436 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			436 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import logging
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| import typing
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| from random import Random
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| from typing import Dict, Any, Optional, List, TextIO
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| 
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| import entrance_rando
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| from BaseClasses import Region, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
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| from Options import PerGameCommonOptions
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| from worlds.AutoWorld import World, WebWorld
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| from .bundles.bundle_room import BundleRoom
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| from .bundles.bundles import get_all_bundles
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| from .content import StardewContent, create_content
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| from .early_items import setup_early_items
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| from .items import item_table, ItemData, Group, items_by_group
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| from .items.item_creation import create_items, get_all_filler_items, remove_limited_amount_packs, \
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|     generate_filler_choice_pool
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| from .locations import location_table, create_locations, LocationData, locations_by_tag
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| from .logic.logic import StardewLogic
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| from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, EnabledFillerBuffs, \
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|     NumberOfMovementBuffs, BuildingProgression, EntranceRandomization, FarmType
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| from .options.forced_options import force_change_options_if_incompatible
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| from .options.option_groups import sv_option_groups
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| from .options.presets import sv_options_presets
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| from .options.worlds_group import apply_most_restrictive_options
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| from .regions import create_regions, prepare_mod_data
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| from .rules import set_rules
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| from .stardew_rule import True_, StardewRule, HasProgressionPercent
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| from .strings.ap_names.event_names import Event
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| from .strings.goal_names import Goal as GoalName
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| 
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| logger = logging.getLogger(__name__)
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| 
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| STARDEW_VALLEY = "Stardew Valley"
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| UNIVERSAL_TRACKER_SEED_PROPERTY = "ut_seed"
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| 
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| client_version = 0
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| 
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| 
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| class StardewLocation(Location):
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|     game: str = STARDEW_VALLEY
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| 
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| 
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| class StardewItem(Item):
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|     game: str = STARDEW_VALLEY
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| 
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| 
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| class StardewWebWorld(WebWorld):
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|     theme = "dirt"
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|     bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
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|     options_presets = sv_options_presets
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|     option_groups = sv_option_groups
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| 
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|     setup_en = Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to playing Stardew Valley with Archipelago.",
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|         "English",
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|         "setup_en.md",
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|         "setup/en",
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|         ["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
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|     )
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| 
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|     setup_fr = Tutorial(
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|         "Guide de configuration MultiWorld",
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|         "Un guide pour configurer Stardew Valley sur Archipelago",
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|         "Français",
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|         "setup_fr.md",
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|         "setup/fr",
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|         ["Eindall"]
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|     )
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| 
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|     tutorials = [setup_en, setup_fr]
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| 
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| 
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| class StardewValleyWorld(World):
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|     """
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|     Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
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|     befriend villagers, and uncover dark secrets.
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|     """
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|     game = STARDEW_VALLEY
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|     topology_present = False
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| 
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|     item_name_to_id = {name: data.code for name, data in item_table.items()}
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|     location_name_to_id = {name: data.code for name, data in location_table.items()}
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| 
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|     item_name_groups = {
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|         group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""):
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|             [item.name for item in items] for group, items in items_by_group.items()
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|     }
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|     location_name_groups = {
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|         group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""):
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|             [location.name for location in locations] for group, locations in locations_by_tag.items()
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|     }
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| 
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|     required_client_version = (0, 4, 0)
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| 
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|     options_dataclass = StardewValleyOptions
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|     options: StardewValleyOptions
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|     content: StardewContent
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|     logic: StardewLogic
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| 
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|     web = StardewWebWorld()
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|     modified_bundles: List[BundleRoom]
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|     randomized_entrances: Dict[str, str]
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| 
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|     total_progression_items: int
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| 
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|     @classmethod
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|     def create_group(cls, multiworld: MultiWorld, new_player_id: int, players: set[int]) -> World:
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|         world_group = super().create_group(multiworld, new_player_id, players)
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| 
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|         group_options = typing.cast(StardewValleyOptions, world_group.options)
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|         worlds_options = [typing.cast(StardewValleyOptions, multiworld.worlds[player].options) for player in players]
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|         apply_most_restrictive_options(group_options, worlds_options)
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| 
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|         return world_group
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| 
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|     def __init__(self, multiworld: MultiWorld, player: int):
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|         super().__init__(multiworld, player)
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|         self.filler_item_pool_names = []
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|         self.total_progression_items = 0
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| 
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|         # Taking the seed specified in slot data for UT, otherwise just generating the seed.
