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

@@ -1,11 +1,27 @@
from typing import Union
from functools import cached_property
from typing import Union, Tuple
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .has_logic import HasLogicMixin
from .skill_logic import SkillLogicMixin
from ..stardew_rule import StardewRule, True_, False_
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .season_logic import SeasonLogicMixin
from .tool_logic import ToolLogicMixin
from .. import options
from ..stardew_rule import StardewRule, True_, false_
from ..strings.ap_names.event_names import Event
from ..strings.fertilizer_names import Fertilizer
from ..strings.quality_names import CropQuality
from ..strings.region_names import Region
from ..strings.season_names import Season
from ..strings.tool_names import Tool
farming_event_by_season = {
Season.spring: Event.spring_farming,
Season.summer: Event.summer_farming,
Season.fall: Event.fall_farming,
Season.winter: Event.winter_farming,
}
class FarmingLogicMixin(BaseLogicMixin):
@@ -14,7 +30,12 @@ class FarmingLogicMixin(BaseLogicMixin):
self.farming = FarmingLogic(*args, **kwargs)
class FarmingLogic(BaseLogic[Union[HasLogicMixin, SkillLogicMixin, FarmingLogicMixin]]):
class FarmingLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, ToolLogicMixin, FarmingLogicMixin]]):
@cached_property
def has_farming_tools(self) -> StardewRule:
return self.logic.tool.has_tool(Tool.hoe) & self.logic.tool.can_water(0)
def has_fertilizer(self, tier: int) -> StardewRule:
if tier <= 0:
return True_()
@@ -25,17 +46,17 @@ class FarmingLogic(BaseLogic[Union[HasLogicMixin, SkillLogicMixin, FarmingLogicM
if tier >= 3:
return self.logic.has(Fertilizer.deluxe)
def can_grow_crop_quality(self, quality: str) -> StardewRule:
if quality == CropQuality.basic:
return True_()
if quality == CropQuality.silver:
return self.logic.skill.has_farming_level(5) | (self.logic.farming.has_fertilizer(1) & self.logic.skill.has_farming_level(2)) | (
self.logic.farming.has_fertilizer(2) & self.logic.skill.has_farming_level(1)) | self.logic.farming.has_fertilizer(3)
if quality == CropQuality.gold:
return self.logic.skill.has_farming_level(10) | (
self.logic.farming.has_fertilizer(1) & self.logic.skill.has_farming_level(5)) | (
self.logic.farming.has_fertilizer(2) & self.logic.skill.has_farming_level(3)) | (
self.logic.farming.has_fertilizer(3) & self.logic.skill.has_farming_level(2))
if quality == CropQuality.iridium:
return self.logic.farming.has_fertilizer(3) & self.logic.skill.has_farming_level(4)
return False_()
@cache_self1
def can_plant_and_grow_item(self, seasons: Union[str, Tuple[str]]) -> StardewRule:
if seasons == (): # indoor farming
return (self.logic.region.can_reach(Region.greenhouse) | self.logic.farming.has_island_farm()) & self.logic.farming.has_farming_tools
if isinstance(seasons, str):
seasons = (seasons,)
return self.logic.or_(*(self.logic.received(farming_event_by_season[season]) for season in seasons))
def has_island_farm(self) -> StardewRule:
if self.options.exclude_ginger_island == options.ExcludeGingerIsland.option_false:
return self.logic.region.can_reach(Region.island_west)
return false_