from functools import cached_property from typing import List from .base_logic import BaseLogicMixin, BaseLogic from ..bundles.bundle import Bundle from ..stardew_rule import StardewRule, True_ from ..strings.ap_names.community_upgrade_names import CommunityUpgrade from ..strings.building_names import Building from ..strings.bundle_names import MemeBundleName from ..strings.currency_names import Currency from ..strings.machine_names import Machine from ..strings.quality_names import CropQuality, ForageQuality, FishQuality, ArtisanQuality from ..strings.quest_names import Quest from ..strings.region_names import Region class BundleLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.bundle = BundleLogic(*args, **kwargs) class BundleLogic(BaseLogic): # Should be cached def can_complete_bundle(self, bundle: Bundle) -> StardewRule: item_rules = [] qualities = [] time_to_grind = 0 building_rule = self.logic.true_ can_speak_junimo = self.logic.action.can_speak_junimo() number_items_required = bundle.number_required for bundle_item in bundle.items: item = bundle_item.get_item() if Currency.is_currency(item): return can_speak_junimo & self.logic.money.can_trade(item, bundle_item.amount) if item == Building.well: building_rule = self.logic.building.has_building(item) number_items_required -= 1 else: item_rules.append(item) if bundle_item.amount > 50: time_to_grind = bundle_item.amount // 50 qualities.append(bundle_item.quality) quality_rules = self.get_quality_rules(qualities) item_rules = self.logic.has_n(*item_rules, count=number_items_required) time_rule = self.logic.time.has_lived_months(time_to_grind) special_rule = self.get_special_bundle_requirement(bundle) return can_speak_junimo & item_rules & quality_rules & time_rule & building_rule & special_rule def get_special_bundle_requirement(self, bundle: Bundle) -> StardewRule: if bundle.name == MemeBundleName.pomnut: return self.logic.building.has_building(Building.stable) return self.logic.true_ def get_quality_rules(self, qualities: List[str]) -> StardewRule: crop_quality = CropQuality.get_highest(qualities) fish_quality = FishQuality.get_highest(qualities) forage_quality = ForageQuality.get_highest(qualities) artisan_quality = ArtisanQuality.get_highest(qualities) quality_rules = [] if crop_quality != CropQuality.basic: quality_rules.append(self.logic.quality.can_grow_crop_quality(crop_quality)) if fish_quality != FishQuality.basic: quality_rules.append(self.logic.fishing.can_catch_quality_fish(fish_quality)) if forage_quality != ForageQuality.basic: quality_rules.append(self.logic.skill.can_forage_quality(forage_quality)) if artisan_quality != ArtisanQuality.basic: quality_rules.append(self.logic.has(Machine.cask)) if not quality_rules: return True_() return self.logic.and_(*quality_rules) @cached_property def can_complete_community_center(self) -> StardewRule: return (self.logic.region.can_reach_location("Complete Crafts Room") & self.logic.region.can_reach_location("Complete Pantry") & self.logic.region.can_reach_location("Complete Fish Tank") & self.logic.region.can_reach_location("Complete Bulletin Board") & self.logic.region.can_reach_location("Complete Vault") & self.logic.region.can_reach_location("Complete Boiler Room")) def can_access_raccoon_bundles(self) -> StardewRule: if self.options.quest_locations.has_no_story_quests(): return self.logic.received(CommunityUpgrade.raccoon, 1) & self.logic.quest.can_complete_quest(Quest.giant_stump) # 1 - Break the tree # 2 - Build the house, which summons the bundle racoon. This one is done manually if quests are turned off return self.logic.received(CommunityUpgrade.raccoon, 2) def can_feed_trash_bear(self, *items: str) -> StardewRule: return (self.logic.received("Trash Bear Arrival") & self.logic.region.can_reach(Region.forest) & self.logic.has_all(*items))