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Stardew Valley: Refactor buildings to use content packs (#4239)
* create building data object and rename ItemSource to Source to be more generic # Conflicts: # worlds/stardew_valley/content/game_content.py # Conflicts: # worlds/stardew_valley/data/artisan.py # worlds/stardew_valley/data/game_item.py # worlds/stardew_valley/data/harvest.py # worlds/stardew_valley/data/shop.py * remove compound sources, replace by other requirements which already handle this usecase * add coops to content packs * add building progression in game features * add shippping bin to starting building; remove has_house * replace config check with feature * add other buildings in content packs * not passing * tests passes, unbelievable * use newly create methods more * use new assets to ease readability * self review * fix flake8 maybe * properly split rule for mapping cave systems * fix tractor garage name * self review * add upgrade_from to farm house buldings * don't override building name variable in logic * remove has_group from buildings * mark some items easy in grinding logic so blueprints buildings can be in more early spheres * move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now * remove price_multiplier, turns out it's unused during generation * disable shop source for mapping cave systems * bunch of code review changes * add petbowl and farmhouse to autobuilding * set min easy items to 300 * fix farm type
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@@ -1,8 +1,9 @@
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from . import content_packs
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from .feature import cropsanity, friendsanity, fishsanity, booksanity, skill_progression, tool_progression
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from .feature import cropsanity, friendsanity, fishsanity, booksanity, building_progression, skill_progression, tool_progression
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from .game_content import ContentPack, StardewContent, StardewFeatures
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from .unpacking import unpack_content
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from .. import options
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from ..strings.building_names import Building
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def create_content(player_options: options.StardewValleyOptions) -> StardewContent:
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@@ -29,6 +30,7 @@ def choose_content_packs(player_options: options.StardewValleyOptions):
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def choose_features(player_options: options.StardewValleyOptions) -> StardewFeatures:
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return StardewFeatures(
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choose_booksanity(player_options.booksanity),
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choose_building_progression(player_options.building_progression, player_options.farm_type),
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choose_cropsanity(player_options.cropsanity),
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choose_fishsanity(player_options.fishsanity),
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choose_friendsanity(player_options.friendsanity, player_options.friendsanity_heart_size),
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@@ -109,6 +111,32 @@ def choose_friendsanity(friendsanity_option: options.Friendsanity, heart_size: o
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raise ValueError(f"No friendsanity feature mapped to {str(friendsanity_option.value)}")
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def choose_building_progression(building_option: options.BuildingProgression,
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farm_type_option: options.FarmType) -> building_progression.BuildingProgressionFeature:
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starting_buildings = {Building.farm_house, Building.pet_bowl, Building.shipping_bin}
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if farm_type_option == options.FarmType.option_meadowlands:
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starting_buildings.add(Building.coop)
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if (building_option == options.BuildingProgression.option_vanilla
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or building_option == options.BuildingProgression.option_vanilla_cheap
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or building_option == options.BuildingProgression.option_vanilla_very_cheap):
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return building_progression.BuildingProgressionVanilla(
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starting_buildings=starting_buildings,
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)
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starting_buildings.remove(Building.shipping_bin)
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if (building_option == options.BuildingProgression.option_progressive
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or building_option == options.BuildingProgression.option_progressive_cheap
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or building_option == options.BuildingProgression.option_progressive_very_cheap):
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return building_progression.BuildingProgressionProgressive(
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starting_buildings=starting_buildings,
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)
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raise ValueError(f"No building progression feature mapped to {str(building_option.value)}")
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skill_progression_by_option = {
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options.SkillProgression.option_vanilla: skill_progression.SkillProgressionVanilla(),
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options.SkillProgression.option_progressive: skill_progression.SkillProgressionProgressive(),
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