136 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Python
		
	
	
	
from functools import cached_property
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from typing import Union
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from .ability_logic import AbilityLogicMixin
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from .base_logic import BaseLogic, BaseLogicMixin
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from .combat_logic import CombatLogicMixin
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from .has_logic import HasLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from ..strings.ap_names.event_names import Event
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from ..options import ExcludeGingerIsland, Walnutsanity
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from ..stardew_rule import StardewRule, False_, True_
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from ..strings.ap_names.ap_option_names import OptionName
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from ..strings.craftable_names import Furniture
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from ..strings.crop_names import Fruit
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from ..strings.metal_names import Mineral, Fossil
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from ..strings.region_names import Region
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from ..strings.seed_names import Seed
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class WalnutLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.walnut = WalnutLogic(*args, **kwargs)
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class WalnutLogic(BaseLogic[Union[WalnutLogicMixin, ReceivedLogicMixin, HasLogicMixin, RegionLogicMixin, CombatLogicMixin,
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                                  AbilityLogicMixin]]):
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    def has_walnut(self, number: int) -> StardewRule:
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        if self.options.exclude_ginger_island == ExcludeGingerIsland.option_true:
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            return False_()
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        if number <= 0:
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            return True_()
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        if self.options.walnutsanity == Walnutsanity.preset_none:
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            return self.can_get_walnuts(number)
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        if self.options.walnutsanity == Walnutsanity.preset_all:
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            return self.has_received_walnuts(number)
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        puzzle_walnuts = 61
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        bush_walnuts = 25
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        dig_walnuts = 18
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        repeatable_walnuts = 33
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        total_walnuts = puzzle_walnuts + bush_walnuts + dig_walnuts + repeatable_walnuts
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        walnuts_to_receive = 0
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        walnuts_to_collect = number
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        if OptionName.walnutsanity_puzzles in self.options.walnutsanity:
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            puzzle_walnut_rate = puzzle_walnuts / total_walnuts
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            puzzle_walnuts_required = round(puzzle_walnut_rate * number)
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            walnuts_to_receive += puzzle_walnuts_required
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            walnuts_to_collect -= puzzle_walnuts_required
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        if OptionName.walnutsanity_bushes in self.options.walnutsanity:
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            bush_walnuts_rate = bush_walnuts / total_walnuts
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            bush_walnuts_required = round(bush_walnuts_rate * number)
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            walnuts_to_receive += bush_walnuts_required
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            walnuts_to_collect -= bush_walnuts_required
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        if OptionName.walnutsanity_dig_spots in self.options.walnutsanity:
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            dig_walnuts_rate = dig_walnuts / total_walnuts
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            dig_walnuts_required = round(dig_walnuts_rate * number)
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            walnuts_to_receive += dig_walnuts_required
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            walnuts_to_collect -= dig_walnuts_required
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        if OptionName.walnutsanity_repeatables in self.options.walnutsanity:
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            repeatable_walnuts_rate = repeatable_walnuts / total_walnuts
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            repeatable_walnuts_required = round(repeatable_walnuts_rate * number)
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            walnuts_to_receive += repeatable_walnuts_required
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            walnuts_to_collect -= repeatable_walnuts_required
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        return self.has_received_walnuts(walnuts_to_receive) & self.can_get_walnuts(walnuts_to_collect)
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    def has_received_walnuts(self, number: int) -> StardewRule:
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        return self.logic.received(Event.received_walnuts, number)
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    def can_get_walnuts(self, number: int) -> StardewRule:
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        # https://stardewcommunitywiki.com/Golden_Walnut#Walnut_Locations
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        reach_south = self.logic.region.can_reach(Region.island_south)
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        reach_north = self.logic.region.can_reach(Region.island_north)
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        reach_west = self.logic.region.can_reach(Region.island_west)
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        reach_hut = self.logic.region.can_reach(Region.leo_hut)
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        reach_southeast = self.logic.region.can_reach(Region.island_south_east)
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        reach_field_office = self.logic.region.can_reach(Region.field_office)
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        reach_pirate_cove = self.logic.region.can_reach(Region.pirate_cove)
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        reach_outside_areas = self.logic.and_(reach_south, reach_north, reach_west, reach_hut)
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        reach_volcano_regions = [self.logic.region.can_reach(Region.volcano),
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                                 self.logic.region.can_reach(Region.volcano_secret_beach),
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                                 self.logic.region.can_reach(Region.volcano_floor_5),
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                                 self.logic.region.can_reach(Region.volcano_floor_10)]
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        reach_volcano = self.logic.or_(*reach_volcano_regions)
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        reach_all_volcano = self.logic.and_(*reach_volcano_regions)
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        reach_walnut_regions = [reach_south, reach_north, reach_west, reach_volcano, reach_field_office]
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        reach_caves = self.logic.and_(self.logic.region.can_reach(Region.qi_walnut_room), self.logic.region.can_reach(Region.dig_site),
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                                      self.logic.region.can_reach(Region.gourmand_frog_cave),
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                                      self.logic.region.can_reach(Region.colored_crystals_cave),
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                                      self.logic.region.can_reach(Region.shipwreck), self.logic.combat.has_slingshot)
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        reach_entire_island = self.logic.and_(reach_outside_areas, reach_all_volcano,
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                                              reach_caves, reach_southeast, reach_field_office, reach_pirate_cove)
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        if number <= 5:
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            return self.logic.or_(reach_south, reach_north, reach_west, reach_volcano)
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        if number <= 10:
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            return self.logic.count(2, *reach_walnut_regions)
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        if number <= 15:
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            return self.logic.count(3, *reach_walnut_regions)
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        if number <= 20:
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            return self.logic.and_(*reach_walnut_regions)
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        if number <= 50:
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            return reach_entire_island
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        gems = (Mineral.amethyst, Mineral.aquamarine, Mineral.emerald, Mineral.ruby, Mineral.topaz)
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        return reach_entire_island & self.logic.has(Fruit.banana) & self.logic.has_all(*gems) & \
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               self.logic.ability.can_mine_perfectly() & self.logic.ability.can_fish_perfectly() & \
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               self.logic.has(Furniture.flute_block) & self.logic.has(Seed.melon) & self.logic.has(Seed.wheat) & \
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               self.logic.has(Seed.garlic) & self.can_complete_field_office()
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    @cached_property
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    def can_start_field_office(self) -> StardewRule:
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        field_office = self.logic.region.can_reach(Region.field_office)
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        professor_snail = self.logic.received("Open Professor Snail Cave")
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        return field_office & professor_snail
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    def can_complete_large_animal_collection(self) -> StardewRule:
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        fossils = self.logic.has_all(Fossil.fossilized_leg, Fossil.fossilized_ribs, Fossil.fossilized_skull, Fossil.fossilized_spine, Fossil.fossilized_tail)
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        return self.can_start_field_office & fossils
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    def can_complete_snake_collection(self) -> StardewRule:
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        fossils = self.logic.has_all(Fossil.snake_skull, Fossil.snake_vertebrae)
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        return self.can_start_field_office & fossils
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    def can_complete_frog_collection(self) -> StardewRule:
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        fossils = self.logic.has_all(Fossil.mummified_frog)
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        return self.can_start_field_office & fossils
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    def can_complete_bat_collection(self) -> StardewRule:
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        fossils = self.logic.has_all(Fossil.mummified_bat)
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        return self.can_start_field_office & fossils
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    def can_complete_field_office(self) -> StardewRule:
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        return self.can_complete_large_animal_collection() & self.can_complete_snake_collection() & \
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               self.can_complete_frog_collection() & self.can_complete_bat_collection()
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