36 lines
1.6 KiB
Python
36 lines
1.6 KiB
Python
from ...strings.craftable_names import Craftable
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from ...strings.performance_names import Performance
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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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from ...strings.ap_names.transport_names import ModTransportation
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from ...stardew_rule import StardewRule, True_, And
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from ... import options
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def can_reach_woods_depth(vanilla_logic, depth: int) -> StardewRule:
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tier = int(depth / 25) + 1
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rules = []
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if depth > 10:
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rules.append(vanilla_logic.has(Craftable.bomb) | vanilla_logic.has_tool(Tool.axe, ToolMaterial.iridium))
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if depth > 30:
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rules.append(vanilla_logic.received(ModTransportation.woods_obelisk))
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if depth > 50:
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rules.append(vanilla_logic.can_do_combat_at_level(Performance.great) & vanilla_logic.can_cook() &
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vanilla_logic.received(ModTransportation.woods_obelisk))
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if vanilla_logic.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(vanilla_logic.has_skill_level(Skill.combat, combat_tier))
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return And(rules)
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def has_woods_rune_to_depth(vanilla_logic, floor: int) -> StardewRule:
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if vanilla_logic.options.elevator_progression == options.ElevatorProgression.option_vanilla:
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return True_()
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return vanilla_logic.received("Progressive Woods Obelisk Sigils", count=int(floor / 10))
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def can_chop_to_depth(vanilla_logic, floor: int) -> StardewRule:
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previous_elevator = max(floor - 10, 0)
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return (has_woods_rune_to_depth(vanilla_logic, previous_elevator) &
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can_reach_woods_depth(vanilla_logic, previous_elevator))
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