410 lines
14 KiB
Python
410 lines
14 KiB
Python
from dataclasses import dataclass
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from typing import Dict, Union, Protocol, runtime_checkable
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from Options import Option, Range, DeathLink, SpecialRange, Toggle, Choice
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@runtime_checkable
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class StardewOption(Protocol):
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internal_name: str
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@dataclass
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class StardewOptions:
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options: Dict[str, Union[bool, int]]
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def __getitem__(self, item: Union[str, StardewOption]) -> Union[bool, int]:
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if isinstance(item, StardewOption):
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item = item.internal_name
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return self.options.get(item, None)
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class Goal(Choice):
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"""What's your goal with this play-through?
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With Community Center, the world will be completed once you complete the Community Center.
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With Grandpa's Evaluation, the world will be completed once 4 candles are lit around Grandpa's Shrine.
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With Bottom of the Mines, the world will be completed once you reach level 120 in the local mineshaft.
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With Cryptic Note, the world will be completed once you complete the quest "Cryptic Note" where Mr Qi asks you to reach floor 100 in the Skull Cavern
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With Master Angler, the world will be completed once you have caught every fish in the game. Pairs well with Fishsanity"""
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internal_name = "goal"
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display_name = "Goal"
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option_community_center = 0
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option_grandpa_evaluation = 1
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option_bottom_of_the_mines = 2
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option_cryptic_note = 3
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option_master_angler = 4
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@classmethod
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def get_option_name(cls, value) -> str:
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if value == cls.option_grandpa_evaluation:
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return "Grandpa's Evaluation"
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return super().get_option_name(value)
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class StartingMoney(SpecialRange):
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"""Amount of gold when arriving at the farm.
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Set to -1 or unlimited for infinite money in this playthrough"""
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internal_name = "starting_money"
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display_name = "Starting Gold"
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range_start = -1
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range_end = 50000
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default = 5000
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special_range_names = {
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"unlimited": -1,
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"vanilla": 500,
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"extra": 2000,
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"rich": 5000,
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"very rich": 20000,
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"filthy rich": 50000,
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}
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class ResourcePackMultiplier(SpecialRange):
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"""How many items will be in the resource pack. A lower setting mean fewer resources in each pack.
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A higher setting means more resources in each pack. Easy (200) doubles the default quantity.
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This also include Friendship bonuses that replace the one from the Bulletin Board."""
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internal_name = "resource_pack_multiplier"
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default = 100
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range_start = 0
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range_end = 200
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# step = 25
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display_name = "Resource Pack Multiplier"
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special_range_names = {
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"resource packs disabled": 0,
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"half packs": 50,
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"normal packs": 100,
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"double packs": 200,
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}
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class BundleRandomization(Choice):
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"""What items are needed for the community center bundles?
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With Vanilla, you get the standard bundles from the game
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With Thematic, every bundle will require random items within their original category
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With Shuffled, every bundle will require random items without logic"""
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internal_name = "bundle_randomization"
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display_name = "Bundle Randomization"
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default = 1
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option_vanilla = 0
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option_thematic = 1
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option_shuffled = 2
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class BundlePrice(Choice):
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"""How many items are needed for the community center bundles?
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With Very Cheap, every bundle will require two items fewer than usual
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With Cheap, every bundle will require 1 item fewer than usual
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With Normal, every bundle will require the vanilla number of items
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With Expensive, every bundle will require 1 extra item"""
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internal_name = "bundle_price"
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display_name = "Bundle Price"
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default = 2
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option_very_cheap = 0
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option_cheap = 1
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option_normal = 2
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option_expensive = 3
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class EntranceRandomization(Choice):
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"""Should area entrances be randomized?
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With Disabled, no entrance randomization is done
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With Pelican Town, only buildings in the main town area are randomized with each other
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With Non Progression, only buildings that are always available are randomized with each other
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"""
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# With Buildings, All buildings in the world are randomized with each other
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# With Everything, All buildings and areas are randomized with each other
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# With Chaos, same as everything, but the buildings are shuffled again every in-game day. You can't learn it!
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internal_name = "entrance_randomization"
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display_name = "Entrance Randomization"
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default = 0
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option_disabled = 0
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option_pelican_town = 1
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option_non_progression = 2
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# option_buildings = 3
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# option_everything = 4
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# option_chaos = 4
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class BackpackProgression(Choice):
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"""How is the backpack progression handled?
