import sys import typing from dataclasses import dataclass from typing import Protocol, ClassVar from Options import Range, NamedRange, Toggle, Choice, OptionSet, PerGameCommonOptions, DeathLink, OptionList, \ Visibility, Removed, OptionCounter from .jojapocalypse_options import Jojapocalypse, JojaStartPrice, JojaEndPrice, JojaPricingPattern, JojaPurchasesForMembership, JojaAreYouSure from ..mods.mod_data import ModNames, invalid_mod_combinations from ..strings.ap_names.ap_option_names import BuffOptionName, WalnutsanityOptionName, SecretsanityOptionName, EatsanityOptionName, ChefsanityOptionName, \ StartWithoutOptionName, HatsanityOptionName, AllowedFillerOptionName, CustomLogicOptionName from ..strings.bundle_names import all_cc_bundle_names, MemeBundleName from ..strings.trap_names import all_traps class StardewValleyOption(Protocol): internal_name: ClassVar[str] class Goal(Choice): """Goal for this playthrough Community Center: Complete the Community Center Grandpa's Evaluation: 4 lit candles in Grandpa's evaluation Bottom of the Mines: Reach level 120 in the mines Cryptic Note: Complete the quest "Cryptic Note" (Skull Cavern Floor 100) Master Angler: Catch every fish. Adapts to Fishsanity Complete Collection: Complete the museum collection Full House: Get married and have 2 children Greatest Walnut Hunter: Find 130 Golden Walnuts. Pairs well with Walnutsanity Protector of the Valley: Complete the monster slayer goals. Adapts to Monstersanity Full Shipment: Ship every item. Adapts to Shipsanity Gourmet Chef: Cook every recipe. Adapts to Cooksanity Craft Master: Craft every item Legend: Earn 10 000 000g Mystery of the Stardrops: Find every stardrop Mad Hatter: Complete all your hatsanity locations. If hatsanity is disabled, will enable it on "Easy+Tailoring" Ultimate Foodie: Eat all items in the game. Adapts to Eatsanity Allsanity: Complete every check in your slot Perfection: Attain Perfection """ internal_name = "goal" display_name = "Goal" default = 0 option_community_center = 0 option_grandpa_evaluation = 1 option_bottom_of_the_mines = 2 option_cryptic_note = 3 option_master_angler = 4 option_complete_collection = 5 option_full_house = 6 option_greatest_walnut_hunter = 7 option_protector_of_the_valley = 8 option_full_shipment = 9 option_gourmet_chef = 10 option_craft_master = 11 option_legend = 12 option_mystery_of_the_stardrops = 13 option_mad_hatter = 20 option_ultimate_foodie = 21 # option_junimo_kart = # option_prairie_king = # option_fector_challenge = # option_beloved_farmer = # option_master_of_the_five_ways = option_allsanity = 24 option_perfection = 25 @classmethod def get_option_name(cls, value) -> str: if value == cls.option_grandpa_evaluation: return "Grandpa's Evaluation" return super().get_option_name(value) class FarmType(Choice): """What farm to play on? Custom farms are not supported""" internal_name = "farm_type" display_name = "Farm Type" default = "random" option_standard = 0 option_riverland = 1 option_forest = 2 option_hill_top = 3 option_wilderness = 4 option_four_corners = 5 option_beach = 6 option_meadowlands = 7 class StartingMoney(NamedRange): """Amount of gold when arriving at the farm. Set to -1 or unlimited for infinite money""" internal_name = "starting_money" display_name = "Starting Gold" range_start = 0 range_end = 50000 default = 5000 special_range_names = { "unlimited": -1, "vanilla": 500, "extra": 2000, "rich": 5000, "very rich": 20000, "filthy rich": 50000, } class ProfitMargin(NamedRange): """Multiplier over all gold earned in-game by the player.""" internal_name = "profit_margin" display_name = "Profit Margin" range_start = 25 range_end = 400 # step = 25 default = 100 special_range_names = { "quarter": 25, "half": 50, "normal": 100, "double": 200, "triple": 300, "quadruple": 400, } class BundleRandomization(Choice): """What items are needed for the community center bundles? Vanilla: Standard bundles from the vanilla game. Thematic: Every bundle will require random items compatible with their original theme. Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones. Remixed Anywhere: Remixed, but bundles are not locked to specific rooms. Shuffled: Every bundle will require random items and follow no particular structure. Meme: A set of entirely custom bundles are generated purely based on jokes, references, and trolling. Funny but not balanced at all. Not for the faint of heart.""" internal_name = "bundle_randomization" display_name = "Bundle Randomization" option_vanilla = 0 option_thematic = 1 option_remixed = 3 option_remixed_anywhere = 5 option_shuffled = 6 option_meme = 10 default = option_remixed class BundlePrice(Choice): """How many items are needed for the community center bundles? Minimum: Every bundle will require only one item Very Cheap: Every bundle will require 2 items fewer than usual Cheap: Every bundle will require 1 item fewer than usual Normal: Every bundle will require the vanilla number of items Expensive: Every bundle will require 1 extra item Very Expensive: Every bundle will require 2 extra items Maximum: Every bundle will require many extra items""" internal_name = "bundle_price" display_name = "Bundle Price" default = 0 option_minimum = -8 option_very_cheap = -2 option_cheap = -1 option_normal = 0 option_expensive = 1 option_very_expensive = 2 option_maximum = 8 class BundlePerRoom(Choice): """How many bundles are in each room of the community center? Rooms that already have the max cannot increase further 2 Fewer: Every room will have 2 fewer bundles 1 Fewer: Every room will have 1 fewer bundle Normal: Every room will have its usual number of bundles 1 Extra: Every room will have 1 extra bundle 2 Extra: Every room will have 2 extra bundles 3 Extra: Every room will have 3 extra bundles 4 Extra: Every room will have 4 extra bundles""" internal_name = "bundle_per_room" display_name = "Bundle Per Room" default = 0 # option_minimum = -8 # I don't think users need this, keeping my options open option_two_fewer = -2 option_one_fewer = -1 option_normal = 0 option_one_extra = 1 option_two_extra = 2 option_three_extra = 3 option_four_extra = 4 # option_maximum = 8 # I don't think users need this, keeping my options open class EntranceRandomization(Choice): """Should area entrances be randomized? Disabled: No entrance randomization is done Pelican Town: Only doors in the main town area are randomized with each other Non Progression: Only entrances that are always available are randomized with each other Buildings: All entrances that allow you to enter a building are randomized with each other Buildings Without House: Buildings, but excluding the farmhouse Chaos: Same as "Buildings", but the entrances get reshuffled every single day! """ # Everything: All buildings and areas are randomized with each other # Chaos, same as everything: but the buildings are shuffled again every in-game day. You can't learn it! # Buildings One-way: Entrance pairs are disconnected, they aren't two-way! # Everything One-way: Entrance pairs are disconnected, and every entrance is in the shuffle # Chaos One-way: Entrance pairs are disconnected, and they change every day! internal_name = "entrance_randomization" display_name = "Entrance Randomization" default = 0 option_disabled = 0 option_pelican_town = 1 option_non_progression = 2 option_buildings_without_house = 3 option_buildings = 4 # option_everything = 10 option_chaos = 12 # option_buildings_one_way = 6 # option_everything_one_way = 7 # option_chaos_one_way = 8 class StartWithout(OptionSet): """ Items that, in vanilla, you generally start with (or get very quickly), but in Archipelago, you would rather start without them. If the relevant item is not randomized, this option will do nothing. Tools: Start without an Axe, Pickaxe, Hoe, Watering can and Scythe Backpack: Start with 4 backpack slots, instead of 12, if your backpack size allows it Landslide: Start without the landslide that leads to the mines Community Center: Start without the key to the Community Center, and the Forest Magic to allow reading the bundles Buildings: Start without the Shipping Bin and Pet Bowl """ internal_name = "start_without" display_name = "Start Without" valid_keys = frozenset({ StartWithoutOptionName.tools, StartWithoutOptionName.backpack, StartWithoutOptionName.landslide, StartWithoutOptionName.community_center, StartWithoutOptionName.buildings, }) preset_none = frozenset() preset_easy = frozenset({StartWithoutOptionName.landslide, StartWithoutOptionName.community_center}) preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class SeasonRandomization(Choice): """Should seasons be randomized? Disabled: Start in Spring with all seasons unlocked. Randomized: Start in a random season and the other 3 must be unlocked randomly. Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter. Progressive: Start in Spring and unlock the seasons in their original order. """ internal_name = "season_randomization" display_name = "Season Randomization" default = 1 option_disabled = 0 option_randomized = 1 option_randomized_not_winter = 2 option_progressive = 3 class Cropsanity(Choice): """ Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs. Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops Enabled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop """ internal_name = "cropsanity" display_name = "Cropsanity" default = 1 option_disabled = 0 option_enabled = 1 alias_shuffled = option_enabled class BackpackProgression(Choice): """Shuffle the backpack? Vanilla: You can buy backpacks at Pierre's General Store. Progressive: You will randomly find Progressive Backpack upgrades. Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld. """ internal_name = "backpack_progression" display_name = "Backpack Progression" default = 2 option_vanilla = 0 option_progressive = 1 option_early_progressive = 2 class BackpackSize(Choice): """Customize the granularity of the backpack upgrades This works with vanilla and progressive backpack. Default size is 12, which means you start with one backpack (12 slots), and get 2 more upgrades up to 36 slots. If you pick 4, then you start with 3 backpacks (12 slots), and get 6 more upgrades up to 36 slots. If you picked "Start Without Backpack", you will only be provided start upgrades up to 4 slots, instead of up to 12""" internal_name = "backpack_size" option_1 = 1 option_2 = 2 option_3 = 3 option_4 = 4 option_6 = 6 option_12 = 12 default = option_12 display_name = "Backpack Size" def count_per_tier(self) -> int: return 12 // self.value class ToolProgression(Choice): """Shuffle the tool upgrades? Vanilla: Clint