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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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worlds/stardew_valley/data/building.py
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worlds/stardew_valley/data/building.py
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from dataclasses import dataclass, field
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from functools import cached_property
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from typing import Optional, Tuple
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from .game_item import Source
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@dataclass(frozen=True)
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class Building:
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name: str
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sources: Tuple[Source, ...] = field(kw_only=True)
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upgrade_from: Optional[str] = field(default=None, kw_only=True)
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@cached_property
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def is_upgrade(self) -> bool:
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return self.upgrade_from is not None
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