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

@@ -1,4 +1,4 @@
from typing import Union, Iterable
from typing import Union, Iterable, Tuple
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
@@ -42,9 +42,17 @@ class ToolLogicMixin(BaseLogicMixin):
class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, MagicLogicMixin]]):
def has_all_tools(self, tools: Iterable[Tuple[str, str]]):
return self.logic.and_(*(self.logic.tool.has_tool(tool, material) for tool, material in tools))
# Should be cached
def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule:
assert tool != Tool.fishing_rod, "Use `has_fishing_rod` instead of `has_tool`."
if tool == Tool.fishing_rod:
return self.logic.tool.has_fishing_rod(tool_materials[material])
if tool == Tool.pan and material == ToolMaterial.basic:
material = ToolMaterial.copper # The first Pan is the copper one, so the basic one does not exist
if material == ToolMaterial.basic or tool == Tool.scythe:
return True_()
@@ -52,7 +60,14 @@ class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixi
if self.options.tool_progression & ToolProgression.option_progressive:
return self.logic.received(f"Progressive {tool}", tool_materials[material])
return self.logic.has(f"{material} Bar") & self.logic.money.can_spend_at(Region.blacksmith, tool_upgrade_prices[material])
can_upgrade_rule = self.logic.has(f"{material} Bar") & self.logic.money.can_spend_at(Region.blacksmith, tool_upgrade_prices[material])
if tool == Tool.pan:
has_base_pan = self.logic.received("Glittering Boulder Removed") & self.logic.region.can_reach(Region.mountain)
if material == ToolMaterial.copper:
return has_base_pan
return has_base_pan & can_upgrade_rule
return can_upgrade_rule
def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
return self.has_tool(tool, material) & self.logic.region.can_reach(region)