Files
Grinch-AP/worlds/stardew_valley/logic/fishing_logic.py
agilbert1412 9b22458f44 Stardew Valley 6.x.x: The Content Update (#3478)
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
2024-07-07 15:04:25 +02:00

113 lines
4.9 KiB
Python

from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogicMixin, BaseLogic
from .has_logic import HasLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .season_logic import SeasonLogicMixin
from .skill_logic import SkillLogicMixin
from .tool_logic import ToolLogicMixin
from ..data import fish_data
from ..data.fish_data import FishItem
from ..options import ExcludeGingerIsland
from ..options import SpecialOrderLocations
from ..stardew_rule import StardewRule, True_, False_
from ..strings.ap_names.mods.mod_items import SVEQuestItem
from ..strings.fish_names import SVEFish
from ..strings.machine_names import Machine
from ..strings.quality_names import FishQuality
from ..strings.region_names import Region
from ..strings.skill_names import Skill
class FishingLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.fishing = FishingLogic(*args, **kwargs)
class FishingLogic(BaseLogic[Union[HasLogicMixin, FishingLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, ToolLogicMixin,
SkillLogicMixin]]):
def can_fish_in_freshwater(self) -> StardewRule:
return self.logic.skill.can_fish() & self.logic.region.can_reach_any((Region.forest, Region.town, Region.mountain))
def has_max_fishing(self) -> StardewRule:
return self.logic.tool.has_fishing_rod(4) & self.logic.skill.has_level(Skill.fishing, 10)
def can_fish_chests(self) -> StardewRule:
return self.logic.tool.has_fishing_rod(4) & self.logic.skill.has_level(Skill.fishing, 6)
def can_fish_at(self, region: str) -> StardewRule:
return self.logic.skill.can_fish() & self.logic.region.can_reach(region)
@cache_self1
def can_catch_fish(self, fish: FishItem) -> StardewRule:
quest_rule = True_()
if fish.extended_family:
quest_rule = self.logic.fishing.can_start_extended_family_quest()
region_rule = self.logic.region.can_reach_any(fish.locations)
season_rule = self.logic.season.has_any(fish.seasons)
if fish.difficulty == -1:
difficulty_rule = self.logic.skill.can_crab_pot
else:
difficulty_rule = self.logic.skill.can_fish(difficulty=(120 if fish.legendary else fish.difficulty))
if fish.name == SVEFish.kittyfish:
item_rule = self.logic.received(SVEQuestItem.kittyfish_spell)
else:
item_rule = True_()
return quest_rule & region_rule & season_rule & difficulty_rule & item_rule
def can_catch_fish_for_fishsanity(self, fish: FishItem) -> StardewRule:
""" Rule could be different from the basic `can_catch_fish`. Imagine a fishsanity setting where you need to catch every fish with gold quality.
"""
return self.logic.fishing.can_catch_fish(fish)
def can_start_extended_family_quest(self) -> StardewRule:
if self.options.exclude_ginger_island == ExcludeGingerIsland.option_true:
return False_()
if not self.options.special_order_locations & SpecialOrderLocations.value_qi:
return False_()
return (self.logic.region.can_reach(Region.qi_walnut_room) &
self.logic.and_(*(self.logic.fishing.can_catch_fish(fish) for fish in fish_data.vanilla_legendary_fish)))
def can_catch_quality_fish(self, fish_quality: str) -> StardewRule:
if fish_quality == FishQuality.basic:
return True_()
rod_rule = self.logic.tool.has_fishing_rod(2)
if fish_quality == FishQuality.silver:
return rod_rule
if fish_quality == FishQuality.gold:
return rod_rule & self.logic.skill.has_level(Skill.fishing, 4)
if fish_quality == FishQuality.iridium:
return rod_rule & self.logic.skill.has_level(Skill.fishing, 10)
raise ValueError(f"Quality {fish_quality} is unknown.")
def can_catch_every_fish(self) -> StardewRule:
rules = [self.has_max_fishing()]
rules.extend(
self.logic.fishing.can_catch_fish(fish)
for fish in self.content.fishes.values()
)
return self.logic.and_(*rules)
def can_catch_every_fish_for_fishsanity(self) -> StardewRule:
if not self.content.features.fishsanity.is_enabled:
return self.can_catch_every_fish()
rules = [self.has_max_fishing()]
rules.extend(
self.logic.fishing.can_catch_fish_for_fishsanity(fish)
for fish in self.content.fishes.values()
if self.content.features.fishsanity.is_included(fish)
)
return self.logic.and_(*rules)
def has_specific_bait(self, fish: FishItem) -> StardewRule:
return self.can_catch_fish(fish) & self.logic.has(Machine.bait_maker)