import logging from random import Random from typing import Dict, Any, Iterable, Optional, List, TextIO from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState from Options import PerGameCommonOptions from worlds.AutoWorld import World, WebWorld from .bundles.bundle_room import BundleRoom from .bundles.bundles import get_all_bundles from .content import StardewContent, create_content from .early_items import setup_early_items from .items import item_table, create_items, ItemData, Group, items_by_group, get_all_filler_items, remove_limited_amount_packs from .locations import location_table, create_locations, LocationData, locations_by_tag from .logic.logic import StardewLogic from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, EnabledFillerBuffs, NumberOfMovementBuffs, \ BuildingProgression, ExcludeGingerIsland, TrapItems, EntranceRandomization, FarmType from .options.forced_options import force_change_options_if_incompatible from .options.option_groups import sv_option_groups from .options.presets import sv_options_presets from .regions import create_regions from .rules import set_rules from .stardew_rule import True_, StardewRule, HasProgressionPercent from .strings.ap_names.event_names import Event from .strings.goal_names import Goal as GoalName logger = logging.getLogger(__name__) STARDEW_VALLEY = "Stardew Valley" UNIVERSAL_TRACKER_SEED_PROPERTY = "ut_seed" client_version = 0 class StardewLocation(Location): game: str = STARDEW_VALLEY 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" options_presets = sv_options_presets option_groups = sv_option_groups tutorials = [ Tutorial( "Multiworld Setup Guide", "A guide to playing Stardew Valley with Archipelago.", "English", "setup_en.md", "setup/en", ["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 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()} item_name_groups = { group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""): [item.name for item in items] for group, items in items_by_group.items() } location_name_groups = { group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""): [location.name for location in locations] for group, locations in locations_by_tag.items() } required_client_version = (0, 4, 0) options_dataclass = StardewValleyOptions options: StardewValleyOptions content: StardewContent logic: StardewLogic web = StardewWebWorld() modified_bundles: List[BundleRoom] randomized_entrances: Dict[str, str] total_progression_items: int def __init__(self, multiworld: MultiWorld, player: int): super().__init__(multiworld, player) self.filler_item_pool_names = [] self.total_progression_items = 0 # Taking the seed specified in slot data for UT, otherwise just generating the seed. self.seed = getattr(multiworld, "re_gen_passthrough", {}).get(STARDEW_VALLEY, self.random.getrandbits(64)) self.random = Random(self.seed) def interpret_slot_data(self, slot_data: Dict[str, Any]) -> Optional[int]: # If the seed is not specified in the slot data, this mean the world was generated before Universal Tracker support. seed = slot_data.get(UNIVERSAL_TRACKER_SEED_PROPERTY) if seed is None: logger.warning(f"World was generated before Universal Tracker support. Tracker might not be accurate.") return seed def generate_early(self): force_change_options_if_incompatible(self.options, self.player, self.player_name) self.content = create_content(self.options) 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, world_entrances, self.randomized_entrances = create_regions(create_region, self.random, self.options, self.content) self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys()) self.modified_bundles = get_all_bundles(self.random, self.logic, self.content, self.options) def add_location(name: str, code: Optional[int], region: str): region = world_regions[region] location = StardewLocation(self.player, name, code, region) region.locations.append(location) create_locations(add_location, self.modified_bundles, self.options, self.content, self.random) self.multiworld.regions.extend(world_regions.values()) def create_items(self): self.precollect_starting_season() self.precollect_farm_type_items() 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.season_randomization == 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 location.address is not None]) created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options, self.content, self.random) self.multiworld.itempool += created_items setup_early_items(self.multiworld, self.options, self.content, self.player, self.random) self.setup_logic_events() self.setup_victory() # 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 # only become available after months or years in game. In most cases, not having the exact count will not impact the