from functools import cached_property from typing import Dict, Union from Utils import cache_self1 from .base_logic import BaseLogic, BaseLogicMixin from .has_logic import HasLogicMixin from .money_logic import MoneyLogicMixin from .received_logic import ReceivedLogicMixin from .region_logic import RegionLogicMixin from ..options import BuildingProgression from ..stardew_rule import StardewRule, True_, False_, Has from ..strings.artisan_good_names import ArtisanGood from ..strings.building_names import Building from ..strings.fish_names import WaterItem from ..strings.material_names import Material from ..strings.metal_names import MetalBar from ..strings.region_names import Region has_group = "building" class BuildingLogicMixin(BaseLogicMixin): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.building = BuildingLogic(*args, **kwargs) class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]): def initialize_rules(self): self.registry.building_rules.update({ # @formatter:off Building.barn: self.logic.money.can_spend(6000) & self.logic.has_all(Material.wood, Material.stone), Building.big_barn: self.logic.money.can_spend(12000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.barn), Building.deluxe_barn: self.logic.money.can_spend(25000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_barn), Building.coop: self.logic.money.can_spend(4000) & self.logic.has_all(Material.wood, Material.stone), Building.big_coop: self.logic.money.can_spend(10000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.coop), Building.deluxe_coop: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_coop), Building.fish_pond: self.logic.money.can_spend(5000) & self.logic.has_all(Material.stone, WaterItem.seaweed, WaterItem.green_algae), Building.mill: self.logic.money.can_spend(2500) & self.logic.has_all(Material.stone, Material.wood, ArtisanGood.cloth), Building.shed: self.logic.money.can_spend(15000) & self.logic.has(Material.wood), Building.big_shed: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.shed), Building.silo: self.logic.money.can_spend(100) & self.logic.has_all(Material.stone, Material.clay, MetalBar.copper), Building.slime_hutch: self.logic.money.can_spend(10000) & self.logic.has_all(Material.stone, MetalBar.quartz, MetalBar.iridium), Building.stable: self.logic.money.can_spend(10000) & self.logic.has_all(Material.hardwood, MetalBar.iron), Building.well: self.logic.money.can_spend(1000) & self.logic.has(Material.stone), Building.shipping_bin: self.logic.money.can_spend(250) & self.logic.has(Material.wood), Building.kitchen: self.logic.money.can_spend(10000) & self.logic.has(Material.wood) & self.logic.building.has_house(0), Building.kids_room: self.logic.money.can_spend(65000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1), Building.cellar: self.logic.money.can_spend(100000) & self.logic.building.has_house(2), # @formatter:on }) def update_rules(self, new_rules: Dict[str, StardewRule]): self.registry.building_rules.update(new_rules) @cache_self1 def has_building(self, building: str) -> StardewRule: # Shipping bin is special. The mod auto-builds it when received, no need to go to Robin. if building is Building.shipping_bin: if not self.options.building_progression & BuildingProgression.option_progressive: return True_() return self.logic.received(building) carpenter_rule = self.logic.building.can_construct_buildings if not self.options.building_progression & BuildingProgression.option_progressive: return Has(building, self.registry.building_rules, has_group) & carpenter_rule count = 1 if building in [Building.coop, Building.barn, Building.shed]: building = f"Progressive {building}" elif building.startswith("Big"): count = 2 building = " ".join(["Progressive", *building.split(" ")[1:]]) elif building.startswith("Deluxe"): count = 3 building = " ".join(["Progressive", *building.split(" ")[1:]]) return self.logic.received(building, count) & carpenter_rule @cached_property def can_construct_buildings(self) -> StardewRule: return self.logic.region.can_reach(Region.carpenter) @cache_self1 def has_house(self, upgrade_level: int) -> StardewRule: if upgrade_level < 1: return True_() if upgrade_level > 3: return False_() carpenter_rule = self.logic.building.can_construct_buildings if self.options.building_progression & BuildingProgression.option_progressive: return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level) if upgrade_level == 1: return carpenter_rule & Has(Building.kitchen, self.registry.building_rules, has_group) if upgrade_level == 2: return carpenter_rule & Has(Building.kids_room, self.registry.building_rules, has_group) # if upgrade_level == 3: return carpenter_rule & Has(Building.cellar, self.registry.building_rules, has_group)