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

74 lines
3.3 KiB
Python

from typing import Union
from ... import options
from ...logic.base_logic import BaseLogicMixin, BaseLogic
from ...logic.combat_logic import CombatLogicMixin
from ...logic.cooking_logic import CookingLogicMixin
from ...logic.has_logic import HasLogicMixin
from ...logic.received_logic import ReceivedLogicMixin
from ...logic.skill_logic import SkillLogicMixin
from ...logic.tool_logic import ToolLogicMixin
from ...mods.mod_data import ModNames
from ...options import ElevatorProgression
from ...stardew_rule import StardewRule, True_, true_
from ...strings.ap_names.mods.mod_items import DeepWoodsItem
from ...strings.ap_names.transport_names import ModTransportation
from ...strings.craftable_names import Bomb
from ...strings.food_names import Meal
from ...strings.performance_names import Performance
from ...strings.skill_names import Skill, ModSkill
from ...strings.tool_names import Tool, ToolMaterial
class DeepWoodsLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.deepwoods = DeepWoodsLogic(*args, **kwargs)
class DeepWoodsLogic(BaseLogic[Union[SkillLogicMixin, ReceivedLogicMixin, HasLogicMixin, CombatLogicMixin, ToolLogicMixin, SkillLogicMixin,
CookingLogicMixin]]):
def can_reach_woods_depth(self, depth: int) -> StardewRule:
# Assuming you can always do the 10 first floor
if depth <= 10:
return true_
rules = []
if depth > 10:
rules.append(self.logic.has(Bomb.bomb) | self.logic.tool.has_tool(Tool.axe, ToolMaterial.iridium))
if depth > 30:
rules.append(self.logic.received(ModTransportation.woods_obelisk))
if depth > 50:
rules.append(self.logic.combat.can_fight_at_level(Performance.great) & self.logic.cooking.can_cook() &
self.logic.received(ModTransportation.woods_obelisk))
tier = int(depth / 25) + 1
if self.options.skill_progression >= options.SkillProgression.option_progressive:
combat_tier = min(10, max(0, tier + 5))
rules.append(self.logic.skill.has_level(Skill.combat, combat_tier))
return self.logic.and_(*rules)
def has_woods_rune_to_depth(self, floor: int) -> StardewRule:
if self.options.elevator_progression == ElevatorProgression.option_vanilla:
return True_()
return self.logic.received(DeepWoodsItem.obelisk_sigil, int(floor / 10))
def can_chop_to_depth(self, floor: int) -> StardewRule:
previous_elevator = max(floor - 10, 0)
return (self.has_woods_rune_to_depth(previous_elevator) &
self.can_reach_woods_depth(previous_elevator))
def can_pull_sword(self) -> StardewRule:
rules = [self.logic.received(DeepWoodsItem.pendant_depths) & self.logic.received(DeepWoodsItem.pendant_community) &
self.logic.received(DeepWoodsItem.pendant_elder),
self.logic.skill.has_total_level(40)]
if ModNames.luck_skill in self.options.mods:
rules.append(self.logic.skill.has_level(ModSkill.luck, 7))
else:
rules.append(
self.logic.has(Meal.magic_rock_candy)) # You need more luck than this, but it'll push the logic down a ways; you can get the rest there.
return self.logic.and_(*rules)