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Grinch-AP/worlds/stardew_valley/logic/region_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

70 lines
3.6 KiB
Python

from typing import Tuple, Union
from Utils import cache_self1
from .base_logic import BaseLogic, BaseLogicMixin
from .has_logic import HasLogicMixin
from ..options import EntranceRandomization
from ..stardew_rule import StardewRule, Reach, false_, true_
from ..strings.region_names import Region
main_outside_area = {Region.menu, Region.stardew_valley, Region.farm_house, Region.farm, Region.town, Region.beach, Region.mountain, Region.forest,
Region.bus_stop, Region.backwoods, Region.bus_tunnel, Region.tunnel_entrance}
always_accessible_regions_without_er = {*main_outside_area, Region.community_center, Region.pantry, Region.crafts_room, Region.fish_tank, Region.boiler_room,
Region.vault, Region.bulletin_board, Region.mines, Region.hospital, Region.carpenter, Region.alex_house,
Region.elliott_house, Region.ranch, Region.farm_cave, Region.wizard_tower, Region.tent, Region.pierre_store,
Region.saloon, Region.blacksmith, Region.trailer, Region.museum, Region.mayor_house, Region.haley_house,
Region.sam_house, Region.jojamart, Region.fish_shop}
always_regions_by_setting = {EntranceRandomization.option_disabled: always_accessible_regions_without_er,
EntranceRandomization.option_pelican_town: always_accessible_regions_without_er,
EntranceRandomization.option_non_progression: always_accessible_regions_without_er,
EntranceRandomization.option_buildings_without_house: main_outside_area,
EntranceRandomization.option_buildings: main_outside_area,
EntranceRandomization.option_chaos: always_accessible_regions_without_er}
class RegionLogicMixin(BaseLogicMixin):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.region = RegionLogic(*args, **kwargs)
class RegionLogic(BaseLogic[Union[RegionLogicMixin, HasLogicMixin]]):
@cache_self1
def can_reach(self, region_name: str) -> StardewRule:
if region_name in always_regions_by_setting[self.options.entrance_randomization]:
return true_
if region_name not in self.regions:
return false_
return Reach(region_name, "Region", self.player)
@cache_self1
def can_reach_any(self, region_names: Tuple[str, ...]) -> StardewRule:
if any(r in always_regions_by_setting[self.options.entrance_randomization] for r in region_names):
return true_
return self.logic.or_(*(self.logic.region.can_reach(spot) for spot in region_names))
@cache_self1
def can_reach_all(self, region_names: Tuple[str, ...]) -> StardewRule:
return self.logic.and_(*(self.logic.region.can_reach(spot) for spot in region_names))
@cache_self1
def can_reach_all_except_one(self, region_names: Tuple[str, ...]) -> StardewRule:
region_names = list(region_names)
num_required = len(region_names) - 1
if num_required <= 0:
num_required = len(region_names)
return self.logic.count(num_required, *(self.logic.region.can_reach(spot) for spot in region_names))
@cache_self1
def can_reach_location(self, location_name: str) -> StardewRule:
return Reach(location_name, "Location", self.player)
# @cache_self1
# def can_reach_entrance(self, entrance_name: str) -> StardewRule:
# return Reach(entrance_name, "Entrance", self.player)