logic. # # 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 # with plando where additional progression items can be created without being accounted for, which impact the real amount of progression items. This can # ultimately create unwinnable seeds where some items (like Blueberry seeds) are locked in Shipsanity: Blueberry, but world is deemed winnable as the # winning rule only check the count of collected progression items. self.total_progression_items += sum(1 for i in self.multiworld.precollected_items[self.player] if i.advancement) self.total_progression_items += sum(1 for i in self.multiworld.get_filled_locations(self.player) if i.advancement) self.total_progression_items += sum(1 for i in created_items if i.advancement) self.total_progression_items -= 1 # -1 for the victory event def precollect_starting_season(self): if self.options.season_randomization == SeasonRandomization.option_progressive: return season_pool = items_by_group[Group.SEASON] if self.options.season_randomization == 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.season_randomization == SeasonRandomization.option_randomized_not_winter: season_pool = [season for season in season_pool if season.name != "Winter"] starting_season = self.create_item(self.random.choice(season_pool)) self.multiworld.push_precollected(starting_season) def precollect_farm_type_items(self): if self.options.farm_type == FarmType.option_meadowlands and self.options.building_progression & BuildingProgression.option_progressive: self.multiworld.push_precollected(self.create_item("Progressive Coop")) def setup_logic_events(self): def register_event(name: str, region: str, rule: StardewRule): event_location = LocationData(None, region, name) self.create_event_location(event_location, rule, name) self.logic.setup_events(register_event) def setup_victory(self): if self.options.goal == Goal.option_community_center: self.create_event_location(location_table[GoalName.community_center], self.logic.bundle.can_complete_community_center, Event.victory) elif self.options.goal == Goal.option_grandpa_evaluation: self.create_event_location(location_table[GoalName.grandpa_evaluation], self.logic.can_finish_grandpa_evaluation(), Event.victory) elif self.options.goal == Goal.option_bottom_of_the_mines: self.create_event_location(location_table[GoalName.bottom_of_the_mines], True_(), Event.victory) elif self.options.goal == Goal.option_cryptic_note: self.create_event_location(location_table[GoalName.cryptic_note], self.logic.quest.can_complete_quest("Cryptic Note"), Event.victory) elif self.options.goal == Goal.option_master_angler: self.create_event_location(location_table[GoalName.master_angler], self.logic.fishing.can_catch_every_fish_for_fishsanity(), Event.victory) elif self.options.goal == Goal.option_complete_collection: self.create_event_location(location_table[GoalName.complete_museum], self.logic.museum.can_complete_museum(), Event.victory) elif self.options.goal == Goal.option_full_house: self.create_event_location(location_table[GoalName.full_house], (self.logic.relationship.has_children(2) & self.logic.relationship.can_reproduce()), Event.victory) elif self.options.goal == Goal.option_greatest_walnut_hunter: self.create_event_location(location_table[GoalName.greatest_walnut_hunter], self.logic.walnut.has_walnut(130), Event.victory) elif self.options.goal == Goal.option_protector_of_the_valley: self.create_event_location(location_table[GoalName.protector_of_the_valley], self.logic.monster.can_complete_all_monster_slaying_goals(), Event.victory) elif self.options.goal == Goal.option_full_shipment: self.create_event_location(location_table[GoalName.full_shipment], self.logic.shipping.can_ship_everything_in_slot(self.get_all_location_names()), Event.victory) elif self.options.goal == Goal.option_gourmet_chef: self.create_event_location(location_table[GoalName.gourmet_chef], self.logic.cooking.can_cook_everything, Event.victory) elif self.options.goal == Goal.option_craft_master: self.create_event_location(location_table[GoalName.craft_master], self.logic.crafting.can_craft_everything, Event.victory) elif self.options.goal == Goal.option_legend: self.create_event_location(location_table[GoalName.legend], self.logic.money.can_have_earned_total(10_000_000), Event.victory) elif self.options.goal == Goal.option_mystery_of_the_stardrops: self.create_event_location(location_table[GoalName.mystery_of_the_stardrops], self.logic.has_all_stardrops(), Event.victory) elif self.options.goal == Goal.option_allsanity: self.create_event_location(location_table[GoalName.allsanity], HasProgressionPercent(self.player, 100), Event.victory) elif self.options.goal == Goal.option_perfection: self.create_event_location(location_table[GoalName.perfection], HasProgressionPercent(self.player, 