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* create building data object and rename ItemSource to Source to be more generic # Conflicts: # worlds/stardew_valley/content/game_content.py # Conflicts: # worlds/stardew_valley/data/artisan.py # worlds/stardew_valley/data/game_item.py # worlds/stardew_valley/data/harvest.py # worlds/stardew_valley/data/shop.py * remove compound sources, replace by other requirements which already handle this usecase * add coops to content packs * add building progression in game features * add shippping bin to starting building; remove has_house * replace config check with feature * add other buildings in content packs * not passing * tests passes, unbelievable * use newly create methods more * use new assets to ease readability * self review * fix flake8 maybe * properly split rule for mapping cave systems * fix tractor garage name * self review * add upgrade_from to farm house buldings * don't override building name variable in logic * remove has_group from buildings * mark some items easy in grinding logic so blueprints buildings can be in more early spheres * move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now * remove price_multiplier, turns out it's unused during generation * disable shop source for mapping cave systems * bunch of code review changes * add petbowl and farmhouse to autobuilding * set min easy items to 300 * fix farm type
87 lines
3.7 KiB
Python
87 lines
3.7 KiB
Python
from random import Random
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from . import options as stardew_options
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from .content import StardewContent
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from .strings.ap_names.ap_weapon_names import APWeapon
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from .strings.ap_names.transport_names import Transportation
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from .strings.building_names import Building
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from .strings.region_names import Region
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from .strings.season_names import Season
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from .strings.skill_names import Skill
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from .strings.tv_channel_names import Channel
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from .strings.wallet_item_names import Wallet
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early_candidate_rate = 4
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always_early_candidates = [Region.greenhouse, Transportation.desert_obelisk, Wallet.rusty_key]
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seasons = [Season.spring, Season.summer, Season.fall, Season.winter]
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def setup_early_items(multiworld, options: stardew_options.StardewValleyOptions, content: StardewContent, player: int, random: Random):
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early_forced = []
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early_candidates = []
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early_candidates.extend(always_early_candidates)
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add_seasonal_candidates(early_candidates, options)
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if content.features.building_progression.is_progressive:
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early_forced.append(Building.shipping_bin)
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if Building.coop not in content.features.building_progression.starting_buildings:
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early_candidates.append("Progressive Coop")
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early_candidates.append("Progressive Barn")
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if options.backpack_progression == stardew_options.BackpackProgression.option_early_progressive:
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early_forced.append("Progressive Backpack")
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if content.features.tool_progression.is_progressive:
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if content.features.fishsanity.is_enabled:
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early_candidates.append("Progressive Fishing Rod")
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early_forced.append("Progressive Pickaxe")
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fishing = content.skills.get(Skill.fishing)
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if fishing is not None and content.features.skill_progression.is_progressive:
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early_forced.append(fishing.level_name)
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if options.quest_locations.has_story_quests():
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early_candidates.append(Wallet.magnifying_glass)
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if options.special_order_locations & stardew_options.SpecialOrderLocations.option_board:
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early_candidates.append("Special Order Board")
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if options.cooksanity != stardew_options.Cooksanity.option_none or options.chefsanity & stardew_options.Chefsanity.option_queen_of_sauce:
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early_candidates.append(Channel.queen_of_sauce)
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if options.craftsanity != stardew_options.Craftsanity.option_none:
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early_candidates.append("Furnace Recipe")
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if options.monstersanity == stardew_options.Monstersanity.option_none:
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early_candidates.append(APWeapon.weapon)
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else:
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early_candidates.append(APWeapon.sword)
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if options.exclude_ginger_island == stardew_options.ExcludeGingerIsland.option_false:
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early_candidates.append(Transportation.island_obelisk)
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if options.walnutsanity.value:
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early_candidates.append("Island North Turtle")
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early_candidates.append("Island West Turtle")
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if options.museumsanity != stardew_options.Museumsanity.option_none or options.shipsanity >= stardew_options.Shipsanity.option_full_shipment:
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early_candidates.append(Wallet.metal_detector)
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early_forced.extend(random.sample(early_candidates, len(early_candidates) // early_candidate_rate))
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for item_name in early_forced:
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if item_name in multiworld.early_items[player]:
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continue
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multiworld.early_items[player][item_name] = 1
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def add_seasonal_candidates(early_candidates, options):
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if options.season_randomization == stardew_options.SeasonRandomization.option_progressive:
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early_candidates.extend([Season.progressive] * 3)
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return
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if options.season_randomization == stardew_options.SeasonRandomization.option_disabled:
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return
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early_candidates.extend(seasons)
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