forked from mirror/Archipelago
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.
564 lines
29 KiB
Python
564 lines
29 KiB
Python
import logging
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import math
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import typing
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from collections import Counter
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from functools import wraps
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from random import Random
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from typing import Dict, List, Any, ClassVar, TextIO, Optional
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import entrance_rando
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from BaseClasses import Region, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
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from Options import PerGameCommonOptions
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from worlds.AutoWorld import World, WebWorld
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from worlds.LauncherComponents import components, Component, icon_paths, Type
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from .bundles.bundle_room import BundleRoom
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from .bundles.bundles import get_all_bundles, get_trash_bear_requests
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from .content import StardewContent, create_content
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from .content.feature.special_order_locations import get_qi_gem_amount
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from .content.feature.walnutsanity import get_walnut_amount
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from .items import item_table, ItemData, Group, items_by_group, create_items, generate_filler_choice_pool, \
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setup_early_items
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from .items.item_data import FILLER_GROUPS
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from .locations import location_table, create_locations, LocationData, locations_by_tag
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from .logic.combat_logic import valid_weapons
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from .logic.logic import StardewLogic
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from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, EnabledFillerBuffs, \
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NumberOfMovementBuffs, BuildingProgression, EntranceRandomization, ToolProgression, BackpackProgression, TrapDistribution, BundlePrice, \
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BundleWhitelist, BundleBlacklist, BundlePerRoom, FarmType
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from .options.forced_options import force_change_options_if_incompatible, force_change_options_if_banned
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from .options.jojapocalypse_options import JojaAreYouSure
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from .options.option_groups import sv_option_groups
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from .options.presets import sv_options_presets
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from .options.settings import StardewSettings
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from .options.worlds_group import apply_most_restrictive_options
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from .regions import create_regions, prepare_mod_data
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from .rules import set_rules
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from .stardew_rule import True_, StardewRule, HasProgressionPercent
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from .strings.ap_names.ap_option_names import StartWithoutOptionName
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from .strings.ap_names.ap_weapon_names import APWeapon
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from .strings.ap_names.event_names import Event
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from .strings.goal_names import Goal as GoalName
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logger = logging.getLogger(__name__)
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STARDEW_VALLEY = "Stardew Valley"
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UNIVERSAL_TRACKER_SEED_PROPERTY = "ut_seed"
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client_version = 0
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TRACKER_ENABLED = True
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class StardewLocation(Location):
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game: str = STARDEW_VALLEY
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class StardewItem(Item):
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game: str = STARDEW_VALLEY
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events_to_collect: Counter[str]
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@wraps(Item.__init__)
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def __init__(self, *args: Any, **kwargs: Any) -> None:
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super().__init__(*args, **kwargs)
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self.events_to_collect = Counter()
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class StardewWebWorld(WebWorld):
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theme = "dirt"
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bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
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options_presets = sv_options_presets
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option_groups = sv_option_groups
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setup_en = Tutorial(
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"Multiworld Setup Guide",
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"A guide to playing Stardew Valley with Archipelago.",
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"English",
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"setup_en.md",
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"setup/en",
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["Kaito Kid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
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)
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setup_fr = Tutorial(
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"Guide de configuration MultiWorld",
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"Un guide pour configurer Stardew Valley sur Archipelago",
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"Français",
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"setup_fr.md",
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"setup/fr",
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["Eindall"]
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)
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tutorials = [setup_en, setup_fr]
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if TRACKER_ENABLED:
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from .. import user_folder
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import os
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# Best effort to detect if universal tracker is installed
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if any("tracker.apworld" in f.name for f in os.scandir(user_folder)):
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def launch_client(*args):
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from worlds.LauncherComponents import launch
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from .client import launch as client_main
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launch(client_main, name="Stardew Valley Tracker", args=args)
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components.append(Component(
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"Stardew Valley Tracker",
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func=launch_client,
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component_type=Type.CLIENT,
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icon='stardew'
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))
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icon_paths['stardew'] = f"ap:{__name__}/stardew.png"
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class StardewValleyWorld(World):
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"""
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Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
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befriend villagers, and uncover dark secrets.
