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
		
			
				
	
	
		
			69 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Union
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from ..mod_regions import SVERegion
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from ...logic.base_logic import BaseLogicMixin, BaseLogic
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from ...logic.combat_logic import CombatLogicMixin
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from ...logic.cooking_logic import CookingLogicMixin
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from ...logic.has_logic import HasLogicMixin
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from ...logic.money_logic import MoneyLogicMixin
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from ...logic.quest_logic import QuestLogicMixin
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from ...logic.received_logic import ReceivedLogicMixin
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from ...logic.region_logic import RegionLogicMixin
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from ...logic.relationship_logic import RelationshipLogicMixin
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from ...logic.season_logic import SeasonLogicMixin
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from ...logic.time_logic import TimeLogicMixin
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from ...logic.tool_logic import ToolLogicMixin
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from ...strings.ap_names.mods.mod_items import SVELocation, SVERunes, SVEQuestItem
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from ...strings.quest_names import ModQuest
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from ...strings.quest_names import Quest
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from ...strings.region_names import Region
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from ...strings.tool_names import Tool, ToolMaterial
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from ...strings.wallet_item_names import Wallet
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class SVELogicMixin(BaseLogicMixin):
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    def __init__(self, *args, **kwargs):
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        super().__init__(*args, **kwargs)
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        self.sve = SVELogic(*args, **kwargs)
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class SVELogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, QuestLogicMixin, RegionLogicMixin, RelationshipLogicMixin, TimeLogicMixin, ToolLogicMixin,
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                               CookingLogicMixin, MoneyLogicMixin, CombatLogicMixin, SeasonLogicMixin]]):
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    def initialize_rules(self):
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        self.registry.sve_location_rules.update({
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            SVELocation.tempered_galaxy_sword: self.logic.money.can_spend_at(SVERegion.alesia_shop, 350000),
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            SVELocation.tempered_galaxy_dagger: self.logic.money.can_spend_at(SVERegion.isaac_shop, 600000),
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            SVELocation.tempered_galaxy_hammer: self.logic.money.can_spend_at(SVERegion.isaac_shop, 400000),
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        })
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    def has_any_rune(self):
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        rune_list = SVERunes.nexus_items
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        return self.logic.or_(*(self.logic.received(rune) for rune in rune_list))
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    def has_iridium_bomb(self):
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        if self.options.quest_locations < 0:
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            return self.logic.quest.can_complete_quest(ModQuest.RailroadBoulder)
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        return self.logic.received(SVEQuestItem.iridium_bomb)
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    def has_marlon_boat(self):
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        if self.options.quest_locations < 0:
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            return self.logic.quest.can_complete_quest(ModQuest.MarlonsBoat)
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        return self.logic.received(SVEQuestItem.marlon_boat_paddle)
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    def has_grandpa_shed_repaired(self):
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        if self.options.quest_locations < 0:
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            return self.logic.quest.can_complete_quest(ModQuest.GrandpasShed)
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        return self.logic.received(SVEQuestItem.grandpa_shed)
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    def has_bear_knowledge(self):
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        if self.options.quest_locations < 0:
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            return self.logic.quest.can_complete_quest(Quest.strange_note)
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        return self.logic.received(Wallet.bears_knowledge)
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    def can_buy_bear_recipe(self):
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        access_rule = (self.logic.quest.can_complete_quest(Quest.strange_note) & self.logic.tool.has_tool(Tool.axe, ToolMaterial.basic) &
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                       self.logic.tool.has_tool(Tool.pickaxe, ToolMaterial.basic))
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        forage_rule = self.logic.region.can_reach_any((Region.forest, Region.backwoods, Region.mountain))
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        knowledge_rule = self.has_bear_knowledge()
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        return access_rule & forage_rule & knowledge_rule
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