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

@@ -3,10 +3,11 @@ from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .has_logic import HasLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..stardew_rule import StardewRule, Or, False_
from ..stardew_rule import StardewRule, False_
from ..strings.ap_names.ap_weapon_names import APWeapon
from ..strings.performance_names import Performance
@@ -19,7 +20,7 @@ class CombatLogicMixin(BaseLogicMixin):
self.combat = CombatLogic(*args, **kwargs)
class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]):
class CombatLogic(BaseLogic[Union[HasLogicMixin, CombatLogicMixin, RegionLogicMixin, ReceivedLogicMixin, MagicLogicMixin]]):
@cache_self1
def can_fight_at_level(self, level: str) -> StardewRule:
if level == Performance.basic:
@@ -42,16 +43,20 @@ class CombatLogic(BaseLogic[Union[CombatLogicMixin, RegionLogicMixin, ReceivedLo
@cached_property
def has_decent_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
return self.logic.or_(*(self.logic.received(weapon, 2) for weapon in valid_weapons))
@cached_property
def has_good_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
return self.logic.or_(*(self.logic.received(weapon, 3) for weapon in valid_weapons))
@cached_property
def has_great_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
return self.logic.or_(*(self.logic.received(weapon, 4) for weapon in valid_weapons))
@cached_property
def has_galaxy_weapon(self) -> StardewRule:
return Or(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
return self.logic.or_(*(self.logic.received(weapon, 5) for weapon in valid_weapons))
@cached_property
def has_slingshot(self) -> StardewRule:
return self.logic.received(APWeapon.slingshot)