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Stardew Valley: Refactor Animals to use Content Packs (#4320)
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@@ -1,25 +1,15 @@
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from typing import Union
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import typing
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from .base_logic import BaseLogicMixin, BaseLogic
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from .building_logic import BuildingLogicMixin
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from .has_logic import HasLogicMixin
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from .money_logic import MoneyLogicMixin
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from ..stardew_rule import StardewRule, true_
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from ..strings.animal_names import Animal, coop_animals, barn_animals
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from ..stardew_rule import StardewRule
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from ..strings.building_names import Building
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from ..strings.forageable_names import Forageable
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from ..strings.generic_names import Generic
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from ..strings.region_names import Region
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from ..strings.machine_names import Machine
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cost_and_building_by_animal = {
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Animal.chicken: (800, Building.coop),
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Animal.cow: (1500, Building.barn),
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Animal.goat: (4000, Building.big_barn),
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Animal.duck: (1200, Building.big_coop),
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Animal.sheep: (8000, Building.deluxe_barn),
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Animal.rabbit: (8000, Building.deluxe_coop),
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Animal.pig: (16000, Building.deluxe_barn)
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}
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if typing.TYPE_CHECKING:
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from .logic import StardewLogic
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else:
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StardewLogic = object
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class AnimalLogicMixin(BaseLogicMixin):
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@@ -28,32 +18,19 @@ class AnimalLogicMixin(BaseLogicMixin):
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self.animal = AnimalLogic(*args, **kwargs)
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class AnimalLogic(BaseLogic[Union[HasLogicMixin, MoneyLogicMixin, BuildingLogicMixin]]):
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class AnimalLogic(BaseLogic[StardewLogic]):
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def can_buy_animal(self, animal: str) -> StardewRule:
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try:
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price, building = cost_and_building_by_animal[animal]
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except KeyError:
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return true_
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return self.logic.money.can_spend_at(Region.ranch, price) & self.logic.building.has_building(building)
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def can_incubate(self, egg_item: str) -> StardewRule:
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return self.logic.building.has_building(Building.coop) & self.logic.has(egg_item)
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def has_animal(self, animal: str) -> StardewRule:
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if animal == Generic.any:
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return self.has_any_animal()
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elif animal == Building.coop:
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return self.has_any_coop_animal()
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elif animal == Building.barn:
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return self.has_any_barn_animal()
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return self.logic.has(animal)
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def can_ostrich_incubate(self, egg_item: str) -> StardewRule:
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return self.logic.building.has_building(Building.barn) & self.logic.has(Machine.ostrich_incubator) & self.logic.has(egg_item)
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def has_happy_animal(self, animal: str) -> StardewRule:
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return self.has_animal(animal) & self.logic.has(Forageable.hay)
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def has_animal(self, animal_name: str) -> StardewRule:
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animal = self.content.animals.get(animal_name)
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assert animal is not None, f"Animal {animal_name} not found."
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def has_any_animal(self) -> StardewRule:
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return self.has_any_coop_animal() | self.has_any_barn_animal()
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return self.logic.source.has_access_to_any(animal.sources) & self.logic.building.has_building(animal.required_building)
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def has_any_coop_animal(self) -> StardewRule:
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return self.logic.has_any(*coop_animals)
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def has_any_barn_animal(self) -> StardewRule:
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return self.logic.has_any(*barn_animals)
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def has_happy_animal(self, animal_name: str) -> StardewRule:
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return self.logic.animal.has_animal(animal_name) & self.logic.has(Forageable.hay)
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