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"""
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game = STARDEW_VALLEY
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topology_present = True
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = {name: data.code for name, data in location_table.items()}
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item_name_groups = {
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group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""):
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[item.name for item in items] for group, items in items_by_group.items()
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}
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location_name_groups = {
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group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""):
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[location.name for location in locations] for group, locations in locations_by_tag.items()
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}
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required_client_version = (0, 4, 0)
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options_dataclass = StardewValleyOptions
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options: StardewValleyOptions
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settings: ClassVar[StardewSettings]
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content: StardewContent
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logic: StardewLogic
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web = StardewWebWorld()
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modified_bundles: List[BundleRoom]
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randomized_entrances: Dict[str, str]
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trash_bear_requests: Dict[str, List[str]]
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total_progression_items: int
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classifications_to_override_post_fill: list[tuple[StardewItem, ItemClassification]]
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@classmethod
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def create_group(cls, multiworld: MultiWorld, new_player_id: int, players: set[int]) -> World:
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world_group = super().create_group(multiworld, new_player_id, players)
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group_options = typing.cast(StardewValleyOptions, world_group.options)
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worlds_options = [typing.cast(StardewValleyOptions, multiworld.worlds[player].options) for player in players]
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apply_most_restrictive_options(group_options, worlds_options)
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world_group.content = create_content(group_options)
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return world_group
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def __init__(self, multiworld: MultiWorld, player: int):
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super().__init__(multiworld, player)
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self.filler_item_pool_names = None
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self.total_progression_items = 0
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self.classifications_to_override_post_fill = []
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# Taking the seed specified in slot data for UT, otherwise just generating the seed.
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self.seed = getattr(multiworld, "re_gen_passthrough", {}).get(STARDEW_VALLEY, self.random.getrandbits(64))
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self.random = Random(self.seed)
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def interpret_slot_data(self, slot_data: Dict[str, Any]) -> Optional[int]:
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# If the seed is not specified in the slot data, this mean the world was generated before Universal Tracker support.
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seed = slot_data.get(UNIVERSAL_TRACKER_SEED_PROPERTY)
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if seed is None:
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logger.warning(f"World was generated before Universal Tracker support. Tracker might not be accurate.")
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for option_name in slot_data:
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if option_name in self.options_dataclass.type_hints:
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option_value = slot_data[option_name]
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option_type = self.options_dataclass.type_hints[option_name]
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if isinstance(option_value, option_type):
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self.options.__setattr__(option_name, option_value)
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continue
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parsed_option_value = option_type.from_any(option_value)
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if isinstance(parsed_option_value, option_type):
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self.options.__setattr__(option_name, parsed_option_value)
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continue
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logger.warning(f"Option {option_name} was found in slot data, but could not be automatically parsed to be used in generation.\n"
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f"Slot Data Value: {option_value}"
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f"Parsed Value: {parsed_option_value}"
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f"Yaml Value: {self.options.__getattribute__(option_name)}")
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return seed
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def generate_early(self):
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force_change_options_if_banned(self.options, self.settings, self.player, self.player_name)
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force_change_options_if_incompatible(self.options, self.player, self.player_name)
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self.content = create_content(self.options)
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def create_regions(self):
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def create_region(name: str) -> Region:
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return Region(name, self.player, self.multiworld)
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world_regions = create_regions(create_region, self.options, self.content)
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self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys())
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self.modified_bundles = get_all_bundles(self.random, self.logic, self.content, self.options, self.player_name)
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self.trash_bear_requests = get_trash_bear_requests(self.random, self.content, self.options)
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for bundle_room in self.modified_bundles:
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bundle_room.special_behavior(self)
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def add_location(name: str, code: Optional[int], region: str):
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assert region in world_regions, f"Location {name} cannot be created in region {region}, because the region does not exist in this slot"
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region: Region = world_regions[region]
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location = StardewLocation(self.player, name, code, region)
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region.locations.append(location)
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create_locations(add_location, self.modified_bundles, self.trash_bear_requests, self.options, self.content, self.random)
