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Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <elnendil@gmail.com> Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com> Co-authored-by: Jouramie <jouramie@hotmail.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
60 lines
2.1 KiB
Python
60 lines
2.1 KiB
Python
from typing import Union
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from .base_logic import BaseLogicMixin, BaseLogic
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from .building_logic import BuildingLogicMixin
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from .has_logic import HasLogicMixin
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from .money_logic import MoneyLogicMixin
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from ..stardew_rule import StardewRule, true_
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from ..strings.animal_names import Animal, coop_animals, barn_animals
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from ..strings.building_names import Building
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from ..strings.forageable_names import Forageable
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from ..strings.generic_names import Generic
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from ..strings.region_names import Region
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cost_and_building_by_animal = {
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Animal.chicken: (800, Building.coop),
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Animal.cow: (1500, Building.barn),
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Animal.goat: (4000, Building.big_barn),
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Animal.duck: (1200, Building.big_coop),
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Animal.sheep: (8000, Building.deluxe_barn),
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Animal.rabbit: (8000, Building.deluxe_coop),
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Animal.pig: (16000, Building.deluxe_barn)
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}
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class AnimalLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.animal = AnimalLogic(*args, **kwargs)
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class AnimalLogic(BaseLogic[Union[HasLogicMixin, MoneyLogicMixin, BuildingLogicMixin]]):
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def can_buy_animal(self, animal: str) -> StardewRule:
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try:
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price, building = cost_and_building_by_animal[animal]
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except KeyError:
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return true_
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return self.logic.money.can_spend_at(Region.ranch, price) & self.logic.building.has_building(building)
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def has_animal(self, animal: str) -> StardewRule:
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if animal == Generic.any:
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return self.has_any_animal()
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elif animal == Building.coop:
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return self.has_any_coop_animal()
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elif animal == Building.barn:
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return self.has_any_barn_animal()
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return self.logic.has(animal)
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def has_happy_animal(self, animal: str) -> StardewRule:
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return self.has_animal(animal) & self.logic.has(Forageable.hay)
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def has_any_animal(self) -> StardewRule:
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return self.has_any_coop_animal() | self.has_any_barn_animal()
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def has_any_coop_animal(self) -> StardewRule:
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return self.logic.has_any(*coop_animals)
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def has_any_barn_animal(self) -> StardewRule:
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return self.logic.has_any(*barn_animals)
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