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