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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.
102 lines
3.4 KiB
Python
102 lines
3.4 KiB
Python
from __future__ import annotations
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from graphlib import TopologicalSorter
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from typing import Iterable, Mapping, Callable
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from .game_content import StardewContent, ContentPack, StardewFeatures
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from .vanilla.base import base_game as base_game_content_pack
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from ..data.game_item import Source
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def unpack_content(features: StardewFeatures, packs: Iterable[ContentPack]) -> StardewContent:
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# Base game is always registered first.
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content = StardewContent(features)
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packs_to_finalize = [base_game_content_pack]
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register_pack(content, base_game_content_pack)
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# Content packs are added in order based on their dependencies
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sorter = TopologicalSorter()
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packs_by_name = {p.name: p for p in packs}
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# Build the dependency graph
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for name, pack in packs_by_name.items():
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sorter.add(name,
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*pack.dependencies,
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*(wd for wd in pack.weak_dependencies if wd in packs_by_name))
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# Graph is traversed in BFS
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sorter.prepare()
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while sorter.is_active():
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# Packs get shuffled in TopologicalSorter, most likely due to hash seeding.
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for pack_name in sorted(sorter.get_ready()):
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pack = packs_by_name[pack_name]
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register_pack(content, pack)
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sorter.done(pack_name)
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packs_to_finalize.append(pack)
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prune_inaccessible_items(content)
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for pack in packs_to_finalize:
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pack.finalize_hook(content)
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# Maybe items without source should be removed at some point
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return content
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def register_pack(content: StardewContent, pack: ContentPack):
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# register regions
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# register entrances
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register_sources_and_call_hook(content, pack.harvest_sources, pack.harvest_source_hook)
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register_sources_and_call_hook(content, pack.shop_sources, pack.shop_source_hook)
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register_sources_and_call_hook(content, pack.crafting_sources, pack.crafting_hook)
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register_sources_and_call_hook(content, pack.artisan_good_sources, pack.artisan_good_hook)
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for fish in pack.fishes:
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content.fishes[fish.name] = fish
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pack.fish_hook(content)
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for villager in pack.villagers:
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content.villagers[villager.name] = villager
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pack.villager_hook(content)
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for building in pack.farm_buildings:
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content.farm_buildings[building.name] = building
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pack.farm_building_hook(content)
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for animal in pack.animals:
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content.animals[animal.name] = animal
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pack.animal_hook(content)
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for skill in pack.skills:
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content.skills[skill.name] = skill
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pack.skill_hook(content)
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for hat, sources in pack.hat_sources.items():
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item = content.source_item(hat.clarified_name, *sources)
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# Some sources may be filtered out. We don't want to register a hat without source.
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if item.sources:
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content.hats[hat.name] = hat
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pack.hat_source_hook(content)
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# register_quests
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# ...
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content.registered_packs.add(pack.name)
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def register_sources_and_call_hook(content: StardewContent,
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sources_by_item_name: Mapping[str, Iterable[Source]],
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hook: Callable[[StardewContent], None]):
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for item_name, sources in sources_by_item_name.items():
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content.source_item(item_name, *sources)
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hook(content)
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def prune_inaccessible_items(content: StardewContent):
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for item in list(content.game_items.values()):
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if not item.sources:
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content.game_items.pop(item.name)
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