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