Files
Archipelago/worlds/stardew_valley/mods/logic/quests_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

126 lines
6.7 KiB
Python

from typing import Dict
from ..mod_data import ModNames
from ...logic.base_logic import BaseLogic, BaseLogicMixin
from ...stardew_rule import StardewRule
from ...strings.animal_product_names import AnimalProduct
from ...strings.ap_names.mods.mod_items import SVEQuestItem
from ...strings.artisan_good_names import ArtisanGood
from ...strings.crop_names import Fruit, SVEFruit, SVEVegetable, Vegetable
from ...strings.fertilizer_names import Fertilizer
from ...strings.food_names import Meal, Beverage
from ...strings.material_names import Material
from ...strings.metal_names import Ore, MetalBar
from ...strings.monster_drop_names import Loot, ModLoot
from ...strings.monster_names import Monster
from ...strings.quest_names import Quest, ModQuest
from ...strings.region_names import Region, SVERegion, BoardingHouseRegion
from ...strings.season_names import Season
from ...strings.villager_names import ModNPC, NPC
from ...strings.wallet_item_names import Wallet
class ModQuestLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.quest = ModQuestLogic(*args, **kwargs)
class ModQuestLogic(BaseLogic):
def get_modded_quest_rules(self) -> Dict[str, StardewRule]:
quests = dict()
quests.update(self._get_juna_quest_rules())
quests.update(self._get_mr_ginger_quest_rules())
quests.update(self._get_ayeisha_quest_rules())
quests.update(self._get_sve_quest_rules())
quests.update(self._get_distant_lands_quest_rules())
quests.update(self._get_boarding_house_quest_rules())
quests.update((self._get_hat_mouse_quest_rules()))
return quests
def _get_juna_quest_rules(self):
if not self.content.is_enabled(ModNames.juna):
return {}
return {
ModQuest.JunaCola: self.logic.relationship.has_hearts(ModNPC.juna, 3) & self.logic.has(Beverage.joja_cola),
ModQuest.JunaSpaghetti: self.logic.relationship.has_hearts(ModNPC.juna, 6) & self.logic.has(Meal.spaghetti)
}
def _get_mr_ginger_quest_rules(self):
if not self.content.is_enabled(ModNames.ginger):
return {}
return {
ModQuest.MrGinger: self.logic.relationship.has_hearts(ModNPC.mr_ginger, 6) & self.logic.has(Loot.void_essence)
}
def _get_ayeisha_quest_rules(self):
if not self.content.is_enabled(ModNames.ayeisha):
return {}
return {
ModQuest.AyeishaEnvelope: (self.logic.season.has(Season.spring) | self.logic.season.has(Season.fall)),
ModQuest.AyeishaRing: self.logic.season.has(Season.winter)
}
def _get_sve_quest_rules(self):
if not self.content.is_enabled(ModNames.sve):
return {}
return {
ModQuest.RailroadBoulder: self.logic.received(Wallet.skull_key) & self.logic.has_all(*(Ore.iridium, Material.coal)) &
self.logic.region.can_reach(Region.blacksmith) & self.logic.region.can_reach(Region.railroad),
ModQuest.GrandpasShed: self.logic.has_all(*(Material.hardwood, MetalBar.iron, ArtisanGood.battery_pack, Material.stone)) &
self.logic.region.can_reach(SVERegion.grandpas_shed),
ModQuest.MarlonsBoat: self.logic.has_all(*(Loot.void_essence, Loot.solar_essence, Loot.slime, Loot.bat_wing, Loot.bug_meat)) &
self.logic.relationship.can_meet(ModNPC.lance) & self.logic.region.can_reach(SVERegion.guild_summit),
ModQuest.AuroraVineyard: self.logic.region.can_reach(SVERegion.aurora_vineyard) & self.logic.received(SVEQuestItem.aurora_vineyard_tablet) &
self.logic.has(Fruit.starfruit) & self.logic.region.can_reach(Region.forest),
ModQuest.MonsterCrops: self.logic.has_all(*(SVEVegetable.monster_mushroom, SVEFruit.slime_berry, SVEFruit.monster_fruit, SVEVegetable.void_root)),
ModQuest.VoidSoul: self.logic.has(ModLoot.void_soul) & self.logic.region.can_reach(Region.farm) &
self.logic.season.has_any_not_winter() & self.logic.region.can_reach(SVERegion.badlands_entrance) &
self.logic.relationship.has_hearts(NPC.krobus, 10) & self.logic.quest.can_complete_quest(ModQuest.MonsterCrops) &
self.logic.monster.can_kill_any((Monster.shadow_brute, Monster.shadow_shaman, Monster.shadow_sniper)),
}
def has_completed_aurora_vineyard_bundle(self):
if self.options.quest_locations.has_story_quests():
return self.logic.received(SVEQuestItem.aurora_vineyard_reclamation)
return self.logic.quest.can_complete_quest(ModQuest.AuroraVineyard)
def _get_distant_lands_quest_rules(self):
if not self.content.is_enabled(ModNames.distant_lands):
return {}
return {
ModQuest.CorruptedCropsTask: self.logic.region.can_reach(Region.wizard_tower) & self.logic.has(Fertilizer.deluxe) &
self.logic.quest.can_complete_quest(Quest.magic_ink),
ModQuest.WitchOrder: self.logic.region.can_reach(Region.witch_swamp) & self.logic.has(Fertilizer.deluxe) &
self.logic.quest.can_complete_quest(Quest.magic_ink),
ModQuest.ANewPot: self.logic.region.can_reach(Region.saloon) &
self.logic.region.can_reach(Region.sam_house) & self.logic.region.can_reach(Region.pierre_store) &
self.logic.region.can_reach(Region.blacksmith) & self.logic.has(MetalBar.iron) & self.logic.relationship.has_hearts(ModNPC.goblin,
6),
ModQuest.FancyBlanketTask: self.logic.region.can_reach(Region.haley_house) & self.logic.has(AnimalProduct.wool) &
self.logic.has(ArtisanGood.cloth) & self.logic.relationship.has_hearts(ModNPC.goblin, 10) &
self.logic.relationship.has_hearts(NPC.emily, 8) & self.logic.season.has(Season.winter)
}
def _get_boarding_house_quest_rules(self):
if not self.content.is_enabled(ModNames.boarding_house):
return {}
return {
ModQuest.PumpkinSoup: self.logic.region.can_reach(BoardingHouseRegion.boarding_house_first) & self.logic.has(Vegetable.pumpkin)
}
def _get_hat_mouse_quest_rules(self):
if not self.content.is_enabled(ModNames.lacey):
return {}
return {
ModQuest.HatMouseHat: self.logic.relationship.has_hearts(ModNPC.lacey, 2) & self.logic.time.has_lived_months(4)
}