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>
This commit is contained in:
agilbert1412
2024-03-15 15:05:14 +03:00
committed by GitHub
parent f7da833572
commit 52e65e208e
177 changed files with 17815 additions and 6863 deletions

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from typing import Union, Iterable
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .has_logic import HasLogicMixin
from .money_logic import MoneyLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .season_logic import SeasonLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..options import ToolProgression
from ..stardew_rule import StardewRule, True_, False_
from ..strings.ap_names.skill_level_names import ModSkillLevel
from ..strings.region_names import Region
from ..strings.skill_names import ModSkill
from ..strings.spells import MagicSpell
from ..strings.tool_names import ToolMaterial, Tool
tool_materials = {
ToolMaterial.copper: 1,
ToolMaterial.iron: 2,
ToolMaterial.gold: 3,
ToolMaterial.iridium: 4
}
tool_upgrade_prices = {
ToolMaterial.copper: 2000,
ToolMaterial.iron: 5000,
ToolMaterial.gold: 10000,
ToolMaterial.iridium: 25000
}
class ToolLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.tool = ToolLogic(*args, **kwargs)
class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, MagicLogicMixin]]):
# Should be cached
def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule:
if material == ToolMaterial.basic or tool == Tool.scythe:
return True_()
if self.options.tool_progression & ToolProgression.option_progressive:
return self.logic.received(f"Progressive {tool}", tool_materials[material])
return self.logic.has(f"{material} Bar") & self.logic.money.can_spend(tool_upgrade_prices[material])
def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
return self.has_tool(tool, material) & self.logic.region.can_reach(region)
@cache_self1
def has_fishing_rod(self, level: int) -> StardewRule:
if self.options.tool_progression & ToolProgression.option_progressive:
return self.logic.received(f"Progressive {Tool.fishing_rod}", level)
if level <= 1:
return self.logic.region.can_reach(Region.beach)
prices = {2: 500, 3: 1800, 4: 7500}
level = min(level, 4)
return self.logic.money.can_spend_at(Region.fish_shop, prices[level])
# Should be cached
def can_forage(self, season: Union[str, Iterable[str]], region: str = Region.forest, need_hoe: bool = False) -> StardewRule:
season_rule = False_()
if isinstance(season, str):
season_rule = self.logic.season.has(season)
elif isinstance(season, Iterable):
season_rule = self.logic.season.has_any(season)
region_rule = self.logic.region.can_reach(region)
if need_hoe:
return season_rule & region_rule & self.logic.tool.has_tool(Tool.hoe)
return season_rule & region_rule
@cache_self1
def can_water(self, level: int) -> StardewRule:
tool_rule = self.logic.tool.has_tool(Tool.watering_can, ToolMaterial.tiers[level])
spell_rule = self.logic.received(MagicSpell.water) & self.logic.magic.can_use_altar() & self.logic.received(ModSkillLevel.magic_level, level)
return tool_rule | spell_rule