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