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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.
134 lines
5.2 KiB
Python
134 lines
5.2 KiB
Python
import functools
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from typing import Any, Iterable
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from .base_logic import BaseLogicMixin, BaseLogic
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from .tailoring_logic import TailoringSource
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from ..data.animal import IncubatorSource, OstrichIncubatorSource
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from ..data.artisan import MachineSource
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from ..data.fish_data import FishingSource
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from ..data.game_item import GenericSource, Source, GameItem, CustomRuleSource, AllRegionsSource
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from ..data.harvest import ForagingSource, FruitBatsSource, MushroomCaveSource, SeasonalForagingSource, \
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HarvestCropSource, HarvestFruitTreeSource, ArtifactSpotSource
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from ..data.monster_data import MonsterSource
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from ..data.shop import ShopSource, MysteryBoxSource, ArtifactTroveSource, PrizeMachineSource, FishingTreasureChestSource, HatMouseSource
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from ..strings.ap_names.ap_option_names import CustomLogicOptionName
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from ..strings.skill_names import Skill
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class SourceLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.source = SourceLogic(*args, **kwargs)
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class SourceLogic(BaseLogic):
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def has_access_to_item(self, item: GameItem):
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rules = []
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if self.content.features.cropsanity.is_included(item):
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unlock_rule = self.logic.received(item.name)
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if CustomLogicOptionName.critical_free_samples in self.options.custom_logic:
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return unlock_rule
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rules.append(unlock_rule)
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rules.append(self.logic.source.has_access_to_any(item.sources))
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return self.logic.and_(*rules)
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def has_access_to_any(self, sources: Iterable[Source]):
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return self.logic.or_(*(self.logic.source.has_access_to(source) & self.logic.requirement.meet_all_requirements(source.other_requirements)
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for source in sources))
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@functools.singledispatchmethod
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def has_access_to(self, source: Any):
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raise ValueError(f"Sources of type{type(source)} have no rule registered.")
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@has_access_to.register
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def _(self, source: GenericSource):
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return self.logic.region.can_reach_any(*source.regions) if source.regions else self.logic.true_
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@has_access_to.register
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def _(self, source: AllRegionsSource):
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return self.logic.region.can_reach_all(*source.regions) if source.regions else self.logic.true_
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@has_access_to.register
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def _(self, source: CustomRuleSource):
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return source.create_rule(self.logic)
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@has_access_to.register
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def _(self, source: ForagingSource):
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return self.logic.harvesting.can_forage_from(source)
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@has_access_to.register
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def _(self, source: SeasonalForagingSource):
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# Implementation could be different with some kind of "calendar shuffle"
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return self.logic.harvesting.can_forage_from(source.as_foraging_source())
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@has_access_to.register
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def _(self, _: FruitBatsSource):
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return self.logic.harvesting.can_harvest_from_fruit_bats
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@has_access_to.register
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def _(self, _: MushroomCaveSource):
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return self.logic.harvesting.can_harvest_from_mushroom_cave
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@has_access_to.register
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def _(self, source: ShopSource):
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return self.logic.money.can_shop_from(source)
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@has_access_to.register
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def _(self, source: HatMouseSource):
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return self.logic.money.can_shop_from_hat_mouse(source)
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@has_access_to.register
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def _(self, source: HarvestFruitTreeSource):
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return self.logic.harvesting.can_harvest_tree_from(source)
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@has_access_to.register
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def _(self, source: HarvestCropSource):
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return self.logic.harvesting.can_harvest_crop_from(source)
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@has_access_to.register
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def _(self, source: IncubatorSource):
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return self.logic.animal.can_incubate(source.egg_item)
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@has_access_to.register
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def _(self, source: OstrichIncubatorSource):
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return self.logic.animal.can_ostrich_incubate(source.egg_item)
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@has_access_to.register
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def _(self, source: MachineSource):
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return self.logic.artisan.can_produce_from(source)
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@has_access_to.register
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def _(self, source: MysteryBoxSource):
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return self.logic.grind.can_grind_mystery_boxes(source.amount)
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@has_access_to.register
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def _(self, source: ArtifactTroveSource):
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return self.logic.grind.can_grind_artifact_troves(source.amount)
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@has_access_to.register
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def _(self, source: PrizeMachineSource):
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return self.logic.grind.can_grind_prize_tickets(source.amount)
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@has_access_to.register
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def _(self, source: FishingTreasureChestSource):
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return self.logic.grind.can_grind_fishing_treasure_chests(source.amount)
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@has_access_to.register
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def _(self, source: ArtifactSpotSource):
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return self.logic.grind.can_grind_artifact_spots(source.amount)
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@has_access_to.register
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def _(self, source: MonsterSource):
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return self.logic.monster.can_kill_any(source.monsters, source.amount_tier)
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@has_access_to.register
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def _(self, source: TailoringSource):
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return self.logic.tailoring.can_tailor(*source.tailoring_items)
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@has_access_to.register
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def _(self, source: FishingSource):
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return self.logic.fishing.can_fish_at(source.region) & self.logic.skill.has_level(Skill.fishing, source.fishing_level) & self.logic.tool.has_fishing_rod(source.minimum_rod)
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