from functools import cached_property from Utils import cache_self1 from .base_logic import BaseLogic, BaseLogicMixin from ..stardew_rule import StardewRule, true_ from ..strings.building_names import Building from ..strings.region_names import Region AUTO_BUILDING_BUILDINGS = {Building.shipping_bin, Building.pet_bowl, Building.farm_house} class BuildingLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.building = BuildingLogic(*args, **kwargs) class BuildingLogic(BaseLogic): @cache_self1 def can_build(self, building_name: str) -> StardewRule: building = self.content.farm_buildings.get(building_name) assert building is not None, f"Building {building_name} not found." source_rule = self.logic.source.has_access_to_any(building.sources) if not building.is_upgrade: return source_rule upgrade_rule = self.logic.building.has_building(building.upgrade_from) return self.logic.and_(upgrade_rule, source_rule) @cache_self1 def has_building(self, building_name: str) -> StardewRule: building_progression = self.content.features.building_progression if building_name in building_progression.starting_buildings: return true_ if not building_progression.is_progressive: return self.logic.building.can_build(building_name) # Those buildings are special. The mod auto-builds them when received, no need to go to Robin. if building_name in AUTO_BUILDING_BUILDINGS: return self.logic.received(Building.shipping_bin) carpenter_rule = self.logic.building.can_construct_buildings item, count = building_progression.to_progressive_item(building_name) return self.logic.received(item, count) & carpenter_rule @cached_property def can_construct_buildings(self) -> StardewRule: return self.logic.region.can_reach(Region.carpenter)