Archipelago/worlds/stardew_valley/mods/logic/item_logic.py

154 lines
12 KiB
Python

from typing import Dict, Union
from ..mod_data import ModNames
from ... import options
from ...data.craftable_data import all_crafting_recipes_by_name
from ...logic.base_logic import BaseLogicMixin, BaseLogic
from ...logic.combat_logic import CombatLogicMixin
from ...logic.cooking_logic import CookingLogicMixin
from ...logic.crafting_logic import CraftingLogicMixin
from ...logic.farming_logic import FarmingLogicMixin
from ...logic.fishing_logic import FishingLogicMixin
from ...logic.has_logic import HasLogicMixin
from ...logic.money_logic import MoneyLogicMixin
from ...logic.museum_logic import MuseumLogicMixin
from ...logic.quest_logic import QuestLogicMixin
from ...logic.received_logic import ReceivedLogicMixin
from ...logic.region_logic import RegionLogicMixin
from ...logic.relationship_logic import RelationshipLogicMixin
from ...logic.season_logic import SeasonLogicMixin
from ...logic.skill_logic import SkillLogicMixin
from ...logic.time_logic import TimeLogicMixin
from ...logic.tool_logic import ToolLogicMixin
from ...options import Cropsanity
from ...stardew_rule import StardewRule, True_
from ...strings.artisan_good_names import ModArtisanGood
from ...strings.craftable_names import ModCraftable, ModMachine
from ...strings.fish_names import ModTrash
from ...strings.ingredient_names import Ingredient
from ...strings.material_names import Material
from ...strings.metal_names import all_fossils, all_artifacts, Ore, ModFossil
from ...strings.monster_drop_names import Loot
from ...strings.performance_names import Performance
from ...strings.region_names import SVERegion, DeepWoodsRegion, BoardingHouseRegion
from ...strings.tool_names import Tool, ToolMaterial
display_types = [ModCraftable.wooden_display, ModCraftable.hardwood_display]
display_items = all_artifacts + all_fossils
class ModItemLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.item = ModItemLogic(*args, **kwargs)
class ModItemLogic(BaseLogic[Union[CombatLogicMixin, ReceivedLogicMixin, CookingLogicMixin, FishingLogicMixin, HasLogicMixin, MoneyLogicMixin,
RegionLogicMixin, SeasonLogicMixin, RelationshipLogicMixin, MuseumLogicMixin, ToolLogicMixin, CraftingLogicMixin, SkillLogicMixin, TimeLogicMixin, QuestLogicMixin,
FarmingLogicMixin]]):
def get_modded_item_rules(self) -> Dict[str, StardewRule]:
items = dict()
if ModNames.boarding_house in self.options.mods:
items.update(self.get_boarding_house_item_rules())
return items
def modify_vanilla_item_rules_with_mod_additions(self, item_rule: Dict[str, StardewRule]):
if ModNames.sve in self.options.mods:
item_rule.update(self.get_modified_item_rules_for_sve(item_rule))
if ModNames.deepwoods in self.options.mods:
item_rule.update(self.get_modified_item_rules_for_deep_woods(item_rule))
return item_rule
def get_modified_item_rules_for_sve(self, items: Dict[str, StardewRule]):
return {
Loot.void_essence: items[Loot.void_essence] | self.logic.region.can_reach(SVERegion.highlands_cavern) | self.logic.region.can_reach(
SVERegion.crimson_badlands),
Loot.solar_essence: items[Loot.solar_essence] | self.logic.region.can_reach(SVERegion.crimson_badlands),
Ore.copper: items[Ore.copper] | (self.logic.tool.can_use_tool_at(Tool.pickaxe, ToolMaterial.basic, SVERegion.highlands_cavern) &
self.logic.combat.can_fight_at_level(Performance.great)),
Ore.iron: items[Ore.iron] | (self.logic.tool.can_use_tool_at(Tool.pickaxe, ToolMaterial.basic, SVERegion.highlands_cavern) &
self.logic.combat.can_fight_at_level(Performance.great)),
Ore.iridium: items[Ore.iridium] | (self.logic.tool.can_use_tool_at(Tool.pickaxe, ToolMaterial.basic, SVERegion.crimson_badlands) &
self.logic.combat.can_fight_at_level(Performance.maximum)),
}
def get_modified_item_rules_for_deep_woods(self, items: Dict[str, StardewRule]):
options_to_update = {
Material.hardwood: items[Material.hardwood] | self.logic.tool.can_use_tool_at(Tool.axe, ToolMaterial.iron, DeepWoodsRegion.floor_10),
Ingredient.sugar: items[Ingredient.sugar] | self.logic.tool.can_use_tool_at(Tool.axe, ToolMaterial.gold, DeepWoodsRegion.floor_50),
# Gingerbread House
Ingredient.wheat_flour: items[Ingredient.wheat_flour] | self.logic.tool.can_use_tool_at(Tool.axe, ToolMaterial.gold, DeepWoodsRegion.floor_50),
# Gingerbread House
}
if self.options.tool_progression & options.ToolProgression.option_progressive:
options_to_update.update({
Ore.iridium: items[Ore.iridium] | self.logic.tool.can_use_tool_at(Tool.axe, ToolMaterial.iridium, DeepWoodsRegion.floor_50), # Iridium Tree
})
return options_to_update
def get_boarding_house_item_rules(self):
return {
# Mob Drops from lost valley enemies
ModArtisanGood.pterodactyl_egg: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_claw: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_ribs: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_vertebra: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_skull: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_phalange: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_l_wing_bone: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.pterodactyl_r_wing_bone: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_skull: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_tooth: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_femur: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_pelvis: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_ribs: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_vertebra: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.dinosaur_claw: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.good),
ModFossil.neanderthal_skull: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.great),
ModFossil.neanderthal_ribs: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.great),
ModFossil.neanderthal_pelvis: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.great),
ModFossil.neanderthal_limb_bones: self.logic.region.can_reach_any((BoardingHouseRegion.lost_valley_ruins, BoardingHouseRegion.lost_valley_house_1,
BoardingHouseRegion.lost_valley_house_2,)) & self.logic.combat.can_fight_at_level(
Performance.great),
}