Made HUGE changes to fish probabilities. I went back and decided to use a lot of vanilla code to determine correct probabilities, and here are the bullet point changes:
Logic now uses vanilla logic to determine available fishes. Fishes are accurate to the Time/Location/Weather/Festival (This fixes things like squids not showing up during the Squid festival until its normal time)
Garbage is better calculated towards what it actually would be. Meaning it will calculate the probabilities of all catch-able items, and then typically count garbage, or a 100% catch-able item towards the end
The probability list now stops when it hits a record that has a 100% catch rate. This means the non-fish calculation in places like the Submarine look much more accurate, and items you would never be able to catch do not show up
Added inherited fish logic to spawn list. Any location that inherits its fish from another location will work correctly
Because of the prior 2 changes, the Submarine and Farm location specific logic was removed and is no longer needed
Updated the Mine logic and included things like always trash with a training rod, and including Curiosity Lure logic
All bait types and tackle should be accounted for in predictions. Challenge Bait, Curiosity Lure and Magic Bait should adjust percentages accordingly
Update Garbage logic. Made it compatible with other mods that use similar context in their fish records. The seaweed from SVE now gets included with garbage as its supposed to. (May have to revert if something that shouldn't be trash starts showing up as trash)
Updated all chance percentages so that they scale to 100% to make sense
Furniture items are included as they now function correctly. In the instance where that's the only item you are guaranteed to catch, the probability window will indicate as such. (I.E. Iridium Krobus will be the only thing on the catch list if all requirements are met)
Updated tackle logic to be more streamlined
I tested it in a lot of scenarios. Night Market, Squid Festival, all mine levels, different farm types, different maps and specific locations. Everything seemed to work as expected and I'm very happy with the final results.
Made HUGE changes to fish probabilities. I went back and decided to use a lot of vanilla code to determine correct probabilities, and here are the bullet point changes:
I tested it in a lot of scenarios. Night Market, Squid Festival, all mine levels, different farm types, different maps and specific locations. Everything seemed to work as expected and I'm very happy with the final results.