .time_logic import TimeLogicMixin
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| from .tool_logic import ToolLogicMixin
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| from .. import options
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| from ..data.harvest import HarvestCropSource
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| from ..mods.logic.magic_logic import MagicLogicMixin
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| from ..mods.logic.mod_skills_levels import get_mod_skill_levels
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| from ..stardew_rule import StardewRule, True_, False_, true_, And
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| from ..strings.craftable_names import Fishing
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| from ..strings.machine_names import Machine
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| from ..strings.performance_names import Performance
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| from ..strings.quality_names import ForageQuality
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| from ..strings.region_names import Region
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| from ..strings.skill_names import Skill, all_mod_skills
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| from ..strings.tool_names import ToolMaterial, Tool
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| from ..strings.wallet_item_names import Wallet
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| 
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| fishing_regions = (Region.beach, Region.town, Region.forest, Region.mountain, Region.island_south, Region.island_west)
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| vanilla_skill_items = ("Farming Level", "Mining Level", "Foraging Level", "Fishing Level", "Combat Level")
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| 
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| 
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| class SkillLogicMixin(BaseLogicMixin):
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|     def __init__(self, *args, **kwargs):
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|         super().__init__(*args, **kwargs)
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|         self.skill = SkillLogic(*args, **kwargs)
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| 
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| 
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| class SkillLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, TimeLogicMixin, ToolLogicMixin, SkillLogicMixin,
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| CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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| 
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|     # Should be cached
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|     def can_earn_level(self, skill: str, level: int) -> StardewRule:
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|         if level <= 0:
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|             return True_()
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| 
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|         tool_level = (level - 1) // 2
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|         tool_material = ToolMaterial.tiers[tool_level]
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|         months = max(1, level - 1)
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|         months_rule = self.logic.time.has_lived_months(months)
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| 
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|         if self.options.skill_progression != options.SkillProgression.option_vanilla:
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|             previous_level_rule = self.logic.skill.has_level(skill, level - 1)
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|         else:
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|             previous_level_rule = true_
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| 
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|         if skill == Skill.fishing:
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|             xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 3))
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|         elif skill == Skill.farming:
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|             xp_rule = self.can_get_farming_xp & self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
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|         elif skill == Skill.foraging:
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|             xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) |\
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|                       self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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|         elif skill == Skill.mining:
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|             xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \
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|                       self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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|             xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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|         elif skill == Skill.combat:
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|             combat_tier = Performance.tiers[tool_level]
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|             xp_rule = self.logic.combat.can_fight_at_level(combat_tier)
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|             xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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|         elif skill in all_mod_skills:
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|             # Ideal solution would be to add a logic registry, but I'm too lazy.
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|             return previous_level_rule & months_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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|         else:
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|             raise Exception(f"Unknown skill: {skill}")
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| 
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|         return previous_level_rule & months_rule & xp_rule
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| 
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|     # Should be cached
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|     def has_level(self, skill: str, level: int) -> StardewRule:
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|         if level <= 0:
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|             return True_()
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| 
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|         if self.options.skill_progression == options.SkillProgression.option_vanilla:
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|             return self.logic.skill.can_earn_level(skill, level)
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| 
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|         return self.logic.received(f"{skill} Level", level)
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| 
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|     @cache_self1
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|     def has_farming_level(self, level: int) -> StardewRule:
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|         return self.logic.skill.has_level(Skill.farming, level)
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| 
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|     # Should be cached
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|     def has_total_level(self, level: int, allow_modded_skills: bool = False) -> StardewRule:
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|         if level <= 0:
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|             return True_()
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| 
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|         if self.options.skill_progression >= options.SkillProgression.option_progressive:
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|             skills_items = vanilla_skill_items
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|             if allow_modded_skills:
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|                 skills_items += get_mod_skill_levels(self.options.mods)
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|             return self.logic.received_n(*skills_items, count=level)
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| 
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|         months_with_4_skills = max(1, (level // 4) - 1)
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|         months_with_5_skills = max(1, (level // 5) - 1)
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|         rule_with_fishing = self.logic.time.has_lived_months(months_with_5_skills) & self.logic.skill.can_get_fishing_xp
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|         if level > 40:
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|             return rule_with_fishing
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|         return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing
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| 
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|     def has_all_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
