from functools import cached_property from typing import Union, Tuple from Utils import cache_self1 from .base_logic import BaseLogicMixin, BaseLogic from .combat_logic import CombatLogicMixin from .crop_logic import CropLogicMixin 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 .tool_logic import ToolLogicMixin from .. import options from ..data import all_crops from ..mods.logic.magic_logic import MagicLogicMixin from ..mods.logic.mod_skills_levels import get_mod_skill_levels from ..stardew_rule import StardewRule, True_, Or, False_ from ..strings.craftable_names import Fishing from ..strings.machine_names import Machine from ..strings.performance_names import Performance from ..strings.quality_names import ForageQuality from ..strings.region_names import Region from ..strings.skill_names import Skill, all_mod_skills from ..strings.tool_names import ToolMaterial, Tool fishing_regions = (Region.beach, Region.town, Region.forest, Region.mountain, Region.island_south, Region.island_west) class SkillLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.skill = SkillLogic(*args, **kwargs) class SkillLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, TimeLogicMixin, ToolLogicMixin, SkillLogicMixin, CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]): # Should be cached def can_earn_level(self, skill: str, level: int) -> StardewRule: if level <= 0: return True_() tool_level = (level - 1) // 2 tool_material = ToolMaterial.tiers[tool_level] months = max(1, level - 1) months_rule = self.logic.time.has_lived_months(months) if self.options.skill_progression != options.SkillProgression.option_vanilla: previous_level_rule = self.logic.skill.has_level(skill, level - 1) else: previous_level_rule = True_() if skill == Skill.fishing: xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 1)) elif skill == Skill.farming: xp_rule = self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level) elif skill == Skill.foraging: xp_rule = self.logic.tool.has_tool(Tool.axe, tool_material) | self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level) elif skill == Skill.mining: xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \ self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level) xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5) elif skill == Skill.combat: combat_tier = Performance.tiers[tool_level] xp_rule = self.logic.combat.can_fight_at_level(combat_tier) xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5) elif skill in all_mod_skills: # Ideal solution would be to add a logic registry, but I'm too lazy. return self.logic.mod.skill.can_earn_mod_skill_level(skill, level) else: raise Exception(f"Unknown skill: {skill}") return previous_level_rule & months_rule & xp_rule # Should be cached def has_level(self, skill: str, level: int) -> StardewRule: if level <= 0: return True_() if self.options.skill_progression == options.SkillProgression.option_progressive: return self.logic.received(f"{skill} Level", level) return self.logic.skill.can_earn_level(skill, level) @cache_self1 def has_farming_level(self, level: int) -> StardewRule: return self.logic.skill.has_level(Skill.farming, level) # Should be cached def has_total_level(self, level: int, allow_modded_skills: bool = False) -> StardewRule: if level <= 0: return True_() if self.options.skill_progression == options.SkillProgression.option_progressive: skills_items = ("Farming Level", "Mining Level", "Foraging Level", "Fishing Level", "Combat Level") if allow_modded_skills: skills_items += get_mod_skill_levels(self.options.mods) return self.logic.received_n(*skills_items, count=level) months_with_4_skills = max(1, (level // 4) - 1) months_with_5_skills = max(1, (level // 5) - 1) rule_with_fishing = self.logic.time.has_lived_months(months_with_5_skills) & self.logic.skill.can_get_fishing_xp if level > 40: return rule_with_fishing return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing @cached_property def can_get_farming_xp(self) -> StardewRule: crop_rules = [] for crop in all_crops: crop_rules.append(self.logic.crop.can_grow(crop)) return Or(*crop_rules) @cached_property def can_get_foraging_xp(self) -> StardewRule: tool_rule = self.logic.tool.has_tool(Tool.axe) tree_rule = self.logic.region.can_reach(Region.forest) & self.logic.season.has_any_not_winter() stump_rule = self.logic.region.can_reach(Region.secret_woods) & self.logic.tool.has_tool(Tool.axe, ToolMaterial.copper) return tool_rule & (tree_rule | stump_rule) @cached_property def can_get_mining_xp(self) -> StardewRule: tool_rule = self.logic.tool.has_tool(Tool.pickaxe) stone_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.quarry, Region.skull_cavern_25, Region.volcano_floor_5)) return tool_rule & stone_rule @cached_property def can_get_combat_xp(self) -> StardewRule: tool_rule = self.logic.combat.has_any_weapon() enemy_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.skull_cavern_25, Region.volcano_floor_5)) return tool_rule & enemy_rule @cached_property def can_get_fishing_xp(self) -> StardewRule: if self.options.skill_progression == options.SkillProgression.option_progressive: return self.logic.skill.can_fish() | self.logic.skill.can_crab_pot return self.logic.skill.can_fish() # Should be cached def can_fish(self, regions: Union[str, Tuple[str, ...]] = None, difficulty: int = 0) -> StardewRule: if isinstance(regions, str): regions = regions, if regions is None or len(regions) == 0: regions = fishing_regions skill_required = min(10, max(0, int((difficulty / 10) - 1))) if difficulty <= 40: skill_required = 0 skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required) region_rule = self.logic.region.can_reach_any(regions) # Training rod only works with fish < 50. Fiberglass does not help you to catch higher difficulty fish, so it's skipped in logic. number_fishing_rod_required = 1 if difficulty < 50 else (2 if difficulty < 80 else 4) return self.logic.tool.has_fishing_rod(number_fishing_rod_required) & skill_rule & region_rule @cache_self1 def can_crab_pot_at(self, region: str) -> StardewRule: return self.logic.skill.can_crab_pot & self.logic.region.can_reach(region) @cached_property def can_crab_pot(self) -> StardewRule: crab_pot_rule = self.logic.has(Fishing.bait) if self.options.skill_progression == options.SkillProgression.option_progressive: crab_pot_rule = crab_pot_rule & self.logic.has(Machine.crab_pot) else: crab_pot_rule = crab_pot_rule & self.logic.skill.can_get_fishing_xp water_region_rules = self.logic.region.can_reach_any(fishing_regions) return crab_pot_rule & water_region_rules def can_forage_quality(self, quality: str) -> StardewRule: if quality == ForageQuality.basic: return True_() if quality == ForageQuality.silver: return self.has_level(Skill.foraging, 5) if quality == ForageQuality.gold: return self.has_level(Skill.foraging, 9) return False_()