Files
Grinch-AP/worlds/stardew_valley/logic/combat_logic.py
agilbert1412 52e65e208e Stardew Valley: 5.x.x - The Allsanity Update (#2764)
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>
2024-03-15 13:05:14 +01:00

58 lines
2.5 KiB
Python

from functools import cached_property
from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..stardew_rule import StardewRule, Or, False_
from ..strings.ap_names.ap_weapon_names import APWeapon
from ..strings.performance_names import Performance
valid_weapons = (APWeapon.weapon, APWeapon.sword, APWeapon.club, APWeapon.dagger)
class CombatLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.combat = CombatLogic(*args, **kwargs)
class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]):
@cache_self1
def can_fight_at_level(self, level: str) -> StardewRule:
if level == Performance.basic:
return self.logic.combat.has_any_weapon | self.logic.magic.has_any_spell()
if level == Performance.decent:
return self.logic.combat.has_decent_weapon | self.logic.magic.has_decent_spells()
if level == Performance.good:
return self.logic.combat.has_good_weapon | self.logic.magic.has_good_spells()
if level == Performance.great:
return self.logic.combat.has_great_weapon | self.logic.magic.has_great_spells()
if level == Performance.galaxy:
return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells()
if level == Performance.maximum:
return self.logic.combat.has_galaxy_weapon | self.logic.magic.has_amazing_spells() # Someday we will have the ascended weapons in AP
return False_()
@cached_property
def has_any_weapon(self) -> StardewRule:
return self.logic.received_any(*valid_weapons)
@cached_property
def has_decent_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
@cached_property
def has_good_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
@cached_property
def has_great_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
@cached_property
def has_galaxy_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 5) for weapon in valid_weapons))