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Major Content update for Stardew Valley ### Features - New BundleRandomization Value: Meme Bundles - Over 100 custom bundles, designed to be jokes, references, trolls, etc - New Setting: Bundles Per Room modifier - New Setting: Backpack Size - New Setting: Secretsanity - Checks for triggering easter eggs and secrets - New Setting: Moviesanity - Checks for watching movies and sharing snacks with Villagers - New Setting: Eatsanity - Checks for eating items - New Setting: Hatsanity - Checks for wearing Hats - New Setting: Start Without - Allows you to select any combination of various "starting" items, that you will actually not start with. Notably, tools, backpack slots, Day5 unlocks, etc. - New Setting: Allowed Filler Items - Allows you to customize the filler items you'll get - New Setting: Endgame Locations - Checks for various expensive endgame tasks and purchases - New Shipsanity value: Crops and Fish - New Settings: Jojapocalypse and settings to customize it - Bundle Plando: Replaced with BundleWhitelist and BundleBlacklist, for more customization freedom - Added a couple of Host.yaml settings to help hosts allow or ban specific difficult settings that could cause problems if the people don't know what they are signing up for. Plus a truckload of improvements on the mod side, not seen in this PR. ### Removed features - Integration for Stardew Valley Expanded. It is simply disabled, the code is all still there, but I'm extremely tired of providing tech support for it, plus Stardew Valley 1.7 was announced and that will break it again, so I'm done. When a maintainer steps up, it can be re-enabled.
221 lines
10 KiB
Python
221 lines
10 KiB
Python
from functools import cached_property
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from ..content.vanilla.base import base_game
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from ..data.harvest import HarvestCropSource
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from ..stardew_rule import StardewRule, true_, True_, False_
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from ..strings.ap_names.ap_option_names import EatsanityOptionName
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from ..strings.currency_names import Currency
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from ..strings.food_names import Meal
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from ..strings.ingredient_names import Ingredient
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from ..strings.metal_names import Mineral
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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, LogicRegion
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from ..strings.skill_names import Skill, all_mod_skills, all_vanilla_skills
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from ..strings.tool_names import ToolMaterial, Tool, FishingRod
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from ..strings.wallet_item_names import Wallet
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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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class SkillLogic(BaseLogic):
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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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assert level > 0, "There is no level before level 0."
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tool_level = min(5, (level + 1) // 2)
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tool_material = ToolMaterial.tiers[tool_level]
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previous_level_rule = self.logic.skill.has_previous_level(skill, level)
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if skill == Skill.fishing:
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# Not checking crab pot as this is used for not randomized skills logic, for which players need a fishing rod to start gaining xp.
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# We want to cap the tool level at 4, because the advanced iridium rod is excluded from logic.
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tool_level = min(4, tool_level)
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xp_rule = self.logic.tool.has_fishing_rod(FishingRod.tiers[tool_level]) & self.logic.fishing.can_fish_anywhere()
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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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# Tool level starts at 1, so we need to subtract 1 to get the correct performance tier.
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combat_tier = Performance.tiers[tool_level - 1]
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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 & 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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return previous_level_rule & xp_rule
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# Should be cached
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def has_level(self, skill: str, level: int) -> StardewRule:
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assert level >= 0, "There is no level before level 0."
