422 lines
21 KiB
Python
422 lines
21 KiB
Python
import logging
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from random import Random
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from typing import Dict, Any, Iterable, Optional, Union, List, TextIO
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from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
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from Options import PerGameCommonOptions
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from worlds.AutoWorld import World, WebWorld
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from .bundles.bundle_room import BundleRoom
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from .bundles.bundles import get_all_bundles
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from .content import StardewContent, create_content
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from .early_items import setup_early_items
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from .items import item_table, create_items, ItemData, Group, items_by_group, get_all_filler_items, remove_limited_amount_packs
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from .locations import location_table, create_locations, LocationData, locations_by_tag
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from .logic.logic import StardewLogic
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from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, EnabledFillerBuffs, NumberOfMovementBuffs, \
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BuildingProgression, ExcludeGingerIsland, TrapItems, EntranceRandomization, FarmType
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from .options.forced_options import force_change_options_if_incompatible
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from .options.option_groups import sv_option_groups
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from .options.presets import sv_options_presets
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from .regions import create_regions
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from .rules import set_rules
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from .stardew_rule import True_, StardewRule, HasProgressionPercent
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from .strings.ap_names.event_names import Event
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from .strings.goal_names import Goal as GoalName
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logger = logging.getLogger(__name__)
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STARDEW_VALLEY = "Stardew Valley"
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UNIVERSAL_TRACKER_SEED_PROPERTY = "ut_seed"
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client_version = 0
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class StardewLocation(Location):
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game: str = STARDEW_VALLEY
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class StardewItem(Item):
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game: str = STARDEW_VALLEY
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class StardewWebWorld(WebWorld):
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theme = "dirt"
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bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
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options_presets = sv_options_presets
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option_groups = sv_option_groups
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tutorials = [
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Tutorial(
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"Multiworld Setup Guide",
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"A guide to playing Stardew Valley with Archipelago.",
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"English",
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"setup_en.md",
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"setup/en",
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["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
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)]
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class StardewValleyWorld(World):
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"""
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Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
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befriend villagers, and uncover dark secrets.
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"""
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game = STARDEW_VALLEY
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topology_present = False
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = {name: data.code for name, data in location_table.items()}
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item_name_groups = {
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group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""):
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[item.name for item in items] for group, items in items_by_group.items()
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}
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location_name_groups = {
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group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""):
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[location.name for location in locations] for group, locations in locations_by_tag.items()
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}
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required_client_version = (0, 4, 0)
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options_dataclass = StardewValleyOptions
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options: StardewValleyOptions
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content: StardewContent
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logic: StardewLogic
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web = StardewWebWorld()
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modified_bundles: List[BundleRoom]
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randomized_entrances: Dict[str, str]
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total_progression_items: int
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excluded_from_total_progression_items: List[str] = [Event.received_walnuts]
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def __init__(self, multiworld: MultiWorld, player: int):
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super().__init__(multiworld, player)
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self.filler_item_pool_names = []
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self.total_progression_items = 0
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# Taking the seed specified in slot data for UT, otherwise just generating the seed.
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self.seed = getattr(multiworld, "re_gen_passthrough", {}).get(STARDEW_VALLEY, self.random.getrandbits(64))
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self.random = Random(self.seed)
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def interpret_slot_data(self, slot_data: Dict[str, Any]) -> Optional[int]:
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# If the seed is not specified in the slot data, this mean the world was generated before Universal Tracker support.
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seed = slot_data.get(UNIVERSAL_TRACKER_SEED_PROPERTY)
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if seed is None:
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logger.warning(f"World was generated before Universal Tracker support. Tracker might not be accurate.")
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return seed
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def generate_early(self):
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force_change_options_if_incompatible(self.options, self.player, self.player_name)
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self.content = create_content(self.options)
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def create_regions(self):
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def create_region(name: str, exits: Iterable[str]) -> Region:
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region = Region(name, self.player, self.multiworld)
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region.exits = [Entrance(self.player, exit_name, region) for exit_name in exits]
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return region
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world_regions, world_entrances, self.randomized_entrances = create_regions(create_region, self.random, self.options, self.content)
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self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys())
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self.modified_bundles = get_all_bundles(self.random,
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self.logic,
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self.content,
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self.options)
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def add_location(name: str, code: Optional[int], region: str):
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region = world_regions[region]
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location = StardewLocation(self.player, name, code, region)
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region.locations.append(location)
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create_locations(add_location, self.modified_bundles, self.options, self.content, self.random)
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self.multiworld.regions.extend(world_regions.values())
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def create_items(self):
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self.precollect_starting_season()
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self.precollect_farm_type_items()
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items_to_exclude = [excluded_items
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for excluded_items in self.multiworld.precollected_items[self.player]
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if not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK,
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Group.FRIENDSHIP_PACK)]
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if self.options.season_randomization == SeasonRandomization.option_disabled:
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items_to_exclude = [item for item in items_to_exclude
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if item_table[item.name] not in items_by_group[Group.SEASON]]
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locations_count = len([location
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for location in self.multiworld.get_locations(self.player)
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if location.address is not None])
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created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options, self.content, self.random)
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self.multiworld.itempool += created_items
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setup_early_items(self.multiworld, self.options, self.content, self.player, self.random)
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self.setup_logic_events()
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self.setup_victory()
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# 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
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# only become available after months or years in game. In most cases, not having the exact count will not impact the logic.
