 9b22458f44
			
		
	
	9b22458f44
	
	
	
		
			
			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
		
			
				
	
	
		
			63 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from functools import cached_property
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| from typing import Union
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| 
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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, 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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| 
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| valid_weapons = (APWeapon.weapon, APWeapon.sword, APWeapon.club, APWeapon.dagger)
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| 
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| 
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| class CombatLogicMixin(BaseLogicMixin):
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|     def __init__(self, *args, **kwargs):
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|         super().__init__(*args, **kwargs)
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|         self.combat = CombatLogic(*args, **kwargs)
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| 
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| 
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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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|             return self.logic.combat.has_any_weapon | self.logic.magic.has_any_spell()
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|         if level == Performance.decent:
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|             return self.logic.combat.has_decent_weapon | self.logic.magic.has_decent_spells()
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|         if level == Performance.good:
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|             return self.logic.combat.has_good_weapon | self.logic.magic.has_good_spells()
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|         if level == Performance.great:
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|             return self.logic.combat.has_great_weapon | self.logic.magic.has_great_spells()
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|         if level == Performance.galaxy:
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|             return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells()
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|         if level == Performance.maximum:
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|             return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells()  # Someday we will have the ascended weapons in AP
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|         return False_()
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| 
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|     @cached_property
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|     def has_any_weapon(self) -> StardewRule:
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|         return self.logic.received_any(*valid_weapons)
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| 
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|     @cached_property
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|     def has_decent_weapon(self) -> StardewRule:
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|         return self.logic.or_(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
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| 
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|     @cached_property
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|     def has_good_weapon(self) -> StardewRule:
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|         return self.logic.or_(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
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| 
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|     @cached_property
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|     def has_great_weapon(self) -> StardewRule:
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|         return self.logic.or_(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
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| 
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|     @cached_property
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|     def has_galaxy_weapon(self) -> StardewRule:
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|         return self.logic.or_(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
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| 
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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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