Files
Grinch-AP/worlds/stardew_valley/mods/logic/mod_logic.py
Jérémie Bolduc 9ac921380f Stardew Valley: Refactor buildings to use content packs (#4239)
* 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
2025-04-08 12:37:45 -04:00

21 lines
787 B
Python

from .deepwoods_logic import DeepWoodsLogicMixin
from .elevator_logic import ModElevatorLogicMixin
from .item_logic import ModItemLogicMixin
from .magic_logic import MagicLogicMixin
from .quests_logic import ModQuestLogicMixin
from .skills_logic import ModSkillLogicMixin
from .special_orders_logic import ModSpecialOrderLogicMixin
from .sve_logic import SVELogicMixin
from ...logic.base_logic import BaseLogicMixin
class ModLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.mod = ModLogic(*args, **kwargs)
class ModLogic(ModElevatorLogicMixin, MagicLogicMixin, ModSkillLogicMixin, ModItemLogicMixin, ModQuestLogicMixin,
ModSpecialOrderLogicMixin, DeepWoodsLogicMixin, SVELogicMixin):
pass