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Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <elnendil@gmail.com> Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com> Co-authored-by: Jouramie <jouramie@hotmail.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
29 lines
1.1 KiB
Python
29 lines
1.1 KiB
Python
from typing import Dict, Union
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from ..mod_data import ModNames
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from ...logic.base_logic import BaseLogicMixin, BaseLogic
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from ...logic.has_logic import HasLogicMixin
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from ...logic.money_logic import MoneyLogicMixin
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from ...stardew_rule import StardewRule
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from ...strings.artisan_good_names import ArtisanGood
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from ...strings.building_names import ModBuilding
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from ...strings.metal_names import MetalBar
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from ...strings.region_names import Region
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class ModBuildingLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.building = ModBuildingLogic(*args, **kwargs)
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class ModBuildingLogic(BaseLogic[Union[MoneyLogicMixin, HasLogicMixin]]):
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def get_modded_building_rules(self) -> Dict[str, StardewRule]:
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buildings = dict()
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if ModNames.tractor in self.options.mods:
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tractor_rule = (self.logic.money.can_spend_at(Region.carpenter, 150000) &
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self.logic.has_all(MetalBar.iron, MetalBar.iridium, ArtisanGood.battery_pack))
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buildings.update({ModBuilding.tractor_garage: tractor_rule})
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return buildings
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