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
		
			
				
	
	
		
			75 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from functools import cached_property
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from typing import Iterable, Union, Hashable
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .combat_logic import CombatLogicMixin
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from .has_logic import HasLogicMixin
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from .region_logic import RegionLogicMixin
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from .time_logic import TimeLogicMixin, MAX_MONTHS
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from .. import options
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from ..data import monster_data
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from ..stardew_rule import StardewRule
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from ..strings.generic_names import Generic
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from ..strings.region_names import Region
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class MonsterLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.monster = MonsterLogic(*args, **kwargs)
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class MonsterLogic(BaseLogic[Union[HasLogicMixin, MonsterLogicMixin, RegionLogicMixin, CombatLogicMixin, TimeLogicMixin]]):
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    @cached_property
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    def all_monsters_by_name(self):
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        return monster_data.all_monsters_by_name_given_mods(self.options.mods.value)
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    @cached_property
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    def all_monsters_by_category(self):
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        return monster_data.all_monsters_by_category_given_mods(self.options.mods.value)
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    def can_kill(self, monster: Union[str, monster_data.StardewMonster], amount_tier: int = 0) -> StardewRule:
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        if amount_tier <= 0:
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            amount_tier = 0
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        time_rule = self.logic.time.has_lived_months(amount_tier)
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        if isinstance(monster, str):
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            if monster == Generic.any:
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                return self.logic.monster.can_kill_any(self.all_monsters_by_name.values()) & time_rule
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            monster = self.all_monsters_by_name[monster]
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        region_rule = self.logic.region.can_reach_any(monster.locations)
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        combat_rule = self.logic.combat.can_fight_at_level(monster.difficulty)
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        return region_rule & combat_rule & time_rule
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    @cache_self1
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    def can_kill_many(self, monster: monster_data.StardewMonster) -> StardewRule:
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        return self.logic.monster.can_kill(monster, MAX_MONTHS / 3)
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    @cache_self1
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    def can_kill_max(self, monster: monster_data.StardewMonster) -> StardewRule:
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        return self.logic.monster.can_kill(monster, MAX_MONTHS)
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    # Should be cached
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    def can_kill_any(self, monsters: (Iterable[monster_data.StardewMonster], Hashable), amount_tier: int = 0) -> StardewRule:
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        return self.logic.or_(*(self.logic.monster.can_kill(monster, amount_tier) for monster in monsters))
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    # Should be cached
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    def can_kill_all(self, monsters: (Iterable[monster_data.StardewMonster], Hashable), amount_tier: int = 0) -> StardewRule:
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        return self.logic.and_(*(self.logic.monster.can_kill(monster, amount_tier) for monster in monsters))
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    def can_complete_all_monster_slaying_goals(self) -> StardewRule:
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        rules = [self.logic.time.has_lived_max_months]
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        exclude_island = self.options.exclude_ginger_island == options.ExcludeGingerIsland.option_true
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        island_regions = [Region.volcano_floor_5, Region.volcano_floor_10, Region.island_west, Region.dangerous_skull_cavern]
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        for category in self.all_monsters_by_category:
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            if exclude_island and all(all(location in island_regions for location in monster.locations)
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                                      for monster in self.all_monsters_by_category[category]):
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                continue
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            rules.append(self.logic.monster.can_kill_any(self.all_monsters_by_category[category]))
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        return self.logic.and_(*rules)
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