87 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .combat_logic import CombatLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from .skill_logic import SkillLogicMixin
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from .tool_logic import ToolLogicMixin
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from .. import options
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from ..options import ToolProgression
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from ..stardew_rule import StardewRule, And, True_
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from ..strings.performance_names import Performance
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from ..strings.region_names import Region
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from ..strings.skill_names import Skill
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from ..strings.tool_names import Tool, ToolMaterial
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class MineLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.mine = MineLogic(*args, **kwargs)
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class MineLogic(BaseLogic[Union[MineLogicMixin, RegionLogicMixin, ReceivedLogicMixin, CombatLogicMixin, ToolLogicMixin, SkillLogicMixin]]):
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    # Regions
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    def can_mine_in_the_mines_floor_1_40(self) -> StardewRule:
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        return self.logic.region.can_reach(Region.mines_floor_5)
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    def can_mine_in_the_mines_floor_41_80(self) -> StardewRule:
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        return self.logic.region.can_reach(Region.mines_floor_45)
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    def can_mine_in_the_mines_floor_81_120(self) -> StardewRule:
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        return self.logic.region.can_reach(Region.mines_floor_85)
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    def can_mine_in_the_skull_cavern(self) -> StardewRule:
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        return (self.logic.mine.can_progress_in_the_mines_from_floor(120) &
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                self.logic.region.can_reach(Region.skull_cavern))
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    @cache_self1
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    def get_weapon_rule_for_floor_tier(self, tier: int):
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        if tier >= 4:
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            return self.logic.combat.can_fight_at_level(Performance.galaxy)
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        if tier >= 3:
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            return self.logic.combat.can_fight_at_level(Performance.great)
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        if tier >= 2:
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            return self.logic.combat.can_fight_at_level(Performance.good)
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        if tier >= 1:
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            return self.logic.combat.can_fight_at_level(Performance.decent)
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        return self.logic.combat.can_fight_at_level(Performance.basic)
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    @cache_self1
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    def can_progress_in_the_mines_from_floor(self, floor: int) -> StardewRule:
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        tier = floor // 40
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        rules = []
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        weapon_rule = self.logic.mine.get_weapon_rule_for_floor_tier(tier)
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        rules.append(weapon_rule)
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        if self.options.tool_progression & ToolProgression.option_progressive:
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            rules.append(self.logic.tool.has_tool(Tool.pickaxe, ToolMaterial.tiers[tier]))
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        if self.options.skill_progression == options.SkillProgression.option_progressive:
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            skill_tier = min(10, max(0, tier * 2))
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            rules.append(self.logic.skill.has_level(Skill.combat, skill_tier))
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            rules.append(self.logic.skill.has_level(Skill.mining, skill_tier))
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        return And(*rules)
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    @cache_self1
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    def has_mine_elevator_to_floor(self, floor: int) -> StardewRule:
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        if floor < 0:
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            floor = 0
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        if self.options.elevator_progression != options.ElevatorProgression.option_vanilla:
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            return self.logic.received("Progressive Mine Elevator", floor // 5)
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        return True_()
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    @cache_self1
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    def can_progress_in_the_skull_cavern_from_floor(self, floor: int) -> StardewRule:
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        tier = floor // 50
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        rules = []
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        weapon_rule = self.logic.combat.has_great_weapon
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        rules.append(weapon_rule)
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        if self.options.tool_progression & ToolProgression.option_progressive:
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            rules.append(self.logic.received("Progressive Pickaxe", min(4, max(0, tier + 2))))
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        if self.options.skill_progression == options.SkillProgression.option_progressive:
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            skill_tier = min(10, max(0, tier * 2 + 6))
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            rules.extend({self.logic.skill.has_level(Skill.combat, skill_tier),
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                          self.logic.skill.has_level(Skill.mining, skill_tier)})
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        return And(*rules)
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