will upgrade your tools with metal bars. Progressive: Your tools upgrades are randomized. Cheap: Tool Upgrades have a 60% discount Very Cheap: Tool Upgrades have an 80% discount""" internal_name = "tool_progression" display_name = "Tool Progression" default = 1 option_vanilla = 0b0000 # 0 option_progressive = 0b0001 # 1 option_vanilla_cheap = 0b0010 # 2 option_vanilla_very_cheap = 0b0100 # 4 option_progressive_cheap = 0b0011 # 3 option_progressive_very_cheap = 0b0101 # 5 @property def is_vanilla(self): return not self.is_progressive @property def is_progressive(self): return bool(self.value & self.option_progressive) class ElevatorProgression(Choice): """Shuffle the elevator? Vanilla: Reaching a mineshaft floor unlocks the elevator for it Progressive: You will randomly find Progressive Mine Elevators to go deeper. Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations. You must reach elevator floors on your own.""" internal_name = "elevator_progression" display_name = "Elevator Progression" default = 2 option_vanilla = 0 option_progressive = 1 option_progressive_from_previous_floor = 2 class SkillProgression(Choice): """Shuffle skill levels? Vanilla: Leveling up skills is normal Progressive: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are excluded With Masteries: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are included""" internal_name = "skill_progression" display_name = "Skill Progression" default = 1 option_vanilla = 0 option_progressive = 1 option_progressive_with_masteries = 2 class BuildingProgression(Choice): """Shuffle Carpenter Buildings? Vanilla: You can buy each building normally. Progressive: You will receive the buildings and will be able to build the first one of each type for free, once it is received. If you want more of the same building, it will cost the vanilla price. Cheap: Buildings will have a 50% discount Very Cheap: Buildings will have an 80% discount """ internal_name = "building_progression" display_name = "Building Progression" default = 3 option_vanilla = 0b000 # 0 option_vanilla_cheap = 0b010 # 2 option_vanilla_very_cheap = 0b100 # 4 option_progressive = 0b001 # 1 option_progressive_cheap = 0b011 # 3 option_progressive_very_cheap = 0b101 # 5 class FestivalLocations(Choice): """Shuffle Festival Activities? Disabled: You do not need to attend festivals Easy: Every festival has checks, but they are easy and usually only require attendance Hard: Festivals have more checks, and many require performing well, not just attending """ internal_name = "festival_locations" display_name = "Festival Locations" default = 1 option_disabled = 0 option_easy = 1 option_hard = 2 class ArcadeMachineLocations(Choice): """Shuffle the arcade machines? Disabled: The arcade machines are not included. Victories: Each Arcade Machine will contain one check on victory Victories Easy: Same as Victories, but both games are made considerably easier. Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game easier are in the item pool. Junimo Kart has one check at the end of each level. Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment. """ internal_name = "arcade_machine_locations" display_name = "Arcade Machine Locations" default = 3 option_disabled = 0 option_victories = 1 option_victories_easy = 2 option_full_shuffling = 3 class SpecialOrderLocations(Choice): """Shuffle Special Orders? Vanilla: The special orders are not included in the Archipelago shuffling. You may need to complete some of them anyway for their vanilla rewards Board Only: The Special Orders on the board in town are location checks Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town Short: All Special Order requirements are reduced by 40% Very Short: All Special Order requirements are reduced by 80% """ internal_name = "special_order_locations" display_name = "Special Order Locations" option_vanilla = 0b0000 # 0 option_board = 0b0001 # 1 value_qi = 0b0010 # 2 value_short = 0b0100 # 4 value_very_short = 0b1000 # 8 option_board_qi = option_board | value_qi # 3 option_vanilla_short = value_short # 4 option_board_short = option_board | value_short # 5 option_board_qi_short = option_board_qi | value_short # 7 option_vanilla_very_short = value_very_short # 8 option_board_very_short = option_board | value_very_short # 9 option_board_qi_very_short = option_board_qi | value_very_short # 11 alias_disabled = option_vanilla alias_board_only = option_board default = option_board_short class QuestLocations(NamedRange): """Include location checks for quests None: No quests are checks Story: Only story quests are checks Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters. Extra Help wanted quests might be added if current settings don't have enough locations""" internal_name = "quest_locations" default = 7 range_start = 0 range_end = 56 # step = 7 display_name = "Quest Locations" special_range_names = { "none": -1, "story": 0, "minimum": 7, "normal": 14, "lots": 28, "maximum": 56, } def has_story_quests(self) -> bool: return self.value >= 0 def has_no_story_quests(self) -> bool: return not self.has_story_quests() class Fishsanity(Choice): """Locations for catching each fish the first time? None: There are no locations for catching fish Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on Special: A curated