Archipelago/worlds/stardew_valley/logic/source_logic.py

107 lines
4.2 KiB
Python

import functools
from typing import Union, Any, Iterable
from .artisan_logic import ArtisanLogicMixin
from .base_logic import BaseLogicMixin, BaseLogic
from .grind_logic import GrindLogicMixin
from .harvesting_logic import HarvestingLogicMixin
from .has_logic import HasLogicMixin
from .money_logic import MoneyLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .requirement_logic import RequirementLogicMixin
from .tool_logic import ToolLogicMixin
from ..data.artisan import MachineSource
from ..data.game_item import GenericSource, ItemSource, GameItem, CustomRuleSource
from ..data.harvest import ForagingSource, FruitBatsSource, MushroomCaveSource, SeasonalForagingSource, \
HarvestCropSource, HarvestFruitTreeSource, ArtifactSpotSource
from ..data.shop import ShopSource, MysteryBoxSource, ArtifactTroveSource, PrizeMachineSource, FishingTreasureChestSource
class SourceLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.source = SourceLogic(*args, **kwargs)
class SourceLogic(BaseLogic[Union[SourceLogicMixin, HasLogicMixin, ReceivedLogicMixin, HarvestingLogicMixin, MoneyLogicMixin, RegionLogicMixin,
ArtisanLogicMixin, ToolLogicMixin, RequirementLogicMixin, GrindLogicMixin]]):
def has_access_to_item(self, item: GameItem):
rules = []
if self.content.features.cropsanity.is_included(item):
rules.append(self.logic.received(item.name))
rules.append(self.logic.source.has_access_to_any(item.sources))
return self.logic.and_(*rules)
def has_access_to_any(self, sources: Iterable[ItemSource]):
return self.logic.or_(*(self.logic.source.has_access_to(source) & self.logic.requirement.meet_all_requirements(source.other_requirements)
for source in sources))
@functools.singledispatchmethod
def has_access_to(self, source: Any):
raise ValueError(f"Sources of type{type(source)} have no rule registered.")
@has_access_to.register
def _(self, source: GenericSource):
return self.logic.region.can_reach_any(source.regions) if source.regions else self.logic.true_
@has_access_to.register
def _(self, source: CustomRuleSource):
return source.create_rule(self.logic)
@has_access_to.register
def _(self, source: ForagingSource):
return self.logic.harvesting.can_forage_from(source)
@has_access_to.register
def _(self, source: SeasonalForagingSource):
# Implementation could be different with some kind of "calendar shuffle"
return self.logic.harvesting.can_forage_from(source.as_foraging_source())
@has_access_to.register
def _(self, _: FruitBatsSource):
return self.logic.harvesting.can_harvest_from_fruit_bats
@has_access_to.register
def _(self, _: MushroomCaveSource):
return self.logic.harvesting.can_harvest_from_mushroom_cave
@has_access_to.register
def _(self, source: ShopSource):
return self.logic.money.can_shop_from(source)
@has_access_to.register
def _(self, source: HarvestFruitTreeSource):
return self.logic.harvesting.can_harvest_tree_from(source)
@has_access_to.register
def _(self, source: HarvestCropSource):
return self.logic.harvesting.can_harvest_crop_from(source)
@has_access_to.register
def _(self, source: MachineSource):
return self.logic.artisan.can_produce_from(source)
@has_access_to.register
def _(self, source: MysteryBoxSource):
return self.logic.grind.can_grind_mystery_boxes(source.amount)
@has_access_to.register
def _(self, source: ArtifactTroveSource):
return self.logic.grind.can_grind_artifact_troves(source.amount)
@has_access_to.register
def _(self, source: PrizeMachineSource):
return self.logic.grind.can_grind_prize_tickets(source.amount)
@has_access_to.register
def _(self, source: FishingTreasureChestSource):
return self.logic.grind.can_grind_fishing_treasure_chests(source.amount)
@has_access_to.register
def _(self, source: ArtifactSpotSource):
return self.logic.grind.can_grind_artifact_spots(source.amount)