Files
Grinch-AP/worlds/stardew_valley/logic/mine_logic.py
Jérémie Bolduc bad6a4b211 Stardew Valley: remove BaseLogic generic so importing mixins is no longer needed (#4916)
* remove BaseLogic generic so importing mixins is no longer needed

* self review
2025-04-23 17:31:08 +02:00

92 lines
3.7 KiB
Python

from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .. import options
from ..stardew_rule import StardewRule, True_
from ..strings.performance_names import Performance
from ..strings.region_names import Region
from ..strings.skill_names import Skill
from ..strings.tool_names import ToolMaterial
class MineLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.mine = MineLogic(*args, **kwargs)
class MineLogic(BaseLogic):
# Regions
def can_mine_in_the_mines_floor_1_40(self) -> StardewRule:
return self.logic.region.can_reach(Region.mines_floor_5)
def can_mine_in_the_mines_floor_41_80(self) -> StardewRule:
return self.logic.region.can_reach(Region.mines_floor_45)
def can_mine_in_the_mines_floor_81_120(self) -> StardewRule:
return self.logic.region.can_reach(Region.mines_floor_85)
def can_mine_in_the_skull_cavern(self) -> StardewRule:
return (self.logic.mine.can_progress_in_the_mines_from_floor(120) &
self.logic.region.can_reach(Region.skull_cavern))
@cache_self1
def get_weapon_rule_for_floor_tier(self, tier: int):
if tier >= 4:
return self.logic.combat.can_fight_at_level(Performance.galaxy)
if tier >= 3:
return self.logic.combat.can_fight_at_level(Performance.great)
if tier >= 2:
return self.logic.combat.can_fight_at_level(Performance.good)
if tier >= 1:
return self.logic.combat.can_fight_at_level(Performance.decent)
return self.logic.combat.can_fight_at_level(Performance.basic)
@cache_self1
def can_progress_in_the_mines_from_floor(self, floor: int) -> StardewRule:
tier = floor // 40
rules = []
weapon_rule = self.logic.mine.get_weapon_rule_for_floor_tier(tier)
rules.append(weapon_rule)
tool_rule = self.logic.tool.can_mine_using(ToolMaterial.tiers[tier])
rules.append(tool_rule)
# No alternative for vanilla because we assume that you will grind the levels in the mines.
if self.content.features.skill_progression.is_progressive:
skill_level = min(10, max(0, tier * 2))
rules.append(self.logic.skill.has_level(Skill.combat, skill_level))
rules.append(self.logic.skill.has_level(Skill.mining, skill_level))
if tier >= 4:
rules.append(self.logic.cooking.can_cook())
return self.logic.and_(*rules)
@cache_self1
def has_mine_elevator_to_floor(self, floor: int) -> StardewRule:
if floor < 0:
floor = 0
if self.options.elevator_progression != options.ElevatorProgression.option_vanilla:
return self.logic.received("Progressive Mine Elevator", floor // 5)
return True_()
@cache_self1
def can_progress_in_the_skull_cavern_from_floor(self, floor: int) -> StardewRule:
tier = floor // 50
rules = []
weapon_rule = self.logic.combat.has_great_weapon
rules.append(weapon_rule)
tool_rule = self.logic.tool.can_mine_using(ToolMaterial.tiers[min(4, max(0, tier + 2))])
rules.append(tool_rule)
# No alternative for vanilla because we assume that you will grind the levels in the mines.
if self.content.features.skill_progression.is_progressive:
skill_level = min(10, max(0, tier * 2 + 6))
rules.extend((self.logic.skill.has_level(Skill.combat, skill_level),
self.logic.skill.has_level(Skill.mining, skill_level)))
return self.logic.and_(*rules)