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Stardew Valley: 5.x.x - The Allsanity Update (#2764)
Major Content update for Stardew Valley, including the following features - Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time - Randomized Farm Type - Bundles rework (Remixed Bundles and Missing Bundle!) - New Settings: * Shipsanity - Shipping individual items * Monstersanity - Slaying monsters * Cooksanity - Cooking individual recipes * Chefsanity - Learning individual recipes * Craftsanity - Crafting individual items - New Goals: * Protector of the Valley - Complete every monster slayer goal * Full Shipment - Ship every item * Craftmaster - Craft every item * Gourmet Chef - Cook every recipe * Legend - Earn 10 000 000g * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt) * Allsanity - Complete every check in your slot - Building Shuffle: Cheaper options - Tool Shuffle: Cheaper options - Money rework - New traps - New isolated checks and items, including the farm cave, the movie theater, etc - Mod Support: SVE [Albrekka] - Mod Support: Distant Lands [Albrekka] - Mod Support: Hat Mouse Lacey [Albrekka] - Mod Support: Boarding House [Albrekka] Co-authored-by: Witchybun <elnendil@gmail.com> Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com> Co-authored-by: Jouramie <jouramie@hotmail.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
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worlds/stardew_valley/logic/skill_logic.py
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172
worlds/stardew_valley/logic/skill_logic.py
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from functools import cached_property
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from typing import Union, Tuple
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .combat_logic import CombatLogicMixin
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from .crop_logic import CropLogicMixin
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from .has_logic import HasLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from .season_logic import SeasonLogicMixin
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from .time_logic import TimeLogicMixin
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from .tool_logic import ToolLogicMixin
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from .. import options
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from ..data import all_crops
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..mods.logic.mod_skills_levels import get_mod_skill_levels
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from ..stardew_rule import StardewRule, True_, Or, False_
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from ..strings.craftable_names import Fishing
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from ..strings.machine_names import Machine
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from ..strings.performance_names import Performance
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from ..strings.quality_names import ForageQuality
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from ..strings.region_names import Region
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from ..strings.skill_names import Skill, all_mod_skills
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from ..strings.tool_names import ToolMaterial, Tool
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fishing_regions = (Region.beach, Region.town, Region.forest, Region.mountain, Region.island_south, Region.island_west)
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class SkillLogicMixin(BaseLogicMixin):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.skill = SkillLogic(*args, **kwargs)
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class SkillLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, TimeLogicMixin, ToolLogicMixin, SkillLogicMixin,
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CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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# Should be cached
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def can_earn_level(self, skill: str, level: int) -> StardewRule:
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if level <= 0:
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return True_()
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tool_level = (level - 1) // 2
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tool_material = ToolMaterial.tiers[tool_level]
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months = max(1, level - 1)
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months_rule = self.logic.time.has_lived_months(months)
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previous_level_rule = self.logic.skill.has_level(skill, level - 1)
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if skill == Skill.fishing:
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xp_rule = self.logic.tool.has_tool(Tool.fishing_rod, ToolMaterial.tiers[max(tool_level, 3)])
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elif skill == Skill.farming:
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xp_rule = self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
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elif skill == Skill.foraging:
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xp_rule = self.logic.tool.has_tool(Tool.axe, tool_material) | self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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elif skill == Skill.mining:
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xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \
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self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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elif skill == Skill.combat:
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combat_tier = Performance.tiers[tool_level]
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xp_rule = self.logic.combat.can_fight_at_level(combat_tier)
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xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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elif skill in all_mod_skills:
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# Ideal solution would be to add a logic registry, but I'm too lazy.
