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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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@@ -254,7 +254,7 @@ class StardewLogic(ReceivedLogicMixin, HasLogicMixin, RegionLogicMixin, Travelin
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Geode.omni: self.mine.can_mine_in_the_mines_floor_41_80() | self.region.can_reach(Region.desert) | self.tool.has_tool(Tool.pan, ToolMaterial.iron) | self.received(Wallet.rusty_key) | (self.has(Fish.octopus) & self.building.has_building(Building.fish_pond)) | self.region.can_reach(Region.volcano_floor_10),
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Gift.bouquet: self.relationship.has_hearts_with_any_bachelor(8) & self.money.can_spend_at(Region.pierre_store, 100),
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Gift.golden_pumpkin: self.season.has(Season.fall) | self.action.can_open_geode(Geode.artifact_trove),
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Gift.mermaid_pendant: self.region.can_reach(Region.tide_pools) & self.relationship.has_hearts_with_any_bachelor(10) & self.building.has_house(1) & self.has(Consumable.rain_totem),
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Gift.mermaid_pendant: self.region.can_reach(Region.tide_pools) & self.relationship.has_hearts_with_any_bachelor(10) & self.building.has_building(Building.kitchen) & self.has(Consumable.rain_totem),
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Gift.movie_ticket: self.money.can_spend_at(Region.movie_ticket_stand, 1000),
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Gift.pearl: (self.has(Fish.blobfish) & self.building.has_building(Building.fish_pond)) | self.action.can_open_geode(Geode.artifact_trove),
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Gift.tea_set: self.season.has(Season.winter) & self.time.has_lived_max_months,
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@@ -355,9 +355,6 @@ class StardewLogic(ReceivedLogicMixin, HasLogicMixin, RegionLogicMixin, Travelin
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obtention_rule = self.registry.item_rules[recipe] if recipe in self.registry.item_rules else False_()
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self.registry.item_rules[recipe] = obtention_rule | crafting_rule
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self.building.initialize_rules()
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self.building.update_rules(self.mod.building.get_modded_building_rules())
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self.quest.initialize_rules()
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self.quest.update_rules(self.mod.quest.get_modded_quest_rules())
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