Files
Archipelago/worlds/stardew_valley/logic/money_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

188 lines
9.0 KiB
Python

from Options import DeathLink
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from ..content.vanilla.qi_board import qi_board_content_pack
from ..data.shop import ShopSource, HatMouseSource
from ..stardew_rule import StardewRule, True_, HasProgressionPercent, False_, true_
from ..strings.animal_names import Animal
from ..strings.ap_names.ap_option_names import CustomLogicOptionName
from ..strings.ap_names.event_names import Event
from ..strings.artisan_good_names import ArtisanGood
from ..strings.building_names import Building
from ..strings.crop_names import Vegetable
from ..strings.currency_names import Currency, MemeCurrency
from ..strings.food_names import Beverage
from ..strings.region_names import Region, LogicRegion
from ..strings.season_names import Season
qi_gem_rewards = ("100 Qi Gems", "50 Qi Gems", "40 Qi Gems", "35 Qi Gems", "25 Qi Gems",
"20 Qi Gems", "15 Qi Gems", "10 Qi Gems")
class MoneyLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.money = MoneyLogic(*args, **kwargs)
class MoneyLogic(BaseLogic):
@cache_self1
def can_have_earned_total(self, amount: int) -> StardewRule:
if CustomLogicOptionName.nightmare_money in self.options.custom_logic:
amount /= 20
elif CustomLogicOptionName.extreme_money in self.options.custom_logic:
amount /= 8
elif CustomLogicOptionName.hard_money in self.options.custom_logic:
amount /= 2
elif CustomLogicOptionName.easy_money in self.options.custom_logic:
amount *= 4
if amount <= 1000:
return self.logic.true_
shipping_rule = self.logic.shipping.can_use_shipping_bin
pierre_rule = self.logic.region.can_reach_all(Region.pierre_store, Region.forest)
willy_rule = self.logic.region.can_reach_all(Region.fish_shop, LogicRegion.fishing)
clint_rule = self.logic.region.can_reach_all(Region.blacksmith, Region.mines_floor_5)
robin_rule = self.logic.region.can_reach_all(Region.carpenter, Region.secret_woods)
farming_rule = self.logic.farming.can_plant_and_grow_item(Season.not_winter)
if amount <= 2000:
selling_any_rule = shipping_rule | pierre_rule | willy_rule | clint_rule | robin_rule
return selling_any_rule
if amount <= 3000:
selling_any_rule = shipping_rule | pierre_rule | willy_rule
return selling_any_rule
if amount <= 5000:
selling_all_rule = shipping_rule | (pierre_rule & farming_rule) | (pierre_rule & willy_rule & clint_rule & robin_rule)
return selling_all_rule
if amount <= 10000:
return shipping_rule & farming_rule
seed_rules = self.logic.region.can_reach(Region.pierre_store)
if amount <= 40000:
return shipping_rule & seed_rules & farming_rule
percent_progression_items_needed = min(90, amount // 20000)
return shipping_rule & seed_rules & farming_rule & HasProgressionPercent(self.player, percent_progression_items_needed)
@cache_self1
def can_spend(self, amount: int) -> StardewRule:
if self.options.starting_money == -1:
return True_()
spend_earned_multiplier = 5 # We assume that if you earned 5x an amount, you can reasonably spend that amount on things
return self.logic.money.can_have_earned_total(amount * spend_earned_multiplier)
# Should be cached
def can_spend_at(self, region: str, amount: int) -> StardewRule:
return self.logic.region.can_reach(region) & self.logic.money.can_spend(amount)
def can_shop_from_hat_mouse(self, source: HatMouseSource) -> StardewRule:
money_rule = self.logic.money.can_spend(source.price) if source.price is not None else true_
region_rule = self.logic.region.can_reach(LogicRegion.hat_mouse)
requirements_rule = self.logic.requirement.meet_all_requirements(source.unlock_requirements) if source.unlock_requirements is not None else true_
return money_rule & region_rule & requirements_rule
@cache_self1
def can_shop_from(self, source: ShopSource) -> StardewRule:
season_rule = self.logic.season.has_any(source.seasons)
