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

117 lines
6.2 KiB
Python

from typing import Union
from .magic_logic import MagicLogicMixin
from ...logic.action_logic import ActionLogicMixin
from ...logic.base_logic import BaseLogicMixin, BaseLogic
from ...logic.building_logic import BuildingLogicMixin
from ...logic.cooking_logic import CookingLogicMixin
from ...logic.crafting_logic import CraftingLogicMixin
from ...logic.fishing_logic import FishingLogicMixin
from ...logic.has_logic import HasLogicMixin
from ...logic.received_logic import ReceivedLogicMixin
from ...logic.region_logic import RegionLogicMixin
from ...logic.relationship_logic import RelationshipLogicMixin
from ...logic.tool_logic import ToolLogicMixin
from ...mods.mod_data import ModNames
from ...options import SkillProgression
from ...stardew_rule import StardewRule, False_, True_, And
from ...strings.building_names import Building
from ...strings.craftable_names import ModCraftable, ModMachine
from ...strings.geode_names import Geode
from ...strings.machine_names import Machine
from ...strings.region_names import Region
from ...strings.skill_names import ModSkill
from ...strings.spells import MagicSpell
from ...strings.tool_names import Tool, ToolMaterial
class ModSkillLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.skill = ModSkillLogic(*args, **kwargs)
class ModSkillLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, ActionLogicMixin, RelationshipLogicMixin, BuildingLogicMixin,
ToolLogicMixin, FishingLogicMixin, CookingLogicMixin, CraftingLogicMixin, MagicLogicMixin]]):
def has_mod_level(self, skill: str, level: int) -> StardewRule:
if level <= 0:
return True_()
if self.options.skill_progression == SkillProgression.option_progressive:
return self.logic.received(f"{skill} Level", level)
return self.can_earn_mod_skill_level(skill, level)
def can_earn_mod_skill_level(self, skill: str, level: int) -> StardewRule:
if ModNames.luck_skill in self.options.mods and skill == ModSkill.luck:
return self.can_earn_luck_skill_level(level)
if ModNames.magic in self.options.mods and skill == ModSkill.magic:
return self.can_earn_magic_skill_level(level)
if ModNames.socializing_skill in self.options.mods and skill == ModSkill.socializing:
return self.can_earn_socializing_skill_level(level)
if ModNames.archaeology in self.options.mods and skill == ModSkill.archaeology:
return self.can_earn_archaeology_skill_level(level)
if ModNames.cooking_skill in self.options.mods and skill == ModSkill.cooking:
return self.can_earn_cooking_skill_level(level)
if ModNames.binning_skill in self.options.mods and skill == ModSkill.binning:
return self.can_earn_binning_skill_level(level)
return False_()
def can_earn_luck_skill_level(self, level: int) -> StardewRule:
if level >= 6:
return self.logic.fishing.can_fish_chests() | self.logic.action.can_open_geode(Geode.magma)
if level >= 3:
return self.logic.fishing.can_fish_chests() | self.logic.action.can_open_geode(Geode.geode)
return True_() # You can literally wake up and or get them by opening starting chests.
def can_earn_magic_skill_level(self, level: int) -> StardewRule:
spell_count = [self.logic.received(MagicSpell.clear_debris), self.logic.received(MagicSpell.water),
self.logic.received(MagicSpell.blink), self.logic.received(MagicSpell.fireball),
self.logic.received(MagicSpell.frostbite),
self.logic.received(MagicSpell.descend), self.logic.received(MagicSpell.tendrils),
self.logic.received(MagicSpell.shockwave),
self.logic.received(MagicSpell.meteor),
self.logic.received(MagicSpell.spirit)]
return self.logic.count(level, *spell_count)
def can_earn_socializing_skill_level(self, level: int) -> StardewRule:
villager_count = []
for villager in self.content.villagers.values():
villager_count.append(self.logic.relationship.can_earn_relationship(villager.name, level))
return self.logic.count(level * 2, *villager_count)
def can_earn_archaeology_skill_level(self, level: int) -> StardewRule:
shifter_rule = True_()
preservation_rule = True_()
if self.options.skill_progression == self.options.skill_progression.option_progressive:
shifter_rule = self.logic.has(ModCraftable.water_shifter)
preservation_rule = self.logic.has(ModMachine.hardwood_preservation_chamber)
if level >= 8:
return (self.logic.tool.has_tool(Tool.pan, ToolMaterial.iridium) & self.logic.tool.has_tool(Tool.hoe, ToolMaterial.gold)) & shifter_rule & preservation_rule
if level >= 5:
return (self.logic.tool.has_tool(Tool.pan, ToolMaterial.gold) & self.logic.tool.has_tool(Tool.hoe, ToolMaterial.iron)) & shifter_rule
if level >= 3:
return self.logic.tool.has_tool(Tool.pan, ToolMaterial.iron) | self.logic.tool.has_tool(Tool.hoe, ToolMaterial.copper)
return self.logic.tool.has_tool(Tool.pan, ToolMaterial.copper) | self.logic.tool.has_tool(Tool.hoe, ToolMaterial.basic)
def can_earn_cooking_skill_level(self, level: int) -> StardewRule:
if level >= 6:
return self.logic.cooking.can_cook() & self.logic.region.can_reach(Region.saloon) & \
self.logic.building.has_building(Building.coop) & self.logic.building.has_building(Building.barn)
else:
return self.logic.cooking.can_cook()
def can_earn_binning_skill_level(self, level: int) -> StardewRule:
if level <= 2:
return True_()
binning_rule = [self.logic.has(ModMachine.trash_bin) & self.logic.has(Machine.recycling_machine)]
if level > 4:
binning_rule.append(self.logic.has(ModMachine.composter))
if level > 7:
binning_rule.append(self.logic.has(ModMachine.recycling_bin))
if level > 9:
binning_rule.append(self.logic.has(ModMachine.advanced_recycling_machine))
return And(*binning_rule)