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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.
203 lines
8.6 KiB
Python
203 lines
8.6 KiB
Python
import math
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from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogic, BaseLogicMixin
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from ..content.feature import friendsanity
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from ..data.villagers_data import Villager
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from ..stardew_rule import StardewRule, True_, false_, true_
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from ..strings.ap_names.ap_option_names import CustomLogicOptionName
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from ..strings.ap_names.mods.mod_items import SVEQuestItem
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from ..strings.building_names import Building
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from ..strings.generic_names import Generic
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from ..strings.gift_names import Gift
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from ..strings.region_names import Region, LogicRegion
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from ..strings.season_names import Season
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from ..strings.villager_names import NPC, ModNPC
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possible_kids = ("Cute Baby", "Ugly Baby")
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def heart_item_name(npc: Union[str, Villager]) -> str:
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if isinstance(npc, Villager):
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npc = npc.name
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return f"{npc} <3"
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class RelationshipLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.relationship = RelationshipLogic(*args, **kwargs)
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class RelationshipLogic(BaseLogic):
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def can_date(self, npc: str) -> StardewRule:
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return self.logic.relationship.has_hearts(npc, 8) & self.logic.has(Gift.bouquet)
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def can_marry(self, npc: str) -> StardewRule:
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return self.logic.relationship.has_hearts(npc, 10) & self.logic.has(Gift.mermaid_pendant)
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def can_get_married(self) -> StardewRule:
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return self.logic.relationship.has_hearts_with_any_bachelor(10) & self.logic.has(Gift.mermaid_pendant)
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def has_children(self, number_children: int) -> StardewRule:
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assert number_children >= 0, "Can't have a negative amount of children."
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if number_children == 0:
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return True_()
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if not self.content.features.friendsanity.is_enabled:
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return self.logic.relationship.can_reproduce(number_children)
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return self.logic.received_n(*possible_kids, count=number_children) & \
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self.logic.building.has_building(Building.kids_room) & \
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self.logic.relationship.can_reproduce(number_children)
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def can_reproduce(self, number_children: int = 1) -> StardewRule:
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assert number_children >= 0, "Can't have a negative amount of children."
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if number_children == 0:
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return True_()
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baby_rules = [self.logic.relationship.can_get_married(),
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self.logic.building.has_building(Building.kids_room),
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self.logic.relationship.has_hearts_with_any_bachelor(12),
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self.logic.relationship.has_children(number_children - 1)]
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return self.logic.and_(*baby_rules)
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@cache_self1
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def has_hearts_with_any_bachelor(self, hearts: int = 1) -> StardewRule:
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assert hearts >= 0, f"Can't have a negative hearts with any bachelor."
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if hearts == 0:
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return True_()
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return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts)
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for name, villager in self.content.villagers.items()
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if villager.bachelor))
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@cache_self1
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def has_hearts_with_any(self, hearts: int = 1) -> StardewRule:
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assert hearts >= 0, f"Can't have a negative hearts with any npc."
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if hearts == 0:
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return True_()
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return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts)
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for name, villager in self.content.villagers.items()))
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def has_hearts_with_n(self, amount: int, hearts: int = 1) -> StardewRule:
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assert hearts >= 0, f"Can't have a negative hearts with any npc."
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assert amount >= 0, f"Can't have a negative amount of npc."
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if hearts == 0 or amount == 0:
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return True_()
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return self.logic.count(amount, *(self.logic.relationship.has_hearts(name, hearts)
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for name, villager in self.content.villagers.items()))
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# Should be cached
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def has_hearts(self, npc: str, hearts: int = 1) -> StardewRule:
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assert hearts >= 0, f"Can't have a negative hearts with {npc}."
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villager = self.content.villagers.get(npc)
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if villager is None:
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return false_
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if hearts == 0:
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return true_
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heart_steps = self.content.features.friendsanity.get_randomized_hearts(villager)
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if not heart_steps or hearts > heart_steps[-1]: # Hearts are sorted, bigger is the last one.
