Archipelago/worlds/stardew_valley/__init__.py

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import logging
from typing import Dict, Any, Iterable, Optional, Union, Set
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from BaseClasses import Region, Entrance, Location, Item, Tutorial, CollectionState, ItemClassification, MultiWorld
from worlds.AutoWorld import World, WebWorld
from . import rules, logic, options
from .bundles import get_all_bundles, Bundle
from .items import item_table, create_items, ItemData, Group, items_by_group
from .locations import location_table, create_locations, LocationData
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from .logic import StardewLogic, StardewRule, True_, MAX_MONTHS
from .options import stardew_valley_options, StardewOptions, fetch_options
from .regions import create_regions
from .rules import set_rules
from worlds.generic.Rules import set_rule
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from .mods.mod_data import mod_versions
from .strings.goal_names import Goal
client_version = 0
class StardewLocation(Location):
game: str = "Stardew Valley"
def __init__(self, player: int, name: str, address: Optional[int], parent=None):
super().__init__(player, name, address, parent)
self.event = not address
class StardewItem(Item):
game: str = "Stardew Valley"
class StardewWebWorld(WebWorld):
theme = "dirt"
bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Stardew Valley with Archipelago.",
"English",
"setup_en.md",
"setup/en",
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["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
)]
class StardewValleyWorld(World):
"""
Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
befriend villagers, and uncover dark secrets.
"""
game = "Stardew Valley"
option_definitions = stardew_valley_options
topology_present = False
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.code for name, data in location_table.items()}
data_version = 2
required_client_version = (0, 4, 0)
options: StardewOptions
logic: StardewLogic
web = StardewWebWorld()
modified_bundles: Dict[str, Bundle]
randomized_entrances: Dict[str, str]
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all_progression_items: Set[str]
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.all_progression_items = set()
def generate_early(self):
self.options = fetch_options(self.multiworld, self.player)
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self.force_change_options_if_incompatible()
self.logic = StardewLogic(self.player, self.options)
self.modified_bundles = get_all_bundles(self.multiworld.random,
self.logic,
self.options[options.BundleRandomization],
self.options[options.BundlePrice])
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def force_change_options_if_incompatible(self):
goal_is_walnut_hunter = self.options[options.Goal] == options.Goal.option_greatest_walnut_hunter
goal_is_perfection = self.options[options.Goal] == options.Goal.option_perfection
goal_is_island_related = goal_is_walnut_hunter or goal_is_perfection
exclude_ginger_island = self.options[options.ExcludeGingerIsland] == options.ExcludeGingerIsland.option_true
if goal_is_island_related and exclude_ginger_island:
self.options[options.ExcludeGingerIsland] = options.ExcludeGingerIsland.option_false
goal = options.Goal.name_lookup[self.options[options.Goal]]
player_name = self.multiworld.player_name[self.player]
logging.warning(f"Goal '{goal}' requires Ginger Island. Exclude Ginger Island setting forced to 'False' for player {self.player} ({player_name})")
def create_regions(self):
def create_region(name: str, exits: Iterable[str]) -> Region:
region = Region(name, self.player, self.multiworld)
region.exits = [Entrance(self.player, exit_name, region) for exit_name in exits]
return region
world_regions, self.randomized_entrances = create_regions(create_region, self.multiworld.random, self.options)
self.multiworld.regions.extend(world_regions)
def add_location(name: str, code: Optional[int], region: str):
region = self.multiworld.get_region(region, self.player)
location = StardewLocation(self.player, name, code, region)
location.access_rule = lambda _: True
region.locations.append(location)
create_locations(add_location, self.options, self.multiworld.random)
def create_items(self):
self.precollect_starting_season()
items_to_exclude = [excluded_items
for excluded_items in self.multiworld.precollected_items[self.player]
if not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK,
Group.FRIENDSHIP_PACK)]
if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_disabled:
items_to_exclude = [item for item in items_to_exclude
if item_table[item.name] not in items_by_group[Group.SEASON]]
locations_count = len([location
for location in self.multiworld.get_locations(self.player)
if not location.event])
created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options,
self.multiworld.random)
self.multiworld.itempool += created_items
self.setup_early_items()
self.setup_month_events()
self.setup_victory()
def precollect_starting_season(self) -> Optional[StardewItem]:
if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_progressive:
return
season_pool = items_by_group[Group.SEASON]
if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_disabled:
for season in season_pool:
self.multiworld.push_precollected(self.create_item(season))
return
if [item for item in self.multiworld.precollected_items[self.player]
if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
return
if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_randomized_not_winter:
season_pool = [season for season in season_pool if season.name != "Winter"]
starting_season = self.create_item(self.multiworld.random.choice(season_pool))
self.multiworld.push_precollected(starting_season)
def setup_early_items(self):
if (self.options[options.BuildingProgression] ==
options.BuildingProgression.option_progressive_early_shipping_bin):
