Files
Grinch-AP/worlds/stardew_valley/logic/building_logic.py
Jérémie Bolduc bad6a4b211 Stardew Valley: remove BaseLogic generic so importing mixins is no longer needed (#4916)
* remove BaseLogic generic so importing mixins is no longer needed

* self review
2025-04-23 17:31:08 +02:00

53 lines
2.0 KiB
Python

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)