96 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			96 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from typing import Dict, Union | ||
|  | 
 | ||
|  | from Utils import cache_self1 | ||
|  | from .base_logic import BaseLogic, BaseLogicMixin | ||
|  | from .has_logic import HasLogicMixin | ||
|  | from .money_logic import MoneyLogicMixin | ||
|  | from .received_logic import ReceivedLogicMixin | ||
|  | from .region_logic import RegionLogicMixin | ||
|  | from ..options import BuildingProgression | ||
|  | from ..stardew_rule import StardewRule, True_, False_, Has | ||
|  | from ..strings.ap_names.event_names import Event | ||
|  | from ..strings.artisan_good_names import ArtisanGood | ||
|  | from ..strings.building_names import Building | ||
|  | from ..strings.fish_names import WaterItem | ||
|  | from ..strings.material_names import Material | ||
|  | from ..strings.metal_names import MetalBar | ||
|  | 
 | ||
|  | 
 | ||
|  | class BuildingLogicMixin(BaseLogicMixin): | ||
|  |     def __init__(self, *args, **kwargs): | ||
|  |         super().__init__(*args, **kwargs) | ||
|  |         self.building = BuildingLogic(*args, **kwargs) | ||
|  | 
 | ||
|  | 
 | ||
|  | class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]): | ||
|  |     def initialize_rules(self): | ||
|  |         self.registry.building_rules.update({ | ||
|  |             # @formatter:off | ||
|  |             Building.barn: self.logic.money.can_spend(6000) & self.logic.has_all(Material.wood, Material.stone), | ||
|  |             Building.big_barn: self.logic.money.can_spend(12000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.barn), | ||
|  |             Building.deluxe_barn: self.logic.money.can_spend(25000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_barn), | ||
|  |             Building.coop: self.logic.money.can_spend(4000) & self.logic.has_all(Material.wood, Material.stone), | ||
|  |             Building.big_coop: self.logic.money.can_spend(10000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.coop), | ||
|  |             Building.deluxe_coop: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_coop), | ||
|  |             Building.fish_pond: self.logic.money.can_spend(5000) & self.logic.has_all(Material.stone, WaterItem.seaweed, WaterItem.green_algae), | ||
|  |             Building.mill: self.logic.money.can_spend(2500) & self.logic.has_all(Material.stone, Material.wood, ArtisanGood.cloth), | ||
|  |             Building.shed: self.logic.money.can_spend(15000) & self.logic.has(Material.wood), | ||
|  |             Building.big_shed: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.shed), | ||
|  |             Building.silo: self.logic.money.can_spend(100) & self.logic.has_all(Material.stone, Material.clay, MetalBar.copper), | ||
|  |             Building.slime_hutch: self.logic.money.can_spend(10000) & self.logic.has_all(Material.stone, MetalBar.quartz, MetalBar.iridium), | ||
|  |             Building.stable: self.logic.money.can_spend(10000) & self.logic.has_all(Material.hardwood, MetalBar.iron), | ||
|  |             Building.well: self.logic.money.can_spend(1000) & self.logic.has(Material.stone), | ||
|  |             Building.shipping_bin: self.logic.money.can_spend(250) & self.logic.has(Material.wood), | ||
|  |             Building.kitchen: self.logic.money.can_spend(10000) & self.logic.has(Material.wood) & self.logic.building.has_house(0), | ||
|  |             Building.kids_room: self.logic.money.can_spend(50000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1), | ||
|  |             Building.cellar: self.logic.money.can_spend(100000) & self.logic.building.has_house(2), | ||
|  |             # @formatter:on | ||
|  |         }) | ||
|  | 
 | ||
|  |     def update_rules(self, new_rules: Dict[str, StardewRule]): | ||
|  |         self.registry.building_rules.update(new_rules) | ||
|  | 
 | ||
|  |     @cache_self1 | ||
|  |     def has_building(self, building: str) -> StardewRule: | ||
|  |         # Shipping bin is special. The mod auto-builds it when received, no need to go to Robin. | ||
|  |         if building is Building.shipping_bin: | ||
|  |             if not self.options.building_progression & BuildingProgression.option_progressive: | ||
|  |                 return True_() | ||
|  |             return self.logic.received(building) | ||
|  | 
 | ||
|  |         carpenter_rule = self.logic.received(Event.can_construct_buildings) | ||
|  |         if not self.options.building_progression & BuildingProgression.option_progressive: | ||
|  |             return Has(building, self.registry.building_rules) & carpenter_rule | ||
|  | 
 | ||
|  |         count = 1 | ||
|  |         if building in [Building.coop, Building.barn, Building.shed]: | ||
|  |             building = f"Progressive {building}" | ||
|  |         elif building.startswith("Big"): | ||
|  |             count = 2 | ||
|  |             building = " ".join(["Progressive", *building.split(" ")[1:]]) | ||
|  |         elif building.startswith("Deluxe"): | ||
|  |             count = 3 | ||
|  |             building = " ".join(["Progressive", *building.split(" ")[1:]]) | ||
|  |         return self.logic.received(building, count) & carpenter_rule | ||
|  | 
 | ||
|  |     @cache_self1 | ||
|  |     def has_house(self, upgrade_level: int) -> StardewRule: | ||
|  |         if upgrade_level < 1: | ||
|  |             return True_() | ||
|  | 
 | ||
|  |         if upgrade_level > 3: | ||
|  |             return False_() | ||
|  | 
 | ||
|  |         carpenter_rule = self.logic.received(Event.can_construct_buildings) | ||
|  |         if self.options.building_progression & BuildingProgression.option_progressive: | ||
|  |             return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level) | ||
|  | 
 | ||
|  |         if upgrade_level == 1: | ||
|  |             return carpenter_rule & Has(Building.kitchen, self.registry.building_rules) | ||
|  | 
 | ||
|  |         if upgrade_level == 2: | ||
|  |             return carpenter_rule & Has(Building.kids_room, self.registry.building_rules) | ||
|  | 
 | ||
|  |         # if upgrade_level == 3: | ||
|  |         return carpenter_rule & Has(Building.cellar, self.registry.building_rules) |