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return self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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else:
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raise Exception(f"Unknown skill: {skill}")
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return previous_level_rule & months_rule & xp_rule
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# Should be cached
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def has_level(self, skill: str, level: int) -> StardewRule:
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if level <= 0:
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return True_()
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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return self.logic.received(f"{skill} Level", level)
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return self.logic.skill.can_earn_level(skill, level)
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@cache_self1
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def has_farming_level(self, level: int) -> StardewRule:
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return self.logic.skill.has_level(Skill.farming, level)
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# Should be cached
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def has_total_level(self, level: int, allow_modded_skills: bool = False) -> StardewRule:
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if level <= 0:
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return True_()
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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skills_items = ("Farming Level", "Mining Level", "Foraging Level", "Fishing Level", "Combat Level")
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if allow_modded_skills:
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skills_items += get_mod_skill_levels(self.options.mods)
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return self.logic.received_n(*skills_items, count=level)
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months_with_4_skills = max(1, (level // 4) - 1)
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months_with_5_skills = max(1, (level // 5) - 1)
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rule_with_fishing = self.logic.time.has_lived_months(months_with_5_skills) & self.logic.skill.can_get_fishing_xp
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if level > 40:
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return rule_with_fishing
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return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing
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@cached_property
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def can_get_farming_xp(self) -> StardewRule:
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crop_rules = []
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for crop in all_crops:
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crop_rules.append(self.logic.crop.can_grow(crop))
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return Or(*crop_rules)
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@cached_property
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def can_get_foraging_xp(self) -> StardewRule:
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tool_rule = self.logic.tool.has_tool(Tool.axe)
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tree_rule = self.logic.region.can_reach(Region.forest) & self.logic.season.has_any_not_winter()
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stump_rule = self.logic.region.can_reach(Region.secret_woods) & self.logic.tool.has_tool(Tool.axe, ToolMaterial.copper)
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return tool_rule & (tree_rule | stump_rule)
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@cached_property
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def can_get_mining_xp(self) -> StardewRule:
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tool_rule = self.logic.tool.has_tool(Tool.pickaxe)
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stone_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.quarry, Region.skull_cavern_25, Region.volcano_floor_5))
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return tool_rule & stone_rule
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@cached_property
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def can_get_combat_xp(self) -> StardewRule:
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tool_rule = self.logic.combat.has_any_weapon()
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enemy_rule = self.logic.region.can_reach_any((Region.mines_floor_5, Region.skull_cavern_25, Region.volcano_floor_5))
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return tool_rule & enemy_rule
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@cached_property
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def can_get_fishing_xp(self) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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return self.logic.skill.can_fish() | self.logic.skill.can_crab_pot
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return self.logic.skill.can_fish()
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# Should be cached
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def can_fish(self, regions: Union[str, Tuple[str, ...]] = None, difficulty: int = 0) -> StardewRule:
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if isinstance(regions, str):
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regions = regions,
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if regions is None or len(regions) == 0:
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regions = fishing_regions
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skill_required = min(10, max(0, int((difficulty / 10) - 1)))
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if difficulty <= 40:
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skill_required = 0
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skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required)
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region_rule = self.logic.region.can_reach_any(regions)
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number_fishing_rod_required = 1 if difficulty < 50 else (2 if difficulty < 80 else 4)
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return self.logic.tool.has_fishing_rod(number_fishing_rod_required) & skill_rule & region_rule
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@cache_self1
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def can_crab_pot_at(self, region: str) -> StardewRule:
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return self.logic.skill.can_crab_pot & self.logic.region.can_reach(region)
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@cached_property
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def can_crab_pot(self) -> StardewRule:
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crab_pot_rule = self.logic.has(Fishing.bait)
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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crab_pot_rule = crab_pot_rule & self.logic.has(Machine.crab_pot)
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else:
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crab_pot_rule = crab_pot_rule & self.logic.skill.can_get_fishing_xp
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water_region_rules = self.logic.region.can_reach_any(fishing_regions)
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return crab_pot_rule & water_region_rules
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def can_forage_quality(self, quality: str) -> StardewRule:
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if quality == ForageQuality.basic:
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return True_()
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if quality == ForageQuality.silver:
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return self.has_level(Skill.foraging, 5)
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if quality == ForageQuality.gold:
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return self.has_level(Skill.foraging, 9)
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return False_()
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