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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@@ -19,7 +19,7 @@ from .logic.logic import StardewLogic
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from .logic.time_logic import MAX_MONTHS
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from .logic.tool_logic import tool_upgrade_prices
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from .mods.mod_data import ModNames
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from .options import BuildingProgression, ExcludeGingerIsland, SpecialOrderLocations, Museumsanity, BackpackProgression, Shipsanity, \
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from .options import ExcludeGingerIsland, SpecialOrderLocations, Museumsanity, BackpackProgression, Shipsanity, \
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Monstersanity, Chefsanity, Craftsanity, ArcadeMachineLocations, Cooksanity, StardewValleyOptions, Walnutsanity
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from .stardew_rule import And, StardewRule, true_
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from .stardew_rule.indirect_connection import look_for_indirect_connection
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@@ -71,7 +71,7 @@ def set_rules(world):
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set_tool_rules(logic, multiworld, player, world_content)
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set_skills_rules(logic, multiworld, player, world_content)
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set_bundle_rules(bundle_rooms, logic, multiworld, player, world_options)
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set_building_rules(logic, multiworld, player, world_options)
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set_building_rules(logic, multiworld, player, world_content)
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set_cropsanity_rules(logic, multiworld, player, world_content)
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set_story_quests_rules(all_location_names, logic, multiworld, player, world_options)
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set_special_order_rules(all_location_names, logic, multiworld, player, world_options)
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@@ -130,15 +130,19 @@ def set_tool_rules(logic: StardewLogic, multiworld, player, content: StardewCont
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MultiWorldRules.set_rule(tool_upgrade_location, logic.tool.has_tool(tool, previous))
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def set_building_rules(logic: StardewLogic, multiworld, player, world_options: StardewValleyOptions):
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if not world_options.building_progression & BuildingProgression.option_progressive:
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def set_building_rules(logic: StardewLogic, multiworld, player, content: StardewContent):
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building_progression = content.features.building_progression
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if not building_progression.is_progressive:
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return
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for building in locations.locations_by_tag[LocationTags.BUILDING_BLUEPRINT]:
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if building.mod_name is not None and building.mod_name not in world_options.mods:
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for building in content.farm_buildings.values():
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if building.name in building_progression.starting_buildings:
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continue
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MultiWorldRules.set_rule(multiworld.get_location(building.name, player),
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logic.registry.building_rules[building.name.replace(" Blueprint", "")])
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location_name = building_progression.to_location_name(building.name)
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MultiWorldRules.set_rule(multiworld.get_location(location_name, player),
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logic.building.can_build(building.name))
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def set_bundle_rules(bundle_rooms: List[BundleRoom], logic: StardewLogic, multiworld, player, world_options: StardewValleyOptions):
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@@ -241,7 +245,7 @@ def set_dangerous_mine_rules(logic, multiworld, player, world_options: StardewVa
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def set_farm_buildings_entrance_rules(logic, multiworld, player):
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set_entrance_rule(multiworld, player, Entrance.downstairs_to_cellar, logic.building.has_house(3))
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set_entrance_rule(multiworld, player, Entrance.downstairs_to_cellar, logic.building.has_building(Building.cellar))
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set_entrance_rule(multiworld, player, Entrance.use_desert_obelisk, logic.can_use_obelisk(Transportation.desert_obelisk))
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set_entrance_rule(multiworld, player, Entrance.enter_greenhouse, logic.received("Greenhouse"))
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set_entrance_rule(multiworld, player, Entrance.enter_coop, logic.building.has_building(Building.coop))
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