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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
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@@ -4,7 +4,7 @@ from typing import Union, Tuple
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .combat_logic import CombatLogicMixin
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from .crop_logic import CropLogicMixin
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from .harvesting_logic import HarvestingLogicMixin
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from .has_logic import HasLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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@@ -12,10 +12,10 @@ from .season_logic import SeasonLogicMixin
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from .time_logic import TimeLogicMixin
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from .tool_logic import ToolLogicMixin
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from .. import options
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from ..data import all_crops
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from ..data.harvest import HarvestCropSource
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..mods.logic.mod_skills_levels import get_mod_skill_levels
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from ..stardew_rule import StardewRule, True_, Or, False_
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from ..stardew_rule import StardewRule, True_, False_, true_, And
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from ..strings.craftable_names import Fishing
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from ..strings.machine_names import Machine
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from ..strings.performance_names import Performance
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@@ -23,8 +23,10 @@ from ..strings.quality_names import ForageQuality
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from ..strings.region_names import Region
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from ..strings.skill_names import Skill, all_mod_skills
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from ..strings.tool_names import ToolMaterial, Tool
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from ..strings.wallet_item_names import Wallet
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fishing_regions = (Region.beach, Region.town, Region.forest, Region.mountain, Region.island_south, Region.island_west)
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vanilla_skill_items = ("Farming Level", "Mining Level", "Foraging Level", "Fishing Level", "Combat Level")
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class SkillLogicMixin(BaseLogicMixin):
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@@ -34,7 +36,8 @@ class SkillLogicMixin(BaseLogicMixin):
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class SkillLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, TimeLogicMixin, ToolLogicMixin, SkillLogicMixin,
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CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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CombatLogicMixin, MagicLogicMixin, HarvestingLogicMixin]]):
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# Should be cached
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def can_earn_level(self, skill: str, level: int) -> StardewRule:
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if level <= 0:
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@@ -48,14 +51,15 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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if self.options.skill_progression != options.SkillProgression.option_vanilla:
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previous_level_rule = self.logic.skill.has_level(skill, level - 1)
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else:
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previous_level_rule = True_()
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previous_level_rule = true_
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if skill == Skill.fishing:
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xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 1))
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xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 3))
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elif skill == Skill.farming:
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xp_rule = self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
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xp_rule = self.can_get_farming_xp & self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
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elif skill == Skill.foraging:
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xp_rule = self.logic.tool.has_tool(Tool.axe, tool_material) | self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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xp_rule = (self.can_get_foraging_xp & self.logic.tool.has_tool(Tool.axe, tool_material)) |\
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self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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elif skill == Skill.mining:
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xp_rule = self.logic.tool.has_tool(Tool.pickaxe, tool_material) | \
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self.logic.magic.can_use_clear_debris_instead_of_tool_level(tool_level)
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@@ -66,7 +70,7 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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xp_rule = xp_rule & self.logic.region.can_reach(Region.mines_floor_5)
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elif skill in all_mod_skills:
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# Ideal solution would be to add a logic registry, but I'm too lazy.
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return self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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return previous_level_rule & months_rule & self.logic.mod.skill.can_earn_mod_skill_level(skill, level)
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else:
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raise Exception(f"Unknown skill: {skill}")
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@@ -77,10 +81,10 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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if level <= 0:
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return True_()
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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return self.logic.received(f"{skill} Level", level)
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if self.options.skill_progression == options.SkillProgression.option_vanilla:
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return self.logic.skill.can_earn_level(skill, level)
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return self.logic.skill.can_earn_level(skill, level)
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return self.logic.received(f"{skill} Level", level)
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@cache_self1
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def has_farming_level(self, level: int) -> StardewRule:
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@@ -91,8 +95,8 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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if level <= 0:
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return True_()
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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skills_items = ("Farming Level", "Mining Level", "Foraging Level", "Fishing Level", "Combat Level")
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if self.options.skill_progression >= options.SkillProgression.option_progressive:
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skills_items = vanilla_skill_items
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if allow_modded_skills:
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skills_items += get_mod_skill_levels(self.options.mods)
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return self.logic.received_n(*skills_items, count=level)
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@@ -104,12 +108,26 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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return rule_with_fishing
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return self.logic.time.has_lived_months(months_with_4_skills) | rule_with_fishing
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def has_all_skills_maxed(self, included_modded_skills: bool = True) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_vanilla:
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return self.has_total_level(50)
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skills_items = vanilla_skill_items
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if included_modded_skills:
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skills_items += get_mod_skill_levels(self.options.mods)
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return And(*[self.logic.received(skill, 10) for skill in skills_items])
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def can_enter_mastery_cave(self) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_progressive_with_masteries:
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return self.logic.received(Wallet.mastery_of_the_five_ways)
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return self.has_all_skills_maxed()
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@cached_property
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def can_get_farming_xp(self) -> StardewRule:
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sources = self.content.find_sources_of_type(HarvestCropSource)
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crop_rules = []
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for crop in all_crops:
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crop_rules.append(self.logic.crop.can_grow(crop))
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return Or(*crop_rules)
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for crop_source in sources:
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crop_rules.append(self.logic.harvesting.can_harvest_crop_from(crop_source))
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return self.logic.or_(*crop_rules)
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@cached_property
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def can_get_foraging_xp(self) -> StardewRule:
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@@ -132,7 +150,7 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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@cached_property
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def can_get_fishing_xp(self) -> StardewRule:
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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if self.options.skill_progression >= options.SkillProgression.option_progressive:
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return self.logic.skill.can_fish() | self.logic.skill.can_crab_pot
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return self.logic.skill.can_fish()
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@@ -162,7 +180,7 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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@cached_property
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def can_crab_pot(self) -> StardewRule:
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crab_pot_rule = self.logic.has(Fishing.bait)
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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if self.options.skill_progression >= options.SkillProgression.option_progressive:
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crab_pot_rule = crab_pot_rule & self.logic.has(Machine.crab_pot)
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else:
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crab_pot_rule = crab_pot_rule & self.logic.skill.can_get_fishing_xp
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@@ -178,3 +196,14 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
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if quality == ForageQuality.gold:
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return self.has_level(Skill.foraging, 9)
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return False_()
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@cached_property
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def can_earn_mastery_experience(self) -> StardewRule:
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if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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return self.has_all_skills_maxed() & self.logic.time.has_lived_max_months
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return self.logic.time.has_lived_max_months
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def has_mastery(self, skill: str) -> StardewRule:
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if self.options.skill_progression != options.SkillProgression.option_progressive_with_masteries:
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return self.can_earn_mastery_experience and self.logic.region.can_reach(Region.mastery_cave)
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return self.logic.received(f"{skill} Mastery")
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