import typing from typing import Union from Utils import cache_self1 from .base_logic import BaseLogicMixin, BaseLogic from .grind_logic import GrindLogicMixin from .has_logic import HasLogicMixin from .received_logic import ReceivedLogicMixin from .region_logic import RegionLogicMixin from .season_logic import SeasonLogicMixin from .time_logic import TimeLogicMixin from ..data.shop import ShopSource from ..options import SpecialOrderLocations from ..stardew_rule import StardewRule, True_, HasProgressionPercent, False_, true_ from ..strings.currency_names import Currency from ..strings.region_names import Region, LogicRegion if typing.TYPE_CHECKING: from .shipping_logic import ShippingLogicMixin assert ShippingLogicMixin qi_gem_rewards = ("100 Qi Gems", "50 Qi Gems", "40 Qi Gems", "35 Qi Gems", "25 Qi Gems", "20 Qi Gems", "15 Qi Gems", "10 Qi Gems") class MoneyLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.money = MoneyLogic(*args, **kwargs) class MoneyLogic(BaseLogic[Union[RegionLogicMixin, MoneyLogicMixin, TimeLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin, SeasonLogicMixin, GrindLogicMixin, 'ShippingLogicMixin']]): @cache_self1 def can_have_earned_total(self, amount: int) -> StardewRule: if amount < 1000: return True_() pierre_rule = self.logic.region.can_reach_all((Region.pierre_store, Region.forest)) willy_rule = self.logic.region.can_reach_all((Region.fish_shop, LogicRegion.fishing)) clint_rule = self.logic.region.can_reach_all((Region.blacksmith, Region.mines_floor_5)) robin_rule = self.logic.region.can_reach_all((Region.carpenter, Region.secret_woods)) shipping_rule = self.logic.shipping.can_use_shipping_bin if amount < 2000: selling_any_rule = pierre_rule | willy_rule | clint_rule | robin_rule | shipping_rule return selling_any_rule if amount < 5000: selling_all_rule = (pierre_rule & willy_rule & clint_rule & robin_rule) | shipping_rule return selling_all_rule if amount < 10000: return shipping_rule seed_rules = self.logic.region.can_reach(Region.pierre_store) if amount < 40000: return shipping_rule & seed_rules percent_progression_items_needed = min(90, amount // 20000) return shipping_rule & seed_rules & HasProgressionPercent(self.player, percent_progression_items_needed) @cache_self1 def can_spend(self, amount: int) -> StardewRule: if self.options.starting_money == -1: return True_() return self.logic.money.can_have_earned_total(amount * 5) # Should be cached def can_spend_at(self, region: str, amount: int) -> StardewRule: return self.logic.region.can_reach(region) & self.logic.money.can_spend(amount) @cache_self1 def can_shop_from(self, source: ShopSource) -> StardewRule: season_rule = self.logic.season.has_any(source.seasons) money_rule = self.logic.money.can_spend(source.money_price) if source.money_price is not None else true_ item_rules = [] if source.items_price is not None: for price, item in source.items_price: item_rules.append(self.logic.has(item) & self.logic.grind.can_grind_item(price)) region_rule = self.logic.region.can_reach(source.shop_region) return self.logic.and_(season_rule, money_rule, *item_rules, region_rule) # Should be cached def can_trade(self, currency: str, amount: int) -> StardewRule: if amount == 0: return True_() if currency == Currency.money: return self.can_spend(amount) if currency == Currency.star_token: return self.logic.region.can_reach(LogicRegion.fair) if currency == Currency.qi_coin: return self.logic.region.can_reach(Region.casino) & self.logic.time.has_lived_months(amount // 1000) if currency == Currency.qi_gem: if self.options.special_order_locations & SpecialOrderLocations.value_qi: number_rewards = min(len(qi_gem_rewards), max(1, (amount // 10))) return self.logic.received_n(*qi_gem_rewards, count=number_rewards) number_rewards = 2 return self.logic.received_n(*qi_gem_rewards, count=number_rewards) & self.logic.region.can_reach(Region.qi_walnut_room) & \ self.logic.region.can_reach(Region.saloon) & self.can_have_earned_total(5000) if currency == Currency.golden_walnut: return self.can_spend_walnut(amount) return self.logic.has(currency) & self.logic.grind.can_grind_item(amount) # Should be cached def can_trade_at(self, region: str, currency: str, amount: int) -> StardewRule: if amount == 0: return True_() if currency == Currency.money: return self.logic.money.can_spend_at(region, amount) return self.logic.region.can_reach(region) & self.can_trade(currency, amount) def can_spend_walnut(self, amount: int) -> StardewRule: return False_()