Archipelago/worlds/stardew_valley/logic/ability_logic.py

54 lines
2.3 KiB
Python

import typing
from typing import Union
from .base_logic import BaseLogicMixin, BaseLogic
from .mine_logic import MineLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .skill_logic import SkillLogicMixin
from .tool_logic import ToolLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..stardew_rule import StardewRule
from ..strings.region_names import Region
from ..strings.skill_names import Skill, ModSkill
from ..strings.tool_names import ToolMaterial, Tool
if typing.TYPE_CHECKING:
from ..mods.logic.mod_logic import ModLogicMixin
else:
ModLogicMixin = object
class AbilityLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.ability = AbilityLogic(*args, **kwargs)
class AbilityLogic(BaseLogic[Union[AbilityLogicMixin, RegionLogicMixin, ReceivedLogicMixin, ToolLogicMixin, SkillLogicMixin, MineLogicMixin, MagicLogicMixin,
ModLogicMixin]]):
def can_mine_perfectly(self) -> StardewRule:
return self.logic.mine.can_progress_in_the_mines_from_floor(160)
def can_mine_perfectly_in_the_skull_cavern(self) -> StardewRule:
return (self.logic.ability.can_mine_perfectly() &
self.logic.region.can_reach(Region.skull_cavern))
def can_farm_perfectly(self) -> StardewRule:
tool_rule = self.logic.tool.has_tool(Tool.hoe, ToolMaterial.iridium) & self.logic.tool.can_water(4)
return tool_rule & self.logic.skill.has_farming_level(10)
def can_fish_perfectly(self) -> StardewRule:
skill_rule = self.logic.skill.has_level(Skill.fishing, 10)
return skill_rule & self.logic.tool.has_fishing_rod(4)
def can_chop_trees(self) -> StardewRule:
return self.logic.tool.has_tool(Tool.axe) & self.logic.region.can_reach(Region.forest)
def can_chop_perfectly(self) -> StardewRule:
magic_rule = (self.logic.magic.can_use_clear_debris_instead_of_tool_level(3)) & self.logic.mod.skill.has_mod_level(ModSkill.magic, 10)
tool_rule = self.logic.tool.has_tool(Tool.axe, ToolMaterial.iridium)
foraging_rule = self.logic.skill.has_level(Skill.foraging, 10)
region_rule = self.logic.region.can_reach(Region.forest)
return region_rule & ((tool_rule & foraging_rule) | magic_rule)