selection of strong fish are checks Randomized: A random selection of fish are checks All: Every single fish in the game is a location that contains an item. Exclude Legendaries: Every fish except legendaries Exclude Hard Fish: Every fish under difficulty 80 Only Easy Fish: Every fish under difficulty 50 """ internal_name = "fishsanity" display_name = "Fishsanity" default = 0 option_none = 0 option_legendaries = 1 option_special = 2 option_randomized = 3 alias_random_selection = option_randomized option_all = 4 option_exclude_legendaries = 5 option_exclude_hard_fish = 6 option_only_easy_fish = 7 class Museumsanity(Choice): """Locations for museum donations? None: There are no locations for donating artifacts and minerals to the museum Milestones: The donation milestones from the vanilla game are checks Randomized: A random selection of minerals and artifacts are checks All: Every single donation is a check """ internal_name = "museumsanity" display_name = "Museumsanity" default = 1 option_none = 0 option_milestones = 1 option_randomized = 2 option_all = 3 class Monstersanity(Choice): """Locations for slaying monsters? None: There are no checks for slaying monsters One per Category: Every category visible at the adventure guild gives one check One per Monster: Every unique monster gives one check Monster Eradication Goals: The Monster Eradication Goals each contain one check Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60% Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90% Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check """ internal_name = "monstersanity" display_name = "Monstersanity" default = 1 option_none = 0 option_one_per_category = 1 option_one_per_monster = 2 option_goals = 3 option_short_goals = 4 option_very_short_goals = 5 option_progressive_goals = 6 option_split_goals = 7 class Shipsanity(Choice): """Locations for shipping items? None: There are no checks for shipping items Crops: Every crop and forageable being shipped is a check Fish: Every fish being shipped is a check Full Shipment: Every item in the Collections page is a check Full Shipment With Fish: Every item in the Collections page and every fish is a check Everything: Every item in the game that can be shipped is a check """ internal_name = "shipsanity" display_name = "Shipsanity" default = 0 option_none = 0 option_crops = 1 option_fish = 3 option_crops_and_fish = 4 option_full_shipment = 5 option_full_shipment_with_fish = 7 option_everything = 9 alias_all = option_everything class Cooksanity(Choice): """Locations for cooking food? None: There are no checks for cooking Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check All: Every cooking recipe can be cooked for a check """ internal_name = "cooksanity" display_name = "Cooksanity" default = 0 option_none = 0 option_queen_of_sauce = 1 option_all = 2 class Chefsanity(OptionSet): """Locations for learning cooking recipes? Omitted categories are learned normally Queen of Sauce: Every Queen of Sauce episode is a check Purchases: Every purchasable recipe is a check Friendship: Recipes obtained from friendship are checks Skills: Recipes obtained from skills are checks """ internal_name = "chefsanity" display_name = "Chefsanity" valid_keys = frozenset({ ChefsanityOptionName.queen_of_sauce, ChefsanityOptionName.purchases, ChefsanityOptionName.skills, ChefsanityOptionName.friendship, }) preset_none = frozenset() preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class Craftsanity(Choice): """Checks for crafting items? If enabled, all recipes purchased in shops will be checks as well. Recipes obtained from other sources will depend on their respective archipelago settings """ internal_name = "craftsanity" display_name = "Craftsanity" default = 0 option_none = 0 option_all = 1 class Friendsanity(Choice): """Shuffle Friendships? None: Friendship hearts are earned normally Bachelors: Hearts with bachelors are shuffled Starting NPCs: Hearts for NPCs available immediately are shuffled All: Hearts for all npcs are shuffled, including Leo, Kent, Sandy, etc All With Marriage: All hearts for all npcs are shuffled, including romance hearts up to 14 when applicable """ internal_name = "friendsanity" display_name = "Friendsanity" default = 0 option_none = 0 # option_marry_one_person = 1 option_bachelors = 2 option_starting_npcs = 3 option_all = 4 option_all_with_marriage = 5 # Conditional Setting - Friendsanity not None class FriendsanityHeartSize(Range): """If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check A higher value will lead to fewer heart items in the item pool, reducing bloat""" internal_name = "friendsanity_heart_size" display_name = "Friendsanity Heart Size" range_start = 1 range_end = 8 default = 4 # step = 1 class Eatsanity(OptionSet): """Locations for eating various items? Cooking: Includes all cooked and crafted edible items Crops: Includes all crops and forageable edible items Fish: Includes all fish and fished edible items Artisan: Includes all edible items produced by machines and animals Shop: Includes all edible items purchased primarily in shops Poisonous: Includes items that cause negative effects when consumed Lock Effects: Whether each positive effect from edible items is unlocked through an archipelago "Enzyme" item. Requires some eatsanity