from .base_logic import BaseLogicMixin, BaseLogic from ..options import FarmType from ..stardew_rule import StardewRule, False_, True_ from ..strings.ap_names.ap_option_names import CustomLogicOptionName from ..strings.region_names import Region from ..strings.skill_names import Skill, ModSkill from ..strings.tool_names import ToolMaterial, Tool, FishingRod class AbilityLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.ability = AbilityLogic(*args, **kwargs) class AbilityLogic(BaseLogic): def can_mine_stone(self) -> StardewRule: can_reach_any_mining_region = self.logic.region.can_reach_any(Region.mines, Region.skull_cavern, Region.volcano, Region.quarry_mine) if self.options.farm_type in [FarmType.option_hill_top, FarmType.option_four_corners]: can_reach_any_mining_region = can_reach_any_mining_region | self.logic.region.can_reach(Region.farm) return self.logic.tool.has_tool(Tool.pickaxe) & can_reach_any_mining_region def can_mine_perfectly(self) -> StardewRule: return self.logic.mine.can_progress_in_the_mines_from_floor(160) def can_mine_perfectly_in_the_skull_cavern(self) -> StardewRule: return (self.logic.ability.can_mine_perfectly() & self.logic.region.can_reach(Region.skull_cavern)) def can_farm_perfectly(self) -> StardewRule: tool_rule = self.logic.tool.has_tool(Tool.hoe, ToolMaterial.iridium) & self.logic.tool.can_water(5) return tool_rule & self.logic.skill.has_farming_level(10) def can_fish_perfectly(self) -> StardewRule: skill_rule = self.logic.skill.has_level(Skill.fishing, 10) return skill_rule & self.logic.tool.has_fishing_rod(FishingRod.iridium) def can_chop_trees(self) -> StardewRule: can_reach_any_tree_region = self.logic.region.can_reach_any(Region.forest, Region.backwoods, Region.bus_stop, Region.mountain, Region.desert, Region.island_west, Region.island_north) return self.logic.tool.has_tool(Tool.axe) & can_reach_any_tree_region def can_chop_perfectly(self) -> StardewRule: magic_rule = (self.logic.magic.can_use_clear_debris_instead_of_tool_level(3)) & self.logic.mod.skill.has_mod_level(ModSkill.magic, 10) tool_rule = self.logic.tool.has_tool(Tool.axe, ToolMaterial.iridium) foraging_rule = self.logic.skill.has_level(Skill.foraging, 10) region_rule = self.logic.region.can_reach(Region.forest) return region_rule & ((tool_rule & foraging_rule) | magic_rule) def can_scythe_vines(self) -> StardewRule: can_reach_any_vine_region = self.logic.region.can_reach_any(Region.forest, Region.railroad) return self.logic.tool.has_scythe() & can_reach_any_vine_region & self.logic.season.has_any_not_winter() def can_chair_skip(self) -> StardewRule: if CustomLogicOptionName.chair_skips not in self.options.custom_logic: return False_() if CustomLogicOptionName.critical_free_samples in self.options.custom_logic: if self.options.farm_type == FarmType.option_standard or \ self.options.farm_type == FarmType.option_riverland or \ self.options.farm_type == FarmType.option_forest or \ self.options.farm_type == FarmType.option_beach: return True_() return self.logic.money.can_spend_at(Region.carpenter, 350)