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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
41 lines
1.6 KiB
Python
41 lines
1.6 KiB
Python
from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogic, BaseLogicMixin
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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 .tool_logic import ToolLogicMixin
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from ..options import ToolProgression
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from ..stardew_rule import StardewRule, True_
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from ..strings.generic_names import Generic
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from ..strings.geode_names import Geode
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from ..strings.region_names import Region
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from ..strings.tool_names import Tool
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class ActionLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.action = ActionLogic(*args, **kwargs)
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class ActionLogic(BaseLogic[Union[ActionLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin, ToolLogicMixin]]):
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def can_watch(self, channel: str = None):
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tv_rule = True_()
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if channel is None:
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return tv_rule
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return self.logic.received(channel) & tv_rule
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def can_pan_at(self, region: str, material: str) -> StardewRule:
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return self.logic.region.can_reach(region) & self.logic.tool.has_tool(Tool.pan, material)
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@cache_self1
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def can_open_geode(self, geode: str) -> StardewRule:
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blacksmith_access = self.logic.region.can_reach(Region.blacksmith)
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geodes = [Geode.geode, Geode.frozen, Geode.magma, Geode.omni]
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if geode == Generic.any:
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return blacksmith_access & self.logic.or_(*(self.logic.has(geode_type) for geode_type in geodes))
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return blacksmith_access & self.logic.has(geode)
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