Files
Grinch-AP/worlds/stardew_valley/content/unpacking.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

98 lines
3.3 KiB
Python

from __future__ import annotations
from graphlib import TopologicalSorter
from typing import Iterable, Mapping, Callable
from .game_content import StardewContent, ContentPack, StardewFeatures
from .vanilla.base import base_game as base_game_content_pack
from ..data.game_item import GameItem, Source
def unpack_content(features: StardewFeatures, packs: Iterable[ContentPack]) -> StardewContent:
# Base game is always registered first.
content = StardewContent(features)
packs_to_finalize = [base_game_content_pack]
register_pack(content, base_game_content_pack)
# Content packs are added in order based on their dependencies
sorter = TopologicalSorter()
packs_by_name = {p.name: p for p in packs}
# Build the dependency graph
for name, pack in packs_by_name.items():
sorter.add(name,
*pack.dependencies,
*(wd for wd in pack.weak_dependencies if wd in packs_by_name))
# Graph is traversed in BFS
sorter.prepare()
while sorter.is_active():
# Packs get shuffled in TopologicalSorter, most likely due to hash seeding.
for pack_name in sorted(sorter.get_ready()):
pack = packs_by_name[pack_name]
register_pack(content, pack)
sorter.done(pack_name)
packs_to_finalize.append(pack)
prune_inaccessible_items(content)
for pack in packs_to_finalize:
pack.finalize_hook(content)
# Maybe items without source should be removed at some point
return content
def register_pack(content: StardewContent, pack: ContentPack):
# register regions
# register entrances
register_sources_and_call_hook(content, pack.harvest_sources, pack.harvest_source_hook)
register_sources_and_call_hook(content, pack.shop_sources, pack.shop_source_hook)
register_sources_and_call_hook(content, pack.crafting_sources, pack.crafting_hook)
register_sources_and_call_hook(content, pack.artisan_good_sources, pack.artisan_good_hook)
for fish in pack.fishes:
content.fishes[fish.name] = fish
pack.fish_hook(content)
for villager in pack.villagers:
content.villagers[villager.name] = villager
pack.villager_hook(content)
for building in pack.farm_buildings:
content.farm_buildings[building.name] = building
pack.farm_building_hook(content)
for skill in pack.skills:
content.skills[skill.name] = skill
pack.skill_hook(content)
# register_quests
# ...
content.registered_packs.add(pack.name)
def register_sources_and_call_hook(content: StardewContent,
sources_by_item_name: Mapping[str, Iterable[Source]],
hook: Callable[[StardewContent], None]):
for item_name, sources in sources_by_item_name.items():
item = content.game_items.setdefault(item_name, GameItem(item_name))
item.add_sources(sources)
for source in sources:
for requirement_name, tags in source.requirement_tags.items():
requirement_item = content.game_items.setdefault(requirement_name, GameItem(requirement_name))
requirement_item.add_tags(tags)
hook(content)
def prune_inaccessible_items(content: StardewContent):
for item in list(content.game_items.values()):
if not item.sources:
content.game_items.pop(item.name)