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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
63 lines
2.4 KiB
Python
63 lines
2.4 KiB
Python
import typing
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from functools import cached_property
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from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogic, BaseLogicMixin
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from .has_logic import HasLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from ..stardew_rule import StardewRule, true_
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from ..strings.building_names import Building
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from ..strings.region_names import Region
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if typing.TYPE_CHECKING:
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from .source_logic import SourceLogicMixin
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else:
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SourceLogicMixin = object
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AUTO_BUILDING_BUILDINGS = {Building.shipping_bin, Building.pet_bowl, Building.farm_house}
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class BuildingLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.building = BuildingLogic(*args, **kwargs)
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class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin, SourceLogicMixin]]):
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@cache_self1
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def can_build(self, building_name: str) -> StardewRule:
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building = self.content.farm_buildings.get(building_name)
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assert building is not None, f"Building {building_name} not found."
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source_rule = self.logic.source.has_access_to_any(building.sources)
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if not building.is_upgrade:
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return source_rule
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upgrade_rule = self.logic.building.has_building(building.upgrade_from)
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return self.logic.and_(upgrade_rule, source_rule)
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@cache_self1
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def has_building(self, building_name: str) -> StardewRule:
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building_progression = self.content.features.building_progression
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if building_name in building_progression.starting_buildings:
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return true_
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if not building_progression.is_progressive:
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return self.logic.building.can_build(building_name)
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# Those buildings are special. The mod auto-builds them when received, no need to go to Robin.
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if building_name in AUTO_BUILDING_BUILDINGS:
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return self.logic.received(Building.shipping_bin)
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carpenter_rule = self.logic.building.can_construct_buildings
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item, count = building_progression.to_progressive_item(building_name)
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return self.logic.received(item, count) & carpenter_rule
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@cached_property
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def can_construct_buildings(self) -> StardewRule:
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return self.logic.region.can_reach(Region.carpenter)
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