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|         self.seed = getattr(multiworld, "re_gen_passthrough", {}).get(STARDEW_VALLEY, self.random.getrandbits(64))
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|         self.random = Random(self.seed)
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| 
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|     def interpret_slot_data(self, slot_data: Dict[str, Any]) -> Optional[int]:
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|         # If the seed is not specified in the slot data, this mean the world was generated before Universal Tracker support.
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|         seed = slot_data.get(UNIVERSAL_TRACKER_SEED_PROPERTY)
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|         if seed is None:
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|             logger.warning(f"World was generated before Universal Tracker support. Tracker might not be accurate.")
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|         return seed
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| 
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|     def generate_early(self):
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|         force_change_options_if_incompatible(self.options, self.player, self.player_name)
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|         self.content = create_content(self.options)
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| 
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|     def create_regions(self):
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|         def create_region(name: str) -> Region:
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|             return Region(name, self.player, self.multiworld)
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| 
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|         world_regions = create_regions(create_region, self.options, self.content)
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| 
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|         self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys())
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|         self.modified_bundles = get_all_bundles(self.random, self.logic, self.content, self.options)
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| 
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|         def add_location(name: str, code: Optional[int], region: str):
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|             region: Region = world_regions[region]
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|             location = StardewLocation(self.player, name, code, region)
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|             region.locations.append(location)
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| 
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|         create_locations(add_location, self.modified_bundles, self.options, self.content, self.random)
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|         self.multiworld.regions.extend(world_regions.values())
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| 
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|     def create_items(self):
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|         self.precollect_starting_season()
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|         self.precollect_building_items()
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|         items_to_exclude = [excluded_items
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|                             for excluded_items in self.multiworld.precollected_items[self.player]
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|                             if item_table[excluded_items.name].has_any_group(Group.MAXIMUM_ONE)
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|                             or not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK, Group.FRIENDSHIP_PACK)]
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| 
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|         if self.options.season_randomization == SeasonRandomization.option_disabled:
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|             items_to_exclude = [item for item in items_to_exclude
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|                                 if item_table[item.name] not in items_by_group[Group.SEASON]]
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| 
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|         locations_count = len([location
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|                                for location in self.multiworld.get_locations(self.player)
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|                                if location.address is not None])
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| 
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|         created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options, self.content, self.random)
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| 
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|         self.multiworld.itempool += created_items
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| 
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|         setup_early_items(self.multiworld, self.options, self.content, self.player, self.random)
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|         self.setup_logic_events()
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|         self.setup_victory()
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| 
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|         # This is really a best-effort to get the total progression items count. It is mostly used to spread grinds across spheres are push back locations that
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|         # only become available after months or years in game. In most cases, not having the exact count will not impact the logic.
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|         #
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|         # The actual total can be impacted by the start_inventory_from_pool, when items are removed from the pool but not from the total. The is also a bug
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|         # with plando where additional progression items can be created without being accounted for, which impact the real amount of progression items. This can
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|         # ultimately create unwinnable seeds where some items (like Blueberry seeds) are locked in Shipsanity: Blueberry, but world is deemed winnable as the
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|         # winning rule only check the count of collected progression items.
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|         self.total_progression_items += sum(1 for i in self.multiworld.precollected_items[self.player] if i.advancement)
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|         self.total_progression_items += sum(1 for i in self.multiworld.get_filled_locations(self.player) if i.advancement)
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|         self.total_progression_items += sum(1 for i in created_items if i.advancement)
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|         self.total_progression_items -= 1  # -1 for the victory event
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| 
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|     def precollect_starting_season(self):
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|         if self.options.season_randomization == SeasonRandomization.option_progressive:
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|             return
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| 
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|         season_pool = items_by_group[Group.SEASON]
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| 
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|         if self.options.season_randomization == SeasonRandomization.option_disabled:
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|             for season in season_pool:
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|                 self.multiworld.push_precollected(self.create_item(season))
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|             return
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| 
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|         if [item for item in self.multiworld.precollected_items[self.player]
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|             if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
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|             return
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| 
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|         if self.options.season_randomization == SeasonRandomization.option_randomized_not_winter:
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|             season_pool = [season for season in season_pool if season.name != "Winter"]
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| 
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|         starting_season = self.create_item(self.random.choice(season_pool))
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|         self.multiworld.push_precollected(starting_season)
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| 
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|     def precollect_building_items(self):
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|         building_progression = self.content.features.building_progression
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|         # Not adding items when building are vanilla because the buildings are already placed in the world.
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|         if not building_progression.is_progressive:
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|             return
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| 
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|         # starting_buildings is a set, so sort for deterministic order.