locations to be enabled. """ internal_name = "eatsanity" display_name = "Eatsanity" valid_keys = frozenset({ EatsanityOptionName.cooking, EatsanityOptionName.crops, EatsanityOptionName.fish, EatsanityOptionName.artisan, EatsanityOptionName.shop, EatsanityOptionName.poisonous, EatsanityOptionName.lock_effects, }) preset_none = frozenset() preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class Booksanity(Choice): """Shuffle Books? None: All books behave like vanilla Power: Power books are turned into checks Power and Skill: Power and skill books are turned into checks. All: Lost books are also included in the shuffling """ internal_name = "booksanity" display_name = "Booksanity" default = 2 option_none = 0 option_power = 1 option_power_skill = 2 option_all = 3 class Walnutsanity(OptionSet): """Shuffle Walnuts? Puzzles: Walnuts obtained from solving a special puzzle or winning a minigame Bushes: Walnuts that are in a bush and can be collected by clicking it Dig Spots: Walnuts that are underground and must be digged up. Includes Journal scrap walnuts Repeatables: Random chance walnuts from normal actions (fishing, farming, combat, etc) """ internal_name = "walnutsanity" display_name = "Walnutsanity" valid_keys = frozenset({ WalnutsanityOptionName.puzzles, WalnutsanityOptionName.bushes, WalnutsanityOptionName.dig_spots, WalnutsanityOptionName.repeatables, }) preset_none = frozenset() preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class Moviesanity(Choice): """Add checks for watching movies? None: No movie checks One: There is a check for watching a movie, regardless of which All Movies: Watching all individual movies are checks All Movies Loved: Watching all individual movies are checks, but you have to invite someone who loves it All Movies With Loved Snacks: Watching movies only counts if you invite someone who loves it and buy them a loved snack All Movies And All Snacks: Watch all movies with someone who loves them, and purchase all the snacks once All Movies And All Loved Snacks: Watch all movies with someone who loves them, and purchase all the snacks for someone who loves them """ internal_name = "moviesanity" display_name = "Moviesanity" default = 1 option_none = 0 option_one = 1 option_all_movies = 2 option_all_movies_loved = 3 option_all_movies_with_loved_snack = 4 option_all_movies_and_all_snacks = 5 option_all_movies_and_all_loved_snacks = 6 class Secretsanity(OptionSet): """Add checks for the various secrets and easter eggs present in Stardew Valley. Some of them can be very obscure. If you enable this setting, you should expect to need the wiki a lot. Easy: Secrets that can be obtained quickly and easily, if you know what to do Difficult: Includes secrets that require a lot of grinding or a lot of luck. Not for the faint of heart. Enabling this will also modify some secrets from the other categories to require their harder variation, if there is one. Fishing: Various special items and furniture that can be fished up in specific places Secret Notes: Complete tasks described in the various secret notes, when applicable """ internal_name = "secretsanity" display_name = "Secretsanity" valid_keys = frozenset({ SecretsanityOptionName.easy, SecretsanityOptionName.difficult, SecretsanityOptionName.fishing, SecretsanityOptionName.secret_notes, }) preset_none = frozenset() preset_simple = frozenset({ SecretsanityOptionName.easy, SecretsanityOptionName.fishing, SecretsanityOptionName.secret_notes, }) preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class Hatsanity(OptionSet): """Add checks for wearing hats? Tailoring: Locations for wearing the hats created through tailoring Easy: Locations for wearing the easily obtainable hats Medium: Locations for wearing the hats that are obtainable through a task that requires a bit of effort Difficult: Locations for wearing hats that are difficult to obtain RNG: Locations for wearing hats that are extremely rng-dependent to obtain. Generally an unpleasant grind. Near Perfection: Locations for wearing hats that are late game and generally obtained by doing the equivalent of a perfection task Post Perfection: Locations for wearing all hats, including the hyper-late game ones that require more work than perfection itself """ internal_name = "hatsanity" display_name = "Hatsanity" valid_keys = frozenset({ HatsanityOptionName.tailoring, HatsanityOptionName.easy, HatsanityOptionName.medium, HatsanityOptionName.difficult, HatsanityOptionName.rng, HatsanityOptionName.near_perfection, HatsanityOptionName.post_perfection }) preset_none = frozenset() preset_simple = frozenset({ HatsanityOptionName.tailoring, HatsanityOptionName.easy, }) preset_difficult = frozenset({ HatsanityOptionName.tailoring, HatsanityOptionName.easy, HatsanityOptionName.medium, HatsanityOptionName.difficult, }) preset_all = valid_keys default = preset_none def __eq__(self, other: typing.Any) -> bool: if isinstance(other, OptionSet): return set(self.value) == other.value if isinstance(other, OptionList): return set(self.value) == set(other.value) else: return typing.cast(bool, self.value == other) class IncludeEndgameLocations(Toggle): """Whether to include, as locations, several very expensive things that are usually purchased during the end-game in vanilla. Examples: