Stardew Valley: Refactor skill progression to use new feature system (#3662)

* create a first draft of the feature

* use feature in items and locations

* add content to more places

* use feature in logic

* replace option check by feature

* remove unused code

* remove weird white space

* some import nitpicking

* flip negative if
This commit is contained in:
Jouramie
2024-11-30 21:52:07 -05:00
committed by GitHub
parent f735416bda
commit a67688749f
21 changed files with 244 additions and 181 deletions

View File

@@ -21,7 +21,7 @@ from .logic.tool_logic import tool_upgrade_prices
from .mods.mod_data import ModNames
from .options import StardewValleyOptions, Walnutsanity
from .options import ToolProgression, BuildingProgression, ExcludeGingerIsland, SpecialOrderLocations, Museumsanity, BackpackProgression, Shipsanity, \
Monstersanity, Chefsanity, Craftsanity, ArcadeMachineLocations, Cooksanity, SkillProgression
Monstersanity, Chefsanity, Craftsanity, ArcadeMachineLocations, Cooksanity
from .stardew_rule import And, StardewRule, true_
from .stardew_rule.indirect_connection import look_for_indirect_connection
from .stardew_rule.rule_explain import explain
@@ -47,7 +47,7 @@ from .strings.performance_names import Performance
from .strings.quest_names import Quest
from .strings.region_names import Region
from .strings.season_names import Season
from .strings.skill_names import ModSkill, Skill
from .strings.skill_names import Skill
from .strings.tool_names import Tool, ToolMaterial
from .strings.tv_channel_names import Channel
from .strings.villager_names import NPC, ModNPC
@@ -70,7 +70,7 @@ def set_rules(world):
set_ginger_island_rules(logic, multiworld, player, world_options)
set_tool_rules(logic, multiworld, player, world_options)
set_skills_rules(logic, multiworld, player, world_options)
set_skills_rules(logic, multiworld, player, world_content)
set_bundle_rules(bundle_rooms, logic, multiworld, player, world_options)
set_building_rules(logic, multiworld, player, world_options)
set_cropsanity_rules(logic, multiworld, player, world_content)
@@ -164,58 +164,21 @@ def set_bundle_rules(bundle_rooms: List[BundleRoom], logic: StardewLogic, multiw
MultiWorldRules.add_rule(multiworld.get_location(room_location, player), And(*room_rules))
def set_skills_rules(logic: StardewLogic, multiworld, player, world_options: StardewValleyOptions):
mods = world_options.mods
if world_options.skill_progression == SkillProgression.option_vanilla:
def set_skills_rules(logic: StardewLogic, multiworld: MultiWorld, player: int, content: StardewContent):
skill_progression = content.features.skill_progression
if not skill_progression.is_progressive:
return
for i in range(1, 11):
set_vanilla_skill_rule_for_level(logic, multiworld, player, i)
set_modded_skill_rule_for_level(logic, multiworld, player, mods, i)
for skill in content.skills.values():
for level, level_name in skill_progression.get_randomized_level_names_by_level(skill):
rule = logic.skill.can_earn_level(skill.name, level)
location = multiworld.get_location(level_name, player)
MultiWorldRules.set_rule(location, rule)
if world_options.skill_progression == SkillProgression.option_progressive:
return
for skill in [Skill.farming, Skill.fishing, Skill.foraging, Skill.mining, Skill.combat]:
MultiWorldRules.set_rule(multiworld.get_location(f"{skill} Mastery", player), logic.skill.can_earn_mastery(skill))
def set_vanilla_skill_rule_for_level(logic: StardewLogic, multiworld, player, level: int):
set_vanilla_skill_rule(logic, multiworld, player, Skill.farming, level)
set_vanilla_skill_rule(logic, multiworld, player, Skill.fishing, level)
set_vanilla_skill_rule(logic, multiworld, player, Skill.foraging, level)
set_vanilla_skill_rule(logic, multiworld, player, Skill.mining, level)
set_vanilla_skill_rule(logic, multiworld, player, Skill.combat, level)
def set_modded_skill_rule_for_level(logic: StardewLogic, multiworld, player, mods, level: int):
if ModNames.luck_skill in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.luck, level)
if ModNames.magic in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.magic, level)
if ModNames.binning_skill in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.binning, level)
if ModNames.cooking_skill in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.cooking, level)
if ModNames.socializing_skill in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.socializing, level)
if ModNames.archaeology in mods:
set_modded_skill_rule(logic, multiworld, player, ModSkill.archaeology, level)
def get_skill_level_location(multiworld, player, skill: str, level: int):
location_name = f"Level {level} {skill}"
return multiworld.get_location(location_name, player)
def set_vanilla_skill_rule(logic: StardewLogic, multiworld, player, skill: str, level: int):
rule = logic.skill.can_earn_level(skill, level)
MultiWorldRules.set_rule(get_skill_level_location(multiworld, player, skill, level), rule)
def set_modded_skill_rule(logic: StardewLogic, multiworld, player, skill: str, level: int):
rule = logic.skill.can_earn_level(skill, level)
MultiWorldRules.set_rule(get_skill_level_location(multiworld, player, skill, level), rule)
if skill_progression.is_mastery_randomized(skill):
rule = logic.skill.can_earn_mastery(skill.name)
location = multiworld.get_location(skill.mastery_name, player)
MultiWorldRules.set_rule(location, rule)
def set_entrance_rules(logic: StardewLogic, multiworld, player, world_options: StardewValleyOptions):