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Grinch-AP/worlds/stardew_valley/logic/combat_logic.py
agilbert1412 9b22458f44 Stardew Valley 6.x.x: The Content Update (#3478)
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
2024-07-07 15:04:25 +02:00

63 lines
2.7 KiB
Python

from functools import cached_property
from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .has_logic import HasLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..stardew_rule import StardewRule, 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[HasLogicMixin, 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 self.logic.or_(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
@cached_property
def has_good_weapon(self) -> StardewRule:
return self.logic.or_(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
@cached_property
def has_great_weapon(self) -> StardewRule:
return self.logic.or_(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
@cached_property
def has_galaxy_weapon(self) -> StardewRule:
return self.logic.or_(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
@cached_property
def has_slingshot(self) -> StardewRule:
return self.logic.received(APWeapon.slingshot)