from functools import cached_property from typing import Union from Utils import cache_self1 from .base_logic import BaseLogicMixin, BaseLogic from .has_logic import HasLogicMixin from .received_logic import ReceivedLogicMixin from .region_logic import RegionLogicMixin from ..mods.logic.magic_logic import MagicLogicMixin from ..stardew_rule import StardewRule, False_ from ..strings.ap_names.ap_weapon_names import APWeapon from ..strings.performance_names import Performance valid_weapons = (APWeapon.weapon, APWeapon.sword, APWeapon.club, APWeapon.dagger) class CombatLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.combat = CombatLogic(*args, **kwargs) class CombatLogic(BaseLogic[Union[HasLogicMixin, CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]): @cache_self1 def can_fight_at_level(self, level: str) -> StardewRule: if level == Performance.basic: return self.logic.combat.has_any_weapon | self.logic.magic.has_any_spell() if level == Performance.decent: return self.logic.combat.has_decent_weapon | self.logic.magic.has_decent_spells() if level == Performance.good: return self.logic.combat.has_good_weapon | self.logic.magic.has_good_spells() if level == Performance.great: return self.logic.combat.has_great_weapon | self.logic.magic.has_great_spells() if level == Performance.galaxy: return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells() if level == Performance.maximum: return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells() # Someday we will have the ascended weapons in AP return False_() @cached_property def has_any_weapon(self) -> StardewRule: return self.logic.received_any(*valid_weapons) @cached_property def has_decent_weapon(self) -> StardewRule: return self.logic.or_(*(self.logic.received(weapon, 2) for weapon in valid_weapons)) @cached_property def has_good_weapon(self) -> StardewRule: return self.logic.or_(*(self.logic.received(weapon, 3) for weapon in valid_weapons)) @cached_property def has_great_weapon(self) -> StardewRule: return self.logic.or_(*(self.logic.received(weapon, 4) for weapon in valid_weapons)) @cached_property def has_galaxy_weapon(self) -> StardewRule: return self.logic.or_(*(self.logic.received(weapon, 5) for weapon in valid_weapons)) @cached_property def has_slingshot(self) -> StardewRule: return self.logic.received(APWeapon.slingshot)