 9ac921380f
			
		
	
	9ac921380f
	
	
	
		
			
			* create building data object and rename ItemSource to Source to be more generic # Conflicts: # worlds/stardew_valley/content/game_content.py # Conflicts: # worlds/stardew_valley/data/artisan.py # worlds/stardew_valley/data/game_item.py # worlds/stardew_valley/data/harvest.py # worlds/stardew_valley/data/shop.py * remove compound sources, replace by other requirements which already handle this usecase * add coops to content packs * add building progression in game features * add shippping bin to starting building; remove has_house * replace config check with feature * add other buildings in content packs * not passing * tests passes, unbelievable * use newly create methods more * use new assets to ease readability * self review * fix flake8 maybe * properly split rule for mapping cave systems * fix tractor garage name * self review * add upgrade_from to farm house buldings * don't override building name variable in logic * remove has_group from buildings * mark some items easy in grinding logic so blueprints buildings can be in more early spheres * move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now * remove price_multiplier, turns out it's unused during generation * disable shop source for mapping cave systems * bunch of code review changes * add petbowl and farmhouse to autobuilding * set min easy items to 300 * fix farm type
		
			
				
	
	
		
			54 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from abc import ABC
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| from dataclasses import dataclass
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| from typing import ClassVar, Set, Tuple
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| 
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| from ...strings.building_names import Building
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| 
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| progressive_house = "Progressive House"
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| 
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| # This assumes that the farm house is always available, which might not be true forever...
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| progressive_house_by_upgrade_name = {
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|     Building.farm_house: 0,
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|     Building.kitchen: 1,
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|     Building.kids_room: 2,
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|     Building.cellar: 3
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| }
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| 
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| 
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| def to_progressive_item(building: str) -> Tuple[str, int]:
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|     """Return the name of the progressive item and its quantity required to unlock the building.
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|     """
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|     if building in [Building.coop, Building.barn, Building.shed]:
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|         return f"Progressive {building}", 1
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|     elif building.startswith("Big"):
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|         return f"Progressive {building[building.index(' ') + 1:]}", 2
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|     elif building.startswith("Deluxe"):
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|         return f"Progressive {building[building.index(' ') + 1:]}", 3
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|     elif building in progressive_house_by_upgrade_name:
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|         return progressive_house, progressive_house_by_upgrade_name[building]
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| 
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|     return building, 1
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| 
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| 
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| def to_location_name(building: str) -> str:
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|     return f"{building} Blueprint"
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| 
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| 
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| @dataclass(frozen=True)
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| class BuildingProgressionFeature(ABC):
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|     is_progressive: ClassVar[bool]
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|     starting_buildings: Set[str]
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| 
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|     to_progressive_item = staticmethod(to_progressive_item)
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|     progressive_house = progressive_house
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| 
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|     to_location_name = staticmethod(to_location_name)
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| 
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| 
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| class BuildingProgressionVanilla(BuildingProgressionFeature):
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|     is_progressive = False
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| 
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| 
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| class BuildingProgressionProgressive(BuildingProgressionFeature):
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|     is_progressive = True
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