from typing import Union from Utils import cache_self1 from .base_logic import BaseLogicMixin, BaseLogic from .combat_logic import CombatLogicMixin from .received_logic import ReceivedLogicMixin from .region_logic import RegionLogicMixin from .skill_logic import SkillLogicMixin from .tool_logic import ToolLogicMixin from .. import options from ..options import ToolProgression from ..stardew_rule import StardewRule, And, True_ from ..strings.performance_names import Performance from ..strings.region_names import Region from ..strings.skill_names import Skill from ..strings.tool_names import Tool, ToolMaterial class MineLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.mine = MineLogic(*args, **kwargs) class MineLogic(BaseLogic[Union[MineLogicMixin, RegionLogicMixin, ReceivedLogicMixin, CombatLogicMixin, ToolLogicMixin, SkillLogicMixin]]): # Regions def can_mine_in_the_mines_floor_1_40(self) -> StardewRule: return self.logic.region.can_reach(Region.mines_floor_5) def can_mine_in_the_mines_floor_41_80(self) -> StardewRule: return self.logic.region.can_reach(Region.mines_floor_45) def can_mine_in_the_mines_floor_81_120(self) -> StardewRule: return self.logic.region.can_reach(Region.mines_floor_85) def can_mine_in_the_skull_cavern(self) -> StardewRule: return (self.logic.mine.can_progress_in_the_mines_from_floor(120) & self.logic.region.can_reach(Region.skull_cavern)) @cache_self1 def get_weapon_rule_for_floor_tier(self, tier: int): if tier >= 4: return self.logic.combat.can_fight_at_level(Performance.galaxy) if tier >= 3: return self.logic.combat.can_fight_at_level(Performance.great) if tier >= 2: return self.logic.combat.can_fight_at_level(Performance.good) if tier >= 1: return self.logic.combat.can_fight_at_level(Performance.decent) return self.logic.combat.can_fight_at_level(Performance.basic) @cache_self1 def can_progress_in_the_mines_from_floor(self, floor: int) -> StardewRule: tier = floor // 40 rules = [] weapon_rule = self.logic.mine.get_weapon_rule_for_floor_tier(tier) rules.append(weapon_rule) if self.options.tool_progression & ToolProgression.option_progressive: rules.append(self.logic.tool.has_tool(Tool.pickaxe, ToolMaterial.tiers[tier])) if self.options.skill_progression == options.SkillProgression.option_progressive: skill_tier = min(10, max(0, tier * 2)) rules.append(self.logic.skill.has_level(Skill.combat, skill_tier)) rules.append(self.logic.skill.has_level(Skill.mining, skill_tier)) return And(*rules) @cache_self1 def has_mine_elevator_to_floor(self, floor: int) -> StardewRule: if floor < 0: floor = 0 if self.options.elevator_progression != options.ElevatorProgression.option_vanilla: return self.logic.received("Progressive Mine Elevator", floor // 5) return True_() @cache_self1 def can_progress_in_the_skull_cavern_from_floor(self, floor: int) -> StardewRule: tier = floor // 50 rules = [] weapon_rule = self.logic.combat.has_great_weapon rules.append(weapon_rule) if self.options.tool_progression & ToolProgression.option_progressive: rules.append(self.logic.received("Progressive Pickaxe", min(4, max(0, tier + 2)))) if self.options.skill_progression == options.SkillProgression.option_progressive: skill_tier = min(10, max(0, tier * 2 + 6)) rules.extend({self.logic.skill.has_level(Skill.combat, skill_tier), self.logic.skill.has_level(Skill.mining, skill_tier)}) return And(*rules)