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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
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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from ...strings.building_names import Building
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progressive_house = "Progressive House"
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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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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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return building, 1
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def to_location_name(building: str) -> str:
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return f"{building} Blueprint"
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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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to_progressive_item = staticmethod(to_progressive_item)
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progressive_house = progressive_house
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to_location_name = staticmethod(to_location_name)
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class BuildingProgressionVanilla(BuildingProgressionFeature):
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is_progressive = False
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class BuildingProgressionProgressive(BuildingProgressionFeature):
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is_progressive = True
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