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.
108 lines
4.0 KiB
Python
108 lines
4.0 KiB
Python
from __future__ import annotations
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from abc import ABC, abstractmethod
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from dataclasses import dataclass
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from ..content import StardewContent, content_packs
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from ..options import StardewValleyOptions, FestivalLocations
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from ..strings.crop_names import Fruit
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from ..strings.currency_names import Currency
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from ..strings.quality_names import CropQuality, FishQuality, ForageQuality
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class BundleItemSource(ABC):
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@abstractmethod
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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...
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class VanillaItemSource(BundleItemSource):
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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return True
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class IslandItemSource(BundleItemSource):
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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return content_packs.ginger_island_content_pack.name in content.registered_packs
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class FestivalItemSource(BundleItemSource):
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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return options.festival_locations != FestivalLocations.option_disabled
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# FIXME remove this once recipes are in content packs
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class MasteryItemSource(BundleItemSource):
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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return content.features.skill_progression.are_masteries_shuffled
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class QiBoardItemSource(BundleItemSource):
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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return content_packs.qi_board_content_pack.name in content.registered_packs
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class ContentItemSource(BundleItemSource):
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"""This is meant to be used for items that are managed by the content packs."""
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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raise ValueError("This should not be called, check if the item is in the content instead.")
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@dataclass(frozen=True, order=True)
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class BundleItem:
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class Sources:
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vanilla = VanillaItemSource()
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island = IslandItemSource()
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festival = FestivalItemSource()
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masteries = MasteryItemSource()
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qi_board = QiBoardItemSource()
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content = ContentItemSource()
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item_name: str
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amount: int = 1
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quality: str = CropQuality.basic
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source: BundleItemSource = Sources.vanilla
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flavor: str = None
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can_have_quality: bool = True
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@staticmethod
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def money_bundle(amount: int) -> BundleItem:
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return BundleItem(Currency.money, amount)
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def get_item(self) -> str:
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if self.flavor is None:
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return self.item_name
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return f"{self.item_name} [{self.flavor}]"
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def as_amount(self, amount: int) -> BundleItem:
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return BundleItem(self.item_name, amount, self.quality, self.source, self.flavor)
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def as_quality(self, quality: str) -> BundleItem:
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if self.can_have_quality:
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return BundleItem(self.item_name, self.amount, quality, self.source, self.flavor)
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return BundleItem(self.item_name, self.amount, self.quality, self.source, self.flavor)
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def as_quality_crop(self) -> BundleItem:
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amount = 5
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difficult_crops = [Fruit.sweet_gem_berry, Fruit.ancient_fruit]
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if self.item_name in difficult_crops:
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amount = 1
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return self.as_quality(CropQuality.gold).as_amount(amount)
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def as_quality_fish(self) -> BundleItem:
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return self.as_quality(FishQuality.gold)
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def as_quality_forage(self) -> BundleItem:
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return self.as_quality(ForageQuality.gold)
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def __repr__(self):
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quality = "" if self.quality == CropQuality.basic else self.quality
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return f"{self.amount} {quality} {self.get_item()}"
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def can_appear(self, content: StardewContent, options: StardewValleyOptions) -> bool:
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if isinstance(self.source, ContentItemSource):
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return self.get_item() in content.game_items
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return self.source.can_appear(content, options)
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