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>
This commit is contained in:
Jouramie
2024-09-08 12:46:58 -04:00
committed by GitHub
parent e4a5ed1cc4
commit cabfef669a
4 changed files with 137 additions and 52 deletions

View File

@@ -15,13 +15,13 @@ from .. import options
from ..data.harvest import HarvestCropSource
from ..mods.logic.magic_logic import MagicLogicMixin
from ..mods.logic.mod_skills_levels import get_mod_skill_levels
from ..stardew_rule import StardewRule, True_, False_, true_, And
from ..stardew_rule import StardewRule, true_, True_, False_
from ..strings.craftable_names import Fishing
from ..strings.machine_names import Machine
from ..strings.performance_names import Performance
from ..strings.quality_names import ForageQuality
from ..strings.region_names import Region
from ..strings.skill_names import Skill, all_mod_skills
from ..strings.skill_names import Skill, all_mod_skills, all_vanilla_skills
from ..strings.tool_names import ToolMaterial, Tool
from ..strings.wallet_item_names import Wallet
@@ -43,22 +43,17 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
if level <= 0:
return True_()
tool_level = (level - 1) // 2
tool_level = min(4, (level - 1) // 2)
tool_material = ToolMaterial.tiers[tool_level]
months = max(1, level - 1)
months_rule = self.logic.time.has_lived_months(months)
if self.options.skill_progression != options.SkillProgression.option_vanilla:
previous_level_rule = self.logic.skill.has_level(skill, level - 1)
else:
previous_level_rule = true_
previous_level_rule = self.logic.skill.has_previous_level(skill, level)
if skill == Skill.fishing:
xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 3))
elif skill == Skill.farming:
xp_rule = self.can_get_farming_xp & self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
elif skill == Skill.foraging:
xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) |\
xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) | \
self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
elif skill == Skill.mining:
xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \
@@ -70,22 +65,34 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
elif skill in all_mod_skills:
# Ideal solution would be to add a logic registry, but I'm too lazy.
return previous_level_rule & months_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
return previous_level_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
else:
raise Exception(f"Unknown skill: {skill}")
return previous_level_rule & months_rule & xp_rule
return previous_level_rule & xp_rule
# Should be cached
def has_level(self, skill: str, level: int) -> StardewRule:
if level <= 0:
return True_()
assert level >= 0, f"There is no level before level 0."
if level == 0:
return true_
if self.options.skill_progression == options.SkillProgression.option_vanilla:
return self.logic.skill.can_earn_level(skill, level)
return self.logic.received(f"{skill} Level", level)
def has_previous_level(self, skill: str, level: int) -> StardewRule:
assert level > 0, f"There is no level before level 0."
if level == 1:
return true_
if self.options.skill_progression == options.SkillProgression.option_vanilla:
months = max(1, level - 1)
return self.logic.time.has_lived_months(months)
return self.logic.received(f"{skill} Level", level - 1)
@cache_self1
def has_farming_level(self, level: int) -> StardewRule:
return self.logic.skill.has_level(Skill.farming, level)
@@ -108,18 +115,9 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
return rule_with_fishing
return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing
def has_all_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
if self.options.skill_progression == options.SkillProgression.option_vanilla:
return self.has_total_level(50)
skills_items = vanilla_skill_items
if included_modded_skills:
skills_items += get_mod_skill_levels(self.options.mods)
return And(*[self.logic.received(skill, 10) for skill in skills_items])
def can_enter_mastery_cave(self) -> StardewRule:
if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
return self.logic.received(Wallet.mastery_of_the_five_ways)
return self.has_all_skills_maxed()
def has_any_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
skills = self.content.skills.keys() if included_modded_skills else sorted(all_vanilla_skills)
return self.logic.or_(*(self.logic.skill.has_level(skill, 10) for skill in skills))
@cached_property
def can_get_farming_xp(self) -> StardewRule:
@@ -197,13 +195,19 @@ CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
return self.has_level(Skill.foraging, 9)
return False_()
@cached_property
def can_earn_mastery_experience(self) -> StardewRule:
if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
return self.has_all_skills_maxed() & self.logic.time.has_lived_max_months
return self.logic.time.has_lived_max_months
def can_earn_mastery(self, skill: str) -> StardewRule:
# Checking for level 11, so it includes having level 10 and being able to earn xp.
return self.logic.skill.can_earn_level(skill, 11) & self.logic.region.can_reach(Region.mastery_cave)
def has_mastery(self, skill: str) -> StardewRule:
if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
return self.can_earn_mastery_experience and self.logic.region.can_reach(Region.mastery_cave)
return self.logic.received(f"{skill} Mastery")
if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
return self.logic.received(f"{skill} Mastery")
return self.logic.skill.can_earn_mastery(skill)
@cached_property
def can_enter_mastery_cave(self) -> StardewRule:
if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
return self.logic.received(Wallet.mastery_of_the_five_ways)
return self.has_any_skills_maxed(included_modded_skills=False)