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

@@ -1,6 +1,5 @@
import math
from functools import cached_property
from typing import Union, List
from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogic, BaseLogicMixin
@@ -11,9 +10,9 @@ from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .season_logic import SeasonLogicMixin
from .time_logic import TimeLogicMixin
from ..data.villagers_data import all_villagers_by_name, Villager, get_villagers_for_mods
from ..options import Friendsanity
from ..stardew_rule import StardewRule, True_, And, Or
from ..content.feature import friendsanity
from ..data.villagers_data import Villager
from ..stardew_rule import StardewRule, True_, false_, true_
from ..strings.ap_names.mods.mod_items import SVEQuestItem
from ..strings.crop_names import Fruit
from ..strings.generic_names import Generic
@@ -38,12 +37,8 @@ class RelationshipLogicMixin(BaseLogicMixin):
self.relationship = RelationshipLogic(*args, **kwargs)
class RelationshipLogic(BaseLogic[Union[
RelationshipLogicMixin, BuildingLogicMixin, SeasonLogicMixin, TimeLogicMixin, GiftLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]):
@cached_property
def all_villagers_given_mods(self) -> List[Villager]:
return get_villagers_for_mods(self.options.mods.value)
class RelationshipLogic(BaseLogic[Union[RelationshipLogicMixin, BuildingLogicMixin, SeasonLogicMixin, TimeLogicMixin, GiftLogicMixin, RegionLogicMixin,
ReceivedLogicMixin, HasLogicMixin]]):
def can_date(self, npc: str) -> StardewRule:
return self.logic.relationship.has_hearts(npc, 8) & self.logic.has(Gift.bouquet)
@@ -52,134 +47,160 @@ class RelationshipLogic(BaseLogic[Union[
return self.logic.relationship.has_hearts(npc, 10) & self.logic.has(Gift.mermaid_pendant)
def can_get_married(self) -> StardewRule:
return self.logic.relationship.has_hearts(Generic.bachelor, 10) & self.logic.has(Gift.mermaid_pendant)
return self.logic.relationship.has_hearts_with_any_bachelor(10) & self.logic.has(Gift.mermaid_pendant)
def has_children(self, number_children: int) -> StardewRule:
if number_children <= 0:
assert number_children >= 0, "Can't have a negative amount of children."
if number_children == 0:
return True_()
if self.options.friendsanity == Friendsanity.option_none:
if not self.content.features.friendsanity.is_enabled:
return self.logic.relationship.can_reproduce(number_children)
return self.logic.received_n(*possible_kids, count=number_children) & self.logic.building.has_house(2)
def can_reproduce(self, number_children: int = 1) -> StardewRule:
if number_children <= 0:
assert number_children >= 0, "Can't have a negative amount of children."
if number_children == 0:
return True_()
baby_rules = [self.logic.relationship.can_get_married(), self.logic.building.has_house(2), self.logic.relationship.has_hearts(Generic.bachelor, 12),
baby_rules = [self.logic.relationship.can_get_married(),
self.logic.building.has_house(2),
self.logic.relationship.has_hearts_with_any_bachelor(12),
self.logic.relationship.has_children(number_children - 1)]
return And(*baby_rules)
return self.logic.and_(*baby_rules)
@cache_self1
def has_hearts_with_any_bachelor(self, hearts: int = 1) -> StardewRule:
assert hearts >= 0, f"Can't have a negative hearts with any bachelor."
if hearts == 0:
return True_()
return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts)
for name, villager in self.content.villagers.items()
if villager.bachelor))
@cache_self1
def has_hearts_with_any(self, hearts: int = 1) -> StardewRule:
assert hearts >= 0, f"Can't have a negative hearts with any npc."
if hearts == 0:
return True_()
return self.logic.or_(*(self.logic.relationship.has_hearts(name, hearts)
for name, villager in self.content.villagers.items()))
def has_hearts_with_n(self, amount: int, hearts: int = 1) -> StardewRule:
assert hearts >= 0, f"Can't have a negative hearts with any npc."
assert amount >= 0, f"Can't have a negative amount of npc."
if hearts == 0 or amount == 0:
return True_()
return self.logic.count(amount, *(self.logic.relationship.has_hearts(name, hearts)
for name, villager in self.content.villagers.items()))
# Should be cached
def has_hearts(self, npc: str, hearts: int = 1) -> StardewRule:
if hearts <= 0:
return True_()
if self.options.friendsanity == Friendsanity.option_none:
return self.logic.relationship.can_earn_relationship(npc, hearts)
if npc not in all_villagers_by_name:
if npc == Generic.any or npc == Generic.bachelor:
possible_friends = []
for name in all_villagers_by_name:
if not self.npc_is_in_current_slot(name):
continue
if npc == Generic.any or all_villagers_by_name[name].bachelor:
possible_friends.append(self.logic.relationship.has_hearts(name, hearts))
return Or(*possible_friends)
if npc == Generic.all:
mandatory_friends = []
for name in all_villagers_by_name:
if not self.npc_is_in_current_slot(name):
continue
mandatory_friends.append(self.logic.relationship.has_hearts(name, hearts))
return And(*mandatory_friends)
if npc.isnumeric():
possible_friends = []
for name in all_villagers_by_name:
if not self.npc_is_in_current_slot(name):
continue
possible_friends.append(self.logic.relationship.has_hearts(name, hearts))
return self.logic.count(int(npc), *possible_friends)
return self.can_earn_relationship(npc, hearts)
assert hearts >= 0, f"Can't have a negative hearts with {npc}."