100), Event.victory) self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player) def get_all_location_names(self) -> List[str]: return list(location.name for location in self.multiworld.get_locations(self.player)) def create_item(self, item: str | ItemData, override_classification: ItemClassification = None) -> StardewItem: if isinstance(item, str): item = item_table[item] if override_classification is None: override_classification = item.classification return StardewItem(item.name, override_classification, item.code, self.player) def create_event_location(self, location_data: LocationData, rule: StardewRule = None, item: Optional[str] = None): if rule is None: rule = True_() 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(StardewItem(item, ItemClassification.progression, None, self.player)) def set_rules(self): set_rules(self) def generate_basic(self): pass def get_filler_item_name(self) -> str: if not self.filler_item_pool_names: self.generate_filler_item_pool_names() return self.random.choice(self.filler_item_pool_names) def generate_filler_item_pool_names(self): include_traps, exclude_island = self.get_filler_item_rules() available_filler = get_all_filler_items(include_traps, exclude_island) available_filler = remove_limited_amount_packs(available_filler) self.filler_item_pool_names = [item.name for item in available_filler] def get_filler_item_rules(self): if self.player in self.multiworld.groups: link_group = self.multiworld.groups[self.player] include_traps = True exclude_island = False for player in link_group["players"]: player_options = self.multiworld.worlds[player].options if self.multiworld.game[player] != self.game: continue if player_options.trap_items == TrapItems.option_no_traps: include_traps = False if player_options.exclude_ginger_island == ExcludeGingerIsland.option_true: exclude_island = True return include_traps, exclude_island else: return self.options.trap_items != TrapItems.option_no_traps, self.options.exclude_ginger_island == ExcludeGingerIsland.option_true def write_spoiler_header(self, spoiler_handle: TextIO) -> None: """Write to the spoiler header. If individual it's right at the end of that player's options, if as stage it's right under the common header before per-player options.""" self.add_entrances_to_spoiler_log() def write_spoiler(self, spoiler_handle: TextIO) -> None: """Write to the spoiler "middle", this is after the per-player options and before locations, meant for useful or interesting info.""" self.add_bundles_to_spoiler_log(spoiler_handle) def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO): if self.options.bundle_randomization == BundleRandomization.option_vanilla: return player_name = self.multiworld.get_player_name(self.player) spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n") for room in self.modified_bundles: for bundle in room.bundles: spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n") for i, item in enumerate(bundle.items): if "Basic" in item.quality: quality = "" else: quality = f" ({item.quality.split(' ')[0]})" spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n") def add_entrances_to_spoiler_log(self): if self.options.entrance_randomization == EntranceRandomization.option_disabled: return for original_entrance, replaced_entrance in self.randomized_entrances.items(): self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player) def fill_slot_data(self) -> Dict[str, Any]: bundles = dict() for room in self.modified_bundles: bundles[room.name] = dict() for bundle in room.bundles: bundles[room.name][bundle.name] = {"number_required": bundle.number_required} for i, item in enumerate(bundle.items): bundles[room.name][bundle.name][i] = f"{item.get_item()}|{item.amount}|{item.quality}" excluded_options = [BundleRandomization, NumberOfMovementBuffs, EnabledFillerBuffs] excluded_option_names = [option.internal_name for option in excluded_options] generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints] excluded_option_names.extend(generic_option_names) included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names] slot_data = self.options.as_dict(*included_option_names) slot_data.update({ UNIVERSAL_TRACKER_SEED_PROPERTY: self.seed, "seed": self.random.randrange(1000000000), # Seed should be max 9 digits "randomized_entrances": self.randomized_entrances, "modified_bundles": bundles, "client_version": "6.0.0", }) return slot_data def collect(self, state: CollectionState, item: StardewItem) -> bool: change = super().collect(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: # 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. # 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 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