Commit Graph

10 Commits

Author SHA1 Message Date
agilbert1412
139856a573 Stardew Valley: Fixed an issue where some specific option combinations could create more items than locations (#6012)
* - Improved the dynamic locations count algorithm to take into account the nature of various heavy settings in both directions

* - Fixes from Code Review

* - We're only testing for sunday locations, might as well only take sunday locations in the list to test

* - One more slight optimization

* - Added consideration for bundles per room in filler locations counting

* - Registered some more IDs to handle items up to 10
2026-03-29 23:21:29 +02:00
agilbert1412
1de91fab67 Stardew Valley: 7.x.x - The Jojapocalypse Update (#5432)
Major Content update for Stardew Valley

### Features
- New BundleRandomization Value: Meme Bundles - Over 100 custom bundles, designed to be jokes, references, trolls, etc
- New Setting: Bundles Per Room modifier
- New Setting: Backpack Size
- New Setting: Secretsanity - Checks for triggering easter eggs and secrets
- New Setting: Moviesanity - Checks for watching movies and sharing snacks with Villagers
- New Setting: Eatsanity - Checks for eating items
- New Setting: Hatsanity - Checks for wearing Hats
- New Setting: Start Without - Allows you to select any combination of various "starting" items, that you will actually not start with. Notably, tools, backpack slots, Day5 unlocks, etc.
- New Setting: Allowed Filler Items - Allows you to customize the filler items you'll get
- New Setting: Endgame Locations - Checks for various expensive endgame tasks and purchases
- New Shipsanity value: Crops and Fish
- New Settings: Jojapocalypse and settings to customize it
- Bundle Plando: Replaced with BundleWhitelist and BundleBlacklist, for more customization freedom
- Added a couple of Host.yaml settings to help hosts allow or ban specific difficult settings that could cause problems if the people don't know what they are signing up for.

Plus a truckload of improvements on the mod side, not seen in this PR.

### Removed features
- Integration for Stardew Valley Expanded. It is simply disabled, the code is all still there, but I'm extremely tired of providing tech support for it, plus Stardew Valley 1.7 was announced and that will break it again, so I'm done. When a maintainer steps up, it can be re-enabled.
2026-02-15 18:02:21 +01:00
Jérémie Bolduc
cdf7165ab4 Stardew Valley: Use new asserts in tests (#4621)
* changes

* cherry pick stuff

* use newly create methods more

* use new assets to ease readability

* remove unneeded assert

* add assert region adapters

* use new asserts yay

* self review

* self review

* review

* replace parrot express with transportation constant

* bullshit commit again

* revert a bunch of off topic changes

* these changes seems to be on topic

* revert some undesired merge changes

* review imports

* use type instead of instance in some options

* properly return super

* review

* change one str to use a constnat
2025-08-31 16:21:23 +02:00
Jérémie Bolduc
7d5693e0fb Stardew Valley: Move BaseTest out of __init__.py to comply with future conventions (#4991)
* move everything out of init; fix from imports and some typing errors

* why is there a change in multiserver

* fix some relative shits
2025-05-13 09:58:03 +02:00
agilbert1412
8f71dac417 Stardew valley: Add Trap Distribution setting (#4601)
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-10 17:57:24 -04:00
Jérémie Bolduc
b7b5bf58aa Stardew Valley: Use classvar_matrix to split tests (#4762)
* Unroll tests for better parallelization

* fix ut test

* self review

* bro it's the second time today I have to commit some garbage to have a github action rerun because messenger fails what is this

* my god can the tests plz pass

* code reviews

* code reviews

* move TestRandomWorlds out of long module
2025-04-12 02:19:17 +02:00
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
Jérémie Bolduc
e12ab4afa4 Stardew Valley: Move test option presets to their own file (#4349) 2025-03-24 03:32:34 +01:00
Jouramie
aa22b62b41 Stardew Valley: Force deactivation of Mr. Qi's special orders when ginger island is deactivated (#4348) 2024-12-09 21:17:25 +01:00
Jouramie
51c4fe8f67 Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311) 2024-12-09 03:00:30 +01:00