Files
Grinch-AP/worlds/stardew_valley/logic/cooking_logic.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

93 lines
5.0 KiB
Python

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