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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.
46 lines
2.3 KiB
Python
46 lines
2.3 KiB
Python
from .base_logic import BaseLogic, BaseLogicMixin
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from ..content.vanilla.ginger_island import ginger_island_content_pack
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from ..stardew_rule import StardewRule
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from ..strings.ap_names.ap_option_names import SecretsanityOptionName
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from ..strings.craftable_names import Consumable
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from ..strings.forageable_names import Forageable
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from ..strings.metal_names import Artifact
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from ..strings.quest_names import Quest
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from ..strings.region_names import Region
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from ..strings.season_names import Season
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from ..strings.special_item_names import SpecialItem
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from ..strings.villager_names import NPC
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class SpecialItemsLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.special_items = SpecialItemsLogic(*args, **kwargs)
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class SpecialItemsLogic(BaseLogic):
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def has_purple_shorts(self) -> StardewRule:
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has_first_shorts = self.logic.season.has(Season.summer) &\
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self.logic.region.can_reach(Region.ranch) &\
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self.logic.relationship.has_hearts(NPC.marnie, 2)
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has_repeatable_shorts = self.logic.region.can_reach(Region.purple_shorts_maze) & self.logic.has(Consumable.warp_totem_farm)
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return has_first_shorts & has_repeatable_shorts
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def has_far_away_stone(self) -> StardewRule:
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sacrifice_rule = self.logic.has(Artifact.ancient_doll) & self.logic.region.can_reach_any(Region.mines_floor_100, Region.volcano_floor_10)
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if SecretsanityOptionName.easy in self.options.secretsanity:
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return sacrifice_rule & self.logic.received(SpecialItem.far_away_stone)
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return sacrifice_rule
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def has_solid_gold_lewis(self) -> StardewRule:
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if SecretsanityOptionName.secret_notes in self.options.secretsanity:
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return self.logic.received(SpecialItem.solid_gold_lewis) & self.logic.region.can_reach(Region.town)
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return self.logic.has(Forageable.secret_note) & self.logic.region.can_reach(Region.town)
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def has_advanced_tv_remote(self) -> StardewRule:
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george_rule = self.logic.relationship.has_hearts(NPC.george, 10)
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if ginger_island_content_pack.name in self.content.registered_packs:
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return george_rule
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return self.logic.quest.can_complete_quest(Quest.the_pirates_wife) & george_rule
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