95 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import List, Union
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from . import magic
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from ...strings.building_names import Building
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from ...strings.geode_names import Geode
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from ...strings.region_names import Region
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from ...strings.skill_names import ModSkill
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from ...strings.spells import MagicSpell
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from ...strings.machine_names import Machine
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from ...strings.tool_names import Tool, ToolMaterial
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from ...mods.mod_data import ModNames
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from ...data.villagers_data import all_villagers
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from ...stardew_rule import Count, StardewRule, False_
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from ... import options
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def append_mod_skill_level(skills_items: List[str], active_mods):
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    if ModNames.luck_skill in active_mods:
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        skills_items.append("Luck Level")
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    if ModNames.socializing_skill in active_mods:
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        skills_items.append("Socializing Level")
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    if ModNames.magic in active_mods:
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        skills_items.append("Magic Level")
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    if ModNames.archaeology in active_mods:
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        skills_items.append("Archaeology Level")
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    if ModNames.binning_skill in active_mods:
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        skills_items.append("Binning Level")
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    if ModNames.cooking_skill in active_mods:
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        skills_items.append("Cooking Level")
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def can_earn_mod_skill_level(logic, skill: str, level: int) -> StardewRule:
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    if ModNames.luck_skill in logic.options[options.Mods] and skill == ModSkill.luck:
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        return can_earn_luck_skill_level(logic, level)
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    if ModNames.magic in logic.options[options.Mods] and skill == ModSkill.magic:
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        return can_earn_magic_skill_level(logic, level)
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    if ModNames.socializing_skill in logic.options[options.Mods] and skill == ModSkill.socializing:
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        return can_earn_socializing_skill_level(logic, level)
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    if ModNames.archaeology in logic.options[options.Mods] and skill == ModSkill.archaeology:
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        return can_earn_archaeology_skill_level(logic, level)
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    if ModNames.cooking_skill in logic.options[options.Mods] and skill == ModSkill.cooking:
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        return can_earn_cooking_skill_level(logic, level)
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    if ModNames.binning_skill in logic.options[options.Mods] and skill == ModSkill.binning:
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        return can_earn_binning_skill_level(logic, level)
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    return False_()
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def can_earn_luck_skill_level(vanilla_logic, level: int) -> StardewRule:
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    if level >= 6:
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        return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.magma)
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    else:
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        return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.geode)
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def can_earn_magic_skill_level(vanilla_logic, level: int) -> StardewRule:
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    spell_count = [vanilla_logic.received(MagicSpell.clear_debris), vanilla_logic.received(MagicSpell.water),
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                   vanilla_logic.received(MagicSpell.blink), vanilla_logic.received(MagicSpell.fireball),
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                   vanilla_logic.received(MagicSpell.frostbite),
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                   vanilla_logic.received(MagicSpell.descend), vanilla_logic.received(MagicSpell.tendrils),
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                   vanilla_logic.received(MagicSpell.shockwave),
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                   vanilla_logic.received(MagicSpell.meteor),
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                   vanilla_logic.received(MagicSpell.spirit)]
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    return magic.can_use_altar(vanilla_logic) & Count(level, spell_count)
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def can_earn_socializing_skill_level(vanilla_logic, level: int) -> StardewRule:
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    villager_count = []
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    for villager in all_villagers:
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        if villager.mod_name in vanilla_logic.options[options.Mods] or villager.mod_name is None:
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            villager_count.append(vanilla_logic.can_earn_relationship(villager.name, level))
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    return Count(level * 2, villager_count)
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def can_earn_archaeology_skill_level(vanilla_logic, level: int) -> StardewRule:
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    if level >= 6:
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        return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.gold)
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    else:
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        return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.basic)
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def can_earn_cooking_skill_level(vanilla_logic, level: int) -> StardewRule:
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    if level >= 6:
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        return vanilla_logic.can_cook() & vanilla_logic.can_fish() & vanilla_logic.can_reach_region(Region.saloon) & \
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            vanilla_logic.has_building(Building.coop) & vanilla_logic.has_building(Building.barn)
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    else:
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        return vanilla_logic.can_cook()
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def can_earn_binning_skill_level(vanilla_logic, level: int) -> StardewRule:
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    if level >= 6:
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        return vanilla_logic.can_reach_region(Region.town) & vanilla_logic.has(Machine.recycling_machine) & \
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            (vanilla_logic.can_fish() | vanilla_logic.can_crab_pot())
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    else:
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        return vanilla_logic.can_reach_region(Region.town) | (vanilla_logic.has(Machine.recycling_machine) &
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                                                     (vanilla_logic.can_fish() | vanilla_logic.can_crab_pot()))
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