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|         if self.options.skill_progression == options.SkillProgression.option_vanilla:
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|             return self.has_total_level(50)
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|         skills_items = vanilla_skill_items
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|         if included_modded_skills:
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|             skills_items += get_mod_skill_levels(self.options.mods)
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|         return And(*[self.logic.received(skill, 10) for skill in skills_items])
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| 
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|     def can_enter_mastery_cave(self) -> StardewRule:
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|         if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
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|             return self.logic.received(Wallet.mastery_of_the_five_ways)
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|         return self.has_all_skills_maxed()
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| 
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|     @cached_property
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|     def can_get_farming_xp(self) -> StardewRule:
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|         sources = self.content.find_sources_of_type(HarvestCropSource)
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|         crop_rules = []
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|         for crop_source in sources:
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|             crop_rules.append(self.logic.harvesting.can_harvest_crop_from(crop_source))
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|         return self.logic.or_(*crop_rules)
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| 
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|     @cached_property
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|     def can_get_foraging_xp(self) -> StardewRule:
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|         tool_rule = self.logic.tool.has_tool(Tool.axe)
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|         tree_rule = self.logic.region.can_reach(Region.forest) & self.logic.season.has_any_not_winter()
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|         stump_rule = self.logic.region.can_reach(Region.secret_woods) & self.logic.tool.has_tool(Tool.axe, ToolMaterial.copper)
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|         return tool_rule & (tree_rule | stump_rule)
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| 
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|     @cached_property
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|     def can_get_mining_xp(self) -> StardewRule:
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|         tool_rule = self.logic.tool.has_tool(Tool.pickaxe)
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|         stone_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.quarry, Region.skull_cavern_25, Region.volcano_floor_5))
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|         return tool_rule & stone_rule
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| 
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|     @cached_property
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|     def can_get_combat_xp(self) -> StardewRule:
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|         tool_rule = self.logic.combat.has_any_weapon()
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|         enemy_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.skull_cavern_25, Region.volcano_floor_5))
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|         return tool_rule & enemy_rule
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| 
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|     @cached_property
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|     def can_get_fishing_xp(self) -> StardewRule:
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|         if self.options.skill_progression >= options.SkillProgression.option_progressive:
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|             return self.logic.skill.can_fish() | self.logic.skill.can_crab_pot
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| 
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|         return self.logic.skill.can_fish()
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| 
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|     # Should be cached
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|     def can_fish(self, regions: Union[str, Tuple[str, ...]] = None, difficulty: int = 0) -> StardewRule:
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|         if isinstance(regions, str):
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|             regions = regions,
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| 
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|         if regions is None or len(regions) == 0:
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|             regions = fishing_regions
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| 
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|         skill_required = min(10, max(0, int((difficulty / 10) - 1)))
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|         if difficulty <= 40:
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|             skill_required = 0
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| 
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|         skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required)
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|         region_rule = self.logic.region.can_reach_any(regions)
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|         # Training rod only works with fish < 50. Fiberglass does not help you to catch higher difficulty fish, so it's skipped in logic.
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|         number_fishing_rod_required = 1 if difficulty < 50 else (2 if difficulty < 80 else 4)
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|         return self.logic.tool.has_fishing_rod(number_fishing_rod_required) & skill_rule & region_rule
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| 
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|     @cache_self1
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|     def can_crab_pot_at(self, region: str) -> StardewRule:
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|         return self.logic.skill.can_crab_pot & self.logic.region.can_reach(region)
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| 
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|     @cached_property
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|     def can_crab_pot(self) -> StardewRule:
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|         crab_pot_rule = self.logic.has(Fishing.bait)
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|         if self.options.skill_progression >= options.SkillProgression.option_progressive:
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|             crab_pot_rule = crab_pot_rule & self.logic.has(Machine.crab_pot)
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|         else:
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|             crab_pot_rule = crab_pot_rule & self.logic.skill.can_get_fishing_xp
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| 
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|         water_region_rules = self.logic.region.can_reach_any(fishing_regions)
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|         return crab_pot_rule & water_region_rules
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| 
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|     def can_forage_quality(self, quality: str) -> StardewRule:
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|         if quality == ForageQuality.basic:
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|             return True_()
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|         if quality == ForageQuality.silver:
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|             return self.has_level(Skill.foraging, 5)
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|         if quality == ForageQuality.gold:
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|             return self.has_level(Skill.foraging, 9)
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|         return False_()
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| 
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|     @cached_property
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|     def can_earn_mastery_experience(self) -> StardewRule:
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|         if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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|             return self.has_all_skills_maxed() & self.logic.time.has_lived_max_months
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|         return self.logic.time.has_lived_max_months
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| 
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|     def has_mastery(self, skill: str) -> StardewRule:
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|         if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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|             return self.can_earn_mastery_experience and self.logic.region.can_reach(Region.mastery_cave)
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|         return self.logic.received(f"{skill} Mastery")
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