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
5.2 KiB
Python
108 lines
5.2 KiB
Python
from .base_logic import BaseLogic, BaseLogicMixin
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from ..data.artisan import MachineSource
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from ..data.game_item import ItemTag
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from ..stardew_rule import StardewRule
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from ..strings.animal_product_names import AnimalProduct
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from ..strings.artisan_good_names import ArtisanGood
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from ..strings.building_names import Building
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from ..strings.crop_names import Vegetable, Fruit
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from ..strings.fish_names import Fish, all_fish
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from ..strings.flower_names import all_flowers
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from ..strings.forageable_names import Mushroom
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from ..strings.generic_names import Generic
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from ..strings.machine_names import Machine
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class ArtisanLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.artisan = ArtisanLogic(*args, **kwargs)
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class ArtisanLogic(BaseLogic):
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def initialize_rules(self):
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# TODO remove this one too once fish are converted to sources
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self.registry.artisan_good_rules.update({ArtisanGood.specific_smoked_fish(fish): self.can_smoke(fish) for fish in all_fish})
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self.registry.artisan_good_rules.update({ArtisanGood.specific_bait(fish): self.can_bait(fish) for fish in all_fish})
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self.registry.artisan_good_rules.update({AnimalProduct.specific_roe(fish): self.can_get_roe(fish) for fish in all_fish})
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self.registry.artisan_good_rules.update({ArtisanGood.specific_aged_roe(fish): self.can_preserves_jar(AnimalProduct.specific_roe(fish)) for fish in all_fish})
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self.registry.artisan_good_rules.update({ArtisanGood.specific_honey(flower): self.can_get_honey(flower) for flower in all_flowers})
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def has_jelly(self) -> StardewRule:
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return self.logic.artisan.can_preserves_jar(Fruit.any)
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def has_pickle(self) -> StardewRule:
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return self.logic.artisan.can_preserves_jar(Vegetable.any)
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def has_smoked_fish(self) -> StardewRule:
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return self.logic.artisan.can_smoke(Fish.any)
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def has_targeted_bait(self) -> StardewRule:
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return self.logic.artisan.can_bait(Fish.any)
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def has_dried_fruits(self) -> StardewRule:
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return self.logic.artisan.can_dehydrate(Fruit.any)
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def has_dried_mushrooms(self) -> StardewRule:
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return self.logic.artisan.can_dehydrate(Mushroom.any_edible)
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def has_raisins(self) -> StardewRule:
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return self.logic.artisan.can_dehydrate(Fruit.grape)
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def can_produce_from(self, source: MachineSource) -> StardewRule:
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return self.logic.has(source.item) & self.logic.has(source.machine)
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def can_preserves_jar(self, item: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.preserves_jar)
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if item == Generic.any:
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return machine_rule
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if item == Fruit.any:
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return machine_rule & self.logic.has_any(*(fruit.name for fruit in self.content.find_tagged_items(ItemTag.FRUIT)))
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if item == Vegetable.any:
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return machine_rule & self.logic.has_any(*(vege.name for vege in self.content.find_tagged_items(ItemTag.VEGETABLE)))
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return machine_rule & self.logic.has(item)
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def can_keg(self, item: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.keg)
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if item == Generic.any:
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return machine_rule
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if item == Fruit.any:
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return machine_rule & self.logic.has_any(*(fruit.name for fruit in self.content.find_tagged_items(ItemTag.FRUIT)))
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if item == Vegetable.any:
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return machine_rule & self.logic.has_any(*(vege.name for vege in self.content.find_tagged_items(ItemTag.VEGETABLE)))
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return machine_rule & self.logic.has(item)
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def can_mayonnaise(self, item: str) -> StardewRule:
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return self.logic.has(Machine.mayonnaise_machine) & self.logic.has(item)
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def can_smoke(self, item: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.fish_smoker)
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return machine_rule & self.logic.has(item)
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def can_get_roe(self, item: str) -> StardewRule:
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machine_rule = self.logic.building.has_building(Building.fish_pond)
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return machine_rule & self.logic.has(item)
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def can_bait(self, item: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.bait_maker)
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return machine_rule & self.logic.has(item)
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def can_dehydrate(self, item: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.dehydrator)
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if item == Generic.any:
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return machine_rule
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if item == Fruit.any:
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# Grapes make raisins
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return machine_rule & self.logic.has_any(*(fruit.name for fruit in self.content.find_tagged_items(ItemTag.FRUIT) if fruit.name != Fruit.grape))
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if item == Mushroom.any_edible:
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return machine_rule & self.logic.has_any(*(mushroom.name for mushroom in self.content.find_tagged_items(ItemTag.EDIBLE_MUSHROOM)))
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return machine_rule & self.logic.has(item)
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def can_get_honey(self, flower: str) -> StardewRule:
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machine_rule = self.logic.has(Machine.bee_house)
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flower_rule = self.logic.has(flower)
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return machine_rule & flower_rule
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def can_replicate_gem(self, gem: str) -> StardewRule:
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return self.logic.has(Machine.crystalarium) & self.logic.has(gem)
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