Added bush crabs to rupee farm logic
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@@ -1089,6 +1089,10 @@ class CollectionState(object):
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rupee_farms = ['Archery Game', '50 Rupee Cave', '20 Rupee Cave']
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rupee_farms = ['Archery Game', '50 Rupee Cave', '20 Rupee Cave']
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bush_crabs = ['Lost Woods East Area', 'Mountain Entry Area']
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pre_aga_bush_crabs = ['Lumberjack Area', 'South Pass Area']
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rock_crabs = ['Desert Pass Area']
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def can_reach_non_bunny(regionname):
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def can_reach_non_bunny(regionname):
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region = self.world.get_region(regionname, player)
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region = self.world.get_region(regionname, player)
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return region.can_reach(self) and ((self.world.mode[player] != 'inverted' and region.is_light_world) or (self.world.mode[player] == 'inverted' and region.is_dark_world) or self.has('Pearl', player))
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return region.can_reach(self) and ((self.world.mode[player] != 'inverted' and region.is_light_world) or (self.world.mode[player] == 'inverted' and region.is_dark_world) or self.has('Pearl', player))
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@@ -1109,6 +1113,22 @@ class CollectionState(object):
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for region in post_aga_tree_pulls:
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for region in post_aga_tree_pulls:
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if can_reach_non_bunny(region):
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if can_reach_non_bunny(region):
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return True
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return True
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# bush crabs (final item isn't considered)
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if self.world.enemy_shuffle[player] != 'none':
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if self.world.prizes[player]['crab'][0] in [0xda, 0xdb]:
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for region in bush_crabs:
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if can_reach_non_bunny(region):
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return True
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if not self.has('Beat Agahnim 1', player):
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for region in pre_aga_bush_crabs:
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if can_reach_non_bunny(region):
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return True
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if self.can_lift_rocks(player) and self.world.prizes[player]['crab'][0] in [0xda, 0xdb]:
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for region in rock_crabs:
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if can_reach_non_bunny(region):
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return True
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return False
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return False
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def can_farm_bombs(self, player):
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def can_farm_bombs(self, player):
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