107 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from ..data.shop import ShopSource
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from ..options import SpecialOrderLocations
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from ..stardew_rule import StardewRule, True_, HasProgressionPercent, False_, true_
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from ..strings.currency_names import Currency
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from ..strings.region_names import Region, LogicRegion
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qi_gem_rewards = ("100 Qi Gems", "50 Qi Gems", "40 Qi Gems", "35 Qi Gems", "25 Qi Gems",
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                  "20 Qi Gems", "15 Qi Gems", "10 Qi Gems")
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class MoneyLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.money = MoneyLogic(*args, **kwargs)
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class MoneyLogic(BaseLogic):
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    @cache_self1
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    def can_have_earned_total(self, amount: int) -> StardewRule:
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        if amount <= 1000:
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            return self.logic.true_
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        pierre_rule = self.logic.region.can_reach_all((Region.pierre_store, Region.forest))
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        willy_rule = self.logic.region.can_reach_all((Region.fish_shop, LogicRegion.fishing))
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        clint_rule = self.logic.region.can_reach_all((Region.blacksmith, Region.mines_floor_5))
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        robin_rule = self.logic.region.can_reach_all((Region.carpenter, Region.secret_woods))
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        shipping_rule = self.logic.shipping.can_use_shipping_bin
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        if amount <= 2500:
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            selling_any_rule = pierre_rule | willy_rule | clint_rule | robin_rule | shipping_rule
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            return selling_any_rule
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        if amount <= 5000:
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            selling_all_rule = (pierre_rule & willy_rule & clint_rule & robin_rule) | shipping_rule
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            return selling_all_rule
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        if amount <= 10000:
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            return shipping_rule
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        seed_rules = self.logic.region.can_reach(Region.pierre_store)
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        if amount <= 40000:
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            return shipping_rule & seed_rules
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        percent_progression_items_needed = min(90, amount // 20000)
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        return shipping_rule & seed_rules & HasProgressionPercent(self.player, percent_progression_items_needed)
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    @cache_self1
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    def can_spend(self, amount: int) -> StardewRule:
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        if self.options.starting_money == -1:
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            return True_()
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        return self.logic.money.can_have_earned_total(amount * 5)
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    # Should be cached
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    def can_spend_at(self, region: str, amount: int) -> StardewRule:
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        return self.logic.region.can_reach(region) & self.logic.money.can_spend(amount)
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    @cache_self1
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    def can_shop_from(self, source: ShopSource) -> StardewRule:
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        season_rule = self.logic.season.has_any(source.seasons)
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        money_rule = self.logic.money.can_spend(source.money_price) if source.money_price is not None else true_
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        item_rules = []
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        if source.items_price is not None:
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            for price, item in source.items_price:
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                item_rules.append(self.logic.has(item) & self.logic.grind.can_grind_item(price, item))
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        region_rule = self.logic.region.can_reach(source.shop_region)
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        return self.logic.and_(season_rule, money_rule, *item_rules, region_rule)
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    # Should be cached
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    def can_trade(self, currency: str, amount: int) -> StardewRule:
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        if amount == 0:
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            return True_()
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        if currency == Currency.money:
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            return self.can_spend(amount)
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        if currency == Currency.star_token:
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            return self.logic.region.can_reach(LogicRegion.fair)
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        if currency == Currency.qi_coin:
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            return self.logic.region.can_reach(Region.casino) & self.logic.time.has_lived_months(amount // 1000)
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        if currency == Currency.qi_gem:
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            if self.options.special_order_locations & SpecialOrderLocations.value_qi:
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                number_rewards = min(len(qi_gem_rewards), max(1, (amount // 10)))
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                return self.logic.received_n(*qi_gem_rewards, count=number_rewards)
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            number_rewards = 2
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            return self.logic.received_n(*qi_gem_rewards, count=number_rewards) & self.logic.region.can_reach(Region.qi_walnut_room) & \
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                self.logic.region.can_reach(Region.saloon) & self.can_have_earned_total(5000)
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        if currency == Currency.golden_walnut:
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            return self.can_spend_walnut(amount)
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        return self.logic.has(currency) & self.logic.grind.can_grind_item(amount)
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    # Should be cached
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    def can_trade_at(self, region: str, currency: str, amount: int) -> StardewRule:
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        if amount == 0:
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            return True_()
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        if currency == Currency.money:
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            return self.logic.money.can_spend_at(region, amount)
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        return self.logic.region.can_reach(region) & self.can_trade(currency, amount)
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    def can_spend_walnut(self, amount: int) -> StardewRule:
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        return False_()
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