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if level == 0:
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return true_
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if self.content.features.skill_progression.is_progressive:
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if level > 10:
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if skill == Skill.fishing:
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return self.logic.received(f"{skill} Level", 10) & self.has_fishing_buffs_available(level - 10)
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raise f"Cannot reach level {level} {skill}"
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return self.logic.received(f"{skill} Level", level)
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return self.logic.skill.can_earn_level(skill, level)
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def has_fishing_buffs_available(self, buff_levels: int) -> StardewRule:
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eat_rule = self.can_eat_fishing_buff(buff_levels)
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rod_rule = self.logic.tool.has_fishing_rod(FishingRod.advanced_iridium)
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enchant_rule = self.logic.region.can_reach(Region.volcano_floor_10) & self.logic.has(Mineral.prismatic_shard) & self.logic.has(
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Currency.cinder_shard) & self.can_eat_fishing_buff(buff_levels - 1)
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chef_rule = self.logic.region.can_reach(LogicRegion.desert_festival) & self.can_eat_fishing_buff(buff_levels - 3)
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return eat_rule | (rod_rule & enchant_rule) | chef_rule
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def can_eat_fishing_buff(self, buff_levels: int) -> StardewRule:
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enzyme_rule = self.logic.true_
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food_rule = self.logic.true_
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if buff_levels <= 0:
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return self.logic.true_
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if buff_levels >= 6:
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return self.logic.false_
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potential_foods = {
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1: [Meal.maple_bar, Meal.chowder, Meal.trout_soup, Meal.shrimp_cocktail],
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2: [Meal.escargot, Meal.fish_taco],
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3: [Meal.dish_o_the_sea, Meal.fish_stew, Meal.lobster_bisque],
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4: [Meal.seafoam_pudding],
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}
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foods_correct_level = []
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foods_only_with_seasoning_level = []
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for level in potential_foods:
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if level >= buff_levels:
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foods_correct_level.extend(potential_foods[level])
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if level == buff_levels-1:
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foods_only_with_seasoning_level.extend(potential_foods[level])
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normal_food_rule = self.logic.or_(*[self.logic.has(food) for food in foods_correct_level], allow_empty=True)
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qi_seasoning_food_rule = self.logic.has(Ingredient.qi_seasoning) &\
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self.logic.or_(*[self.logic.cooking.can_cook(food) for food in foods_only_with_seasoning_level], allow_empty=True)
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food_rule = normal_food_rule | qi_seasoning_food_rule
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if EatsanityOptionName.lock_effects in self.options.eatsanity:
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enzyme_rule = self.logic.received("Fishing Enzyme", buff_levels)
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return food_rule & enzyme_rule
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def has_previous_level(self, skill: str, level: int) -> StardewRule:
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assert level > 0, "There is no level before level 0."
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if level == 1:
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return true_
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if self.content.features.skill_progression.is_progressive:
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return self.logic.received(f"{skill} Level", level - 1)
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months = max(1, level - 1)
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return self.logic.time.has_lived_months(months)
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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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# 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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if self.content.features.skill_progression.is_progressive:
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skills = base_game.skills
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if allow_modded_skills:
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skills = self.content.skills.values()
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skill_items = [skill.level_name for skill in skills]
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return self.logic.received_n(*skill_items, count=level)
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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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def has_any_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
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skills = self.content.skills.keys() if included_modded_skills else sorted(all_vanilla_skills)
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return self.logic.or_(*(self.logic.skill.has_level(skill, 10) for skill in skills))
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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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@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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@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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@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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@cached_property
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def can_get_fishing_xp(self) -> StardewRule:
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if self.content.features.skill_progression.is_progressive:
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return self.logic.fishing.can_fish_anywhere() | self.logic.fishing.can_crab_pot_anywhere
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return self.logic.fishing.can_fish_anywhere()
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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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def can_earn_mastery(self, skill: str) -> StardewRule:
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# Checking for level 11, so it includes having level 10 and being able to earn xp.
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return self.logic.skill.can_earn_level(skill, 11) & self.logic.region.can_reach(Region.mastery_cave)
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def has_mastery(self, skill: str) -> StardewRule:
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if self.content.features.skill_progression.are_masteries_shuffled:
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return self.logic.received(f"{skill} Mastery")
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return self.logic.skill.can_earn_mastery(skill)
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@cached_property
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def can_enter_mastery_cave(self) -> StardewRule:
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if self.content.features.skill_progression.are_masteries_shuffled:
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return self.logic.received(Wallet.mastery_of_the_five_ways)
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return self.has_any_skills_maxed(included_modded_skills=False)
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