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Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
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@@ -15,6 +15,8 @@ from ..strings.fish_names import WaterItem
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from ..strings.material_names import Material
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from ..strings.metal_names import MetalBar
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has_group = "building"
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class BuildingLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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@@ -42,7 +44,7 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
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Building.well: self.logic.money.can_spend(1000) & self.logic.has(Material.stone),
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Building.shipping_bin: self.logic.money.can_spend(250) & self.logic.has(Material.wood),
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Building.kitchen: self.logic.money.can_spend(10000) & self.logic.has(Material.wood) & self.logic.building.has_house(0),
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Building.kids_room: self.logic.money.can_spend(50000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1),
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Building.kids_room: self.logic.money.can_spend(65000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1),
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Building.cellar: self.logic.money.can_spend(100000) & self.logic.building.has_house(2),
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# @formatter:on
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})
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@@ -60,7 +62,7 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
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carpenter_rule = self.logic.received(Event.can_construct_buildings)
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if not self.options.building_progression & BuildingProgression.option_progressive:
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return Has(building, self.registry.building_rules) & carpenter_rule
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return Has(building, self.registry.building_rules, has_group) & carpenter_rule
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count = 1
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if building in [Building.coop, Building.barn, Building.shed]:
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@@ -86,10 +88,10 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
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return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level)
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if upgrade_level == 1:
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return carpenter_rule & Has(Building.kitchen, self.registry.building_rules)
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return carpenter_rule & Has(Building.kitchen, self.registry.building_rules, has_group)
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if upgrade_level == 2:
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return carpenter_rule & Has(Building.kids_room, self.registry.building_rules)
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return carpenter_rule & Has(Building.kids_room, self.registry.building_rules, has_group)
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# if upgrade_level == 3:
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return carpenter_rule & Has(Building.cellar, self.registry.building_rules)
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return carpenter_rule & Has(Building.cellar, self.registry.building_rules, has_group)
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