 9b22458f44
			
		
	
	9b22458f44
	
	
	
		
			
			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
		
			
				
	
	
		
			98 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, Union
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| 
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| from Utils import cache_self1
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| from .base_logic import BaseLogic, BaseLogicMixin
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| from .has_logic import HasLogicMixin
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| from .money_logic import MoneyLogicMixin
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| from .received_logic import ReceivedLogicMixin
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| from .region_logic import RegionLogicMixin
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| from ..options import BuildingProgression
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| from ..stardew_rule import StardewRule, True_, False_, Has
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| from ..strings.ap_names.event_names import Event
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| from ..strings.artisan_good_names import ArtisanGood
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| from ..strings.building_names import Building
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| 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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| 
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| has_group = "building"
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| 
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| 
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| class BuildingLogicMixin(BaseLogicMixin):
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|     def __init__(self, *args, **kwargs):
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|         super().__init__(*args, **kwargs)
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|         self.building = BuildingLogic(*args, **kwargs)
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| 
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| 
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| class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]):
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|     def initialize_rules(self):
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|         self.registry.building_rules.update({
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|             # @formatter:off
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|             Building.barn: self.logic.money.can_spend(6000) & self.logic.has_all(Material.wood, Material.stone),
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|             Building.big_barn: self.logic.money.can_spend(12000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.barn),
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|             Building.deluxe_barn: self.logic.money.can_spend(25000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_barn),
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|             Building.coop: self.logic.money.can_spend(4000) & self.logic.has_all(Material.wood, Material.stone),
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|             Building.big_coop: self.logic.money.can_spend(10000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.coop),
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|             Building.deluxe_coop: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_coop),
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|             Building.fish_pond: self.logic.money.can_spend(5000) & self.logic.has_all(Material.stone, WaterItem.seaweed, WaterItem.green_algae),
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|             Building.mill: self.logic.money.can_spend(2500) & self.logic.has_all(Material.stone, Material.wood, ArtisanGood.cloth),
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|             Building.shed: self.logic.money.can_spend(15000) & self.logic.has(Material.wood),
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|             Building.big_shed: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.shed),
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|             Building.silo: self.logic.money.can_spend(100) & self.logic.has_all(Material.stone, Material.clay, MetalBar.copper),
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|             Building.slime_hutch: self.logic.money.can_spend(10000) & self.logic.has_all(Material.stone, MetalBar.quartz, MetalBar.iridium),
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|             Building.stable: self.logic.money.can_spend(10000) & self.logic.has_all(Material.hardwood, MetalBar.iron),
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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(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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| 
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|     def update_rules(self, new_rules: Dict[str, StardewRule]):
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|         self.registry.building_rules.update(new_rules)
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| 
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|     @cache_self1
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|     def has_building(self, building: str) -> StardewRule:
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|         # Shipping bin is special. The mod auto-builds it when received, no need to go to Robin.
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|         if building is Building.shipping_bin:
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|             if not self.options.building_progression & BuildingProgression.option_progressive:
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|                 return True_()
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|             return self.logic.received(building)
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| 
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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, has_group) & carpenter_rule
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| 
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|         count = 1
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|         if building in [Building.coop, Building.barn, Building.shed]:
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|             building = f"Progressive {building}"
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|         elif building.startswith("Big"):
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|             count = 2
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|             building = " ".join(["Progressive", *building.split(" ")[1:]])
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|         elif building.startswith("Deluxe"):
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|             count = 3
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|             building = " ".join(["Progressive", *building.split(" ")[1:]])
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|         return self.logic.received(building, count) & carpenter_rule
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| 
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|     @cache_self1
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|     def has_house(self, upgrade_level: int) -> StardewRule:
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|         if upgrade_level < 1:
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|             return True_()
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| 
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|         if upgrade_level > 3:
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|             return False_()
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| 
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|         carpenter_rule = self.logic.received(Event.can_construct_buildings)
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|         if self.options.building_progression & BuildingProgression.option_progressive:
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|             return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level)
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| 
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|         if upgrade_level == 1:
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|             return carpenter_rule & Has(Building.kitchen, self.registry.building_rules, has_group)
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| 
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|         if upgrade_level == 2:
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|             return carpenter_rule & Has(Building.kids_room, self.registry.building_rules, has_group)
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| 
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|         # if upgrade_level == 3:
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|         return carpenter_rule & Has(Building.cellar, self.registry.building_rules, has_group)
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