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										 |  |  | from functools import cached_property | 
					
						
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							|  |  |  | from Utils import cache_self1 | 
					
						
							|  |  |  | from .base_logic import BaseLogic, BaseLogicMixin | 
					
						
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										 |  |  | from ..stardew_rule import StardewRule, true_ | 
					
						
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										 |  |  | from ..strings.building_names import Building | 
					
						
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										 |  |  | from ..strings.region_names import Region | 
					
						
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										 |  |  | AUTO_BUILDING_BUILDINGS = {Building.shipping_bin, Building.pet_bowl, Building.farm_house} | 
					
						
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												Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024
This includes randomization for pretty much all of the new content, including but not limited to
- Raccoon Bundles
- Booksanity
- Skill Masteries
- New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests
This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit.
In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update
- Walnutsanity
- Player Buffs
- More customizability in settings, such as shorter special orders, ER without farmhouse
- New Remixed Bundles
											
										 
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							|  |  |  | class BuildingLogicMixin(BaseLogicMixin): | 
					
						
							|  |  |  |     def __init__(self, *args, **kwargs): | 
					
						
							|  |  |  |         super().__init__(*args, **kwargs) | 
					
						
							|  |  |  |         self.building = BuildingLogic(*args, **kwargs) | 
					
						
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										 |  |  | class BuildingLogic(BaseLogic): | 
					
						
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							|  |  |  |     @cache_self1 | 
					
						
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										 |  |  |     def can_build(self, building_name: str) -> StardewRule: | 
					
						
							|  |  |  |         building = self.content.farm_buildings.get(building_name) | 
					
						
							|  |  |  |         assert building is not None, f"Building {building_name} not found." | 
					
						
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										 |  |  |         source_rule = self.logic.source.has_access_to_any(building.sources) | 
					
						
							|  |  |  |         if not building.is_upgrade: | 
					
						
							|  |  |  |             return source_rule | 
					
						
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										 |  |  |         upgrade_rule = self.logic.building.has_building(building.upgrade_from) | 
					
						
							|  |  |  |         return self.logic.and_(upgrade_rule, source_rule) | 
					
						
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										 |  |  |     @cache_self1 | 
					
						
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										 |  |  |     def has_building(self, building_name: str) -> StardewRule: | 
					
						
							|  |  |  |         building_progression = self.content.features.building_progression | 
					
						
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										 |  |  |         if building_name in building_progression.starting_buildings: | 
					
						
							|  |  |  |             return true_ | 
					
						
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										 |  |  |         if not building_progression.is_progressive: | 
					
						
							|  |  |  |             return self.logic.building.can_build(building_name) | 
					
						
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										 |  |  |         # Those buildings are special. The mod auto-builds them when received, no need to go to Robin. | 
					
						
							|  |  |  |         if building_name in AUTO_BUILDING_BUILDINGS: | 
					
						
							|  |  |  |             return self.logic.received(Building.shipping_bin) | 
					
						
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										 |  |  |         carpenter_rule = self.logic.building.can_construct_buildings | 
					
						
							|  |  |  |         item, count = building_progression.to_progressive_item(building_name) | 
					
						
							|  |  |  |         return self.logic.received(item, count) & carpenter_rule | 
					
						
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										 |  |  |     @cached_property | 
					
						
							|  |  |  |     def can_construct_buildings(self) -> StardewRule: | 
					
						
							|  |  |  |         return self.logic.region.can_reach(Region.carpenter) |