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Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
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worlds/stardew_valley/content/unpacking.py
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97
worlds/stardew_valley/content/unpacking.py
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from __future__ import annotations
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from typing import Iterable, Mapping, Callable
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from .game_content import StardewContent, ContentPack, StardewFeatures
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from .vanilla.base import base_game as base_game_content_pack
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from ..data.game_item import GameItem, ItemSource
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try:
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from graphlib import TopologicalSorter
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except ImportError:
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from graphlib_backport import TopologicalSorter # noqa
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def unpack_content(features: StardewFeatures, packs: Iterable[ContentPack]) -> StardewContent:
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# Base game is always registered first.
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content = StardewContent(features)
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packs_to_finalize = [base_game_content_pack]
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register_pack(content, base_game_content_pack)
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# Content packs are added in order based on their dependencies
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sorter = TopologicalSorter()
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packs_by_name = {p.name: p for p in packs}
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# Build the dependency graph
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for name, pack in packs_by_name.items():
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sorter.add(name,
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*pack.dependencies,
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*(wd for wd in pack.weak_dependencies if wd in packs_by_name))
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# Graph is traversed in BFS
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sorter.prepare()
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while sorter.is_active():
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# Packs get shuffled in TopologicalSorter, most likely due to hash seeding.
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for pack_name in sorted(sorter.get_ready()):
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pack = packs_by_name[pack_name]
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register_pack(content, pack)
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sorter.done(pack_name)
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packs_to_finalize.append(pack)
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prune_inaccessible_items(content)
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for pack in packs_to_finalize:
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pack.finalize_hook(content)
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# Maybe items without source should be removed at some point
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return content
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def register_pack(content: StardewContent, pack: ContentPack):
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# register regions
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# register entrances
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register_sources_and_call_hook(content, pack.harvest_sources, pack.harvest_source_hook)
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register_sources_and_call_hook(content, pack.shop_sources, pack.shop_source_hook)
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register_sources_and_call_hook(content, pack.crafting_sources, pack.crafting_hook)
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register_sources_and_call_hook(content, pack.artisan_good_sources, pack.artisan_good_hook)
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for fish in pack.fishes:
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content.fishes[fish.name] = fish
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pack.fish_hook(content)
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for villager in pack.villagers:
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content.villagers[villager.name] = villager
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pack.villager_hook(content)
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for skill in pack.skills:
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content.skills[skill.name] = skill
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pack.skill_hook(content)
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# register_quests
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# ...
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content.registered_packs.add(pack.name)
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def register_sources_and_call_hook(content: StardewContent,
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sources_by_item_name: Mapping[str, Iterable[ItemSource]],
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hook: Callable[[StardewContent], None]):
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for item_name, sources in sources_by_item_name.items():
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item = content.game_items.setdefault(item_name, GameItem(item_name))
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item.add_sources(sources)
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for source in sources:
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for requirement_name, tags in source.requirement_tags.items():
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requirement_item = content.game_items.setdefault(requirement_name, GameItem(requirement_name))
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requirement_item.add_tags(tags)
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hook(content)
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def prune_inaccessible_items(content: StardewContent):
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for item in list(content.game_items.values()):
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if not item.sources:
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content.game_items.pop(item.name)
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