Files
Archipelago/worlds/stardew_valley/logic/walnut_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

130 lines
7.0 KiB
Python

from functools import cached_property
from .base_logic import BaseLogic, BaseLogicMixin
from ..content.vanilla.ginger_island import ginger_island_content_pack
from ..options import Walnutsanity
from ..stardew_rule import StardewRule
from ..strings.ap_names.ap_option_names import WalnutsanityOptionName
from ..strings.ap_names.event_names import Event
from ..strings.craftable_names import Furniture
from ..strings.crop_names import Fruit
from ..strings.metal_names import Fossil
from ..strings.region_names import Region
from ..strings.seed_names import Seed
class WalnutLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.walnut = WalnutLogic(*args, **kwargs)
class WalnutLogic(BaseLogic):
def has_walnut(self, number: int) -> StardewRule:
if not self.content.is_enabled(ginger_island_content_pack):
return self.logic.false_
if number <= 0:
return self.logic.true_
if self.options.walnutsanity == Walnutsanity.preset_none:
return self.can_get_walnuts(number)
if self.options.walnutsanity == Walnutsanity.preset_all:
return self.has_received_walnuts(number)
puzzle_walnuts = 61
bush_walnuts = 25
dig_walnuts = 18
repeatable_walnuts = 33
total_walnuts = puzzle_walnuts + bush_walnuts + dig_walnuts + repeatable_walnuts
walnuts_to_receive = 0
walnuts_to_collect = number
if WalnutsanityOptionName.puzzles in self.options.walnutsanity:
puzzle_walnut_rate = puzzle_walnuts / total_walnuts
puzzle_walnuts_required = round(puzzle_walnut_rate * number)
walnuts_to_receive += puzzle_walnuts_required
walnuts_to_collect -= puzzle_walnuts_required
if WalnutsanityOptionName.bushes in self.options.walnutsanity:
bush_walnuts_rate = bush_walnuts / total_walnuts
bush_walnuts_required = round(bush_walnuts_rate * number)
walnuts_to_receive += bush_walnuts_required
walnuts_to_collect -= bush_walnuts_required
if WalnutsanityOptionName.dig_spots in self.options.walnutsanity:
dig_walnuts_rate = dig_walnuts / total_walnuts
dig_walnuts_required = round(dig_walnuts_rate * number)
walnuts_to_receive += dig_walnuts_required
walnuts_to_collect -= dig_walnuts_required
if WalnutsanityOptionName.repeatables in self.options.walnutsanity:
repeatable_walnuts_rate = repeatable_walnuts / total_walnuts
repeatable_walnuts_required = round(repeatable_walnuts_rate * number)
walnuts_to_receive += repeatable_walnuts_required
walnuts_to_collect -= repeatable_walnuts_required
return self.has_received_walnuts(walnuts_to_receive) & self.can_get_walnuts(walnuts_to_collect)
def has_received_walnuts(self, number: int) -> StardewRule:
return self.logic.received(Event.received_walnuts, number)
def can_get_walnuts(self, number: int) -> StardewRule:
# https://stardewcommunitywiki.com/Golden_Walnut#Walnut_Locations
reach_south = self.logic.region.can_reach(Region.island_south)
reach_north = self.logic.region.can_reach(Region.island_north)
reach_west = self.logic.region.can_reach(Region.island_west)
reach_hut = self.logic.region.can_reach(Region.leo_hut)
reach_southeast = self.logic.region.can_reach(Region.island_south_east)
reach_field_office = self.logic.region.can_reach(Region.field_office)
reach_pirate_cove = self.logic.region.can_reach(Region.pirate_cove)
reach_outside_areas = self.logic.and_(reach_south, reach_north, reach_west, reach_hut)
reach_volcano_regions = [self.logic.region.can_reach(Region.volcano),
self.logic.region.can_reach(Region.volcano_secret_beach),
self.logic.region.can_reach(Region.volcano_floor_5),
self.logic.region.can_reach(Region.volcano_floor_10)]
reach_volcano = self.logic.or_(*reach_volcano_regions)
reach_all_volcano = self.logic.and_(*reach_volcano_regions)
reach_walnut_regions = [reach_south, reach_north, reach_west, reach_volcano, reach_field_office]
reach_caves = self.logic.and_(self.logic.region.can_reach(Region.qi_walnut_room), self.logic.region.can_reach(Region.dig_site),
self.logic.region.can_reach(Region.gourmand_frog_cave),
self.logic.region.can_reach(Region.colored_crystals_cave),
self.logic.region.can_reach(Region.shipwreck), self.logic.combat.has_slingshot)
reach_entire_island = self.logic.and_(reach_outside_areas, reach_all_volcano,
reach_caves, reach_southeast, reach_field_office, reach_pirate_cove)
if number <= 5:
return self.logic.or_(reach_south, reach_north, reach_west, reach_volcano)
if number <= 10:
return self.logic.count(2, *reach_walnut_regions)
if number <= 15:
return self.logic.count(3, *reach_walnut_regions)
if number <= 20:
return self.logic.and_(*reach_walnut_regions)
if number <= 50:
return reach_entire_island
return reach_entire_island & self.logic.has(Fruit.banana) & self.logic.museum.has_all_gems() & \
self.logic.ability.can_mine_perfectly() & self.logic.ability.can_fish_perfectly() & \
self.logic.has(Furniture.flute_block) & self.logic.has(Seed.melon) & self.logic.has(Seed.wheat) & \
self.logic.has(Seed.garlic) & self.can_complete_field_office()
@cached_property
def can_start_field_office(self) -> StardewRule:
field_office = self.logic.region.can_reach(Region.field_office)
professor_snail = self.logic.received("Open Professor Snail Cave")
return field_office & professor_snail
def can_complete_large_animal_collection(self) -> StardewRule:
fossils = self.logic.has_all(Fossil.fossilized_leg, Fossil.fossilized_ribs, Fossil.fossilized_skull, Fossil.fossilized_spine, Fossil.fossilized_tail)
return self.can_start_field_office & fossils
def can_complete_snake_collection(self) -> StardewRule:
fossils = self.logic.has_all(Fossil.snake_skull, Fossil.snake_vertebrae)
return self.can_start_field_office & fossils
def can_complete_frog_collection(self) -> StardewRule:
fossils = self.logic.has_all(Fossil.mummified_frog)
return self.can_start_field_office & fossils
def can_complete_bat_collection(self) -> StardewRule:
fossils = self.logic.has_all(Fossil.mummified_bat)
return self.can_start_field_office & fossils
def can_complete_field_office(self) -> StardewRule:
return self.can_complete_large_animal_collection() & self.can_complete_snake_collection() & \
self.can_complete_frog_collection() & self.can_complete_bat_collection()