Files
Archipelago/worlds/stardew_valley/options/options.py
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

1253 lines
49 KiB
Python

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