58 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			58 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from functools import cached_property | ||
|  | from typing import Union | ||
|  | 
 | ||
|  | from Utils import cache_self1 | ||
|  | from .base_logic import BaseLogicMixin, BaseLogic | ||
|  | from .received_logic import ReceivedLogicMixin | ||
|  | from .region_logic import RegionLogicMixin | ||
|  | from ..mods.logic.magic_logic import MagicLogicMixin | ||
|  | from ..stardew_rule import StardewRule, Or, False_ | ||
|  | from ..strings.ap_names.ap_weapon_names import APWeapon | ||
|  | from ..strings.performance_names import Performance | ||
|  | 
 | ||
|  | valid_weapons = (APWeapon.weapon, APWeapon.sword, APWeapon.club, APWeapon.dagger) | ||
|  | 
 | ||
|  | 
 | ||
|  | class CombatLogicMixin(BaseLogicMixin): | ||
|  |     def __init__(self, *args, **kwargs): | ||
|  |         super().__init__(*args, **kwargs) | ||
|  |         self.combat = CombatLogic(*args, **kwargs) | ||
|  | 
 | ||
|  | 
 | ||
|  | class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]): | ||
|  |     @cache_self1 | ||
|  |     def can_fight_at_level(self, level: str) -> StardewRule: | ||
|  |         if level == Performance.basic: | ||
|  |             return self.logic.combat.has_any_weapon | self.logic.magic.has_any_spell() | ||
|  |         if level == Performance.decent: | ||
|  |             return self.logic.combat.has_decent_weapon | self.logic.magic.has_decent_spells() | ||
|  |         if level == Performance.good: | ||
|  |             return self.logic.combat.has_good_weapon | self.logic.magic.has_good_spells() | ||
|  |         if level == Performance.great: | ||
|  |             return self.logic.combat.has_great_weapon | self.logic.magic.has_great_spells() | ||
|  |         if level == Performance.galaxy: | ||
|  |             return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells() | ||
|  |         if level == Performance.maximum: | ||
|  |             return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells()  # Someday we will have the ascended weapons in AP | ||
|  |         return False_() | ||
|  | 
 | ||
|  |     @cached_property | ||
|  |     def has_any_weapon(self) -> StardewRule: | ||
|  |         return self.logic.received_any(*valid_weapons) | ||
|  | 
 | ||
|  |     @cached_property | ||
|  |     def has_decent_weapon(self) -> StardewRule: | ||
|  |         return Or(*(self.logic.received(weapon, 2) for weapon in valid_weapons)) | ||
|  | 
 | ||
|  |     @cached_property | ||
|  |     def has_good_weapon(self) -> StardewRule: | ||
|  |         return Or(*(self.logic.received(weapon, 3) for weapon in valid_weapons)) | ||
|  | 
 | ||
|  |     @cached_property | ||
|  |     def has_great_weapon(self) -> StardewRule: | ||
|  |         return Or(*(self.logic.received(weapon, 4) for weapon in valid_weapons)) | ||
|  | 
 | ||
|  |     @cached_property | ||
|  |     def has_galaxy_weapon(self) -> StardewRule: | ||
|  |         return Or(*(self.logic.received(weapon, 5) for weapon in valid_weapons)) |