if not self.npc_is_in_current_slot(npc):
return True_()
villager = all_villagers_by_name[npc]
if self.options.friendsanity == Friendsanity.option_bachelors and not villager.bachelor:
villager = self.content.villagers.get(npc)
if villager is None:
return false_
if hearts == 0:
return true_
heart_steps = self.content.features.friendsanity.get_randomized_hearts(villager)
if not heart_steps or hearts > heart_steps[-1]: # Hearts are sorted, bigger is the last one.
return self.logic.relationship.can_earn_relationship(npc, hearts)
if self.options.friendsanity == Friendsanity.option_starting_npcs and not villager.available:
return self.logic.relationship.can_earn_relationship(npc, hearts)
is_capped_at_8 = villager.bachelor and self.options.friendsanity != Friendsanity.option_all_with_marriage
if is_capped_at_8 and hearts > 8:
return self.logic.relationship.received_hearts(villager.name, 8) & self.logic.relationship.can_earn_relationship(npc, hearts)
return self.logic.relationship.received_hearts(villager.name, hearts)
return self.logic.relationship.received_hearts(villager, hearts)
# Should be cached
def received_hearts(self, npc: str, hearts: int) -> StardewRule:
heart_item = heart_item_name(npc)
number_required = math.ceil(hearts / self.options.friendsanity_heart_size)
return self.logic.received(heart_item, number_required)
def received_hearts(self, villager: Villager, hearts: int) -> StardewRule:
heart_item = friendsanity.to_item_name(villager.name)
number_required = math.ceil(hearts / self.content.features.friendsanity.heart_size)
return self.logic.received(heart_item, number_required) & self.can_meet(villager.name)
@cache_self1
def can_meet(self, npc: str) -> StardewRule:
if npc not in all_villagers_by_name or not self.npc_is_in_current_slot(npc):
return True_()
villager = all_villagers_by_name[npc]
villager = self.content.villagers.get(npc)
if villager is None:
return false_
rules = [self.logic.region.can_reach_any(villager.locations)]
if npc == NPC.kent:
rules.append(self.logic.time.has_year_two)
elif npc == NPC.leo:
rules.append(self.logic.received("Island West Turtle"))
rules.append(self.logic.received("Island North Turtle"))
elif npc == ModNPC.lance:
rules.append(self.logic.region.can_reach(Region.volcano_floor_10))
elif npc == ModNPC.apples:
rules.append(self.logic.has(Fruit.starfruit))
elif npc == ModNPC.scarlett:
scarlett_job = self.logic.received(SVEQuestItem.scarlett_job_offer)
scarlett_spring = self.logic.season.has(Season.spring) & self.can_meet(ModNPC.andy)
scarlett_summer = self.logic.season.has(Season.summer) & self.can_meet(ModNPC.susan)
scarlett_fall = self.logic.season.has(Season.fall) & self.can_meet(ModNPC.sophia)
rules.append(scarlett_job & (scarlett_spring | scarlett_summer | scarlett_fall))
elif npc == ModNPC.morgan:
rules.append(self.logic.received(SVEQuestItem.morgan_schooling))
elif npc == ModNPC.goblin:
rules.append(self.logic.region.can_reach_all((Region.witch_hut, Region.wizard_tower)))
return And(*rules)
return self.logic.and_(*rules)
def can_give_loved_gifts_to_everyone(self) -> StardewRule:
rules = []
for npc in all_villagers_by_name:
if not self.npc_is_in_current_slot(npc):
continue
for npc in self.content.villagers:
meet_rule = self.logic.relationship.can_meet(npc)
rules.append(meet_rule)
rules.append(self.logic.gifts.has_any_universal_love)
return And(*rules)
return self.logic.and_(*rules)
# Should be cached
def can_earn_relationship(self, npc: str, hearts: int = 0) -> StardewRule:
if hearts <= 0:
assert hearts >= 0, f"Can't have a negative hearts with {npc}."
villager = self.content.villagers.get(npc)
if villager is None:
return false_
if hearts == 0:
return True_()
previous_heart = hearts - self.options.friendsanity_heart_size
previous_heart_rule = self.logic.relationship.has_hearts(npc, previous_heart)
rules = [self.logic.relationship.can_meet(npc)]
if npc not in all_villagers_by_name or not self.npc_is_in_current_slot(npc):
return previous_heart_rule
heart_size = self.content.features.friendsanity.heart_size
max_randomized_hearts = self.content.features.friendsanity.get_randomized_hearts(villager)
if max_randomized_hearts:
if hearts > max_randomized_hearts[-1]:
rules.append(self.logic.relationship.has_hearts(npc, hearts - 1))
else:
previous_heart = max(hearts - heart_size, 0)
rules.append(self.logic.relationship.has_hearts(npc, previous_heart))
rules = [previous_heart_rule, self.logic.relationship.can_meet(npc)]
villager = all_villagers_by_name[npc]
if hearts > 2 or hearts > self.options.friendsanity_heart_size:
if hearts > 2 or hearts > heart_size:
rules.append(self.logic.season.has(villager.birthday))
if villager.birthday == Generic.any:
rules.append(self.logic.season.has_all() | self.logic.time.has_year_three) # push logic back for any birthday-less villager
if villager.bachelor:
if hearts > 8:
rules.append(self.logic.relationship.can_date(npc))
if hearts > 10:
rules.append(self.logic.relationship.can_marry(npc))
elif hearts > 8:
rules.append(self.logic.relationship.can_date(npc))
return And(*rules)
@cache_self1
def npc_is_in_current_slot(self, name: str) -> bool:
npc = all_villagers_by_name[name]
return npc in self.all_villagers_given_mods
return self.logic.and_(*rules)