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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.
168 lines
7.0 KiB
Python
168 lines
7.0 KiB
Python
from typing import Union, Iterable
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from ..stardew_rule import StardewRule, False_
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from ..strings.ap_names.skill_level_names import ModSkillLevel
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from ..strings.region_names import Region, LogicRegion
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from ..strings.skill_names import Skill
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from ..strings.spells import MagicSpell
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from ..strings.tool_names import ToolMaterial, Tool, FishingRod
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fishing_rod_prices = {
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FishingRod.training: 25,
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FishingRod.bamboo: 500,
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FishingRod.fiberglass: 1800,
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FishingRod.iridium: 7500,
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FishingRod.advanced_iridium: 25000,
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}
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tool_materials = {
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ToolMaterial.basic: 1,
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ToolMaterial.copper: 2,
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ToolMaterial.iron: 3,
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ToolMaterial.gold: 4,
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ToolMaterial.iridium: 5
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}
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tool_upgrade_prices = {
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ToolMaterial.copper: 2000,
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ToolMaterial.iron: 5000,
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ToolMaterial.gold: 10000,
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ToolMaterial.iridium: 25000
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}
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class ToolLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.tool = ToolLogic(*args, **kwargs)
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class ToolLogic(BaseLogic):
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def has_all_tools(self, tools: Iterable[tuple[str, str]]):
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return self.logic.and_(*(self.logic.tool.has_tool(tool, material) for tool, material in tools))
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def has_tool_generic(self, tool: str, material: str) -> StardewRule:
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"""I hope you know what you're doing..."""
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if tool == Tool.fishing_rod:
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return self.has_fishing_rod(material)
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if tool == Tool.scythe:
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return self.has_scythe(material)
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if tool == Tool.pan:
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return self.has_pan(material)
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return self.has_tool(tool, material)
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# Should be cached
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def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule:
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assert tool != Tool.fishing_rod, "Use has_fishing_rod instead of has_tool for fishing rods."
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assert tool != Tool.scythe, "Use has_scythe instead of has_tool for scythes."
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assert tool != Tool.pan, "Use has_pan instead of has_tool for pans."
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if self.content.features.tool_progression.is_progressive:
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return self.logic.tool._has_progressive_tool(tool, tool_materials[material])
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if material == ToolMaterial.basic:
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return self.logic.true_
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return self.logic.tool._can_purchase_upgrade(material)
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@cache_self1
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def can_mine_using(self, material: str) -> StardewRule:
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return self.logic.tool.has_tool(Tool.pickaxe, material)
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@cache_self1
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def _can_purchase_upgrade(self, material: str) -> StardewRule:
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return self.logic.region.can_reach(LogicRegion.blacksmith_upgrade(material))
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def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
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return self.has_tool(tool, material) & self.logic.region.can_reach(region)
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@cache_self1
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def has_pan(self, material: str = ToolMaterial.copper) -> StardewRule:
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assert material != ToolMaterial.basic, "The basic pan does not exist."
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if self.content.features.tool_progression.is_progressive:
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# The is no basic tier for the pan, so copper is level 1 instead of 2
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level = tool_materials[material] - 1
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return self.logic.tool._has_progressive_tool(Tool.pan, level)
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pan_cutscene_rule = self.logic.received("Glittering Boulder Removed") & self.logic.region.can_reach(Region.mountain)
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if material == ToolMaterial.copper:
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return pan_cutscene_rule
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return pan_cutscene_rule & self.logic.tool._can_purchase_upgrade(material)
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@cache_self1
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def has_scythe(self, material: str = ToolMaterial.basic) -> StardewRule:
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if self.content.features.tool_progression.is_progressive:
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if material == ToolMaterial.basic:
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return self._has_progressive_tool(Tool.scythe, 1)
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if material == ToolMaterial.gold:
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return self._has_progressive_tool(Tool.scythe, 2)
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if material == ToolMaterial.iridium:
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return self._has_progressive_tool(Tool.scythe, 3)
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raise ValueError(f"Scythe material [{material}] is not valid.")
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if material == ToolMaterial.basic:
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return self.logic.true_
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if material == ToolMaterial.gold:
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return self.logic.tool._has_progressive_tool(Tool.scythe, 1)
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if material == ToolMaterial.iridium:
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return self.logic.skill.has_mastery(Skill.farming)
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return self.has_tool(Tool.scythe, material)
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@cache_self1
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def has_fishing_rod(self, material: str = FishingRod.training) -> StardewRule:
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level = FishingRod.material_to_tier[material]
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tool_progression = self.content.features.tool_progression
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rebuy_rule = self.logic.money.can_spend_at(Region.fish_shop, fishing_rod_prices[material])
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if tool_progression.is_progressive:
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return self.logic.tool._has_progressive_tool(Tool.fishing_rod, level) & rebuy_rule
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if material == FishingRod.bamboo:
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return self.logic.region.can_reach(Region.beach) & rebuy_rule
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if material == FishingRod.fiberglass:
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return self.logic.skill.has_level(Skill.fishing, 2) & rebuy_rule
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if material == FishingRod.iridium:
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return self.logic.skill.has_level(Skill.fishing, 6) & rebuy_rule
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if material == FishingRod.advanced_iridium:
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return self.logic.skill.has_mastery(Skill.fishing) & rebuy_rule
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return rebuy_rule
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def _has_progressive_tool(self, tool: str, amount: int) -> StardewRule:
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tool_progression = self.content.features.tool_progression
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amount -= tool_progression.starting_tools[tool]
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# Meaning you started with the tool
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if amount <= 0:
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return self.logic.true_
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return self.logic.received(tool_progression.to_progressive_item_name(tool), amount)
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@cache_self1
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def _can_purchase_upgrade(self, material: str) -> StardewRule:
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return self.logic.region.can_reach(LogicRegion.blacksmith_upgrade(material))
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# Should be cached
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def can_forage(self, season: Union[str, Iterable[str]], region: str = Region.forest, need_hoe: bool = False) -> StardewRule:
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season_rule = False_()
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if isinstance(season, str):
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season_rule = self.logic.season.has(season)
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elif isinstance(season, Iterable):
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season_rule = self.logic.season.has_any(season)
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region_rule = self.logic.region.can_reach(region)
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if need_hoe:
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return season_rule & region_rule & self.logic.tool.has_tool(Tool.hoe)
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return season_rule & region_rule
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@cache_self1
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def can_water(self, level: int = 1) -> StardewRule:
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tool_rule = self.logic.tool.has_tool(Tool.watering_can, ToolMaterial.tiers[level])
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spell_rule = self.logic.received(MagicSpell.water) & self.logic.magic.can_use_altar() & self.logic.received(ModSkillLevel.magic_level, level)
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return tool_rule | spell_rule
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