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🤞 * map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * change Zillion to new options dataclass * remove unused parameter to function * use TypeGuard for Literal narrowing * move dlc quest to new api * move overcooked 2 to new api * fixed some missed code in oc2 * - Tried to be compliant with 993 (WIP?) * - I think it all works now * - Removed last trace of me touching core * typo * It now passes all tests! * Improve options, fix all issues I hope * - Fixed init options * dlcquest: fix bad imports * missed a file * - Reduce code duplication * add as_dict documentation * - Use .items(), get option name more directly, fix slot data content * - Remove generic options from the slot data * improve slot data documentation * remove `CommonOptions.get_value` (#21) * better slot data description Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
95 lines
4.5 KiB
Python
95 lines
4.5 KiB
Python
from typing import List, Union
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from . import magic
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from ...strings.building_names import Building
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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.skill_names import ModSkill
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from ...strings.spells import MagicSpell
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from ...strings.machine_names import Machine
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from ...strings.tool_names import Tool, ToolMaterial
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from ...mods.mod_data import ModNames
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from ...data.villagers_data import all_villagers
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from ...stardew_rule import Count, StardewRule, False_
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from ... import options
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def append_mod_skill_level(skills_items: List[str], active_mods):
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if ModNames.luck_skill in active_mods:
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skills_items.append("Luck Level")
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if ModNames.socializing_skill in active_mods:
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skills_items.append("Socializing Level")
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if ModNames.magic in active_mods:
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skills_items.append("Magic Level")
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if ModNames.archaeology in active_mods:
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skills_items.append("Archaeology Level")
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if ModNames.binning_skill in active_mods:
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skills_items.append("Binning Level")
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if ModNames.cooking_skill in active_mods:
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skills_items.append("Cooking Level")
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def can_earn_mod_skill_level(logic, skill: str, level: int) -> StardewRule:
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if ModNames.luck_skill in logic.options.mods and skill == ModSkill.luck:
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return can_earn_luck_skill_level(logic, level)
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if ModNames.magic in logic.options.mods and skill == ModSkill.magic:
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return can_earn_magic_skill_level(logic, level)
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if ModNames.socializing_skill in logic.options.mods and skill == ModSkill.socializing:
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return can_earn_socializing_skill_level(logic, level)
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if ModNames.archaeology in logic.options.mods and skill == ModSkill.archaeology:
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return can_earn_archaeology_skill_level(logic, level)
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if ModNames.cooking_skill in logic.options.mods and skill == ModSkill.cooking:
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return can_earn_cooking_skill_level(logic, level)
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if ModNames.binning_skill in logic.options.mods and skill == ModSkill.binning:
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return can_earn_binning_skill_level(logic, level)
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return False_()
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def can_earn_luck_skill_level(vanilla_logic, level: int) -> StardewRule:
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if level >= 6:
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return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.magma)
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else:
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return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.geode)
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def can_earn_magic_skill_level(vanilla_logic, level: int) -> StardewRule:
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spell_count = [vanilla_logic.received(MagicSpell.clear_debris), vanilla_logic.received(MagicSpell.water),
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vanilla_logic.received(MagicSpell.blink), vanilla_logic.received(MagicSpell.fireball),
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vanilla_logic.received(MagicSpell.frostbite),
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vanilla_logic.received(MagicSpell.descend), vanilla_logic.received(MagicSpell.tendrils),
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vanilla_logic.received(MagicSpell.shockwave),
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vanilla_logic.received(MagicSpell.meteor),
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vanilla_logic.received(MagicSpell.spirit)]
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return magic.can_use_altar(vanilla_logic) & Count(level, spell_count)
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def can_earn_socializing_skill_level(vanilla_logic, level: int) -> StardewRule:
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villager_count = []
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for villager in all_villagers:
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if villager.mod_name in vanilla_logic.options.mods or villager.mod_name is None:
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villager_count.append(vanilla_logic.can_earn_relationship(villager.name, level))
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return Count(level * 2, villager_count)
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def can_earn_archaeology_skill_level(vanilla_logic, level: int) -> StardewRule:
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if level >= 6:
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return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.gold)
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else:
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return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.basic)
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def can_earn_cooking_skill_level(vanilla_logic, level: int) -> StardewRule:
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if level >= 6:
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return vanilla_logic.can_cook() & vanilla_logic.can_fish() & vanilla_logic.can_reach_region(Region.saloon) & \
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vanilla_logic.has_building(Building.coop) & vanilla_logic.has_building(Building.barn)
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else:
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return vanilla_logic.can_cook()
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def can_earn_binning_skill_level(vanilla_logic, level: int) -> StardewRule:
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if level >= 6:
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return vanilla_logic.can_reach_region(Region.town) & vanilla_logic.has(Machine.recycling_machine) & \
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(vanilla_logic.can_fish() | vanilla_logic.can_crab_pot())
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else:
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return vanilla_logic.can_reach_region(Region.town) | (vanilla_logic.has(Machine.recycling_machine) &
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(vanilla_logic.can_fish() | vanilla_logic.can_crab_pot()))
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