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
		
			
				
	
	
		
			105 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Union, Iterable, Tuple
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from Utils import cache_self1
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from .base_logic import BaseLogicMixin, BaseLogic
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from .has_logic import HasLogicMixin
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from .money_logic import MoneyLogicMixin
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from .received_logic import ReceivedLogicMixin
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from .region_logic import RegionLogicMixin
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from .season_logic import SeasonLogicMixin
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from ..mods.logic.magic_logic import MagicLogicMixin
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from ..options import ToolProgression
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from ..stardew_rule import StardewRule, True_, False_
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from ..strings.ap_names.skill_level_names import ModSkillLevel
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from ..strings.region_names import Region
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from ..strings.spells import MagicSpell
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from ..strings.tool_names import ToolMaterial, Tool
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fishing_rod_prices = {
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    3: 1800,
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    4: 7500,
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}
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tool_materials = {
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    ToolMaterial.copper: 1,
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    ToolMaterial.iron: 2,
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    ToolMaterial.gold: 3,
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    ToolMaterial.iridium: 4
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}
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tool_upgrade_prices = {
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    ToolMaterial.copper: 2000,
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    ToolMaterial.iron: 5000,
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    ToolMaterial.gold: 10000,
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    ToolMaterial.iridium: 25000
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}
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class ToolLogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.tool = ToolLogic(*args, **kwargs)
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class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, MagicLogicMixin]]):
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    def has_all_tools(self, tools: Iterable[Tuple[str, str]]):
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        return self.logic.and_(*(self.logic.tool.has_tool(tool, material) for tool, material in tools))
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    # Should be cached
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    def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule:
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        if tool == Tool.fishing_rod:
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            return self.logic.tool.has_fishing_rod(tool_materials[material])
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        if tool == Tool.pan and material == ToolMaterial.basic:
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            material = ToolMaterial.copper  # The first Pan is the copper one, so the basic one does not exist
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        if material == ToolMaterial.basic or tool == Tool.scythe:
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            return True_()
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        if self.options.tool_progression & ToolProgression.option_progressive:
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            return self.logic.received(f"Progressive {tool}", tool_materials[material])
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        can_upgrade_rule = self.logic.has(f"{material} Bar") & self.logic.money.can_spend_at(Region.blacksmith, tool_upgrade_prices[material])
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        if tool == Tool.pan:
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            has_base_pan = self.logic.received("Glittering Boulder Removed") & self.logic.region.can_reach(Region.mountain)
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            if material == ToolMaterial.copper:
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                return has_base_pan
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            return has_base_pan & can_upgrade_rule
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        return can_upgrade_rule
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    def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
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        return self.has_tool(tool, material) & self.logic.region.can_reach(region)
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    @cache_self1
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    def has_fishing_rod(self, level: int) -> StardewRule:
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        assert 1 <= level <= 4, "Fishing rod 0 isn't real, it can't hurt you. Training is 1, Bamboo is 2, Fiberglass is 3 and Iridium is 4."
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        if self.options.tool_progression & ToolProgression.option_progressive:
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            return self.logic.received(f"Progressive {Tool.fishing_rod}", level)
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        if level <= 2:
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            # We assume you always have access to the Bamboo pole, because mod side there is a builtin way to get it back.
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            return self.logic.region.can_reach(Region.beach)
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        return self.logic.money.can_spend_at(Region.fish_shop, fishing_rod_prices[level])
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    # Should be cached
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    def can_forage(self, season: Union[str, Iterable[str]], region: str = Region.forest, need_hoe: bool = False) -> StardewRule:
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        season_rule = False_()
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        if isinstance(season, str):
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            season_rule = self.logic.season.has(season)
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        elif isinstance(season, Iterable):
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            season_rule = self.logic.season.has_any(season)
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        region_rule = self.logic.region.can_reach(region)
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        if need_hoe:
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            return season_rule & region_rule & self.logic.tool.has_tool(Tool.hoe)
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        return season_rule & region_rule
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    @cache_self1
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    def can_water(self, level: int) -> StardewRule:
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        tool_rule = self.logic.tool.has_tool(Tool.watering_can, ToolMaterial.tiers[level])
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        spell_rule = self.logic.received(MagicSpell.water) & self.logic.magic.can_use_altar() & self.logic.received(ModSkillLevel.magic_level, level)
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        return tool_rule | spell_rule
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