Minecraft: fix combat difficulty rules
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			@ -30,27 +30,30 @@ class MinecraftLogic(LogicMixin):
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    def _mc_fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
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        return self.can_reach('Nether Fortress', 'Region', player) and self._mc_basic_combat(player)
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    def _mc_can_brew_potions(self, player: int): 
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    def _mc_can_brew_potions(self, player: int):
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        return self._mc_fortress_loot(player) and self.has('Brewing', player) and self._mc_has_bottle(player)
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    def _mc_can_piglin_trade(self, player: int): 
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        return self._mc_has_gold_ingots(player) and (self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region', player))
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    def _mc_can_piglin_trade(self, player: int):
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        return self._mc_has_gold_ingots(player) and (
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                    self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region',
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                                                                                     player))
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    def _mc_enter_stronghold(self, player: int): 
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    def _mc_enter_stronghold(self, player: int):
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        return self._mc_fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
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    # Difficulty-dependent functions
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    def _mc_combat_difficulty(self, player: int): 
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        return self.world.combat_difficulty[player].get_current_option_name()
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    def _mc_combat_difficulty(self, player: int):
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        return self.world.combat_difficulty[player].get_current_option_name().lower()
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    def _mc_can_adventure(self, player: int):
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        if self._mc_combat_difficulty(player) == 'easy': 
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        if self._mc_combat_difficulty(player) == 'easy':
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            return self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player)
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        elif self._mc_combat_difficulty(player) == 'hard': 
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        elif self._mc_combat_difficulty(player) == 'hard':
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            return True
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        return self.has('Progressive Weapons', player) and (self.has('Ingot Crafting', player) or self.has('Campfire', player))
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        return self.has('Progressive Weapons', player) and (
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                    self.has('Ingot Crafting', player) or self.has('Campfire', player))
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    def _mc_basic_combat(self, player: int): 
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    def _mc_basic_combat(self, player: int):
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        if self._mc_combat_difficulty(player) == 'easy': 
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            return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
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                   self.has('Shield', player) and self._mc_has_iron_ingots(player)
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