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Stardew Valley: Fix masteries logic so it requires levels and tools (#3640)
* fix and add test * add test to make sure we check xp can be earned * fix python 3.8 test my god I hope it gets removed soon * fixing some review comments * curse you monstersanity * move month rule to has_level vanilla, so next level is in logic once the previous item is received * use progressive masteries to skills in test alsanity * rename reset_collection_state * add more tests around skill and masteries rules * progressive level issue --------- Co-authored-by: agilbert1412 <alexgilbert@yahoo.com>
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@@ -15,13 +15,13 @@ from .. import options
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from ..data.harvest import HarvestCropSource
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..mods.logic.mod_skills_levels import get_mod_skill_levels
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from ..stardew_rule import StardewRule, True_, False_, true_, And
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from ..stardew_rule import StardewRule, true_, True_, False_
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from ..strings.craftable_names import Fishing
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from ..strings.machine_names import Machine
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from ..strings.performance_names import Performance
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from ..strings.quality_names import ForageQuality
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from ..strings.region_names import Region
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from ..strings.skill_names import Skill, all_mod_skills
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from ..strings.skill_names import Skill, all_mod_skills, all_vanilla_skills
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from ..strings.tool_names import ToolMaterial, Tool
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from ..strings.wallet_item_names import Wallet
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@@ -43,22 +43,17 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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if level <= 0:
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return True_()
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tool_level = (level - 1) // 2
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tool_level = min(4, (level - 1) // 2)
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tool_material = ToolMaterial.tiers[tool_level]
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months = max(1, level - 1)
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months_rule = self.logic.time.has_lived_months(months)
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if self.options.skill_progression != options.SkillProgression.option_vanilla:
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previous_level_rule = self.logic.skill.has_level(skill, level - 1)
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else:
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previous_level_rule = true_
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previous_level_rule = self.logic.skill.has_previous_level(skill, level)
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if skill == Skill.fishing:
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xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 3))
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elif skill == Skill.farming:
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xp_rule = self.can_get_farming_xp & self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
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elif skill == Skill.foraging:
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xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) |\
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xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) | \
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self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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elif skill == Skill.mining:
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xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \
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@@ -70,22 +65,34 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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elif skill in all_mod_skills:
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# Ideal solution would be to add a logic registry, but I'm too lazy.
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return previous_level_rule & months_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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return previous_level_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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else:
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raise Exception(f"Unknown skill: {skill}")
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return previous_level_rule & months_rule & xp_rule
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return previous_level_rule & xp_rule
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# Should be cached
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def has_level(self, skill: str, level: int) -> StardewRule:
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if level <= 0:
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return True_()
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assert level >= 0, f"There is no level before level 0."
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if level == 0:
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return true_
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if self.options.skill_progression == options.SkillProgression.option_vanilla:
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return self.logic.skill.can_earn_level(skill, level)
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return self.logic.received(f"{skill} Level", level)
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def has_previous_level(self, skill: str, level: int) -> StardewRule:
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assert level > 0, f"There is no level before level 0."
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if level == 1:
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return true_
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if self.options.skill_progression == options.SkillProgression.option_vanilla:
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months = max(1, level - 1)
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return self.logic.time.has_lived_months(months)
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return self.logic.received(f"{skill} Level", level - 1)
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@cache_self1
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def has_farming_level(self, level: int) -> StardewRule:
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return self.logic.skill.has_level(Skill.farming, level)
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@@ -108,18 +115,9 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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return rule_with_fishing
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return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing
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def has_all_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_vanilla:
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return self.has_total_level(50)
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skills_items = vanilla_skill_items
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if included_modded_skills:
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skills_items += get_mod_skill_levels(self.options.mods)
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return And(*[self.logic.received(skill, 10) for skill in skills_items])
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def can_enter_mastery_cave(self) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
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return self.logic.received(Wallet.mastery_of_the_five_ways)
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return self.has_all_skills_maxed()
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def has_any_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
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skills = self.content.skills.keys() if included_modded_skills else sorted(all_vanilla_skills)
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return self.logic.or_(*(self.logic.skill.has_level(skill, 10) for skill in skills))
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@cached_property
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def can_get_farming_xp(self) -> StardewRule:
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@@ -197,13 +195,19 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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return self.has_level(Skill.foraging, 9)
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return False_()
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@cached_property
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def can_earn_mastery_experience(self) -> StardewRule:
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if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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return self.has_all_skills_maxed() & self.logic.time.has_lived_max_months
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return self.logic.time.has_lived_max_months
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def can_earn_mastery(self, skill: str) -> StardewRule:
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# Checking for level 11, so it includes having level 10 and being able to earn xp.
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return self.logic.skill.can_earn_level(skill, 11) & self.logic.region.can_reach(Region.mastery_cave)
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def has_mastery(self, skill: str) -> StardewRule:
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if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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return self.can_earn_mastery_experience and self.logic.region.can_reach(Region.mastery_cave)
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return self.logic.received(f"{skill} Mastery")
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if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
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return self.logic.received(f"{skill} Mastery")
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return self.logic.skill.can_earn_mastery(skill)
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@cached_property
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def can_enter_mastery_cave(self) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
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return self.logic.received(Wallet.mastery_of_the_five_ways)
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return self.has_any_skills_maxed(included_modded_skills=False)
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