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With Vanilla, you can buy them at Pierre's.
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With Progressive, you will randomly find Progressive Backpack to upgrade.
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With Early Progressive, you can expect you first Backpack before the second season, and the third before the forth
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season.
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"""
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internal_name = "backpack_progression"
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display_name = "Backpack Progression"
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default = 2
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option_vanilla = 0
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option_progressive = 1
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option_early_progressive = 2
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class ToolProgression(Choice):
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"""How is the tool progression handled?
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With Vanilla, Clint will upgrade your tools with ore.
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With Progressive, you will randomly find Progressive Tool to upgrade.
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With World Checks, the tools of different quality will be found in the world."""
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internal_name = "tool_progression"
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display_name = "Tool Progression"
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default = 1
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option_vanilla = 0
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option_progressive = 1
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class TheMinesElevatorsProgression(Choice):
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"""How is The Mines' Elevator progression handled?
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With Vanilla, you will unlock a new elevator floor every 5 floor in the mine.
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With Progressive, you will randomly find Progressive Mine Elevator to go deeper. Location are sent for reaching
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every level multiple of 5.
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With Progressive from previous floor, you will randomly find Progressive Mine Elevator to go deeper. Location are
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sent for taking the ladder or stair to every level multiple of 5, taking the elevator does not count."""
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internal_name = "elevator_progression"
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display_name = "Elevator Progression"
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default = 2
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option_vanilla = 0
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option_progressive = 1
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option_progressive_from_previous_floor = 2
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class SkillProgression(Choice):
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"""How is the skill progression handled?
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With Vanilla, you will level up and get the normal reward at each level.
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With Progressive, the xp will be counted internally, locations will be sent when you gain a virtual level. Your real
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levels will be scattered around the world."""
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internal_name = "skill_progression"
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display_name = "Skill Progression"
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default = 1
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option_vanilla = 0
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option_progressive = 1
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class BuildingProgression(Choice):
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"""How is the building progression handled?
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With Vanilla, you will buy each building and upgrade one at the time.
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With Progressive, you will receive the buildings and will be able to build the first one of each building for free,
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once it is received. If you want more of the same building, it will cost the vanilla price.
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This option INCLUDES the shipping bin as a building you need to receive.
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With Progressive early shipping bin, you can expect to receive the shipping bin before the end of the first season.
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"""
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internal_name = "building_progression"
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display_name = "Building Progression"
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default = 2
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option_vanilla = 0
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option_progressive = 1
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option_progressive_early_shipping_bin = 2
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class ArcadeMachineLocations(Choice):
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"""How are the Arcade Machines handled?
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With Vanilla, the arcade machines are not included in the Archipelago shuffling.
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With Victories, each Arcade Machine will contain one check on victory
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With Victories Easy, the arcade machines are both made considerably easier to be more accessible for the average
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player.
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With Full Shuffling, the arcade machines will contain multiple checks each, and different buffs that make the game
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easier are in the item pool. Junimo Kart has one check at the end of each level.
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Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment.
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"""
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internal_name = "arcade_machine_locations"
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display_name = "Arcade Machine Locations"
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default = 3
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option_disabled = 0
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option_victories = 1
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option_victories_easy = 2
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option_full_shuffling = 3
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class HelpWantedLocations(SpecialRange):
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"""How many "Help Wanted" quests need to be completed as ArchipelagoLocations
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Out of every 7 quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters.
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Choosing a multiple of 7 is recommended."""
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internal_name = "help_wanted_locations"
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default = 7
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range_start = 0
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range_end = 56
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# step = 7
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display_name = "Number of Help Wanted locations"
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special_range_names = {
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"none": 0,
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"minimum": 7,
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"normal": 14,
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"lots": 28,
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"maximum": 56,
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}
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class Fishsanity(Choice):
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"""Locations for catching fish?
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With None, there are no locations for catching fish
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With Legendaries, each of the 5 legendary fish are locations that contain items
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With Special, a curated selection of strong fish are locations that contain items
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With Random Selection, a random selection of fish are locations that contain items
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With All, every single fish in the game is a location that contains an item. Pairs well with the Master Angler Goal
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"""
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internal_name = "fishsanity"
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display_name = "Fishsanity"
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default = 0
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option_none = 0
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option_legendaries = 1
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option_special = 2
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option_random_selection = 3
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option_all = 4
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class NumberOfPlayerBuffs(Range):
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"""Number of buffs to the player of each type that exist as items in the pool.