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self.multiworld.regions.extend(world_regions.values())
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def create_items(self):
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self.precollect_start_inventory_items_if_needed()
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self.precollect_start_without_items()
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self.precollect_starting_season()
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self.precollect_building_items()
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self.precollect_starting_backpacks()
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items_to_exclude = [excluded_items
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for excluded_items in self.multiworld.precollected_items[self.player]
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if item_table[excluded_items.name].has_any_group(Group.MAXIMUM_ONE)
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or not item_table[excluded_items.name].has_any_group(*FILLER_GROUPS, Group.FRIENDSHIP_PACK)]
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if self.options.season_randomization == SeasonRandomization.option_disabled:
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items_to_exclude = [item for item in items_to_exclude
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if item_table[item.name] not in items_by_group[Group.SEASON]]
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locations_count = len([location
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for location in self.multiworld.get_locations(self.player)
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if location.address is not None])
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created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options, self.content, self.random)
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self.multiworld.itempool += created_items
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setup_early_items(self.multiworld, self.options, self.content, self.player, self.random)
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self.setup_logic_events()
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self.setup_victory()
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# This is really a best-effort to get the total progression items count. It is mostly used to spread grinds across spheres are push back locations that
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# only become available after months or years in game. In most cases, not having the exact count will not impact the logic.
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#
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# The actual total can be impacted by the start_inventory_from_pool, when items are removed from the pool but not from the total. The is also a bug
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# with plando where additional progression items can be created without being accounted for, which impact the real amount of progression items. This can
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# ultimately create unwinnable seeds where some items (like Blueberry seeds) are locked in Shipsanity: Blueberry, but world is deemed winnable as the
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# winning rule only check the count of collected progression items.
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self.total_progression_items += sum(1 for i in self.multiworld.precollected_items[self.player] if i.advancement)
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self.total_progression_items += sum(1 for i in self.multiworld.get_filled_locations(self.player) if i.advancement)
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self.total_progression_items += sum(1 for i in created_items if i.advancement)
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self.total_progression_items -= 1 # -1 for the victory event
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player_state = self.multiworld.state.prog_items[self.player]
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self.update_received_progression_percent(player_state)
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def precollect_start_inventory_items_if_needed(self):
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# The only reason this is necessary, is because in an UT context, precollected items was not filled up, and this messes with the seeded random later
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for item_name in self.options.start_inventory:
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item_count = self.options.start_inventory[item_name]
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precollected_count = len([precollected_item for precollected_item in self.multiworld.precollected_items[self.player]
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if precollected_item.name == item_name])
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while precollected_count < item_count:
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self.multiworld.push_precollected(self.create_item(item_name))
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precollected_count += 1
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def precollect_start_without_items(self):
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if StartWithoutOptionName.landslide not in self.options.start_without:
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self.multiworld.push_precollected(self.create_item("Landslide Removed"))
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if StartWithoutOptionName.community_center not in self.options.start_without:
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self.multiworld.push_precollected(self.create_item("Community Center Key"))
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self.multiworld.push_precollected(self.create_item("Forest Magic"))
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self.multiworld.push_precollected(self.create_item("Wizard Invitation"))
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if StartWithoutOptionName.buildings not in self.options.start_without:
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self.multiworld.push_precollected(self.create_item("Shipping Bin"))
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self.multiworld.push_precollected(self.create_item("Pet Bowl"))
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def precollect_starting_season(self):
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if self.options.season_randomization == SeasonRandomization.option_progressive:
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return
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season_pool = items_by_group[Group.SEASON]
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if self.options.season_randomization == SeasonRandomization.option_disabled:
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for season in season_pool:
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self.multiworld.push_precollected(self.create_item(season))
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return
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if [item for item in self.multiworld.precollected_items[self.player]
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if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
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return
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if self.options.season_randomization == SeasonRandomization.option_randomized_not_winter:
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season_pool = [season for season in season_pool if season.name != "Winter"]
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starting_season = self.create_item(self.random.choice(season_pool))
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self.multiworld.push_precollected(starting_season)
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def precollect_building_items(self):
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building_progression = self.content.features.building_progression
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# Not adding items when building are vanilla because the buildings are already placed in the world.
