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 dataclasses import dataclass
from typing import Iterable, Union, List, Tuple, Hashable
from BaseClasses import ItemClassification, CollectionState
from .base import BaseStardewRule, CombinableStardewRule
from .protocol import StardewRule
from ..items import item_table
class TotalReceived(BaseStardewRule):
count: int
items: Iterable[str]
player: int
def __init__(self, count: int, items: Union[str, Iterable[str]], player: int):
items_list: List[str]
if isinstance(items, Iterable):
items_list = [*items]
else:
items_list = [items]
assert items_list, "Can't create a Total Received conditions without items"
for item in items_list:
assert item_table[item].classification & ItemClassification.progression, \
f"Item [{item_table[item].name}] has to be progression to be used in logic"
self.player = player
self.items = items_list
self.count = count
def __call__(self, state: CollectionState) -> bool:
c = 0
for item in self.items:
c += state.count(item, self.player)
if c >= self.count:
return True
return False
def evaluate_while_simplifying(self, state: CollectionState) -> Tuple[StardewRule, bool]:
return self, self(state)
def get_difficulty(self):
return self.count
def __repr__(self):
return f"Received {self.count} {self.items}"
@dataclass(frozen=True)
class Received(CombinableStardewRule):
item: str
player: int
count: int
def __post_init__(self):
assert item_table[self.item].classification & ItemClassification.progression, \
f"Item [{item_table[self.item].name}] has to be progression to be used in logic"
@property
def combination_key(self) -> Hashable:
return self.item
@property
def value(self):
return self.count
def __call__(self, state: CollectionState) -> bool:
return state.has(self.item, self.player, self.count)
def evaluate_while_simplifying(self, state: CollectionState) -> Tuple[StardewRule, bool]:
return self, self(state)
def __repr__(self):
if self.count == 1:
return f"Received {self.item}"
return f"Received {self.count} {self.item}"
def get_difficulty(self):
return self.count
@dataclass(frozen=True)
class Reach(BaseStardewRule):
spot: str
resolution_hint: str
player: int
def __call__(self, state: CollectionState) -> bool:
if self.resolution_hint == 'Region' and self.spot not in state.multiworld.regions.region_cache[self.player]:
return False
return state.can_reach(self.spot, self.resolution_hint, self.player)
def evaluate_while_simplifying(self, state: CollectionState) -> Tuple[StardewRule, bool]:
return self, self(state)
def __repr__(self):
return f"Reach {self.resolution_hint} {self.spot}"
def get_difficulty(self):
return 1
@dataclass(frozen=True)
class HasProgressionPercent(CombinableStardewRule):
player: int
percent: int
def __post_init__(self):
assert self.percent > 0, "HasProgressionPercent rule must be above 0%"
assert self.percent <= 100, "HasProgressionPercent rule can't require more than 100% of items"
@property
def combination_key(self) -> Hashable:
return HasProgressionPercent.__name__
@property
def value(self):
return self.percent
def __call__(self, state: CollectionState) -> bool:
stardew_world = state.multiworld.worlds[self.player]
total_count = stardew_world.total_progression_items
needed_count = (total_count * self.percent) // 100
total_count = 0
for item in state.prog_items[self.player]:
item_count = state.prog_items[self.player][item]
total_count += item_count
if total_count >= needed_count:
return True
return False
def evaluate_while_simplifying(self, state: CollectionState) -> Tuple[StardewRule, bool]:
return self, self(state)
def __repr__(self):
return f"HasProgressionPercent {self.percent}"
def get_difficulty(self):
return self.percent