from functools import cached_property from Utils import cache_self1 from .base_logic import BaseLogicMixin, BaseLogic from ..content.vanilla.qi_board import qi_board_content_pack from ..data import fish_data from ..data.fish_data import FishItem from ..stardew_rule import StardewRule, True_ from ..strings.ap_names.ap_option_names import CustomLogicOptionName from ..strings.ap_names.mods.mod_items import SVEQuestItem from ..strings.craftable_names import Fishing from ..strings.fish_names import SVEFish from ..strings.machine_names import Machine from ..strings.quality_names import FishQuality from ..strings.region_names import Region from ..strings.skill_names import Skill from ..strings.tool_names import FishingRod class FishingLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.fishing = FishingLogic(*args, **kwargs) class FishingLogic(BaseLogic): @cached_property def can_reach_any_fishing_regions(self) -> StardewRule: return self.logic.region.can_reach_any(Region.beach, Region.town, Region.forest, Region.mountain, Region.island_south, Region.island_west) @cache_self1 def can_fish_anywhere(self, difficulty: int = 0) -> StardewRule: return self.logic.fishing.can_fish(difficulty) & self.logic.fishing.can_reach_any_fishing_regions def can_fish_in_freshwater(self) -> StardewRule: return self.logic.fishing.can_fish() & self.logic.region.can_reach_any(Region.forest, Region.town, Region.mountain) @cached_property def has_max_fishing(self) -> StardewRule: # Advanced Iridium is not necessary for max fishing return self.logic.tool.has_fishing_rod(FishingRod.iridium) & self.logic.skill.has_level(Skill.fishing, 10) @cached_property def can_fish_chests(self) -> StardewRule: return self.logic.tool.has_fishing_rod(FishingRod.iridium) & self.logic.skill.has_level(Skill.fishing, 6) @cache_self1 def can_fish_at(self, region: str) -> StardewRule: return self.logic.fishing.can_fish() & self.logic.region.can_reach(region) def can_fish_with_cast_distance(self, region: str, distance: int) -> StardewRule: if distance >= 7: required_levels = 15 elif distance >= 6: required_levels = 8 elif distance >= 5: required_levels = 4 elif distance >= 4: required_levels = 1 else: required_levels = 0 return self.logic.fishing.can_fish_at(region) & self.logic.skill.has_level(Skill.fishing, required_levels) def can_fish(self, difficulty: int = 0, minimum_level: int = 0) -> StardewRule: skill_required = int((difficulty / 10) - 1) if difficulty <= 40: skill_required = 0 if CustomLogicOptionName.extreme_fishing in self.options.custom_logic: skill_required -= 4 elif CustomLogicOptionName.hard_fishing in self.options.custom_logic: skill_required -= 2 elif CustomLogicOptionName.easy_fishing in self.options.custom_logic and difficulty > 20: skill_required += 2 skill_required = min(10, max(minimum_level, skill_required)) skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required) # Training rod only works with fish < 50. Fiberglass does not help you to catch higher difficulty fish, so it's skipped in logic. if difficulty < 50: fishing_rod_required = FishingRod.training elif difficulty < 80: fishing_rod_required = FishingRod.bamboo else: fishing_rod_required = FishingRod.iridium return self.logic.tool.has_fishing_rod(fishing_rod_required) & skill_rule @cache_self1 def can_catch_fish(self, fish: FishItem) -> StardewRule: quest_rule = True_() if fish.extended_family: quest_rule = self.logic.fishing.can_start_extended_family_quest() region_rule = self.logic.region.can_reach_any(*fish.locations) season_rule = self.logic.season.has_any(fish.seasons) if fish.difficulty == -1: difficulty_rule = self.logic.fishing.can_crab_pot else: difficulty_rule = self.logic.fishing.can_fish(120 if fish.legendary else fish.difficulty, fish.minimum_level) if fish.name == SVEFish.kittyfish: item_rule = self.logic.received(SVEQuestItem.kittyfish_spell) else: item_rule = True_() return quest_rule & region_rule & season_rule & difficulty_rule & item_rule def can_catch_fish_for_fishsanity(self, fish: FishItem) -> StardewRule: """ Rule could be different from the basic `can_catch_fish`. Imagine a fishsanity setting where you need to catch every fish with gold quality. """ return self.logic.fishing.can_catch_fish(fish) def can_start_extended_family_quest(self) -> StardewRule: if self.content.is_enabled(qi_board_content_pack): return (self.logic.region.can_reach(Region.qi_walnut_room) & self.logic.and_(*(self.logic.fishing.can_catch_fish(fish) for fish in fish_data.vanilla_legendary_fish))) return self.logic.false_ def can_catch_quality_fish(self, fish_quality: str) -> StardewRule: if fish_quality == FishQuality.basic: return self.logic.true_ if fish_quality == FishQuality.silver: return self.logic.tool.has_fishing_rod(FishingRod.bamboo) if fish_quality == FishQuality.gold: return self.logic.skill.has_level(Skill.fishing, 4) & self.can_use_tackle(Fishing.quality_bobber) if fish_quality == FishQuality.iridium: return self.logic.skill.has_level(Skill.fishing, 10) & self.can_use_tackle(Fishing.quality_bobber) raise ValueError(f"Quality {fish_quality} is unknown.") def can_use_tackle(self, tackle: str) -> StardewRule: return self.logic.tool.has_fishing_rod(FishingRod.iridium) & self.logic.has(tackle) def can_catch_every_fish(self) -> StardewRule: rules = [self.has_max_fishing] rules.extend( self.logic.fishing.can_catch_fish(fish) for fish in self.content.fishes.values() ) return self.logic.and_(*rules) def can_catch_many_fish(self, number: int) -> StardewRule: rules = [ self.logic.fishing.can_catch_fish(fish) for fish in self.content.fishes.values() ] if number > len(rules): number = len(rules) return self.logic.count(number, *rules) def has_specific_bait(self, fish: FishItem) -> StardewRule: return self.can_catch_fish(fish) & self.logic.has(Machine.bait_maker) def can_use_specific_bait(self, fish_name: str) -> StardewRule: return self.has_specific_bait(self.content.fishes[fish_name]) & self.logic.tool.has_fishing_rod(FishingRod.fiberglass) def can_use_any_bait(self) -> StardewRule: return self.logic.has(Fishing.bait) & self.logic.tool.has_fishing_rod(FishingRod.fiberglass) @cached_property def can_crab_pot_anywhere(self) -> StardewRule: return self.logic.fishing.can_crab_pot & self.can_reach_any_fishing_regions @cache_self1 def can_crab_pot_at(self, region: str) -> StardewRule: return self.logic.fishing.can_crab_pot & self.logic.region.can_reach(region) @cached_property def can_crab_pot(self) -> StardewRule: return self.logic.has(Machine.crab_pot) & self.logic.has(Fishing.bait)