Files
Archipelago/worlds/stardew_valley/logic/fish_pond_logic.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

51 lines
1.9 KiB
Python

from .base_logic import BaseLogic, BaseLogicMixin
from ..data.fish_pond_data import fish_pond_quests
from ..stardew_rule import StardewRule
from ..strings.building_names import Building
from ..strings.fish_names import Fish
class FishPondLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.fish_pond = FishPondLogic(*args, **kwargs)
class FishPondLogic(BaseLogic):
def can_get_fish_pond_reward(self, fish: str, population: int, desired_item: str) -> StardewRule:
building_rule = self.logic.building.has_building(Building.fish_pond)
if fish == Fish.any:
return self.logic.fishing.can_fish_anywhere() & building_rule
fish_rule = self.logic.has(fish)
if population <= 1:
return building_rule & fish_rule
assert fish in fish_pond_quests, f"Cannot raise the population of {fish} to {population} in a fish pond to get {desired_item} without knowing the required quest items"
# if fish not in fish_pond_quests:
# return building_rule & fish_rule
item_rules = []
fish_quests = fish_pond_quests[fish]
for i in range(0, population):
if i not in fish_quests:
continue
quests_for_that_level = fish_quests[i]
num_quests = len(quests_for_that_level)
if num_quests <= 0:
continue
level_rules = []
for quest_item in quests_for_that_level:
if quest_item == desired_item:
continue
level_rules.append(self.logic.has(quest_item))
if num_quests <= 2:
item_rules.append(self.logic.count(num_quests, *level_rules))
else:
item_rules.append(self.logic.count(num_quests - 1, *level_rules))
return building_rule & fish_rule & self.logic.and_(*item_rules)