self.multiworld.early_items[self.player]["Shipping Bin"] = 1
if self.options[options.BackpackProgression] == options.BackpackProgression.option_early_progressive:
self.multiworld.early_items[self.player]["Progressive Backpack"] = 1
def setup_month_events(self):
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for i in range(0, MAX_MONTHS):
month_end = LocationData(None, "Stardew Valley", f"Month End {i + 1}")
if i == 0:
self.create_event_location(month_end, True_(), "Month End")
continue
self.create_event_location(month_end, self.logic.received("Month End", i).simplify(), "Month End")
def setup_victory(self):
if self.options[options.Goal] == options.Goal.option_community_center:
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self.create_event_location(location_table[Goal.community_center],
self.logic.can_complete_community_center().simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_grandpa_evaluation:
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self.create_event_location(location_table[Goal.grandpa_evaluation],
self.logic.can_finish_grandpa_evaluation().simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_bottom_of_the_mines:
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self.create_event_location(location_table[Goal.bottom_of_the_mines],
self.logic.can_mine_to_floor(120).simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_cryptic_note:
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self.create_event_location(location_table[Goal.cryptic_note],
self.logic.can_complete_quest("Cryptic Note").simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_master_angler:
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self.create_event_location(location_table[Goal.master_angler],
self.logic.can_catch_every_fish().simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_complete_collection:
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self.create_event_location(location_table[Goal.complete_museum],
self.logic.can_complete_museum().simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_full_house:
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self.create_event_location(location_table[Goal.full_house],
(self.logic.has_children(2) & self.logic.can_reproduce()).simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_greatest_walnut_hunter:
self.create_event_location(location_table[Goal.greatest_walnut_hunter],
self.logic.has_walnut(130).simplify(),
"Victory")
elif self.options[options.Goal] == options.Goal.option_perfection:
self.create_event_location(location_table[Goal.perfection],
self.logic.has_everything(self.all_progression_items).simplify(),
"Victory")
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
def create_item(self, item: Union[str, ItemData]) -> StardewItem:
if isinstance(item, str):
item = item_table[item]
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if item.classification == ItemClassification.progression:
self.all_progression_items.add(item.name)
return StardewItem(item.name, item.classification, item.code, self.player)
def create_event_location(self, location_data: LocationData, rule: StardewRule, item: Optional[str] = None):
if item is None:
item = location_data.name
region = self.multiworld.get_region(location_data.region, self.player)
location = StardewLocation(self.player, location_data.name, None, region)
location.access_rule = rule
region.locations.append(location)
location.place_locked_item(self.create_item(item))
def set_rules(self):
set_rules(self.multiworld, self.player, self.options, self.logic, self.modified_bundles)
self.force_first_month_once_all_early_items_are_found()
def force_first_month_once_all_early_items_are_found(self):
"""
The Fill algorithm sweeps all event when calculating the early location. This causes an issue where
location only locked behind event are considered early, which they are not really...
This patches the issue, by adding a dependency to the first month end on all early items, so all the locations
that depends on it will not be considered early. This requires at least one early item to be progression, or
it just won't work...
"""
early_items = []
for player, item_count in self.multiworld.early_items.items():
for item, count in item_count.items():
if self.multiworld.worlds[player].create_item(item).advancement:
early_items.append((player, item, count))
for item, count in self.multiworld.local_early_items[self.player].items():
if self.create_item(item).advancement:
early_items.append((self.player, item, count))
def first_month_require_all_early_items(state: CollectionState) -> bool:
for player, item, count in early_items:
if not state.has(item, player, count):
return False
return True
first_month_end = self.multiworld.get_location("Month End 1", self.player)
set_rule(first_month_end, first_month_require_all_early_items)
def generate_basic(self):
pass
def get_filler_item_name(self) -> str:
return "Joja Cola"
def fill_slot_data(self) -> Dict[str, Any]:
modified_bundles = {}
for bundle_key in self.modified_bundles:
key, value = self.modified_bundles[bundle_key].to_pair()
modified_bundles[key] = value
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instance_mod_versions = {}
for mod in mod_versions:
if mod in self.options[options.Mods]:
instance_mod_versions[mod] = mod_versions[mod]
excluded_options = [options.BundleRandomization, options.BundlePrice,
options.NumberOfMovementBuffs, options.NumberOfLuckBuffs, options.Mods]
slot_data = dict(self.options.options)
for option in excluded_options:
slot_data.pop(option.internal_name)
slot_data.update({
"seed": self.multiworld.per_slot_randoms[self.player].randrange(1000000000), # Seed should be max 9 digits
"randomized_entrances": self.randomized_entrances,
"modified_bundles": modified_bundles,
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"client_version": "4.0.0",
"mod_versions": instance_mod_versions,
})
return slot_data