Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311)

This commit is contained in:
Jouramie
2024-12-08 21:00:30 -05:00
committed by GitHub
parent 26f9720e69
commit 51c4fe8f67
25 changed files with 752 additions and 660 deletions

View File

@@ -17,7 +17,7 @@ from .mods.mod_data import ModNames
from .options import StardewValleyOptions, TrapItems, FestivalLocations, ExcludeGingerIsland, SpecialOrderLocations, SeasonRandomization, Museumsanity, \
BuildingProgression, ToolProgression, ElevatorProgression, BackpackProgression, ArcadeMachineLocations, Monstersanity, Goal, \
Chefsanity, Craftsanity, BundleRandomization, EntranceRandomization, Shipsanity, Walnutsanity, EnabledFillerBuffs
from .strings.ap_names.ap_option_names import OptionName
from .strings.ap_names.ap_option_names import BuffOptionName, WalnutsanityOptionName
from .strings.ap_names.ap_weapon_names import APWeapon
from .strings.ap_names.buff_names import Buff
from .strings.ap_names.community_upgrade_names import CommunityUpgrade
@@ -538,16 +538,16 @@ def create_walnuts(item_factory: StardewItemFactory, options: StardewValleyOptio
num_penta_walnuts = 1
# https://stardewvalleywiki.com/Golden_Walnut
# Totals should be accurate, but distribution is slightly offset to make room for baseline walnuts
if OptionName.walnutsanity_puzzles in walnutsanity: # 61
if WalnutsanityOptionName.puzzles in walnutsanity: # 61
num_single_walnuts += 6 # 6
num_triple_walnuts += 5 # 15
num_penta_walnuts += 8 # 40
if OptionName.walnutsanity_bushes in walnutsanity: # 25
if WalnutsanityOptionName.bushes in walnutsanity: # 25
num_single_walnuts += 16 # 16
num_triple_walnuts += 3 # 9
if OptionName.walnutsanity_dig_spots in walnutsanity: # 18
if WalnutsanityOptionName.dig_spots in walnutsanity: # 18
num_single_walnuts += 18 # 18
if OptionName.walnutsanity_repeatables in walnutsanity: # 33
if WalnutsanityOptionName.repeatables in walnutsanity: # 33
num_single_walnuts += 30 # 30
num_triple_walnuts += 1 # 3
@@ -833,27 +833,27 @@ def get_all_filler_items(include_traps: bool, exclude_ginger_island: bool) -> Li
def get_allowed_player_buffs(buff_option: EnabledFillerBuffs) -> List[ItemData]:
allowed_buffs = []
if OptionName.buff_luck in buff_option:
if BuffOptionName.luck in buff_option:
allowed_buffs.append(item_table[Buff.luck])
if OptionName.buff_damage in buff_option:
if BuffOptionName.damage in buff_option:
allowed_buffs.append(item_table[Buff.damage])
if OptionName.buff_defense in buff_option:
if BuffOptionName.defense in buff_option:
allowed_buffs.append(item_table[Buff.defense])
if OptionName.buff_immunity in buff_option:
if BuffOptionName.immunity in buff_option:
allowed_buffs.append(item_table[Buff.immunity])
if OptionName.buff_health in buff_option:
if BuffOptionName.health in buff_option:
allowed_buffs.append(item_table[Buff.health])
if OptionName.buff_energy in buff_option:
if BuffOptionName.energy in buff_option:
allowed_buffs.append(item_table[Buff.energy])
if OptionName.buff_bite in buff_option:
if BuffOptionName.bite in buff_option:
allowed_buffs.append(item_table[Buff.bite_rate])
if OptionName.buff_fish_trap in buff_option:
if BuffOptionName.fish_trap in buff_option:
allowed_buffs.append(item_table[Buff.fish_trap])
if OptionName.buff_fishing_bar in buff_option:
if BuffOptionName.fishing_bar in buff_option:
allowed_buffs.append(item_table[Buff.fishing_bar])
if OptionName.buff_quality in buff_option:
if BuffOptionName.quality in buff_option:
allowed_buffs.append(item_table[Buff.quality])
if OptionName.buff_glow in buff_option:
if BuffOptionName.glow in buff_option:
allowed_buffs.append(item_table[Buff.glow])
return allowed_buffs