Files
Grinch-AP/worlds/stardew_valley/__init__.py
2025-07-15 15:02:17 -04:00

436 lines
21 KiB
Python

import logging
import typing
from random import Random
from typing import Dict, Any, Optional, List, TextIO
import entrance_rando
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
from Options import PerGameCommonOptions
from worlds.AutoWorld import World, WebWorld
from .bundles.bundle_room import BundleRoom
from .bundles.bundles import get_all_bundles
from .content import StardewContent, create_content
from .early_items import setup_early_items
from .items import item_table, ItemData, Group, items_by_group
from .items.item_creation import create_items, get_all_filler_items, remove_limited_amount_packs, \
generate_filler_choice_pool
from .locations import location_table, create_locations, LocationData, locations_by_tag
from .logic.logic import StardewLogic
from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, EnabledFillerBuffs, \
NumberOfMovementBuffs, BuildingProgression, EntranceRandomization, FarmType
from .options.forced_options import force_change_options_if_incompatible
from .options.option_groups import sv_option_groups
from .options.presets import sv_options_presets
from .options.worlds_group import apply_most_restrictive_options
from .regions import create_regions, prepare_mod_data
from .rules import set_rules
from .stardew_rule import True_, StardewRule, HasProgressionPercent
from .strings.ap_names.event_names import Event
from .strings.goal_names import Goal as GoalName
logger = logging.getLogger(__name__)
STARDEW_VALLEY = "Stardew Valley"
UNIVERSAL_TRACKER_SEED_PROPERTY = "ut_seed"
client_version = 0
class StardewLocation(Location):
game: str = STARDEW_VALLEY
class StardewItem(Item):
game: str = STARDEW_VALLEY
class StardewWebWorld(WebWorld):
theme = "dirt"
bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
options_presets = sv_options_presets
option_groups = sv_option_groups
setup_en = Tutorial(
"Multiworld Setup Guide",
"A guide to playing Stardew Valley with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
)
setup_fr = Tutorial(
"Guide de configuration MultiWorld",
"Un guide pour configurer Stardew Valley sur Archipelago",
"Français",
"setup_fr.md",
"setup/fr",
["Eindall"]
)
tutorials = [setup_en, setup_fr]
class StardewValleyWorld(World):
"""
Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
befriend villagers, and uncover dark secrets.
"""
game = STARDEW_VALLEY
topology_present = False
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.code for name, data in location_table.items()}
item_name_groups = {
group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""):
[item.name for item in items] for group, items in items_by_group.items()
}
location_name_groups = {
group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""):
[location.name for location in locations] for group, locations in locations_by_tag.items()
}
required_client_version = (0, 4, 0)
options_dataclass = StardewValleyOptions
options: StardewValleyOptions
content: StardewContent
logic: StardewLogic
web = StardewWebWorld()
modified_bundles: List[BundleRoom]
randomized_entrances: Dict[str, str]
total_progression_items: int
@classmethod
def create_group(cls, multiworld: MultiWorld, new_player_id: int, players: set[int]) -> World:
world_group = super().create_group(multiworld, new_player_id, players)
group_options = typing.cast(StardewValleyOptions, world_group.options)
worlds_options = [typing.cast(StardewValleyOptions, multiworld.worlds[player].options) for player in players]
apply_most_restrictive_options(group_options, worlds_options)
return world_group
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
self.filler_item_pool_names = []
self.total_progression_items = 0
# Taking the seed specified in slot data for UT, otherwise just generating the seed.
self.seed = getattr(multiworld, "re_gen_passthrough", {}).get(STARDEW_VALLEY, self.random.getrandbits(64))
self.random = Random(self.seed)
def interpret_slot_data(self, slot_data: Dict[str, Any]) -> Optional[int]:
# If the seed is not specified in the slot data, this mean the world was generated before Universal Tracker support.
seed = slot_data.get(UNIVERSAL_TRACKER_SEED_PROPERTY)
if seed is None:
logger.warning(f"World was generated before Universal Tracker support. Tracker might not be accurate.")