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if not building_progression.is_progressive:
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return
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# starting_buildings is a set, so sort for deterministic order.
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for building in sorted(building_progression.starting_buildings):
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item, quantity = building_progression.to_progressive_item(building)
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for _ in range(quantity):
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self.multiworld.push_precollected(self.create_item(item))
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def precollect_starting_backpacks(self):
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if self.options.backpack_progression != BackpackProgression.option_vanilla and StartWithoutOptionName.backpack in self.options.start_without:
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minimum_start_slots = 4 if StartWithoutOptionName.tools in self.options.start_without else 6
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num_starting_slots = max(minimum_start_slots, self.options.backpack_size.value)
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num_starting_backpacks = math.ceil(num_starting_slots / self.options.backpack_size.value)
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num_already_starting_backpacks = 0
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for precollected_item in self.multiworld.precollected_items[self.player]:
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if precollected_item.name == "Progressive Backpack":
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num_already_starting_backpacks += 1
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for i in range(num_starting_backpacks - num_already_starting_backpacks):
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self.multiworld.push_precollected(self.create_item("Progressive Backpack"))
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def setup_logic_events(self):
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def register_event(name: str, region: str, rule: StardewRule, location_name: str | None = None) -> None:
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if location_name is None:
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location_name = name
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event_location = LocationData(None, region, location_name)
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self.create_event_location(event_location, rule, name)
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self.logic.setup_events(register_event)
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def setup_victory(self):
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if self.options.goal == Goal.option_community_center:
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self.create_event_location(location_table[GoalName.community_center],
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self.logic.goal.can_complete_community_center(),
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Event.victory)
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elif self.options.goal == Goal.option_grandpa_evaluation:
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self.create_event_location(location_table[GoalName.grandpa_evaluation],
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self.logic.goal.can_finish_grandpa_evaluation(),
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Event.victory)
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elif self.options.goal == Goal.option_bottom_of_the_mines:
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self.create_event_location(location_table[GoalName.bottom_of_the_mines],
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self.logic.goal.can_complete_bottom_of_the_mines(),
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Event.victory)
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elif self.options.goal == Goal.option_cryptic_note:
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self.create_event_location(location_table[GoalName.cryptic_note],
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self.logic.goal.can_complete_cryptic_note(),
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Event.victory)
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elif self.options.goal == Goal.option_master_angler:
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self.create_event_location(location_table[GoalName.master_angler],
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self.logic.goal.can_complete_master_angler(),
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Event.victory)
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elif self.options.goal == Goal.option_complete_collection:
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self.create_event_location(location_table[GoalName.complete_museum],
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self.logic.goal.can_complete_complete_collection(),
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Event.victory)
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elif self.options.goal == Goal.option_full_house:
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self.create_event_location(location_table[GoalName.full_house],
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self.logic.goal.can_complete_full_house(),
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Event.victory)
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elif self.options.goal == Goal.option_greatest_walnut_hunter:
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self.create_event_location(location_table[GoalName.greatest_walnut_hunter],
