 b2d2c8e596
			
		
	
	b2d2c8e596
	
	
	
		
			
			This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules - Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically. - Entrance to the witch hut now requires the goblin problem quest, not just a void mayo. - Fishing rules are all moved to `fishing_logic.py`. - `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in. - created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
		
			
				
	
	
		
			104 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from ...logic.base_logic import BaseLogicMixin, BaseLogic
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| from ...mods.mod_data import ModNames
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| from ...stardew_rule import StardewRule, False_, True_, And
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| from ...strings.building_names import Building
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| from ...strings.craftable_names import ModCraftable, ModMachine
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| from ...strings.geode_names import Geode
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| from ...strings.machine_names import Machine
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| from ...strings.region_names import Region
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| from ...strings.skill_names import ModSkill
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| from ...strings.spells import MagicSpell
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| from ...strings.tool_names import Tool, ToolMaterial
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| 
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| 
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| class ModSkillLogicMixin(BaseLogicMixin):
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|     def __init__(self, *args, **kwargs):
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|         super().__init__(*args, **kwargs)
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|         self.skill = ModSkillLogic(*args, **kwargs)
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| 
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| 
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| class ModSkillLogic(BaseLogic):
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|     def has_mod_level(self, skill: str, level: int) -> StardewRule:
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|         if level <= 0:
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|             return True_()
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| 
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|         if self.content.features.skill_progression.is_progressive:
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|             return self.logic.received(f"{skill} Level", level)
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| 
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|         return self.can_earn_mod_skill_level(skill, level)
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| 
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|     def can_earn_mod_skill_level(self, skill: str, level: int) -> StardewRule:
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|         if ModNames.luck_skill in self.options.mods and skill == ModSkill.luck:
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|             return self.can_earn_luck_skill_level(level)
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|         if ModNames.magic in self.options.mods and skill == ModSkill.magic:
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|             return self.can_earn_magic_skill_level(level)
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|         if ModNames.socializing_skill in self.options.mods and skill == ModSkill.socializing:
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|             return self.can_earn_socializing_skill_level(level)
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|         if ModNames.archaeology in self.options.mods and skill == ModSkill.archaeology:
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|             return self.can_earn_archaeology_skill_level(level)
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|         if ModNames.cooking_skill in self.options.mods and skill == ModSkill.cooking:
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|             return self.can_earn_cooking_skill_level(level)
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|         if ModNames.binning_skill in self.options.mods and skill == ModSkill.binning:
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|             return self.can_earn_binning_skill_level(level)
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|         return False_()
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| 
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|     def can_earn_luck_skill_level(self, level: int) -> StardewRule:
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|         if level >= 6:
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|             return self.logic.fishing.can_fish_chests | self.logic.action.can_open_geode(Geode.magma)
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|         if level >= 3:
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|             return self.logic.fishing.can_fish_chests | self.logic.action.can_open_geode(Geode.geode)
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|         return True_()  # You can literally wake up and or get them by opening starting chests.
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| 
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|     def can_earn_magic_skill_level(self, level: int) -> StardewRule:
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|         spell_count = [self.logic.received(MagicSpell.clear_debris), self.logic.received(MagicSpell.water),
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|                        self.logic.received(MagicSpell.blink), self.logic.received(MagicSpell.fireball),
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|                        self.logic.received(MagicSpell.frostbite),
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|                        self.logic.received(MagicSpell.descend), self.logic.received(MagicSpell.tendrils),
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|                        self.logic.received(MagicSpell.shockwave),
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|                        self.logic.received(MagicSpell.meteor),
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|                        self.logic.received(MagicSpell.spirit)]
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|         return self.logic.count(level, *spell_count)
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| 
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|     def can_earn_socializing_skill_level(self, level: int) -> StardewRule:
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|         villager_count = []
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| 
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|         for villager in self.content.villagers.values():
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|             villager_count.append(self.logic.relationship.can_earn_relationship(villager.name, level))
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| 
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|         return self.logic.count(level * 2, *villager_count)
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| 
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|     def can_earn_archaeology_skill_level(self, level: int) -> StardewRule:
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|         shifter_rule = True_()
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|         preservation_rule = True_()
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|         if self.content.features.skill_progression.is_progressive:
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|             shifter_rule = self.logic.has(ModCraftable.water_shifter)
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|             preservation_rule = self.logic.has(ModMachine.hardwood_preservation_chamber)
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|         if level >= 8:
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|             tool_rule = self.logic.tool.has_tool(Tool.pan, ToolMaterial.iridium) & self.logic.tool.has_tool(Tool.hoe, ToolMaterial.gold)
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|             return tool_rule & shifter_rule & preservation_rule
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|         if level >= 5:
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|             tool_rule = self.logic.tool.has_tool(Tool.pan, ToolMaterial.gold) & self.logic.tool.has_tool(Tool.hoe, ToolMaterial.iron)
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|             return tool_rule & shifter_rule
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|         if level >= 3:
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|             return self.logic.tool.has_tool(Tool.pan, ToolMaterial.iron) | self.logic.tool.has_tool(Tool.hoe, ToolMaterial.copper)
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|         return self.logic.tool.has_tool(Tool.pan, ToolMaterial.copper) | self.logic.tool.has_tool(Tool.hoe, ToolMaterial.basic)
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| 
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|     def can_earn_cooking_skill_level(self, level: int) -> StardewRule:
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|         if level >= 6:
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|             return self.logic.cooking.can_cook() & self.logic.region.can_reach(Region.saloon) & \
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|                 self.logic.building.has_building(Building.coop) & self.logic.building.has_building(Building.barn)
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|         else:
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|             return self.logic.cooking.can_cook()
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| 
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|     def can_earn_binning_skill_level(self, level: int) -> StardewRule:
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|         if level <= 2:
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|             return True_()
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|         binning_rule = [self.logic.has(ModMachine.trash_bin) & self.logic.has(Machine.recycling_machine)]
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|         if level > 4:
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|             binning_rule.append(self.logic.has(ModMachine.composter))
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|         if level > 7:
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|             binning_rule.append(self.logic.has(ModMachine.recycling_bin))
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|         if level > 9:
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|             binning_rule.append(self.logic.has(ModMachine.advanced_recycling_machine))
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|         return And(*binning_rule)
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