import math from typing import Union from Utils import cache_self1 from .base_logic import BaseLogic, BaseLogicMixin from .building_logic import BuildingLogicMixin from .gift_logic import GiftLogicMixin 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 ..content.feature import friendsanity from ..data.villagers_data import Villager from ..stardew_rule import StardewRule, True_, false_, true_ from ..strings.ap_names.mods.mod_items import SVEQuestItem from ..strings.crop_names import Fruit from ..strings.generic_names import Generic from ..strings.gift_names import Gift from ..strings.region_names import Region from ..strings.season_names import Season from ..strings.villager_names import NPC, ModNPC possible_kids = ("Cute Baby", "Ugly Baby") def heart_item_name(npc: Union[str, Villager]) -> str: if isinstance(npc, Villager): npc = npc.name return f"{npc} <3" class RelationshipLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.relationship = RelationshipLogic(*args, **kwargs) class RelationshipLogic(BaseLogic[Union[RelationshipLogicMixin, BuildingLogicMixin, SeasonLogicMixin, TimeLogicMixin, GiftLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]): def can_date(self, npc: str) -> StardewRule: return self.logic.relationship.has_hearts(npc, 8) & self.logic.has(Gift.bouquet) def can_marry(self, npc: str) -> StardewRule: return self.logic.relationship.has_hearts(npc, 10) & self.logic.has(Gift.mermaid_pendant) def can_get_married(self) -> StardewRule: return self.logic.relationship.has_hearts_with_any_bachelor(10) & self.logic.has(Gift.mermaid_pendant) def has_children(self, number_children: int) -> StardewRule: assert number_children >= 0, "Can't have a negative amount of children." if number_children == 0: return True_() if not self.content.features.friendsanity.is_enabled: return self.logic.relationship.can_reproduce(number_children) return self.logic.received_n(*possible_kids, count=number_children) & self.logic.building.has_house(2) def can_reproduce(self, number_children: int = 1) -> StardewRule: assert number_children >= 0, "Can't have a negative amount of children." if number_children == 0: return True_() baby_rules = [self.logic.relationship.can_get_married(), self.logic.building.has_house(2), self.logic.relationship.has_hearts_with_any_bachelor(12), self.logic.relationship.has_children(number_children - 1)] return self.logic.and_(*baby_rules) @cache_self1 def has_hearts_with_any_bachelor(self, hearts: int = 1) -> StardewRule: assert hearts >= 0, f"Can't have a negative hearts with any bachelor." if hearts == 0: return True_() return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts) for name, villager in self.content.villagers.items() if villager.bachelor)) @cache_self1 def has_hearts_with_any(self, hearts: int = 1) -> StardewRule: assert hearts >= 0, f"Can't have a negative hearts with any npc." if hearts == 0: return True_() return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts) for name, villager in self.content.villagers.items())) def has_hearts_with_n(self, amount: int, hearts: int = 1) -> StardewRule: assert hearts >= 0, f"Can't have a negative hearts with any npc." assert amount >= 0, f"Can't have a negative amount of npc." if hearts == 0 or amount == 0: return True_() return self.logic.count(amount, *(self.logic.relationship.has_hearts(name, hearts) for name, villager in self.content.villagers.items())) # Should be cached def has_hearts(self, npc: str, hearts: int = 1) -> StardewRule: assert hearts >= 0, f"Can't have a negative hearts with {npc}." villager = self.content.villagers.get(npc) if villager is None: return false_ if hearts == 0: return true_ heart_steps = self.content.features.friendsanity.get_randomized_hearts(villager) if not heart_steps or hearts > heart_steps[-1]: # Hearts are sorted, bigger is the last one. return self.logic.relationship.can_earn_relationship(npc, hearts) return self.logic.relationship.received_hearts(villager, hearts) # Should be cached def received_hearts(self, villager: Villager, hearts: int) -> StardewRule: heart_item = friendsanity.to_item_name(villager.name) number_required = math.ceil(hearts / self.content.features.friendsanity.heart_size) return self.logic.received(heart_item, number_required) & self.can_meet(villager.name) @cache_self1 def can_meet(self, npc: str) -> StardewRule: villager = self.content.villagers.get(npc) if villager is None: return false_ rules = [self.logic.region.can_reach_any(villager.locations)] if npc == NPC.kent: rules.append(self.logic.time.has_year_two) elif npc == NPC.leo: rules.append(self.logic.received("Island North Turtle")) elif npc == ModNPC.lance: rules.append(self.logic.region.can_reach(Region.volcano_floor_10)) elif npc == ModNPC.apples: rules.append(self.logic.has(Fruit.starfruit)) elif npc == ModNPC.scarlett: scarlett_job = self.logic.received(SVEQuestItem.scarlett_job_offer) scarlett_spring = self.logic.season.has(Season.spring) & self.can_meet(ModNPC.andy) scarlett_summer = self.logic.season.has(Season.summer) & self.can_meet(ModNPC.susan) scarlett_fall = self.logic.season.has(Season.fall) & self.can_meet(ModNPC.sophia) rules.append(scarlett_job & (scarlett_spring | scarlett_summer | scarlett_fall)) elif npc == ModNPC.morgan: rules.append(self.logic.received(SVEQuestItem.morgan_schooling)) elif npc == ModNPC.goblin: rules.append(self.logic.region.can_reach_all((Region.witch_hut, Region.wizard_tower))) return self.logic.and_(*rules) def can_give_loved_gifts_to_everyone(self) -> StardewRule: rules = [] for npc in self.content.villagers: meet_rule = self.logic.relationship.can_meet(npc) rules.append(meet_rule) rules.append(self.logic.gifts.has_any_universal_love) return self.logic.and_(*rules) # Should be cached def can_earn_relationship(self, npc: str, hearts: int = 0) -> StardewRule: assert hearts >= 0, f"Can't have a negative hearts with {npc}." villager = self.content.villagers.get(npc) if villager is None: return false_ if hearts == 0: return True_() rules = [self.logic.relationship.can_meet(npc)] heart_size = self.content.features.friendsanity.heart_size max_randomized_hearts = self.content.features.friendsanity.get_randomized_hearts(villager) if max_randomized_hearts: if hearts > max_randomized_hearts[-1]: rules.append(self.logic.relationship.has_hearts(npc, hearts - 1)) else: previous_heart = max(hearts - heart_size, 0) rules.append(self.logic.relationship.has_hearts(npc, previous_heart)) if hearts > 2 or hearts > heart_size: rules.append(self.logic.season.has(villager.birthday)) if villager.birthday == Generic.any: rules.append(self.logic.season.has_all() | self.logic.time.has_year_three) # push logic back for any birthday-less villager if villager.bachelor: if hearts > 10: rules.append(self.logic.relationship.can_marry(npc)) elif hearts > 8: rules.append(self.logic.relationship.can_date(npc)) return self.logic.and_(*rules)