return seed
def generate_early(self):
force_change_options_if_incompatible(self.options, self.player, self.player_name)
self.content = create_content(self.options)
def create_regions(self):
def create_region(name: str) -> Region:
return Region(name, self.player, self.multiworld)
world_regions = create_regions(create_region, self.options, self.content)
self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys())
self.modified_bundles = get_all_bundles(self.random, self.logic, self.content, self.options)
def add_location(name: str, code: Optional[int], region: str):
region: Region = world_regions[region]
location = StardewLocation(self.player, name, code, region)
region.locations.append(location)
create_locations(add_location, self.modified_bundles, self.options, self.content, self.random)
self.multiworld.regions.extend(world_regions.values())
def create_items(self):
self.precollect_starting_season()
self.precollect_building_items()
items_to_exclude = [excluded_items
for excluded_items in self.multiworld.precollected_items[self.player]
if item_table[excluded_items.name].has_any_group(Group.MAXIMUM_ONE)
or not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK, Group.FRIENDSHIP_PACK)]
if self.options.season_randomization == SeasonRandomization.option_disabled:
items_to_exclude = [item for item in items_to_exclude
if item_table[item.name] not in items_by_group[Group.SEASON]]
locations_count = len([location
for location in self.multiworld.get_locations(self.player)
if location.address is not None])
created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options, self.content, self.random)
self.multiworld.itempool += created_items
setup_early_items(self.multiworld, self.options, self.content, self.player, self.random)
self.setup_logic_events()
self.setup_victory()
# This is really a best-effort to get the total progression items count. It is mostly used to spread grinds across spheres are push back locations that
# only become available after months or years in game. In most cases, not having the exact count will not impact the logic.
#
# The actual total can be impacted by the start_inventory_from_pool, when items are removed from the pool but not from the total. The is also a bug
# with plando where additional progression items can be created without being accounted for, which impact the real amount of progression items. This can
# ultimately create unwinnable seeds where some items (like Blueberry seeds) are locked in Shipsanity: Blueberry, but world is deemed winnable as the
# winning rule only check the count of collected progression items.
self.total_progression_items += sum(1 for i in self.multiworld.precollected_items[self.player] if i.advancement)
self.total_progression_items += sum(1 for i in self.multiworld.get_filled_locations(self.player) if i.advancement)
self.total_progression_items += sum(1 for i in created_items if i.advancement)
self.total_progression_items -= 1 # -1 for the victory event
def precollect_starting_season(self):
if self.options.season_randomization == SeasonRandomization.option_progressive:
return
season_pool = items_by_group[Group.SEASON]
if self.options.season_randomization == SeasonRandomization.option_disabled:
for season in season_pool:
self.multiworld.push_precollected(self.create_item(season))
return
if [item for item in self.multiworld.precollected_items[self.player]
if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
return
if self.options.season_randomization == SeasonRandomization.option_randomized_not_winter:
season_pool = [season for season in season_pool if season.name != "Winter"]
starting_season = self.create_item(self.random.choice(season_pool))
self.multiworld.push_precollected(starting_season)
def precollect_building_items(self):
building_progression = self.content.features.building_progression
# Not adding items when building are vanilla because the buildings are already placed in the world.
if not building_progression.is_progressive:
