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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
93 lines
5.0 KiB
Python
93 lines
5.0 KiB
Python
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 .action_logic import ActionLogicMixin
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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 .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from .relationship_logic import RelationshipLogicMixin
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from .season_logic import SeasonLogicMixin
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from .skill_logic import SkillLogicMixin
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from ..data.recipe_data import RecipeSource, StarterSource, ShopSource, SkillSource, FriendshipSource, \
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QueenOfSauceSource, CookingRecipe, ShopFriendshipSource
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from ..data.recipe_source import CutsceneSource, ShopTradeSource
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from ..options import Chefsanity
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from ..stardew_rule import StardewRule, True_, False_
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from ..strings.building_names import Building
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from ..strings.region_names import LogicRegion
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from ..strings.skill_names import Skill
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from ..strings.tv_channel_names import Channel
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class CookingLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.cooking = CookingLogic(*args, **kwargs)
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class CookingLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, ActionLogicMixin,
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BuildingLogicMixin, RelationshipLogicMixin, SkillLogicMixin, CookingLogicMixin]]):
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@cached_property
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def can_cook_in_kitchen(self) -> StardewRule:
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return self.logic.building.has_building(Building.kitchen) | self.logic.skill.has_level(Skill.foraging, 9)
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# Should be cached
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def can_cook(self, recipe: CookingRecipe = None) -> StardewRule:
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cook_rule = self.logic.region.can_reach(LogicRegion.kitchen)
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if recipe is None:
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return cook_rule
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recipe_rule = self.logic.cooking.knows_recipe(recipe.source, recipe.meal)
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ingredients_rule = self.logic.has_all(*sorted(recipe.ingredients))
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return cook_rule & recipe_rule & ingredients_rule
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# Should be cached
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def knows_recipe(self, source: RecipeSource, meal_name: str) -> StardewRule:
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if self.options.chefsanity == Chefsanity.option_none:
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return self.logic.cooking.can_learn_recipe(source)
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if isinstance(source, StarterSource):
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, ShopTradeSource) and self.options.chefsanity & Chefsanity.option_purchases:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, ShopSource) and self.options.chefsanity & Chefsanity.option_purchases:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, SkillSource) and self.options.chefsanity & Chefsanity.option_skills:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, CutsceneSource) and self.options.chefsanity & Chefsanity.option_friendship:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, FriendshipSource) and self.options.chefsanity & Chefsanity.option_friendship:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, QueenOfSauceSource) and self.options.chefsanity & Chefsanity.option_queen_of_sauce:
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return self.logic.cooking.received_recipe(meal_name)
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if isinstance(source, ShopFriendshipSource) and self.options.chefsanity & Chefsanity.option_purchases:
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return self.logic.cooking.received_recipe(meal_name)
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return self.logic.cooking.can_learn_recipe(source)
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@cache_self1
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def can_learn_recipe(self, source: RecipeSource) -> StardewRule:
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if isinstance(source, StarterSource):
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return True_()
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if isinstance(source, ShopTradeSource):
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return self.logic.money.can_trade_at(source.region, source.currency, source.price)
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if isinstance(source, ShopSource):
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return self.logic.money.can_spend_at(source.region, source.price)
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if isinstance(source, SkillSource):
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return self.logic.skill.has_level(source.skill, source.level)
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if isinstance(source, CutsceneSource):
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return self.logic.region.can_reach(source.region) & self.logic.relationship.has_hearts(source.friend, source.hearts)
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if isinstance(source, FriendshipSource):
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return self.logic.relationship.has_hearts(source.friend, source.hearts)
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if isinstance(source, QueenOfSauceSource):
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return self.logic.action.can_watch(Channel.queen_of_sauce) & self.logic.season.has(source.season)
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if isinstance(source, ShopFriendshipSource):
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return self.logic.money.can_spend_at(source.region, source.price) & self.logic.relationship.has_hearts(source.friend, source.hearts)
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return False_()
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@cache_self1
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def received_recipe(self, meal_name: str):
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return self.logic.received(f"{meal_name} Recipe")
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