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

@@ -1,18 +1,21 @@
from typing import Union, List
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 .season_logic import SeasonLogicMixin
from .skill_logic import SkillLogicMixin
from .tool_logic import ToolLogicMixin
from ..data import FishItem, fish_data
from ..locations import LocationTags, locations_by_tag
from ..options import ExcludeGingerIsland, Fishsanity
from ..data import fish_data
from ..data.fish_data import FishItem
from ..options import ExcludeGingerIsland
from ..options import SpecialOrderLocations
from ..stardew_rule import StardewRule, True_, False_, And
from ..stardew_rule import StardewRule, True_, False_
from ..strings.ap_names.mods.mod_items import SVEQuestItem
from ..strings.fish_names import SVEFish
from ..strings.machine_names import Machine
from ..strings.quality_names import FishQuality
from ..strings.region_names import Region
from ..strings.skill_names import Skill
@@ -24,17 +27,16 @@ class FishingLogicMixin(BaseLogicMixin):
self.fishing = FishingLogic(*args, **kwargs)
class FishingLogic(BaseLogic[Union[FishingLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, ToolLogicMixin, SkillLogicMixin]]):
class FishingLogic(BaseLogic[Union[HasLogicMixin, FishingLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, ToolLogicMixin,
SkillLogicMixin]]):
def can_fish_in_freshwater(self) -> StardewRule:
return self.logic.skill.can_fish() & self.logic.region.can_reach_any((Region.forest, Region.town, Region.mountain))
def has_max_fishing(self) -> StardewRule:
skill_rule = self.logic.skill.has_level(Skill.fishing, 10)
return self.logic.tool.has_fishing_rod(4) & skill_rule
return self.logic.tool.has_fishing_rod(4) & self.logic.skill.has_level(Skill.fishing, 10)
def can_fish_chests(self) -> StardewRule:
skill_rule = self.logic.skill.has_level(Skill.fishing, 6)
return self.logic.tool.has_fishing_rod(4) & skill_rule
return self.logic.tool.has_fishing_rod(4) & self.logic.skill.has_level(Skill.fishing, 6)
def can_fish_at(self, region: str) -> StardewRule:
return self.logic.skill.can_fish() & self.logic.region.can_reach(region)
@@ -51,17 +53,23 @@ class FishingLogic(BaseLogic[Union[FishingLogicMixin, ReceivedLogicMixin, Region
else:
difficulty_rule = self.logic.skill.can_fish(difficulty=(120 if fish.legendary else fish.difficulty))
if fish.name == SVEFish.kittyfish:
item_rule = self.logic.received("Kittyfish Spell")
item_rule = self.logic.received(SVEQuestItem.kittyfish_spell)
else:
item_rule = True_()
return quest_rule & region_rule & season_rule & difficulty_rule & item_rule
def can_catch_fish_for_fishsanity(self, fish: FishItem) -> StardewRule:
""" Rule could be different from the basic `can_catch_fish`. Imagine a fishsanity setting where you need to catch every fish with gold quality.
"""
return self.logic.fishing.can_catch_fish(fish)
def can_start_extended_family_quest(self) -> StardewRule:
if self.options.exclude_ginger_island == ExcludeGingerIsland.option_true:
return False_()
if self.options.special_order_locations != SpecialOrderLocations.option_board_qi:
if not self.options.special_order_locations & SpecialOrderLocations.value_qi:
return False_()
return self.logic.region.can_reach(Region.qi_walnut_room) & And(*(self.logic.fishing.can_catch_fish(fish) for fish in fish_data.legendary_fish))
return (self.logic.region.can_reach(Region.qi_walnut_room) &
self.logic.and_(*(self.logic.fishing.can_catch_fish(fish) for fish in fish_data.vanilla_legendary_fish)))
def can_catch_quality_fish(self, fish_quality: str) -> StardewRule:
if fish_quality == FishQuality.basic:
@@ -78,24 +86,27 @@ class FishingLogic(BaseLogic[Union[FishingLogicMixin, ReceivedLogicMixin, Region
def can_catch_every_fish(self) -> StardewRule:
rules = [self.has_max_fishing()]
exclude_island = self.options.exclude_ginger_island == ExcludeGingerIsland.option_true
exclude_extended_family = self.options.special_order_locations != SpecialOrderLocations.option_board_qi
for fish in fish_data.get_fish_for_mods(self.options.mods.value):
if exclude_island and fish in fish_data.island_fish:
continue
if exclude_extended_family and fish in fish_data.extended_family:
continue
rules.append(self.logic.fishing.can_catch_fish(fish))
return And(*rules)
def can_catch_every_fish_in_slot(self, all_location_names_in_slot: List[str]) -> StardewRule:
if self.options.fishsanity == Fishsanity.option_none:
rules.extend(
self.logic.fishing.can_catch_fish(fish)
for fish in self.content.fishes.values()
)
return self.logic.and_(*rules)
def can_catch_every_fish_for_fishsanity(self) -> StardewRule:
if not self.content.features.fishsanity.is_enabled:
return self.can_catch_every_fish()
rules = [self.has_max_fishing()]
for fishsanity_location in locations_by_tag[LocationTags.FISHSANITY]:
if fishsanity_location.name not in all_location_names_in_slot:
continue
rules.append(self.logic.region.can_reach_location(fishsanity_location.name))
return And(*rules)
rules.extend(
self.logic.fishing.can_catch_fish_for_fishsanity(fish)
for fish in self.content.fishes.values()
if self.content.features.fishsanity.is_included(fish)
)
return self.logic.and_(*rules)
def has_specific_bait(self, fish: FishItem) -> StardewRule:
return self.can_catch_fish(fish) & self.logic.has(Machine.bait_maker)