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

107 lines
4.2 KiB
Python

import functools
from typing import Union, Any, Iterable
from .artisan_logic import ArtisanLogicMixin
from .base_logic import BaseLogicMixin, BaseLogic
from .grind_logic import GrindLogicMixin
from .harvesting_logic import HarvestingLogicMixin
from .has_logic import HasLogicMixin
from .money_logic import MoneyLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .requirement_logic import RequirementLogicMixin
from .tool_logic import ToolLogicMixin
from ..data.artisan import MachineSource
from ..data.game_item import GenericSource, Source, GameItem, CustomRuleSource
from ..data.harvest import ForagingSource, FruitBatsSource, MushroomCaveSource, SeasonalForagingSource, \
HarvestCropSource, HarvestFruitTreeSource, ArtifactSpotSource
from ..data.shop import ShopSource, MysteryBoxSource, ArtifactTroveSource, PrizeMachineSource, FishingTreasureChestSource
class SourceLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.source = SourceLogic(*args, **kwargs)
class SourceLogic(BaseLogic[Union[SourceLogicMixin, HasLogicMixin, ReceivedLogicMixin, HarvestingLogicMixin, MoneyLogicMixin, RegionLogicMixin,
ArtisanLogicMixin, ToolLogicMixin, RequirementLogicMixin, GrindLogicMixin]]):
def has_access_to_item(self, item: GameItem):
rules = []
if self.content.features.cropsanity.is_included(item):
rules.append(self.logic.received(item.name))
rules.append(self.logic.source.has_access_to_any(item.sources))
return self.logic.and_(*rules)
def has_access_to_any(self, sources: Iterable[Source]):
return self.logic.or_(*(self.logic.source.has_access_to(source) & self.logic.requirement.meet_all_requirements(source.other_requirements)
for source in sources))
@functools.singledispatchmethod
def has_access_to(self, source: Any):
raise ValueError(f"Sources of type{type(source)} have no rule registered.")
@has_access_to.register
def _(self, source: GenericSource):
return self.logic.region.can_reach_any(source.regions) if source.regions else self.logic.true_
@has_access_to.register
def _(self, source: CustomRuleSource):
return source.create_rule(self.logic)
@has_access_to.register
def _(self, source: ForagingSource):
return self.logic.harvesting.can_forage_from(source)
@has_access_to.register
def _(self, source: SeasonalForagingSource):
# Implementation could be different with some kind of "calendar shuffle"
return self.logic.harvesting.can_forage_from(source.as_foraging_source())
@has_access_to.register
def _(self, _: FruitBatsSource):
return self.logic.harvesting.can_harvest_from_fruit_bats
@has_access_to.register
def _(self, _: MushroomCaveSource):
return self.logic.harvesting.can_harvest_from_mushroom_cave
@has_access_to.register
def _(self, source: ShopSource):
return self.logic.money.can_shop_from(source)
@has_access_to.register
def _(self, source: HarvestFruitTreeSource):
return self.logic.harvesting.can_harvest_tree_from(source)
@has_access_to.register
def _(self, source: HarvestCropSource):
return self.logic.harvesting.can_harvest_crop_from(source)
@has_access_to.register
def _(self, source: MachineSource):
return self.logic.artisan.can_produce_from(source)
@has_access_to.register
def _(self, source: MysteryBoxSource):
return self.logic.grind.can_grind_mystery_boxes(source.amount)
@has_access_to.register
def _(self, source: ArtifactTroveSource):
return self.logic.grind.can_grind_artifact_troves(source.amount)
@has_access_to.register
def _(self, source: PrizeMachineSource):
return self.logic.grind.can_grind_prize_tickets(source.amount)
@has_access_to.register
def _(self, source: FishingTreasureChestSource):
return self.logic.grind.can_grind_fishing_treasure_chests(source.amount)
@has_access_to.register
def _(self, source: ArtifactSpotSource):
return self.logic.grind.can_grind_artifact_spots(source.amount)