Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
		
			
				
	
	
		
			34 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Union
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .farming_logic import FarmingLogicMixin
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from .skill_logic import SkillLogicMixin
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from ..stardew_rule import StardewRule, True_, False_
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from ..strings.quality_names import CropQuality
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class QualityLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.quality = QualityLogic(*args, **kwargs)
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class QualityLogic(BaseLogic[Union[SkillLogicMixin, FarmingLogicMixin]]):
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    @cache_self1
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    def can_grow_crop_quality(self, quality: str) -> StardewRule:
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        if quality == CropQuality.basic:
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            return True_()
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        if quality == CropQuality.silver:
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            return self.logic.skill.has_farming_level(5) | (self.logic.farming.has_fertilizer(1) & self.logic.skill.has_farming_level(2)) | (
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                    self.logic.farming.has_fertilizer(2) & self.logic.skill.has_farming_level(1)) | self.logic.farming.has_fertilizer(3)
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        if quality == CropQuality.gold:
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            return self.logic.skill.has_farming_level(10) | (
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                    self.logic.farming.has_fertilizer(1) & self.logic.skill.has_farming_level(5)) | (
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                    self.logic.farming.has_fertilizer(2) & self.logic.skill.has_farming_level(3)) | (
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                    self.logic.farming.has_fertilizer(3) & self.logic.skill.has_farming_level(2))
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        if quality == CropQuality.iridium:
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            return self.logic.farming.has_fertilizer(3) & self.logic.skill.has_farming_level(4)
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        return False_()
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