Obelisks, Community Upgrades, Catalogues, etc""" internal_name = "include_endgame_locations" display_name = "Include Endgame Locations" default = Toggle.option_false class NumberOfMovementBuffs(Range): """Number of movement speed buffs to the player that exist as items in the pool. Each movement speed buff is a +25% multiplier that stacks additively""" internal_name = "movement_buff_number" display_name = "Number of Movement Buffs" range_start = 0 range_end = 12 default = 4 # step = 1 class EnabledFillerBuffs(OptionSet): """Enable various permanent player buffs to roll as filler items Luck: Increased daily luck Damage: Increased Damage % Defense: Increased Defense Immunity: Increased Immunity Health: Increased Max Health Energy: Increased Max Energy Bite Rate: Shorter delay to get a bite when fishing Fish Trap: Effect similar to the Trap Bobber, but weaker Fishing Bar Size: Increased Fishing Bar Size """ internal_name = "enabled_filler_buffs" display_name = "Enabled Filler Buffs" valid_keys = frozenset({ BuffOptionName.luck, BuffOptionName.damage, BuffOptionName.defense, BuffOptionName.immunity, BuffOptionName.health, BuffOptionName.energy, BuffOptionName.bite, BuffOptionName.fish_trap, BuffOptionName.fishing_bar, }) # OptionName.buff_quality, OptionName.buff_glow}) # Disabled these two buffs because they are too hard to make on the mod side preset_none = frozenset() preset_all = valid_keys default = frozenset({BuffOptionName.luck, BuffOptionName.defense, BuffOptionName.bite}) class ExcludeGingerIsland(Toggle): """Exclude Ginger Island? This option will forcefully exclude everything related to Ginger Island from the slot. If you pick a goal that requires Ginger Island, this option will get forced to 'false'""" internal_name = "exclude_ginger_island" display_name = "Exclude Ginger Island" default = 0 class TrapItems(Removed): """Deprecated setting, replaced by TrapDifficulty """ internal_name = "trap_items" display_name = "Trap Items" default = "" visibility = Visibility.none def __init__(self, value: str): if value: raise Exception("Option trap_items was replaced by trap_difficulty, please update your options file") super().__init__(value) class TrapDifficulty(Choice): """When rolling filler items, including resource packs, the game can also roll trap items. Trap items are negative items that cause problems or annoyances for the player. This setting is for choosing how punishing traps will be. Lower difficulties will be on the funny annoyance side, higher difficulty will be on the extreme problems side. Only play Nightmare at your own risk. """ internal_name = "trap_difficulty" display_name = "Trap Difficulty" default = 2 option_no_traps = 0 option_easy = 1 option_medium = 2 option_hard = 3 option_hell = 4 option_nightmare = 5 def include_traps(self) -> bool: return self.value > 0 trap_default_weight = 100 class TrapDistribution(OptionCounter): """ Specify the weighted chance of rolling individual traps when rolling random filler items. The average filler item should be considered to be "100", as in 100%. So a trap on "200" will be twice as likely to roll as any filler item. A trap on "10" will be 10% as likely. You can use weight "0" to disable this trap entirely. The maximum weight is 1000, for x10 chance """ internal_name = "trap_distribution" display_name = "Trap Distribution" default_weight = trap_default_weight visibility = Visibility.all ^ Visibility.simple_ui min = 0 max = 1000 valid_keys = frozenset(all_traps) default = { trap: trap_default_weight for trap in all_traps } class CustomLogic(OptionSet): """Enable various customizations to the logic of the generator. Some flags are inherently incompatible with each other, the harder flag takes priority. Some of these toggles can, if the player is not careful, force them to reset days. Chair Skips: Chair skips are considered in-logic Easy Fishing: +2 Required fishing levels Hard Fishing: -2 Required fishing levels Extreme Fishing: -4 Required fishing levels Easy Mining: +1 required pickaxes and +2 required mining levels Hard Mining: -1 required pickaxes and -2 required mining levels Extreme Mining: -2 required pickaxes and -4 required mining levels Easy Combat: +1 required weapon and +2 required combat levels Hard Combat: -1 required weapon and -2 required combat levels Extreme Combat: -2 required weapon and -4 required combat levels Deep Mining: x2 Mine depth expectations Very Deep Mining: x4 Mine depth expectations Ignore Birthdays: Villager birthdays are not considered in logic Easy Money: x0.25 to earnings expectations Hard Money: x2 to earnings expectations Extreme Money: x8 to earnings expectations Nightmare Money: x20 to earnings expectations Bomb Hoeing: Hoeing ground is in logic without a hoe Rain Watering: Watering crops is in logic without a watering can Critical Free Samples: Free samples of items are considered in logic without a renewable source """ internal_name = "custom_logic" display_name = "Custom Logic" valid_keys = frozenset({ CustomLogicOptionName.chair_skips, CustomLogicOptionName.easy_fishing, CustomLogicOptionName.hard_fishing, CustomLogicOptionName.extreme_fishing, CustomLogicOptionName.easy_mining, CustomLogicOptionName.hard_mining, CustomLogicOptionName.extreme_mining, CustomLogicOptionName.easy_combat, CustomLogicOptionName.hard_combat, CustomLogicOptionName.extreme_combat, CustomLogicOptionName.deep_mining, CustomLogicOptionName.very_deep_mining, CustomLogicOptionName.ignore_birthdays, CustomLogicOptionName.easy_money, CustomLogicOptionName.hard_money, CustomLogicOptionName.extreme_money, CustomLogicOptionName.nightmare_money, CustomLogicOptionName.bomb_hoeing, CustomLogicOptionName.rain_watering, CustomLogicOptionName.critical_free_samples, }) preset_none = frozenset() preset_all = valid_keys default = frozenset(preset_none) class MultipleDaySleepEnabled(Toggle): """Enable the ability to sleep automatically for multiple days straight?""" internal_name = "multiple_day_sleep_enabled" display_name = "Multiple Day Sleep Enabled" default = 1 class MultipleDaySleepCost(NamedRange): """How much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped.""" internal_name = "multiple_day_sleep_cost" display_name = "Multiple Day Sleep Cost" range_start = 0 range_end = 200 # step = 25 special_range_names = { "free": 0, "cheap": 10, "medium": 25, "expensive": 50, "very expensive": 100, } class ExperienceMultiplier(NamedRange): """How fast you want to earn skill experience. A lower setting mean less experience. A higher setting means more experience.""" internal_name = "experience_multiplier" display_name = "Experience Multiplier" range_start = 25 range_end = 800 # step = 25 default = 200 special_range_names = { "half": 50, "vanilla": 100, "double": 200, "triple": 300, "quadruple": 400, } class FriendshipMultiplier(NamedRange): """How fast you want to earn friendship points with villagers. A lower setting mean less friendship per action. A higher setting means more friendship per action.""" internal_name = "friendship_multiplier" display_name = "Friendship Multiplier" range_start = 25 range_end = 800 # step = 25 default = 200 special_range_names = { "half": 50, "vanilla": 100, "double": 200, "triple": 300, "quadruple": 400, } class DebrisMultiplier(Choice): """How much debris will spawn on the player's farm? Vanilla: debris spawns normally Half: debris will spawn at half the normal rate Quarter: debris will spawn at one quarter of the normal rate None: No debris will spawn on the farm, ever Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game """ internal_name = "debris_multiplier" display_name = "Debris Multiplier" default = 1 option_vanilla = 0 option_half = 1 option_quarter = 2 option_none = 3 option_start_clear = 4 class QuickStart(Toggle): """Do you want the quick start package? You will get a few items to help early game automation, so you can use the multiple day sleep at its maximum.""" internal_name = "quick_start" display_name = "Quick Start" default = 1 class Gifting(Toggle): """Do you want to enable gifting items to and from other Archipelago slots? Items can only be sent to games that also support gifting""" internal_name = "gifting" display_name = "Gifting" default = 1 all_mods = {ModNames.deepwoods, ModNames.tractor, ModNames.big_backpack, ModNames.luck_skill, ModNames.magic, ModNames.socializing_skill, ModNames.archaeology, ModNames.cooking_skill, ModNames.binning_skill, ModNames.juna, ModNames.jasper, ModNames.alec, ModNames.yoba, ModNames.eugene, ModNames.wellwick, ModNames.ginger, ModNames.shiko, ModNames.delores, ModNames.ayeisha, ModNames.riley, ModNames.skull_cavern_elevator, ModNames.sve, ModNames.distant_lands, ModNames.alecto, ModNames.lacey, ModNames.boarding_house} # These mods have been disabled because either they are not updated for the current supported version of Stardew Valley, # or we didn't find the time to validate that they work or fix compatibility issues if they do. # Once a mod is validated to be functional, it can simply be removed from this list # SVE specifically is disabled because their main version is significantly ahead of ours, with breaking changes, and nobody is maintaining our integration. disabled_mods = {ModNames.deepwoods, ModNames.magic, ModNames.cooking_skill, ModNames.yoba, ModNames.eugene, ModNames.wellwick, ModNames.shiko, ModNames.delores, ModNames.riley, ModNames.boarding_house, ModNames.sve} enabled_mods = all_mods.difference(disabled_mods) all_mods_except_invalid_combinations = set(all_mods) for mod_combination in invalid_mod_combinations: priority_mod = mod_combination[0] if priority_mod not in all_mods_except_invalid_combinations: continue for mod in mod_combination: if mod == priority_mod: continue all_mods_except_invalid_combinations.remove(mod) enabled_mods_except_invalid_combinations = all_mods_except_invalid_combinations.difference(disabled_mods) class Mods(OptionSet): """List of mods that will be included in the shuffling.""" visibility = Visibility.all & ~Visibility.simple_ui internal_name = "mods" display_name = "Mods" valid_keys = enabled_mods # In tests, we keep even the disabled mods active, because we expect some of them to eventually get updated for SV 1.6 # In that case, we want to maintain content and logic for them, and therefore keep testing them if 'unittest' in sys.modules.keys() or 'pytest' in sys.modules.keys(): valid_keys = all_mods class BundlePlando(Removed): """Deprecated setting, replaced by BundleWhitelist and BundleBlacklist """ internal_name = "bundle_plando" display_name = "Bundle Plando" default = "" visibility = Visibility.none def __init__(self, value: str): if value: raise Exception("Option bunde_plando was replaced by bundle_whitelist and bundle_blacklist, please update your options file") super().