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