from ...strings.craftable_names import Craftable from ...strings.performance_names import Performance from ...strings.skill_names import Skill from ...strings.tool_names import Tool, ToolMaterial from ...strings.ap_names.transport_names import ModTransportation from ...stardew_rule import StardewRule, True_, And from ... import options def can_reach_woods_depth(vanilla_logic, depth: int) -> StardewRule: tier = int(depth / 25) + 1 rules = [] if depth > 10: rules.append(vanilla_logic.has(Craftable.bomb) | vanilla_logic.has_tool(Tool.axe, ToolMaterial.iridium)) if depth > 30: rules.append(vanilla_logic.received(ModTransportation.woods_obelisk)) if depth > 50: rules.append(vanilla_logic.can_do_combat_at_level(Performance.great) & vanilla_logic.can_cook() & vanilla_logic.received(ModTransportation.woods_obelisk)) if vanilla_logic.options.skill_progression == options.SkillProgression.option_progressive: combat_tier = min(10, max(0, tier + 5)) rules.append(vanilla_logic.has_skill_level(Skill.combat, combat_tier)) return And(rules) def has_woods_rune_to_depth(vanilla_logic, floor: int) -> StardewRule: if vanilla_logic.options.elevator_progression == options.ElevatorProgression.option_vanilla: return True_() return vanilla_logic.received("Progressive Woods Obelisk Sigils", count=int(floor / 10)) def can_chop_to_depth(vanilla_logic, floor: int) -> StardewRule: previous_elevator = max(floor - 10, 0) return (has_woods_rune_to_depth(vanilla_logic, previous_elevator) & can_reach_woods_depth(vanilla_logic, previous_elevator))