__init__(value) class BundleWhitelist(OptionSet): """If using Remixed or Meme bundles, this guarantees some of them will show up in your community center. If more bundles are specified than what fits in their parent room, that room will randomly pick from only the whitelist ones""" internal_name = "bundle_whitelist" display_name = "Bundle Whitelist" visibility = Visibility.template | Visibility.spoiler valid_keys = set(all_cc_bundle_names) def prioritizes(self, bundle_name): if self.in_plando(bundle_name): return True if bundle_name == MemeBundleName.scam: return self.in_plando("Investment Bundle") return False def in_plando(self, bundle_name) -> bool: return bundle_name in self.value class BundleBlacklist(OptionSet): """If using Remixed or Meme bundles, this guarantees some of them will not show up in your community center. If too many bundles are blacklisted for a given room, that room will pick all the non-blacklist bundles, then random blacklisted ones.""" internal_name = "bundle_blacklist" display_name = "Bundle Blacklist" visibility = Visibility.template | Visibility.spoiler valid_keys = set(all_cc_bundle_names) def allows(self, bundle_name): if self.in_plando(bundle_name): return False if bundle_name == MemeBundleName.scam: return not self.in_plando("Investment Bundle") return True def in_plando(self, bundle_name) -> bool: return bundle_name in self.value class AllowedFillerItems(OptionSet): """Types of filler items that can be generated for this slot. All allowed fillers have the same odds, and duplicates can roll Farming Items: Items to help with farming. Fertilizers, sprinklers... Fishing Items: Items to help with fishing. Baits, Bobbers... Fruit Trees: Extra Fruit Trees Food: Food that doesn't give buffs Buff Food: Food that gives buffs Consumables: Other consumables. Warp Totems, Staircases... Machines: Various machines. Enables a lot of OoL Storage: Storage items. Chests, Big Chests... Quality Of Life: Items that are nice to have. Key to the town, Horse Flute... Materials: Construction Materials. Wood, Stone... Money: Packs of money Currencies: Packs of other currencies. Walnuts, Qi Gems, Calico eggs... Rings: Various rings Hats: Various hats. Decorations: Various decorations and furniture """ internal_name = "allowed_filler_items" display_name = "Allowed Filler Items" visibility = Visibility.template | Visibility.spoiler valid_keys = frozenset({AllowedFillerOptionName.farming, AllowedFillerOptionName.fishing, AllowedFillerOptionName.fruit_trees, AllowedFillerOptionName.food, AllowedFillerOptionName.buff_food, AllowedFillerOptionName.consumables, AllowedFillerOptionName.machines, AllowedFillerOptionName.storage, AllowedFillerOptionName.quality_of_life, AllowedFillerOptionName.materials, AllowedFillerOptionName.currencies, AllowedFillerOptionName.money, AllowedFillerOptionName.hats, AllowedFillerOptionName.decorations, AllowedFillerOptionName.rings}) preset_none = frozenset() preset_all = valid_keys default = preset_all @dataclass class StardewValleyOptions(PerGameCommonOptions): goal: Goal farm_type: FarmType bundle_randomization: BundleRandomization bundle_price: BundlePrice bundle_per_room: BundlePerRoom entrance_randomization: EntranceRandomization start_without: StartWithout season_randomization: SeasonRandomization cropsanity: Cropsanity backpack_progression: BackpackProgression backpack_size: BackpackSize tool_progression: ToolProgression skill_progression: SkillProgression building_progression: BuildingProgression festival_locations: FestivalLocations elevator_progression: ElevatorProgression arcade_machine_locations: ArcadeMachineLocations special_order_locations: SpecialOrderLocations quest_locations: QuestLocations fishsanity: Fishsanity museumsanity: Museumsanity monstersanity: Monstersanity shipsanity: Shipsanity cooksanity: Cooksanity chefsanity: Chefsanity craftsanity: Craftsanity friendsanity: Friendsanity friendsanity_heart_size: FriendsanityHeartSize eatsanity: Eatsanity booksanity: Booksanity walnutsanity: Walnutsanity moviesanity: Moviesanity secretsanity: Secretsanity hatsanity: Hatsanity include_endgame_locations: IncludeEndgameLocations exclude_ginger_island: ExcludeGingerIsland quick_start: QuickStart starting_money: StartingMoney profit_margin: ProfitMargin experience_multiplier: ExperienceMultiplier friendship_multiplier: FriendshipMultiplier debris_multiplier: DebrisMultiplier movement_buff_number: NumberOfMovementBuffs enabled_filler_buffs: EnabledFillerBuffs trap_difficulty: TrapDifficulty trap_distribution: TrapDistribution custom_logic: CustomLogic multiple_day_sleep_enabled: MultipleDaySleepEnabled multiple_day_sleep_cost: MultipleDaySleepCost gifting: Gifting mods: Mods bundle_whitelist: BundleWhitelist bundle_blacklist: BundleBlacklist allowed_filler_items: AllowedFillerItems death_link: DeathLink # Jojapocalypse jojapocalypse: Jojapocalypse joja_start_price: JojaStartPrice joja_end_price: JojaEndPrice joja_pricing_pattern: JojaPricingPattern joja_purchases_for_membership: JojaPurchasesForMembership joja_are_you_sure: JojaAreYouSure # removed: trap_items: TrapItems bundle_plando: BundlePlando