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self.logic.goal.can_complete_greatest_walnut_hunter(),
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Event.victory)
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elif self.options.goal == Goal.option_protector_of_the_valley:
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self.create_event_location(location_table[GoalName.protector_of_the_valley],
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self.logic.goal.can_complete_protector_of_the_valley(),
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Event.victory)
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elif self.options.goal == Goal.option_full_shipment:
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self.create_event_location(location_table[GoalName.full_shipment],
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self.logic.goal.can_complete_full_shipment(self.get_all_location_names()),
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Event.victory)
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elif self.options.goal == Goal.option_gourmet_chef:
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self.create_event_location(location_table[GoalName.gourmet_chef],
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self.logic.goal.can_complete_gourmet_chef(),
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Event.victory)
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|
elif self.options.goal == Goal.option_craft_master:
|
|
self.create_event_location(location_table[GoalName.craft_master],
|
|
self.logic.goal.can_complete_craft_master(),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_legend:
|
|
self.create_event_location(location_table[GoalName.legend],
|
|
self.logic.goal.can_complete_legend(),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_mystery_of_the_stardrops:
|
|
self.create_event_location(location_table[GoalName.mystery_of_the_stardrops],
|
|
self.logic.goal.can_complete_mystery_of_the_stardrop(),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_mad_hatter:
|
|
self.create_event_location(location_table[GoalName.mad_hatter],
|
|
self.logic.goal.can_complete_mad_hatter(self.get_all_location_names()),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_ultimate_foodie:
|
|
self.create_event_location(location_table[GoalName.ultimate_foodie],
|
|
self.logic.goal.can_complete_ultimate_foodie(self.get_all_location_names()),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_allsanity:
|
|
self.create_event_location(location_table[GoalName.allsanity],
|
|
self.logic.goal.can_complete_allsanity(),
|
|
Event.victory)
|
|
elif self.options.goal == Goal.option_perfection:
|
|
self.create_event_location(location_table[GoalName.perfection],
|
|
self.logic.goal.can_complete_perfection(),
|
|
Event.victory)
|
|
|
|
self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player)
|
|
|
|
def get_all_location_names(self) -> List[str]:
|
|
return list(location.name for location in self.multiworld.get_locations(self.player))
|
|
|
|
def create_item(self, item: str | ItemData,
|
|
classification_pre_fill: ItemClassification = None,
|
|
classification_post_fill: ItemClassification = None) -> StardewItem:
|
|
if isinstance(item, str):
|
|
item = item_table[item]
|
|
|
|
if classification_pre_fill is None:
|
|
classification_pre_fill = item.classification
|
|
|
|
stardew_item = StardewItem(item.name, classification_pre_fill, item.code, self.player)
|
|
|
|
if stardew_item.advancement:
|
|
# Progress is only counted for pre-fill progression items, so we don't count filler items later converted to progression post-fill.
|
|
stardew_item.events_to_collect[Event.received_progression_item] = 1
|
|
|
|
if (walnut_amount := get_walnut_amount(stardew_item.name)) > 0:
|
|
stardew_item.events_to_collect[Event.received_walnuts] = walnut_amount
|
|
|
|
if (qi_gem_amount := get_qi_gem_amount(stardew_item.name)) > 0:
|
|
stardew_item.events_to_collect[Event.received_qi_gems] = qi_gem_amount
|
|
|
|
if classification_post_fill is not None:
|
|
self.classifications_to_override_post_fill.append((stardew_item, classification_post_fill))
|
|
|
|
return stardew_item
|
|
|
|
def create_event_location(self, location_data: LocationData, rule: StardewRule, item: str):
|
|
region = self.multiworld.get_region(location_data.region, self.player)
|
|
item = typing.cast(StardewItem, region.add_event(location_data.name, item, rule, StardewLocation, StardewItem))
|
|
item.events_to_collect[Event.received_progression_item] = 1
|
|
|
|
def set_rules(self):
|
|
set_rules(self)
|
|
|
|
def connect_entrances(self) -> None:
|
|
no_target_groups = {0: [0]}
|
|
placement = entrance_rando.randomize_entrances(self, coupled=True, target_group_lookup=no_target_groups)
|
|
self.randomized_entrances = prepare_mod_data(placement)
|
|
|
|
def generate_basic(self):
|
|
pass
|
|
|
|
def post_fill(self) -> None:
|
|
# Not updating the prog item count, as any change could make some locations inaccessible, which is pretty much illegal in post fill.
|
|
for item, classification in self.classifications_to_override_post_fill:
|
|
item.classification = classification
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
if not self.filler_item_pool_names:
|
|
self.filler_item_pool_names = generate_filler_choice_pool(self.options, self.content)
|
|
return self.random.choice(self.filler_item_pool_names)
|
|
|
|
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
|
|
"""Write to the spoiler header. If individual it's right at the end of that player's options,
|
|
if as stage it's right under the common header before per-player options."""
|
|
self.add_entrances_to_spoiler_log()
|
|
|
|
def write_spoiler(self, spoiler_handle: TextIO) -> None:
|
|
"""Write to the spoiler "middle", this is after the per-player options and before locations,
|
|
meant for useful or interesting info."""