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Buffs include movement speed (+25% multiplier, stacks additively)
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and daily luck bonus (0.025 flat value per buff)"""
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internal_name = "player_buff_number"
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display_name = "Number of Player Buffs"
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range_start = 0
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range_end = 12
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default = 4
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# step = 1
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class MultipleDaySleepEnabled(Toggle):
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"""Should you be able to sleep automatically multiple day strait?"""
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internal_name = "multiple_day_sleep_enabled"
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display_name = "Multiple Day Sleep Enabled"
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default = 1
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class MultipleDaySleepCost(SpecialRange):
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"""How must gold it cost to sleep through multiple days? You will have to pay that amount for each day slept."""
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internal_name = "multiple_day_sleep_cost"
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display_name = "Multiple Day Sleep Cost"
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range_start = 0
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range_end = 200
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# step = 25
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special_range_names = {
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"free": 0,
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"cheap": 25,
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"medium": 50,
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"expensive": 100,
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}
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class ExperienceMultiplier(SpecialRange):
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"""How fast do you want to level up. A lower setting mean less experience.
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A higher setting means more experience."""
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internal_name = "experience_multiplier"
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display_name = "Experience Multiplier"
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range_start = 25
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range_end = 400
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# step = 25
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default = 200
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special_range_names = {
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"half": 50,
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"vanilla": 100,
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"double": 200,
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"triple": 300,
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"quadruple": 400,
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}
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class DebrisMultiplier(Choice):
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"""How much debris spawn on the player's farm?
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With Vanilla, debris spawns normally
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With Half, debris will spawn at half the normal rate
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With Quarter, debris will spawn at one quarter of the normal rate
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With None, No debris will spawn on the farm, ever
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With Start Clear, debris will spawn at the normal rate, but the farm will be completely clear when starting the game
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"""
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internal_name = "debris_multiplier"
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display_name = "Debris Multiplier"
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default = 1
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option_vanilla = 0
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option_half = 1
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option_quarter = 2
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option_none = 3
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option_start_clear = 4
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class QuickStart(Toggle):
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"""Do you want the quick start package? You will get a few items to help early game automation,
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so you can use the multiple day sleep at its maximum."""
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internal_name = "quick_start"
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display_name = "Quick Start"
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default = 1
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class Gifting(Toggle):
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"""Do you want to enable gifting items to and from other Stardew Valley worlds?"""
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internal_name = "gifting"
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display_name = "Gifting"
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default = 1
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class GiftTax(SpecialRange):
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"""Joja Prime will deliver gifts within one business day, for a price!
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Sending a gift will cost a percentage of the item's monetary value as a tax on the sender"""
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internal_name = "gift_tax"
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display_name = "Gift Tax"
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range_start = 0
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range_end = 400
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# step = 20
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default = 20
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special_range_names = {
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"no tax": 0,
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"soft tax": 20,
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"rough tax": 40,
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"full tax": 100,
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"oppressive tax": 200,
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"nightmare tax": 400,
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}
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stardew_valley_options: Dict[str, type(Option)] = {
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option.internal_name: option
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for option in [
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StartingMoney,
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ResourcePackMultiplier,
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BundleRandomization,
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BundlePrice,
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EntranceRandomization,
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BackpackProgression,
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ToolProgression,
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SkillProgression,
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BuildingProgression,
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TheMinesElevatorsProgression,
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ArcadeMachineLocations,
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HelpWantedLocations,
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Fishsanity,
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NumberOfPlayerBuffs,
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Goal,
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MultipleDaySleepEnabled,
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MultipleDaySleepCost,
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ExperienceMultiplier,
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DebrisMultiplier,
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QuickStart,
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Gifting,
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GiftTax,
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]
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}
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default_options = {option.internal_name: option.default for option in stardew_valley_options.values()}
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stardew_valley_options["death_link"] = DeathLink
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def fetch_options(world, player: int) -> StardewOptions:
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return StardewOptions({option: get_option_value(world, player, option) for option in stardew_valley_options})
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def get_option_value(world, player: int, name: str) -> Union[bool, int]:
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assert name in stardew_valley_options, f"{name} is not a valid option for Stardew Valley."
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value = getattr(world, name)
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if issubclass(stardew_valley_options[name], Toggle):
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return bool(value[player].value)
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return value[player].value
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