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|         for building in sorted(building_progression.starting_buildings):
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|             item, quantity = building_progression.to_progressive_item(building)
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|             for _ in range(quantity):
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|                 self.multiworld.push_precollected(self.create_item(item))
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| 
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|     def setup_logic_events(self):
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|         def register_event(name: str, region: str, rule: StardewRule):
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|             event_location = LocationData(None, region, name)
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|             self.create_event_location(event_location, rule, name)
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| 
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|         self.logic.setup_events(register_event)
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| 
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|     def setup_victory(self):
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|         if self.options.goal == Goal.option_community_center:
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|             self.create_event_location(location_table[GoalName.community_center],
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|                                        self.logic.goal.can_complete_community_center(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_grandpa_evaluation:
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|             self.create_event_location(location_table[GoalName.grandpa_evaluation],
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|                                        self.logic.goal.can_finish_grandpa_evaluation(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_bottom_of_the_mines:
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|             self.create_event_location(location_table[GoalName.bottom_of_the_mines],
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|                                        self.logic.goal.can_complete_bottom_of_the_mines(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_cryptic_note:
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|             self.create_event_location(location_table[GoalName.cryptic_note],
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|                                        self.logic.goal.can_complete_cryptic_note(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_master_angler:
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|             self.create_event_location(location_table[GoalName.master_angler],
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|                                        self.logic.goal.can_complete_master_angler(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_complete_collection:
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|             self.create_event_location(location_table[GoalName.complete_museum],
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|                                        self.logic.goal.can_complete_complete_collection(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_full_house:
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|             self.create_event_location(location_table[GoalName.full_house],
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|                                        self.logic.goal.can_complete_full_house(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_greatest_walnut_hunter:
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|             self.create_event_location(location_table[GoalName.greatest_walnut_hunter],
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|                                        self.logic.goal.can_complete_greatest_walnut_hunter(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_protector_of_the_valley:
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|             self.create_event_location(location_table[GoalName.protector_of_the_valley],
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|                                        self.logic.goal.can_complete_protector_of_the_valley(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_full_shipment:
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|             self.create_event_location(location_table[GoalName.full_shipment],
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|                                        self.logic.goal.can_complete_full_shipment(self.get_all_location_names()),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_gourmet_chef:
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|             self.create_event_location(location_table[GoalName.gourmet_chef],
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|                                        self.logic.goal.can_complete_gourmet_chef(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_craft_master:
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|             self.create_event_location(location_table[GoalName.craft_master],
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|                                        self.logic.goal.can_complete_craft_master(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_legend:
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|             self.create_event_location(location_table[GoalName.legend],
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|                                        self.logic.goal.can_complete_legend(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_mystery_of_the_stardrops:
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|             self.create_event_location(location_table[GoalName.mystery_of_the_stardrops],
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|                                        self.logic.goal.can_complete_mystery_of_the_stardrop(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_allsanity:
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|             self.create_event_location(location_table[GoalName.allsanity],
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|                                        self.logic.goal.can_complete_allsanity(),
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|                                        Event.victory)
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|         elif self.options.goal == Goal.option_perfection:
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|             self.create_event_location(location_table[GoalName.perfection],
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|                                        self.logic.goal.can_complete_perfection(),
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|                                        Event.victory)
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| 
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|         self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player)
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| 
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|     def get_all_location_names(self) -> List[str]:
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|         return list(location.name for location in self.multiworld.get_locations(self.player))
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| 
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|     def create_item(self, item: str | ItemData, override_classification: ItemClassification = None) -> StardewItem:
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|         if isinstance(item, str):
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|             item = item_table[item]
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| 
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|         if override_classification is None:
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|             override_classification = item.classification
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| 
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|         return StardewItem(item.name, override_classification, item.code, self.player)
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| 
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|     def create_event_location(self, location_data: LocationData, rule: StardewRule, item: str):
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|         region = self.multiworld.get_region(location_data.region, self.player)
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|         region.add_event(location_data.name, item, rule, StardewLocation, StardewItem)
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| 
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|     def set_rules(self):
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|         set_rules(self)
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| 
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|     def connect_entrances(self) -> None:
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|         no_target_groups = {0: [0]}
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|         placement = entrance_rando.randomize_entrances(self, coupled=True, target_group_lookup=no_target_groups)
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|         self.randomized_entrances = prepare_mod_data(placement)
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| 
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|     def generate_basic(self):
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|         pass
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| 
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|     def get_filler_item_name(self) -> str:
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|         if not self.filler_item_pool_names:
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|             self.filler_item_pool_names = generate_filler_choice_pool(self.options)
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|         return self.random.choice(self.filler_item_pool_names)
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| 
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|     def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
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|         """Write to the spoiler header. If individual it's right at the end of that player's options,
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|         if as stage it's right under the common header before per-player options."""
