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* 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
77 lines
2.0 KiB
Python
77 lines
2.0 KiB
Python
import enum
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from abc import ABC
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from dataclasses import dataclass, field
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from types import MappingProxyType
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from typing import List, Iterable, Set, ClassVar, Tuple, Mapping, Callable, Any
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from ..stardew_rule.protocol import StardewRule
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DEFAULT_REQUIREMENT_TAGS = MappingProxyType({})
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@dataclass(frozen=True)
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class Requirement(ABC):
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...
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class ItemTag(enum.Enum):
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CROPSANITY_SEED = enum.auto()
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CROPSANITY = enum.auto()
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FISH = enum.auto()
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FRUIT = enum.auto()
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VEGETABLE = enum.auto()
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EDIBLE_MUSHROOM = enum.auto()
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BOOK = enum.auto()
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BOOK_POWER = enum.auto()
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BOOK_SKILL = enum.auto()
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@dataclass(frozen=True)
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class Source(ABC):
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add_tags: ClassVar[Tuple[ItemTag]] = ()
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other_requirements: Tuple[Requirement, ...] = field(kw_only=True, default_factory=tuple)
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@property
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def requirement_tags(self) -> Mapping[str, Tuple[ItemTag, ...]]:
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return DEFAULT_REQUIREMENT_TAGS
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@dataclass(frozen=True, kw_only=True)
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class GenericSource(Source):
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regions: Tuple[str, ...] = ()
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"""No region means it's available everywhere."""
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@dataclass(frozen=True)
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class CustomRuleSource(Source):
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"""Hopefully once everything is migrated to sources, we won't need these custom logic anymore."""
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create_rule: Callable[[Any], StardewRule]
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class Tag(Source):
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"""Not a real source, just a way to add tags to an item. Will be removed from the item sources during unpacking."""
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tag: Tuple[ItemTag, ...]
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def __init__(self, *tag: ItemTag):
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self.tag = tag # noqa
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@property
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def add_tags(self):
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return self.tag
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@dataclass(frozen=True)
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class GameItem:
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name: str
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sources: List[Source] = field(default_factory=list)
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tags: Set[ItemTag] = field(default_factory=set)
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def add_sources(self, sources: Iterable[Source]):
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self.sources.extend(source for source in sources if type(source) is not Tag)
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for source in sources:
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self.add_tags(source.add_tags)
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def add_tags(self, tags: Iterable[ItemTag]):
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self.tags.update(tags)
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