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Stardew Valley: 5.x.x - The Allsanity Update (#2764)
Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <elnendil@gmail.com> Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com> Co-authored-by: Jouramie <jouramie@hotmail.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
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worlds/stardew_valley/logic/tool_logic.py
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81
worlds/stardew_valley/logic/tool_logic.py
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from typing import Union, Iterable
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .has_logic import HasLogicMixin
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from .money_logic import MoneyLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from .season_logic import SeasonLogicMixin
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..options import ToolProgression
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from ..stardew_rule import StardewRule, True_, False_
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from ..strings.ap_names.skill_level_names import ModSkillLevel
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from ..strings.region_names import Region
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from ..strings.skill_names import ModSkill
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from ..strings.spells import MagicSpell
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from ..strings.tool_names import ToolMaterial, Tool
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tool_materials = {
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ToolMaterial.copper: 1,
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ToolMaterial.iron: 2,
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ToolMaterial.gold: 3,
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ToolMaterial.iridium: 4
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}
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tool_upgrade_prices = {
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ToolMaterial.copper: 2000,
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ToolMaterial.iron: 5000,
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ToolMaterial.gold: 10000,
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ToolMaterial.iridium: 25000
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}
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class ToolLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.tool = ToolLogic(*args, **kwargs)
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class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, MagicLogicMixin]]):
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# Should be cached
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def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule:
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if material == ToolMaterial.basic or tool == Tool.scythe:
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return True_()
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if self.options.tool_progression & ToolProgression.option_progressive:
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return self.logic.received(f"Progressive {tool}", tool_materials[material])
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return self.logic.has(f"{material} Bar") & self.logic.money.can_spend(tool_upgrade_prices[material])
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def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
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return self.has_tool(tool, material) & self.logic.region.can_reach(region)
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@cache_self1
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def has_fishing_rod(self, level: int) -> StardewRule:
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if self.options.tool_progression & ToolProgression.option_progressive:
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return self.logic.received(f"Progressive {Tool.fishing_rod}", level)
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if level <= 1:
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return self.logic.region.can_reach(Region.beach)
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prices = {2: 500, 3: 1800, 4: 7500}
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level = min(level, 4)
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return self.logic.money.can_spend_at(Region.fish_shop, prices[level])
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# Should be cached
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def can_forage(self, season: Union[str, Iterable[str]], region: str = Region.forest, need_hoe: bool = False) -> StardewRule:
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season_rule = False_()
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if isinstance(season, str):
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season_rule = self.logic.season.has(season)
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elif isinstance(season, Iterable):
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season_rule = self.logic.season.has_any(season)
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region_rule = self.logic.region.can_reach(region)
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if need_hoe:
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return season_rule & region_rule & self.logic.tool.has_tool(Tool.hoe)
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return season_rule & region_rule
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@cache_self1
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def can_water(self, level: int) -> StardewRule:
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tool_rule = self.logic.tool.has_tool(Tool.watering_can, ToolMaterial.tiers[level])
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spell_rule = self.logic.received(MagicSpell.water) & self.logic.magic.can_use_altar() & self.logic.received(ModSkillLevel.magic_level, level)
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return tool_rule | spell_rule
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