mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
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>
This commit is contained in:
73
worlds/stardew_valley/mods/logic/deepwoods_logic.py
Normal file
73
worlds/stardew_valley/mods/logic/deepwoods_logic.py
Normal file
@@ -0,0 +1,73 @@
|
||||
from typing import Union
|
||||
|
||||
from ... import options
|
||||
from ...logic.base_logic import BaseLogicMixin, BaseLogic
|
||||
from ...logic.combat_logic import CombatLogicMixin
|
||||
from ...logic.cooking_logic import CookingLogicMixin
|
||||
from ...logic.has_logic import HasLogicMixin
|
||||
from ...logic.received_logic import ReceivedLogicMixin
|
||||
from ...logic.skill_logic import SkillLogicMixin
|
||||
from ...logic.tool_logic import ToolLogicMixin
|
||||
from ...mods.mod_data import ModNames
|
||||
from ...options import ElevatorProgression
|
||||
from ...stardew_rule import StardewRule, True_, And, true_
|
||||
from ...strings.ap_names.mods.mod_items import DeepWoodsItem, SkillLevel
|
||||
from ...strings.ap_names.transport_names import ModTransportation
|
||||
from ...strings.craftable_names import Bomb
|
||||
from ...strings.food_names import Meal
|
||||
from ...strings.performance_names import Performance
|
||||
from ...strings.skill_names import Skill
|
||||
from ...strings.tool_names import Tool, ToolMaterial
|
||||
|
||||
|
||||
class DeepWoodsLogicMixin(BaseLogicMixin):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.deepwoods = DeepWoodsLogic(*args, **kwargs)
|
||||
|
||||
|
||||
class DeepWoodsLogic(BaseLogic[Union[SkillLogicMixin, ReceivedLogicMixin, HasLogicMixin, CombatLogicMixin, ToolLogicMixin, SkillLogicMixin,
|
||||
CookingLogicMixin]]):
|
||||
|
||||
def can_reach_woods_depth(self, depth: int) -> StardewRule:
|
||||
# Assuming you can always do the 10 first floor
|
||||
if depth <= 10:
|
||||
return true_
|
||||
|
||||
rules = []
|
||||
|
||||
if depth > 10:
|
||||
rules.append(self.logic.has(Bomb.bomb) | self.logic.tool.has_tool(Tool.axe, ToolMaterial.iridium))
|
||||
if depth > 30:
|
||||
rules.append(self.logic.received(ModTransportation.woods_obelisk))
|
||||
if depth > 50:
|
||||
rules.append(self.logic.combat.can_fight_at_level(Performance.great) & self.logic.cooking.can_cook() &
|
||||
self.logic.received(ModTransportation.woods_obelisk))
|
||||
|
||||
tier = int(depth / 25) + 1
|
||||
if self.options.skill_progression == options.SkillProgression.option_progressive:
|
||||
combat_tier = min(10, max(0, tier + 5))
|
||||
rules.append(self.logic.skill.has_level(Skill.combat, combat_tier))
|
||||
|
||||
return And(*rules)
|
||||
|
||||
def has_woods_rune_to_depth(self, floor: int) -> StardewRule:
|
||||
if self.options.elevator_progression == ElevatorProgression.option_vanilla:
|
||||
return True_()
|
||||
return self.logic.received(DeepWoodsItem.obelisk_sigil, int(floor / 10))
|
||||
|
||||
def can_chop_to_depth(self, floor: int) -> StardewRule:
|
||||
previous_elevator = max(floor - 10, 0)
|
||||
return (self.has_woods_rune_to_depth(previous_elevator) &
|
||||
self.can_reach_woods_depth(previous_elevator))
|
||||
|
||||
def can_pull_sword(self) -> StardewRule:
|
||||
rules = [self.logic.received(DeepWoodsItem.pendant_depths) & self.logic.received(DeepWoodsItem.pendant_community) &
|
||||
self.logic.received(DeepWoodsItem.pendant_elder),
|
||||
self.logic.skill.has_total_level(40)]
|
||||
if ModNames.luck_skill in self.options.mods:
|
||||
rules.append(self.logic.received(SkillLevel.luck, 7))
|
||||
else:
|
||||
rules.append(
|
||||
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.
|
||||
return And(*rules)
|
||||
Reference in New Issue
Block a user