Files
Grinch-AP/worlds/stardew_valley/logic/requirement_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

84 lines
3.4 KiB
Python

import functools
from typing import Union, Iterable
from .base_logic import BaseLogicMixin, BaseLogic
from .book_logic import BookLogicMixin
from .combat_logic import CombatLogicMixin
from .fishing_logic import FishingLogicMixin
from .has_logic import HasLogicMixin
from .quest_logic import QuestLogicMixin
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 .time_logic import TimeLogicMixin
from .tool_logic import ToolLogicMixin
from .walnut_logic import WalnutLogicMixin
from ..data.game_item import Requirement
from ..data.requirement import ToolRequirement, BookRequirement, SkillRequirement, SeasonRequirement, YearRequirement, CombatRequirement, QuestRequirement, \
RelationshipRequirement, FishingRequirement, WalnutRequirement, RegionRequirement
class RequirementLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.requirement = RequirementLogic(*args, **kwargs)
class RequirementLogic(BaseLogic[Union[RequirementLogicMixin, HasLogicMixin, ReceivedLogicMixin, ToolLogicMixin, SkillLogicMixin, BookLogicMixin,
SeasonLogicMixin, TimeLogicMixin, CombatLogicMixin, QuestLogicMixin, RelationshipLogicMixin, FishingLogicMixin, WalnutLogicMixin, RegionLogicMixin]]):
def meet_all_requirements(self, requirements: Iterable[Requirement]):
if not requirements:
return self.logic.true_
return self.logic.and_(*(self.logic.requirement.meet_requirement(requirement) for requirement in requirements))
@functools.singledispatchmethod
def meet_requirement(self, requirement: Requirement):
raise ValueError(f"Requirements of type{type(requirement)} have no rule registered.")
@meet_requirement.register
def _(self, requirement: ToolRequirement):
return self.logic.tool.has_tool(requirement.tool, requirement.tier)
@meet_requirement.register
def _(self, requirement: SkillRequirement):
return self.logic.skill.has_level(requirement.skill, requirement.level)
@meet_requirement.register
def _(self, requirement: RegionRequirement):
return self.logic.region.can_reach(requirement.region)
@meet_requirement.register
def _(self, requirement: BookRequirement):
return self.logic.book.has_book_power(requirement.book)
@meet_requirement.register
def _(self, requirement: SeasonRequirement):
return self.logic.season.has(requirement.season)
@meet_requirement.register
def _(self, requirement: YearRequirement):
return self.logic.time.has_year(requirement.year)
@meet_requirement.register
def _(self, requirement: WalnutRequirement):
return self.logic.walnut.has_walnut(requirement.amount)
@meet_requirement.register
def _(self, requirement: CombatRequirement):
return self.logic.combat.can_fight_at_level(requirement.level)
@meet_requirement.register
def _(self, requirement: QuestRequirement):
return self.logic.quest.can_complete_quest(requirement.quest)
@meet_requirement.register
def _(self, requirement: RelationshipRequirement):
return self.logic.relationship.has_hearts(requirement.npc, requirement.hearts)
@meet_requirement.register
def _(self, requirement: FishingRequirement):
return self.logic.fishing.can_fish_at(requirement.region)