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Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
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@@ -3,10 +3,11 @@ 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 .has_logic import HasLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..stardew_rule import StardewRule, Or, False_
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from ..stardew_rule import StardewRule, False_
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from ..strings.ap_names.ap_weapon_names import APWeapon
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from ..strings.performance_names import Performance
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@@ -19,7 +20,7 @@ class CombatLogicMixin(BaseLogicMixin):
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self.combat = CombatLogic(*args, **kwargs)
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class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]):
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class CombatLogic(BaseLogic[Union[HasLogicMixin, CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]):
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@cache_self1
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def can_fight_at_level(self, level: str) -> StardewRule:
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if level == Performance.basic:
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@@ -42,16 +43,20 @@ class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLo
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@cached_property
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def has_decent_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
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return self.logic.or_(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
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@cached_property
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def has_good_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
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return self.logic.or_(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
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@cached_property
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def has_great_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
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return self.logic.or_(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
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@cached_property
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def has_galaxy_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
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return self.logic.or_(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
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@cached_property
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def has_slingshot(self) -> StardewRule:
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return self.logic.received(APWeapon.slingshot)
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