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|         self.add_entrances_to_spoiler_log()
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| 
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|     def write_spoiler(self, spoiler_handle: TextIO) -> None:
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|         """Write to the spoiler "middle", this is after the per-player options and before locations,
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|         meant for useful or interesting info."""
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|         self.add_bundles_to_spoiler_log(spoiler_handle)
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| 
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|     def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO):
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|         if self.options.bundle_randomization == BundleRandomization.option_vanilla:
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|             return
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|         player_name = self.multiworld.get_player_name(self.player)
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|         spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n")
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|         for room in self.modified_bundles:
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|             for bundle in room.bundles:
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|                 spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n")
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|                 for i, item in enumerate(bundle.items):
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|                     if "Basic" in item.quality:
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|                         quality = ""
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|                     else:
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|                         quality = f" ({item.quality.split(' ')[0]})"
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|                     spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n")
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| 
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|     def add_entrances_to_spoiler_log(self):
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|         if self.options.entrance_randomization == EntranceRandomization.option_disabled:
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|             return
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|         for original_entrance, replaced_entrance in self.randomized_entrances.items():
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|             self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player)
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| 
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|     def fill_slot_data(self) -> Dict[str, Any]:
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|         bundles = dict()
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|         for room in self.modified_bundles:
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|             bundles[room.name] = dict()
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|             for bundle in room.bundles:
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|                 bundles[room.name][bundle.name] = {"number_required": bundle.number_required}
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|                 for i, item in enumerate(bundle.items):
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|                     bundles[room.name][bundle.name][i] = f"{item.get_item()}|{item.amount}|{item.quality}"
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| 
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|         excluded_options = [BundleRandomization, NumberOfMovementBuffs, EnabledFillerBuffs]
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|         excluded_option_names = [option.internal_name for option in excluded_options]
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|         generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints]
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|         excluded_option_names.extend(generic_option_names)
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|         included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names]
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|         slot_data = self.options.as_dict(*included_option_names)
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|         slot_data.update({
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|             UNIVERSAL_TRACKER_SEED_PROPERTY: self.seed,
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|             "seed": self.random.randrange(1000000000),  # Seed should be max 9 digits
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|             "randomized_entrances": self.randomized_entrances,
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|             "modified_bundles": bundles,
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|             "client_version": "6.0.0",
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|         })
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| 
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|         return slot_data
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| 
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|     def collect(self, state: CollectionState, item: StardewItem) -> bool:
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|         change = super().collect(state, item)
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|         if not change:
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|             return False
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| 
 | |
|         player_state = state.prog_items[self.player]
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| 
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|         received_progression_count = player_state[Event.received_progression_item]
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|         received_progression_count += 1
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|         if self.total_progression_items:
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|             # Total progression items is not set until all items are created, but collect will be called during the item creation when an item is precollected.
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|             # We can't update the percentage if we don't know the total progression items, can't divide by 0.
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|             player_state[Event.received_progression_percent] = received_progression_count * 100 // self.total_progression_items
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|         player_state[Event.received_progression_item] = received_progression_count
 | |
| 
 | |
|         walnut_amount = self.get_walnut_amount(item.name)
 | |
|         if walnut_amount:
 | |
|             player_state[Event.received_walnuts] += walnut_amount
 | |
| 
 | |
|         return True
 | |
| 
 | |
|     def remove(self, state: CollectionState, item: StardewItem) -> bool:
 | |
|         change = super().remove(state, item)
 | |
|         if not change:
 | |
|             return False
 | |
| 
 | |
|         player_state = state.prog_items[self.player]
 | |
| 
 | |
|         received_progression_count = player_state[Event.received_progression_item]
 | |
|         received_progression_count -= 1
 | |
|         if self.total_progression_items:
 | |
|             # We can't update the percentage if we don't know the total progression items, can't divide by 0.
 | |
|             player_state[Event.received_progression_percent] = received_progression_count * 100 // self.total_progression_items
 | |
|         player_state[Event.received_progression_item] = received_progression_count
 | |
| 
 | |
|         walnut_amount = self.get_walnut_amount(item.name)
 | |
|         if walnut_amount:
 | |
|             player_state[Event.received_walnuts] -= walnut_amount
 | |
| 
 | |
|         return True
 | |
| 
 | |
|     @staticmethod
 | |
|     def get_walnut_amount(item_name: str) -> int:
 | |
|         if item_name == "Golden Walnut":
 | |
|             return 1
 | |
|         if item_name == "3 Golden Walnuts":
 | |
|             return 3
 | |
|         if item_name == "5 Golden Walnuts":
 | |
|             return 5
 | |
|         return 0
 | 
