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
This commit is contained in:
agilbert1412
2024-07-07 16:04:25 +03:00
committed by GitHub
parent f99ee77325
commit 9b22458f44
210 changed files with 10298 additions and 4540 deletions

View File

@@ -15,6 +15,8 @@ from ..strings.fish_names import WaterItem
from ..strings.material_names import Material
from ..strings.metal_names import MetalBar
has_group = "building"
class BuildingLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
@@ -42,7 +44,7 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
Building.well: self.logic.money.can_spend(1000) & self.logic.has(Material.stone),
Building.shipping_bin: self.logic.money.can_spend(250) & self.logic.has(Material.wood),
Building.kitchen: self.logic.money.can_spend(10000) & self.logic.has(Material.wood) & self.logic.building.has_house(0),
Building.kids_room: self.logic.money.can_spend(50000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1),
Building.kids_room: self.logic.money.can_spend(65000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1),
Building.cellar: self.logic.money.can_spend(100000) & self.logic.building.has_house(2),
# @formatter:on
})
@@ -60,7 +62,7 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
carpenter_rule = self.logic.received(Event.can_construct_buildings)
if not self.options.building_progression & BuildingProgression.option_progressive:
return Has(building, self.registry.building_rules) & carpenter_rule
return Has(building, self.registry.building_rules, has_group) & carpenter_rule
count = 1
if building in [Building.coop, Building.barn, Building.shed]:
@@ -86,10 +88,10 @@ class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionL
return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level)
if upgrade_level == 1:
return carpenter_rule & Has(Building.kitchen, self.registry.building_rules)
return carpenter_rule & Has(Building.kitchen, self.registry.building_rules, has_group)
if upgrade_level == 2:
return carpenter_rule & Has(Building.kids_room, self.registry.building_rules)
return carpenter_rule & Has(Building.kids_room, self.registry.building_rules, has_group)
# if upgrade_level == 3:
return carpenter_rule & Has(Building.cellar, self.registry.building_rules)
return carpenter_rule & Has(Building.cellar, self.registry.building_rules, has_group)