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