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.
* 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
* - Created a test for the "Mapping Cave Systems" book
* - Added missing rule to marlon's bedroom
* - Can kill any monster, not just green slime
* - Added a compound source structure, but I ended up deciding to not use it here. Still keeping it as it will probably be useful eventually
* - Use the compound source of the monster compoundium (ironic, I know)
* - Add required elevators
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Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>