|
|
self.add_bundles_to_spoiler_log(spoiler_handle)
|
|
|
|
def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO):
|
|
if self.options.bundle_randomization == BundleRandomization.option_vanilla:
|
|
return
|
|
player_name = self.multiworld.get_player_name(self.player)
|
|
spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n")
|
|
for room in self.modified_bundles:
|
|
for bundle in room.bundles:
|
|
spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n")
|
|
for i, item in enumerate(bundle.items):
|
|
if "Basic" in item.quality:
|
|
quality = ""
|
|
else:
|
|
quality = f" ({item.quality.split(' ')[0]})"
|
|
spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n")
|
|
|
|
def add_entrances_to_spoiler_log(self):
|
|
if self.options.entrance_randomization == EntranceRandomization.option_disabled:
|
|
return
|
|
for original_entrance, replaced_entrance in self.randomized_entrances.items():
|
|
self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player)
|
|
|
|
def fill_slot_data(self) -> Dict[str, Any]:
|
|
bundles = dict()
|
|
for room in self.modified_bundles:
|
|
bundles[room.name] = dict()
|
|
for bundle in room.bundles:
|
|
bundles[room.name][bundle.name] = {"number_required": bundle.number_required}
|
|
for i, item in enumerate(bundle.items):
|
|
bundles[room.name][bundle.name][str(i)] = f"{item.get_item()}|{item.amount}|{item.quality}"
|
|
|
|
excluded_options = [BundleRandomization, BundlePerRoom, NumberOfMovementBuffs,
|
|
EnabledFillerBuffs, TrapDistribution, BundleWhitelist, BundleBlacklist, JojaAreYouSure]
|
|
excluded_option_names = [option.internal_name for option in excluded_options]
|
|
generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints]
|
|
excluded_option_names.extend(generic_option_names)
|
|
included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names]
|
|
slot_data = self.options.as_dict(*included_option_names)
|
|
slot_data.update({
|
|
UNIVERSAL_TRACKER_SEED_PROPERTY: self.seed,
|
|
"seed": self.random.randrange(1000000000), # Seed should be max 9 digits
|
|
"randomized_entrances": self.randomized_entrances,
|
|
"trash_bear_requests": self.trash_bear_requests,
|
|
"modified_bundles": bundles,
|
|
"client_version": self.world_version.as_simple_string(),
|
|
})
|
|
|
|
return slot_data
|
|
|
|
def collect(self, state: CollectionState, item: StardewItem) -> bool:
|
|
change = super().collect(state, item)
|
|
if not change:
|
|
return False
|
|
|
|
player_state = state.prog_items[self.player]
|
|
player_state.update(item.events_to_collect)
|
|
|
|
self.update_received_progression_percent(player_state)
|
|
|
|
if item.name in APWeapon.all_weapons:
|
|
player_state[Event.received_progressive_weapon] = max(player_state[Event.received_progressive_weapon], player_state[item.name])
|
|
|
|
return True
|
|
|
|
def remove(self, state: CollectionState, item: StardewItem) -> bool:
|
|
change = super().remove(state, item)
|
|
if not change:
|
|
return False
|
|
|
|
player_state = state.prog_items[self.player]
|
|
player_state.subtract(item.events_to_collect)
|
|
|
|
self.update_received_progression_percent(player_state)
|
|
|
|
if item.name in APWeapon.all_weapons:
|
|
player_state[Event.received_progressive_weapon] = max(player_state[weapon] for weapon in APWeapon.all_weapons)
|
|
|
|
return True
|
|
|
|
def update_received_progression_percent(self, player_state: Counter[str]) -> None:
|
|
if self.total_progression_items:
|
|
received_progression_count = player_state[Event.received_progression_item]
|
|
# Total progression items is not set until all items are created, but collect will be called during the item creation when an item is precollected.
|
|
# We can't update the percentage if we don't know the total progression items, can't divide by 0.
|
|
player_state[Event.received_progression_percent] = received_progression_count * 100 // self.total_progression_items
|