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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.
98 lines
4.7 KiB
Python
98 lines
4.7 KiB
Python
from Utils import cache_self1
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from .base_logic import BaseLogic, BaseLogicMixin
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from ..options import ExcludeGingerIsland
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from ..stardew_rule import StardewRule, HasProgressionPercent
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from ..strings.book_names import Book
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from ..strings.craftable_names import Consumable
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from ..strings.currency_names import Currency
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from ..strings.fish_names import WaterChest
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from ..strings.geode_names import Geode
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from ..strings.material_names import Material
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from ..strings.region_names import Region
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from ..strings.tool_names import Tool
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MIN_MEDIUM_ITEMS = 10
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MAX_MEDIUM_ITEMS = 999
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PERCENT_REQUIRED_FOR_MAX_MEDIUM_ITEM = 24
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EASY_ITEMS = {Material.wood, Material.stone, Material.fiber, Material.sap}
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MIN_EASY_ITEMS = 300
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MAX_EASY_ITEMS = 2997
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PERCENT_REQUIRED_FOR_MAX_EASY_ITEM = 8
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class GrindLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.grind = GrindLogic(*args, **kwargs)
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class GrindLogic(BaseLogic):
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def can_grind_mystery_boxes(self, quantity: int) -> StardewRule:
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opening_rule = self.logic.region.can_reach(Region.blacksmith)
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mystery_box_rule = self.logic.has(Consumable.mystery_box)
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book_of_mysteries_rule = self.logic.true_ \
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if not self.content.features.booksanity.is_enabled \
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else self.logic.book.has_book_power(Book.book_of_mysteries)
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# Assuming one box per day, but halved because we don't know how many months have passed before Mr. Qi's Plane Ride.
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time_rule = self.logic.time.has_lived_months(quantity // 14)
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return self.logic.and_(opening_rule, mystery_box_rule,
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book_of_mysteries_rule, time_rule, )
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def can_grind_artifact_troves(self, quantity: int) -> StardewRule:
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opening_rule = self.logic.region.can_reach(Region.blacksmith)
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return self.logic.and_(opening_rule, self.logic.has(Geode.artifact_trove),
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# Assuming one per month if the player does not grind it.
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self.logic.time.has_lived_months(quantity))
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def can_grind_prize_tickets(self, quantity: int) -> StardewRule:
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claiming_rule = self.logic.region.can_reach(Region.mayor_house)
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help_wanted_rules = self.logic.quest.can_complete_help_wanteds(quantity * 3)
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return self.logic.and_(claiming_rule, self.logic.has(Currency.prize_ticket), help_wanted_rules)
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def can_grind_fishing_treasure_chests(self, quantity: int) -> StardewRule:
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return self.logic.and_(self.logic.has(WaterChest.fishing_chest),
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# Assuming one per week if the player does not grind it.
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self.logic.time.has_lived_months(quantity // 4))
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def can_grind_artifact_spots(self, quantity: int) -> StardewRule:
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return self.logic.and_(self.logic.tool.has_tool(Tool.hoe),
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# Assuming twelve per month if the player does not grind it.
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self.logic.time.has_lived_months(quantity // 12))
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def can_grind_weeds(self, quantity: int) -> StardewRule:
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regions = [Region.farm, Region.town, Region.forest, Region.secret_woods, Region.backwoods, Region.mountain, Region.railroad, Region.mutant_bug_lair]
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if self.options.exclude_ginger_island == ExcludeGingerIsland.option_false:
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regions.extend([Region.island_east, Region.island_west])
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return self.logic.and_(self.logic.tool.has_scythe(),
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self.logic.region.can_reach_all(*regions),
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# Assuming 1000 per month if the player does not grind it
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self.logic.time.has_lived_months(quantity // 1000))
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def can_grind_item(self, quantity: int, item: str | None = None) -> StardewRule:
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if item is None:
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return self.logic.grind.can_grind_medium_item(quantity)
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if item in EASY_ITEMS:
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return self.logic.grind.can_grind_easy_item(quantity) & self.logic.has(item)
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return self.logic.grind.can_grind_medium_item(quantity) & self.logic.has(item)
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@cache_self1
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def can_grind_medium_item(self, quantity: int) -> StardewRule:
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if quantity <= MIN_MEDIUM_ITEMS:
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return self.logic.true_
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quantity = min(quantity, MAX_MEDIUM_ITEMS)
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price = max(1, quantity * PERCENT_REQUIRED_FOR_MAX_MEDIUM_ITEM // MAX_MEDIUM_ITEMS)
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return HasProgressionPercent(self.player, price)
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@cache_self1
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def can_grind_easy_item(self, quantity: int) -> StardewRule:
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if quantity <= MIN_EASY_ITEMS:
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return self.logic.true_
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quantity = min(quantity, MAX_EASY_ITEMS)
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price = max(1, quantity * PERCENT_REQUIRED_FOR_MAX_EASY_ITEM // MAX_EASY_ITEMS)
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return HasProgressionPercent(self.player, price)
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