return
# starting_buildings is a set, so sort for deterministic order.
for building in sorted(building_progression.starting_buildings):
item, quantity = building_progression.to_progressive_item(building)
for _ in range(quantity):
self.multiworld.push_precollected(self.create_item(item))
def setup_logic_events(self):
def register_event(name: str, region: str, rule: StardewRule):
event_location = LocationData(None, region, name)
self.create_event_location(event_location, rule, name)
self.logic.setup_events(register_event)
def setup_victory(self):
if self.options.goal == Goal.option_community_center:
self.create_event_location(location_table[GoalName.community_center],
self.logic.goal.can_complete_community_center(),
Event.victory)
elif self.options.goal == Goal.option_grandpa_evaluation:
self.create_event_location(location_table[GoalName.grandpa_evaluation],
self.logic.goal.can_finish_grandpa_evaluation(),
Event.victory)
elif self.options.goal == Goal.option_bottom_of_the_mines:
self.create_event_location(location_table[GoalName.bottom_of_the_mines],
self.logic.goal.can_complete_bottom_of_the_mines(),
Event.victory)
elif self.options.goal == Goal.option_cryptic_note:
self.create_event_location(location_table[GoalName.cryptic_note],
self.logic.goal.can_complete_cryptic_note(),
Event.victory)
elif self.options.goal == Goal.option_master_angler:
self.create_event_location(location_table[GoalName.master_angler],
self.logic.goal.can_complete_master_angler(),
Event.victory)
elif self.options.goal == Goal.option_complete_collection:
self.create_event_location(location_table[GoalName.complete_museum],
self.logic.goal.can_complete_complete_collection(),
Event.victory)
elif self.options.goal == Goal.option_full_house:
self.create_event_location(location_table[GoalName.full_house],
self.logic.goal.can_complete_full_house(),
Event.victory)
elif self.options.goal == Goal.option_greatest_walnut_hunter:
self.create_event_location(location_table[GoalName.greatest_walnut_hunter],
self.logic.goal.can_complete_greatest_walnut_hunter(),
Event.victory)
elif self.options.goal == Goal.option_protector_of_the_valley:
self.create_event_location(location_table[GoalName.protector_of_the_valley],
self.logic.goal.can_complete_protector_of_the_valley(),
Event.victory)
elif self.options.goal == Goal.option_full_shipment:
self.create_event_location(location_table[GoalName.full_shipment],
self.logic.goal.can_complete_full_shipment(self.get_all_location_names()),
Event.victory)
elif self.options.goal == Goal.option_gourmet_chef:
self.create_event_location(location_table[GoalName.gourmet_chef],
self.logic.goal.can_complete_gourmet_chef(),
Event.victory)
elif self.options.goal == Goal.option_craft_master:
self.create_event_location(location_table[GoalName.craft_master],
self.logic.goal.can_complete_craft_master(),
Event.victory)
elif self.options.goal == Goal.option_legend:
self.create_event_location(location_table[GoalName.legend],
self.logic.goal.can_complete_legend(),
Event.victory)
elif self.options.goal == Goal.option_mystery_of_the_stardrops:
self.create_event_location(location_table[GoalName.mystery_of_the_stardrops],
self.logic.goal.can_complete_mystery_of_the_stardrop(),
Event.victory)
elif self.options.goal == Goal.option_allsanity:
self.create_event_location(location_table[GoalName.allsanity],
self.logic.goal.can_complete_allsanity(),
Event.victory)
elif self.options.goal == Goal.option_perfection:
self.create_event_location(location_table[GoalName.perfection],
self.logic.goal.can_complete_perfection(),
Event.victory)
self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player)
def get_all_location_names(self) -> List[str]:
return list(location.name for location in self.multiworld.get_locations(self.player))
def create_item(self, item: str | ItemData, override_classification: ItemClassification = None) -> StardewItem:
if isinstance(item, str):
item = item_table[item]
if override_classification is None:
override_classification = item.classification
return StardewItem(item.name, override_classification, item.code, self.player)
def create_event_location(self, location_data: LocationData, rule: StardewRule, item: str):
region = self.multiworld.get_region(location_data.region, self.player)
region.add_event(location_data.name, item, rule, StardewLocation, StardewItem)
def set_rules(self):
set_rules(self)
def connect_entrances(self) -> None:
no_target_groups = {0: [0]}
placement = entrance_rando.randomize_entrances(self, coupled=True, target_group_lookup=no_target_groups)
self.randomized_entrances = prepare_mod_data(placement)
def generate_basic(self):
pass
def get_filler_item_name(self) -> str:
if not self.filler_item_pool_names:
self.filler_item_pool_names = generate_filler_choice_pool(self.options)
return self.random.choice(self.filler_item_pool_names)
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
"""Write to the spoiler header. If individual it's right at the end of that player's options,
if as stage it's right under the common header before per-player options."""