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return self.logic.relationship.can_earn_relationship(npc, hearts)
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return self.logic.relationship.received_hearts(villager, hearts)
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# Should be cached
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def received_hearts(self, villager: Villager, hearts: int) -> StardewRule:
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heart_item = friendsanity.to_item_name(villager.name)
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number_required = math.ceil(hearts / self.content.features.friendsanity.heart_size)
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return self.logic.received(heart_item, number_required) & self.can_meet(villager.name)
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@cache_self1
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def can_meet(self, npc: str) -> StardewRule:
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villager = self.content.villagers.get(npc)
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if villager is None:
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return false_
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rules = [self.logic.region.can_reach_any(*villager.locations)]
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if npc == NPC.kent:
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rules.append(self.logic.time.has_year_two)
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elif npc == NPC.leo:
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rules.append(self.logic.received("Island North Turtle"))
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rules.append(self.logic.region.can_reach(Region.leo_hut))
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elif npc == ModNPC.lance:
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rules.append(self.logic.region.can_reach(Region.volcano_floor_10))
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elif npc == ModNPC.apples:
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rules.append(self.logic.mod.quest.has_completed_aurora_vineyard_bundle())
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elif npc == ModNPC.scarlett:
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scarlett_job = self.logic.received(SVEQuestItem.scarlett_job_offer)
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scarlett_spring = self.logic.season.has(Season.spring) & self.can_meet(ModNPC.andy)
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scarlett_summer = self.logic.season.has(Season.summer) & self.can_meet(ModNPC.susan)
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scarlett_fall = self.logic.season.has(Season.fall) & self.can_meet(ModNPC.sophia)
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rules.append(scarlett_job & (scarlett_spring | scarlett_summer | scarlett_fall))
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elif npc == ModNPC.morgan:
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rules.append(self.logic.received(SVEQuestItem.morgan_schooling))
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elif npc == ModNPC.goblin:
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rules.append(self.logic.region.can_reach_all(Region.witch_hut, Region.wizard_tower))
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return self.logic.and_(*rules)
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def can_meet_all(self, *npcs: str) -> StardewRule:
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return self.logic.and_(*[self.can_meet(npc) for npc in npcs])
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def can_meet_any(self, *npcs: str) -> StardewRule:
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return self.logic.or_(*(self.can_meet(npc) for npc in npcs))
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# Should be cached
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def can_earn_relationship(self, npc: str, hearts: int = 0) -> StardewRule:
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assert hearts >= 0, f"Can't have a negative hearts with {npc}."
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villager = self.content.villagers.get(npc)
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if villager is None:
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return false_
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if hearts == 0:
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return True_()
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rules = [self.logic.relationship.can_meet(npc)]
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heart_size = self.content.features.friendsanity.heart_size
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max_randomized_hearts = self.content.features.friendsanity.get_randomized_hearts(villager)
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if max_randomized_hearts:
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if hearts > max_randomized_hearts[-1]:
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rules.append(self.logic.relationship.has_hearts(npc, hearts - 1))
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else:
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previous_heart = max(hearts - heart_size, 0)
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rules.append(self.logic.relationship.has_hearts(npc, previous_heart))
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if CustomLogicOptionName.ignore_birthdays not in self.options.custom_logic:
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rules.append(self.logic.season.has(villager.birthday))
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if villager.birthday == Generic.any:
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rules.append(self.logic.season.has_all() | self.logic.time.has_year_three) # push logic back for any birthday-less villager
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if villager.bachelor:
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if hearts > 10:
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rules.append(self.logic.relationship.can_marry(npc))
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elif hearts > 8:
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rules.append(self.logic.relationship.can_date(npc))
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return self.logic.and_(*rules)
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def can_purchase_portrait(self, npc: str = "") -> StardewRule:
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spend_rule = self.logic.money.can_spend_at(LogicRegion.traveling_cart, 30_000)
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if npc == "":
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return self.logic.relationship.can_get_married() & self.logic.relationship.has_hearts_with_any(14) & spend_rule
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return self.logic.relationship.can_marry(npc) & self.logic.relationship.has_hearts(npc, 14) & spend_rule
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