You are an experienced Python developer tasked with implementing a class named BestGoal that contains a method called determine_goal.
This method should determine the goals an agent should pursue based on its current state (including its view range, inventory, and status) and the rules of the game. The game rules are as follows:
collect:
  tree: {require: {}, receive: {wood: 1}, leaves: grass}
  stone: {require: {wood_pickaxe: 1}, receive: {stone: 1}, leaves: path}
  coal: {require: {wood_pickaxe: 1}, receive: {coal: 1}, leaves: path}
  iron: {require: {stone_pickaxe: 1}, receive: {iron: 1}, leaves: path}
  diamond: {require: {iron_pickaxe: 1}, receive: {diamond: 1}, leaves: path}
  water: {require: {}, receive: {drink: 1}, leaves: water}
  grass: {require: {}, receive: {sapling: 1}, probability: 0.1, leaves: grass}
  ripe_plant: {require: {}, receive: {food: 4}, leaves: plant}
  cow: {require: {}, receive: {food: 6}, leaves: none}  # Killing cows provides food

place:
  stone: {uses: {stone: 1}, where: [grass, path, water], type: material}
  table: {uses: {wood: 2}, where: [grass, path], type: material}
  furnace: {uses: {stone: 1}, where: [grass, path], type: material}  # Code shows only 1 stone needed
  plant: {uses: {sapling: 1}, where: [grass], type: object}

make:
  wood_pickaxe: {uses: {wood: 1}, nearby: [table], gives: 1}
  stone_pickaxe: {uses: {wood: 1, stone: 1}, nearby: [table], gives: 1}
  iron_pickaxe: {uses: {wood: 1, stone: 1, coal: 1, iron: 1}, nearby: [table, furnace], gives: 1}
  wood_sword: {uses: {wood: 1}, nearby: [table], gives: 1}
  stone_sword: {uses: {wood: 1, stone: 1}, nearby: [table], gives: 1}
  iron_sword: {uses: {wood: 1, stone: 1, coal: 1, iron: 1}, nearby: [table, furnace], gives: 1}

mobs:
  zombie: {health: 7, damage: 2, attack_cooldown: 5}  # Deals 7 damage when player sleeps, otherwise 2
  skeleton: {health: 5, damage: 2, attack_cooldown: 4}  # Arrow damage is 2
  cow: {health: 3, damage: 0}  # Cows don't attack

player:
  max_health: 9
  max_food: 9
  max_drink: 9
  max_energy: 9
  hunger_rate: 1.0  # Increases by 1 per hour when awake, 0.5 when sleeping
  thirst_rate: 1.0  # Increases by 1 per hour when awake, 0.5 when sleeping
  fatigue_rate: 1.0  # Increases by 1 per hour when awake, decreases by 1 when sleeping
  health_recover_rate: 1.0  # +1 per hour when all needs met, +2 when sleeping
  health_damage_rate: -1.0  # -1 per hour when needs not met, -0.5 when sleeping

achievements:
  - collect_coal
  - collect_diamond
  - collect_drink
  - collect_iron
  - collect_sapling
  - collect_stone
  - collect_wood
  - defeat_skeleton
  - defeat_zombie
  - eat_cow
  - eat_plant
  - make_iron_pickaxe
  - make_iron_sword
  - make_stone_pickaxe
  - make_stone_sword
  - make_wood_pickaxe
  - make_wood_sword
  - place_furnace
  - place_plant
  - place_stone
  - place_table
  - wake_up

The environment information is generated by the following code:
```python
 def render_craftax_text_describ_2(self, view_arr, index):
        (map_view, mob_map, inventory_values, status_values) = view_arr

        mob_id_to_name = ["zombie", "cows", "skeletons", "arrows"]
        block_id_to_name = ["invalid", "out of bounds", "grass", "water", "stone", "tree", "wood", "path", "coal",
                            "iron", "diamond", "crafting table", "furnace", "sand", "lava", "plant", "ripe plant"]

        text_view_values = set()

        block_names = np.vectorize(lambda x: block_id_to_name[x])(map_view[index])
        text_view_values.update(block_names.flatten())

        mob_ids = np.argmax(mob_map[index], axis=-1)
        mob_names = np.vectorize(lambda x: mob_id_to_name[x])(mob_ids)
        mob_mask = mob_map[index].max(axis=-1) > 0.5
        text_view_values.update(mob_names[mob_mask].flatten())
        text_view = ", ".join(text_view_values)

        inv_names = [
            "wood", "stone", "coal", "iron", "diamond", "sapling",
            "wood pickaxe", "stone pickaxe", "iron pickaxe",
            "wood sword", "stone sword", "iron sword"
        ]
        text_obs_inv = ", ".join([
            f"{name}: {value}"
            for name, value in zip(inv_names, inventory_values[index])
            if value > 0
        ])

        status_names = [
            "health", "Fullness", "Hydration", "Wakefulness", "\nSky brightness level"
        ]
        status = ", ".join([
            f"{name}: {int(value/0.09)}%"
            for name, value in zip(status_names, status_values[index])
        ])

        text_obs = "You see: " + text_view + "\nInventory: " + text_obs_inv + "\nStatus: " + status
        return text_obs
```
The state of environmental text is represented by  text_obs：
You see: plant, zombie, tree, grass, sand, path, stone
Inventory: wood: 1
Status: health: 11%, Fullness: 0%, Hydration: 0%, Wakefulness: 88%, Sky brightness level: 68%

You see: plant, tree, grass, path, stone
Inventory:
Status: health: 99%, Fullness: 77%, Hydration: 66%, Wakefulness: 77%, Sky brightness level: 99%

Please complete the following code to implement the goal determination function. The function should determine the goals the agent should pursue based on what it can see, what it has in its inventory, its status, and the weather conditions, according to the game rules. Ensure the agent can complete all 22 achievements.
	Code style requirements:
	Use clear logic and comments to ensure readability.
	Follow Python's PEP8 guidelines.

class BestGoal:
    def __init__(self):
...
	def determine_goal(self, text_obs):
