Files
Grinch-AP/worlds/stardew_valley/mods/logic/skills.py
Aaron Wagener 7193182294 Core: move option results to the World class instead of MultiWorld (#993)
🤞 

* 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>
2023-10-10 22:30:20 +02:00

95 lines
4.5 KiB
Python

from typing import List, Union
from . import magic
from ...strings.building_names import Building
from ...strings.geode_names import Geode
from ...strings.region_names import Region
from ...strings.skill_names import ModSkill
from ...strings.spells import MagicSpell
from ...strings.machine_names import Machine
from ...strings.tool_names import Tool, ToolMaterial
from ...mods.mod_data import ModNames
from ...data.villagers_data import all_villagers
from ...stardew_rule import Count, StardewRule, False_
from ... import options
def append_mod_skill_level(skills_items: List[str], active_mods):
if ModNames.luck_skill in active_mods:
skills_items.append("Luck Level")
if ModNames.socializing_skill in active_mods:
skills_items.append("Socializing Level")
if ModNames.magic in active_mods:
skills_items.append("Magic Level")
if ModNames.archaeology in active_mods:
skills_items.append("Archaeology Level")
if ModNames.binning_skill in active_mods:
skills_items.append("Binning Level")
if ModNames.cooking_skill in active_mods:
skills_items.append("Cooking Level")
def can_earn_mod_skill_level(logic, skill: str, level: int) -> StardewRule:
if ModNames.luck_skill in logic.options.mods and skill == ModSkill.luck:
return can_earn_luck_skill_level(logic, level)
if ModNames.magic in logic.options.mods and skill == ModSkill.magic:
return can_earn_magic_skill_level(logic, level)
if ModNames.socializing_skill in logic.options.mods and skill == ModSkill.socializing:
return can_earn_socializing_skill_level(logic, level)
if ModNames.archaeology in logic.options.mods and skill == ModSkill.archaeology:
return can_earn_archaeology_skill_level(logic, level)
if ModNames.cooking_skill in logic.options.mods and skill == ModSkill.cooking:
return can_earn_cooking_skill_level(logic, level)
if ModNames.binning_skill in logic.options.mods and skill == ModSkill.binning:
return can_earn_binning_skill_level(logic, level)
return False_()
def can_earn_luck_skill_level(vanilla_logic, level: int) -> StardewRule:
if level >= 6:
return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.magma)
else:
return vanilla_logic.can_fish_chests() | vanilla_logic.can_open_geode(Geode.geode)
def can_earn_magic_skill_level(vanilla_logic, level: int) -> StardewRule:
spell_count = [vanilla_logic.received(MagicSpell.clear_debris), vanilla_logic.received(MagicSpell.water),
vanilla_logic.received(MagicSpell.blink), vanilla_logic.received(MagicSpell.fireball),
vanilla_logic.received(MagicSpell.frostbite),
vanilla_logic.received(MagicSpell.descend), vanilla_logic.received(MagicSpell.tendrils),
vanilla_logic.received(MagicSpell.shockwave),
vanilla_logic.received(MagicSpell.meteor),
vanilla_logic.received(MagicSpell.spirit)]
return magic.can_use_altar(vanilla_logic) & Count(level, spell_count)
def can_earn_socializing_skill_level(vanilla_logic, level: int) -> StardewRule:
villager_count = []
for villager in all_villagers:
if villager.mod_name in vanilla_logic.options.mods or villager.mod_name is None:
villager_count.append(vanilla_logic.can_earn_relationship(villager.name, level))
return Count(level * 2, villager_count)
def can_earn_archaeology_skill_level(vanilla_logic, level: int) -> StardewRule:
if level >= 6:
return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.gold)
else:
return vanilla_logic.can_do_panning() | vanilla_logic.has_tool(Tool.hoe, ToolMaterial.basic)
def can_earn_cooking_skill_level(vanilla_logic, level: int) -> StardewRule:
if level >= 6:
return vanilla_logic.can_cook() & vanilla_logic.can_fish() & vanilla_logic.can_reach_region(Region.saloon) & \
vanilla_logic.has_building(Building.coop) & vanilla_logic.has_building(Building.barn)
else:
return vanilla_logic.can_cook()
def can_earn_binning_skill_level(vanilla_logic, level: int) -> StardewRule:
if level >= 6:
return vanilla_logic.can_reach_region(Region.town) & vanilla_logic.has(Machine.recycling_machine) & \
(vanilla_logic.can_fish() | vanilla_logic.can_crab_pot())
else:
return vanilla_logic.can_reach_region(Region.town) | (vanilla_logic.has(Machine.recycling_machine) &
(vanilla_logic.can_fish() | vanilla_logic.can_crab_pot()))