Files
Grinch-AP/worlds/stardew_valley/mods/logic/deepwoods.py
agilbert1412 62657df3fb Stardew Valley: 4.x.x - The Ginger Update (#1931)
## What is this fixing or adding?
Major content update for Stardew Valley

## How was this tested?
One large-scale public Beta on the archipelago server, plus several smaller private asyncs and test runs

You can go to https://github.com/agilbert1412/StardewArchipelago/releases to grab the mod (latest 4.x.x version), the supported mods and the apworld, to test this PR

## New Features:
- Festival Checks [Easy mode or Hard Mode]
- Special Orders [Both Board and Qi]
- Willy's Boat
- Ginger Island Parrots
- TV Channels
- Trap Items [Available in various difficulty levels]
- Entrance Randomizer: Buildings and Chaos
- New Fishsanity options: Exclude Legendaries, Exclude Hard fish, Only easy fish
- Resource Pack overhaul [Resource packs are now more enjoyable and varied]
- Goal: Greatest Walnut Hunter [Find every single Golden Walnut]
- Goal: Perfection [Achieve Perfection]
- Option: Profit Margin [Multiplier over all earnings]
- Option: Friendsanity Heart Size [Reduce clutter from friendsanity hearts]
- Option: Exclude Ginger Island - will exclude many locations and items to generate a playthrough that does not go to the island
- Mod Support [Curated list of mods]

## New Contributors:
@Witchybun for the mod support

---------

Co-authored-by: Witchybun <embenham05@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2023-07-19 20:26:38 +02:00

36 lines
1.6 KiB
Python

from ...strings.craftable_names import Craftable
from ...strings.performance_names import Performance
from ...strings.skill_names import Skill
from ...strings.tool_names import Tool, ToolMaterial
from ...strings.ap_names.transport_names import ModTransportation
from ...stardew_rule import StardewRule, True_, And
from ... import options
def can_reach_woods_depth(vanilla_logic, depth: int) -> StardewRule:
tier = int(depth / 25) + 1
rules = []
if depth > 10:
rules.append(vanilla_logic.has(Craftable.bomb) | vanilla_logic.has_tool(Tool.axe, ToolMaterial.iridium))
if depth > 30:
rules.append(vanilla_logic.received(ModTransportation.woods_obelisk))
if depth > 50:
rules.append(vanilla_logic.can_do_combat_at_level(Performance.great) & vanilla_logic.can_cook() &
vanilla_logic.received(ModTransportation.woods_obelisk))
if vanilla_logic.options[options.SkillProgression] == options.SkillProgression.option_progressive:
combat_tier = min(10, max(0, tier + 5))
rules.append(vanilla_logic.has_skill_level(Skill.combat, combat_tier))
return And(rules)
def has_woods_rune_to_depth(vanilla_logic, floor: int) -> StardewRule:
if vanilla_logic.options[options.ElevatorProgression] == options.ElevatorProgression.option_vanilla:
return True_()
return vanilla_logic.received("Progressive Wood Obelisk Sigils", count=int(floor / 10))
def can_chop_to_depth(vanilla_logic, floor: int) -> StardewRule:
previous_elevator = max(floor - 10, 0)
return (has_woods_rune_to_depth(vanilla_logic, previous_elevator) &
can_reach_woods_depth(vanilla_logic, previous_elevator))