self.add_entrances_to_spoiler_log()
def write_spoiler(self, spoiler_handle: TextIO) -> None:
"""Write to the spoiler "middle", this is after the per-player options and before locations,
meant for useful or interesting info."""
self.add_bundles_to_spoiler_log(spoiler_handle)
def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO):
if self.options.bundle_randomization == BundleRandomization.option_vanilla:
return
player_name = self.multiworld.get_player_name(self.player)
spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n")
for room in self.modified_bundles:
for bundle in room.bundles:
spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n")
for i, item in enumerate(bundle.items):
if "Basic" in item.quality:
quality = ""
else:
quality = f" ({item.quality.split(' ')[0]})"
spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n")
def add_entrances_to_spoiler_log(self):
if self.options.entrance_randomization == EntranceRandomization.option_disabled:
return
for original_entrance, replaced_entrance in self.randomized_entrances.items():
self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player)
def fill_slot_data(self) -> Dict[str, Any]:
bundles = dict()
for room in self.modified_bundles:
bundles[room.name] = dict()
for bundle in room.bundles:
bundles[room.name][bundle.name] = {"number_required": bundle.number_required}
for i, item in enumerate(bundle.items):
bundles[room.name][bundle.name][i] = f"{item.get_item()}|{item.amount}|{item.quality}"
excluded_options = [BundleRandomization, NumberOfMovementBuffs, EnabledFillerBuffs]
excluded_option_names = [option.internal_name for option in excluded_options]
generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints]
excluded_option_names.extend(generic_option_names)
included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names]
slot_data = self.options.as_dict(*included_option_names)
slot_data.update({
UNIVERSAL_TRACKER_SEED_PROPERTY: self.seed,
"seed": self.random.randrange(1000000000), # Seed should be max 9 digits
"randomized_entrances": self.randomized_entrances,
"modified_bundles": bundles,
"client_version": "6.0.0",
})
return slot_data
def collect(self, state: CollectionState, item: StardewItem) -> bool:
change = super().collect(state, item)
if not change:
return False
player_state = state.prog_items[self.player]
received_progression_count = player_state[Event.received_progression_item]
received_progression_count += 1
if self.total_progression_items:
# Total progression items is not set until all items are created, but collect will be called during the item creation when an item is precollected.
# We can't update the percentage if we don't know the total progression items, can't divide by 0.
player_state[Event.received_progression_percent] = received_progression_count * 100 // self.total_progression_items
player_state[Event.received_progression_item] = received_progression_count
walnut_amount = self.get_walnut_amount(item.name)
if walnut_amount:
player_state[Event.received_walnuts] += walnut_amount
return True
def remove(self, state: CollectionState, item: StardewItem) -> bool:
change = super().remove(state, item)
if not change:
return False
player_state = state.prog_items[self.player]
received_progression_count = player_state[Event.received_progression_item]
received_progression_count -= 1
if self.total_progression_items:
# We can't update the percentage if we don't know the total progression items, can't divide by 0.
player_state[Event.received_progression_percent] = received_progression_count * 100 // self.total_progression_items
player_state[Event.received_progression_item] = received_progression_count
walnut_amount = self.get_walnut_amount(item.name)
if walnut_amount:
player_state[Event.received_walnuts] -= walnut_amount
return True
@staticmethod
def get_walnut_amount(item_name: str) -> int:
if item_name == "Golden Walnut":
return 1
if item_name == "3 Golden Walnuts":
return 3
if item_name == "5 Golden Walnuts":
return 5
return 0