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Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <elnendil@gmail.com> Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com> Co-authored-by: Jouramie <jouramie@hotmail.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
58 lines
2.5 KiB
Python
58 lines
2.5 KiB
Python
from functools import cached_property
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from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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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, Or, 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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valid_weapons = (APWeapon.weapon, APWeapon.sword, APWeapon.club, APWeapon.dagger)
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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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class CombatLogic(BaseLogic[Union[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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@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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@cached_property
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def has_decent_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
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@cached_property
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def has_good_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
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@cached_property
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def has_great_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
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@cached_property
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def has_galaxy_weapon(self) -> StardewRule:
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return Or(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
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