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 13:04:25 +00:00
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from __future__ import annotations
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from dataclasses import dataclass, field
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from functools import cached_property, singledispatch
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from typing import Iterable, Set, Tuple, List, Optional
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from BaseClasses import CollectionState
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from worlds.generic.Rules import CollectionRule
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from . import StardewRule, AggregatingStardewRule, Count, Has, TotalReceived, Received, Reach, true_
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@dataclass
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class RuleExplanation:
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rule: StardewRule
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state: CollectionState
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expected: bool
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sub_rules: Iterable[StardewRule] = field(default_factory=list)
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explored_rules_key: Set[Tuple[str, str]] = field(default_factory=set)
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current_rule_explored: bool = False
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def __post_init__(self):
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checkpoint = _rule_key(self.rule)
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if checkpoint is not None and checkpoint in self.explored_rules_key:
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self.current_rule_explored = True
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self.sub_rules = []
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def summary(self, depth=0) -> str:
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summary = " " * depth + f"{str(self.rule)} -> {self.result}"
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if self.current_rule_explored:
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summary += " [Already explained]"
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return summary
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def __str__(self, depth=0):
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if not self.sub_rules:
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return self.summary(depth)
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2024-07-20 19:24:24 +00:00
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return self.summary(depth) + "\n" + "\n".join(i.__str__(depth + 1)
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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 13:04:25 +00:00
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if i.result is not self.expected else i.summary(depth + 1)
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for i in sorted(self.explained_sub_rules, key=lambda x: x.result))
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def __repr__(self, depth=0):
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if not self.sub_rules:
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return self.summary(depth)
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2024-07-20 19:24:24 +00:00
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return self.summary(depth) + "\n" + "\n".join(i.__repr__(depth + 1)
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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 13:04:25 +00:00
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for i in sorted(self.explained_sub_rules, key=lambda x: x.result))
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@cached_property
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def result(self) -> bool:
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try:
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return self.rule(self.state)
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except KeyError:
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return False
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@cached_property
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def explained_sub_rules(self) -> List[RuleExplanation]:
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rule_key = _rule_key(self.rule)
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if rule_key is not None:
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self.explored_rules_key.add(rule_key)
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return [_explain(i, self.state, self.expected, self.explored_rules_key) for i in self.sub_rules]
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2024-07-20 19:24:24 +00:00
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@dataclass
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class CountSubRuleExplanation(RuleExplanation):
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count: int = 1
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@staticmethod
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def from_explanation(expl: RuleExplanation, count: int) -> CountSubRuleExplanation:
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return CountSubRuleExplanation(expl.rule, expl.state, expl.expected, expl.sub_rules, expl.explored_rules_key, expl.current_rule_explored, count)
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def summary(self, depth=0) -> str:
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summary = " " * depth + f"{self.count}x {str(self.rule)} -> {self.result}"
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if self.current_rule_explored:
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summary += " [Already explained]"
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return summary
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@dataclass
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class CountExplanation(RuleExplanation):
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rule: Count
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@cached_property
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def explained_sub_rules(self) -> List[RuleExplanation]:
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return [
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CountSubRuleExplanation.from_explanation(_explain(rule, self.state, self.expected, self.explored_rules_key), count)
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for rule, count in self.rule.counter.items()
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]
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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 13:04:25 +00:00
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def explain(rule: CollectionRule, state: CollectionState, expected: bool = True) -> RuleExplanation:
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if isinstance(rule, StardewRule):
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return _explain(rule, state, expected, explored_spots=set())
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else:
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return f"Value of rule {str(rule)} was not {str(expected)} in {str(state)}" # noqa
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@singledispatch
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def _explain(rule: StardewRule, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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return RuleExplanation(rule, state, expected, explored_rules_key=explored_spots)
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@_explain.register
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def _(rule: AggregatingStardewRule, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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return RuleExplanation(rule, state, expected, rule.original_rules, explored_rules_key=explored_spots)
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@_explain.register
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def _(rule: Count, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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2024-07-20 19:24:24 +00:00
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return CountExplanation(rule, state, expected, rule.rules, explored_rules_key=explored_spots)
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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 13:04:25 +00:00
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@_explain.register
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def _(rule: Has, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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try:
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return RuleExplanation(rule, state, expected, [rule.other_rules[rule.item]], explored_rules_key=explored_spots)
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except KeyError:
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return RuleExplanation(rule, state, expected, explored_rules_key=explored_spots)
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@_explain.register
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def _(rule: TotalReceived, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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return RuleExplanation(rule, state, expected, [Received(i, rule.player, 1) for i in rule.items], explored_rules_key=explored_spots)
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@_explain.register
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def _(rule: Reach, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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access_rules = None
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if rule.resolution_hint == 'Location':
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spot = state.multiworld.get_location(rule.spot, rule.player)
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if isinstance(spot.access_rule, StardewRule):
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if spot.access_rule is true_:
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access_rules = [Reach(spot.parent_region.name, "Region", rule.player)]
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else:
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access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)]
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elif rule.resolution_hint == 'Entrance':
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spot = state.multiworld.get_entrance(rule.spot, rule.player)
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if isinstance(spot.access_rule, StardewRule):
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if spot.access_rule is true_:
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access_rules = [Reach(spot.parent_region.name, "Region", rule.player)]
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else:
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access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)]
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else:
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spot = state.multiworld.get_region(rule.spot, rule.player)
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access_rules = [*(Reach(e.name, "Entrance", rule.player) for e in spot.entrances)]
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if not access_rules:
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return RuleExplanation(rule, state, expected, explored_rules_key=explored_spots)
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return RuleExplanation(rule, state, expected, access_rules, explored_rules_key=explored_spots)
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@_explain.register
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def _(rule: Received, state: CollectionState, expected: bool, explored_spots: Set[Tuple[str, str]]) -> RuleExplanation:
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access_rules = None
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if rule.event:
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try:
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spot = state.multiworld.get_location(rule.item, rule.player)
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if spot.access_rule is true_:
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access_rules = [Reach(spot.parent_region.name, "Region", rule.player)]
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else:
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access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)]
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except KeyError:
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pass
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if not access_rules:
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return RuleExplanation(rule, state, expected, explored_rules_key=explored_spots)
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return RuleExplanation(rule, state, expected, access_rules, explored_rules_key=explored_spots)
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@singledispatch
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def _rule_key(_: StardewRule) -> Optional[Tuple[str, str]]:
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return None
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@_rule_key.register
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def _(rule: Reach) -> Tuple[str, str]:
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return rule.spot, rule.resolution_hint
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@_rule_key.register
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def _(rule: Received) -> Optional[Tuple[str, str]]:
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if not rule.event:
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return None
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return rule.item, "Logic Event"
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