if source.currency == Currency.money:
money_rule = self.logic.money.can_spend(source.price) if source.price is not None else true_
else:
money_rule = self.logic.money.can_trade_at(source.shop_region, source.currency, source.price) if source.price is not None else true_
item_rules = []
if source.items_price is not None:
for price, item in source.items_price:
item_rules.append(self.logic.grind.can_grind_item(price, item))
region_rule = self.logic.region.can_reach(source.shop_region)
return self.logic.and_(season_rule, money_rule, *item_rules, region_rule)
# Should be cached
def can_trade(self, currency: str, amount: int) -> StardewRule:
if amount == 0:
return self.logic.true_
if currency == Currency.money or currency == MemeCurrency.bank_money:
return self.can_spend(amount)
if currency == Currency.star_token:
return self.logic.region.can_reach(LogicRegion.fair)
if currency == Currency.qi_coin:
return self.logic.region.can_reach(Region.casino) & self.logic.time.has_lived_months(amount // 1000)
if currency == Currency.qi_gem:
if self.content.is_enabled(qi_board_content_pack):
return self.logic.received(Event.received_qi_gems, amount * 3)
return self.logic.region.can_reach_all(Region.qi_walnut_room, Region.saloon) & self.can_have_earned_total(5000)
if currency == Currency.golden_walnut:
return self.can_spend_walnut(amount)
if currency == MemeCurrency.code or currency == MemeCurrency.energy or currency == MemeCurrency.blood:
return self.logic.true_
if currency == MemeCurrency.clic and amount < 100:
return self.logic.true_
if currency == MemeCurrency.clic or currency == MemeCurrency.time:
return self.logic.time.has_lived_months(1)
if currency == MemeCurrency.steps and amount < 6000:
return self.logic.true_
if currency == MemeCurrency.steps:
return self.logic.time.has_lived_months(amount // 10000)
if currency == MemeCurrency.cookies:
return self.logic.time.has_lived_months(amount // 10000)
if currency == MemeCurrency.child:
return self.logic.relationship.has_children(1)
if currency == MemeCurrency.dead_crops:
return self.logic.season.has_all() & self.logic.skill.can_get_farming_xp & self.logic.money.can_spend(amount * 100)
if currency == MemeCurrency.dead_pumpkins:
return self.logic.season.has(Season.fall) & self.logic.season.has_any([Season.spring, Season.summer, Season.winter]) & \
self.logic.has(Vegetable.pumpkin) & self.logic.money.can_spend(amount * 100)
if currency == MemeCurrency.missed_fish:
return self.logic.fishing.can_catch_many_fish(max(1, amount // 4))
if currency == MemeCurrency.honeywell:
return self.logic.has(ArtisanGood.honey) & self.logic.building.has_building(Building.well)
if currency == MemeCurrency.goat:
return self.logic.animal.has_animal(Animal.goat)
if currency == MemeCurrency.sleep_days:
if not self.options.multiple_day_sleep_enabled.value:
return self.logic.false_
if amount > 200:
return self.logic.region.can_reach(Region.farm_house) & self.logic.season.has(Season.winter)
return self.logic.region.can_reach(Region.farm_house)
if currency == MemeCurrency.time_elapsed:
if amount <= 1000:
return self.logic.true_
if amount <= 1400:
return self.logic.has(Beverage.coffee)
if amount <= 1800:
return self.logic.building.has_building(Building.stable)
return self.logic.has(Beverage.coffee) & self.logic.building.has_building(Building.stable)
if currency == MemeCurrency.deathlinks:
if self.options.death_link == DeathLink.option_true:
return self.logic.time.has_lived_months(amount)
return self.logic.false_
return self.logic.grind.can_grind_item(amount, currency)
# Should be cached
def can_trade_at(self, region: str, currency: str, amount: int) -> StardewRule:
if amount == 0:
return True_()
if currency == Currency.money:
return self.logic.money.can_spend_at(region, amount)
return self.logic.region.can_reach(region) & self.can_trade(currency, amount)
def can_spend_walnut(self, amount: int) -> StardewRule:
return False_()