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#
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# 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
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# with plando where additional progression items can be created without being accounted for, which impact the real amount of progression items. This can
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# ultimately create unwinnable seeds where some items (like Blueberry seeds) are locked in Shipsanity: Blueberry, but world is deemed winnable as the
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# winning rule only check the count of collected progression items.
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self.total_progression_items += sum(1 for i in self.multiworld.precollected_items[self.player] if i.advancement)
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self.total_progression_items += sum(1 for i in self.multiworld.get_filled_locations(self.player) if i.advancement)
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self.total_progression_items += sum(1 for i in created_items if i.advancement)
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self.total_progression_items -= 1 # -1 for the victory event
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def precollect_starting_season(self):
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if self.options.season_randomization == SeasonRandomization.option_progressive:
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return
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season_pool = items_by_group[Group.SEASON]
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if self.options.season_randomization == SeasonRandomization.option_disabled:
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for season in season_pool:
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self.multiworld.push_precollected(self.create_starting_item(season))
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return
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if [item for item in self.multiworld.precollected_items[self.player]
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if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
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return
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if self.options.season_randomization == SeasonRandomization.option_randomized_not_winter:
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season_pool = [season for season in season_pool if season.name != "Winter"]
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starting_season = self.create_starting_item(self.random.choice(season_pool))
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self.multiworld.push_precollected(starting_season)
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def precollect_farm_type_items(self):
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if self.options.farm_type == FarmType.option_meadowlands and self.options.building_progression & BuildingProgression.option_progressive:
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self.multiworld.push_precollected(self.create_starting_item("Progressive Coop"))
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def setup_logic_events(self):
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def register_event(name: str, region: str, rule: StardewRule):
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event_location = LocationData(None, region, name)
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self.create_event_location(event_location, rule, name)
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self.logic.setup_events(register_event)
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def setup_victory(self):
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if self.options.goal == Goal.option_community_center:
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self.create_event_location(location_table[GoalName.community_center],
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self.logic.bundle.can_complete_community_center,
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Event.victory)
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elif self.options.goal == Goal.option_grandpa_evaluation:
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self.create_event_location(location_table[GoalName.grandpa_evaluation],
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self.logic.can_finish_grandpa_evaluation(),
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Event.victory)
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elif self.options.goal == Goal.option_bottom_of_the_mines:
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self.create_event_location(location_table[GoalName.bottom_of_the_mines],
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True_(),
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Event.victory)
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elif self.options.goal == Goal.option_cryptic_note:
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self.create_event_location(location_table[GoalName.cryptic_note],
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self.logic.quest.can_complete_quest("Cryptic Note"),
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Event.victory)
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elif self.options.goal == Goal.option_master_angler:
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self.create_event_location(location_table[GoalName.master_angler],
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self.logic.fishing.can_catch_every_fish_for_fishsanity(),
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Event.victory)
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elif self.options.goal == Goal.option_complete_collection:
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self.create_event_location(location_table[GoalName.complete_museum],
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self.logic.museum.can_complete_museum(),
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Event.victory)
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elif self.options.goal == Goal.option_full_house:
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self.create_event_location(location_table[GoalName.full_house],
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(self.logic.relationship.has_children(2) & self.logic.relationship.can_reproduce()),
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Event.victory)
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elif self.options.goal == Goal.option_greatest_walnut_hunter:
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self.create_event_location(location_table[GoalName.greatest_walnut_hunter],
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self.logic.walnut.has_walnut(130),
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Event.victory)
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elif self.options.goal == Goal.option_protector_of_the_valley:
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self.create_event_location(location_table[GoalName.protector_of_the_valley],
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self.logic.monster.can_complete_all_monster_slaying_goals(),
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Event.victory)
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elif self.options.goal == Goal.option_full_shipment:
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self.create_event_location(location_table[GoalName.full_shipment],
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self.logic.shipping.can_ship_everything_in_slot(self.get_all_location_names()),
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Event.victory)
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elif self.options.goal == Goal.option_gourmet_chef:
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self.create_event_location(location_table[GoalName.gourmet_chef],
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self.logic.cooking.can_cook_everything,
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Event.victory)
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elif self.options.goal == Goal.option_craft_master:
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self.create_event_location(location_table[GoalName.craft_master],
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self.logic.crafting.can_craft_everything,
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Event.victory)
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elif self.options.goal == Goal.option_legend:
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self.create_event_location(location_table[GoalName.legend],
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self.logic.money.can_have_earned_total(10_000_000),
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Event.victory)
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elif self.options.goal == Goal.option_mystery_of_the_stardrops:
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self.create_event_location(location_table[GoalName.mystery_of_the_stardrops],
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self.logic.has_all_stardrops(),
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Event.victory)
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elif self.options.goal == Goal.option_allsanity:
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self.create_event_location(location_table[GoalName.allsanity],
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HasProgressionPercent(self.player, 100),
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Event.victory)
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elif self.options.goal == Goal.option_perfection:
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self.create_event_location(location_table[GoalName.perfection],
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HasProgressionPercent(self.player, 100),
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Event.victory)
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self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player)
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def get_all_location_names(self) -> List[str]:
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return list(location.name for location in self.multiworld.get_locations(self.player))
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def create_item(self, item: Union[str, ItemData], override_classification: ItemClassification = None) -> StardewItem:
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if isinstance(item, str):
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item = item_table[item]
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if override_classification is None:
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override_classification = item.classification
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return StardewItem(item.name, override_classification, item.code, self.player)
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def create_starting_item(self, item: Union[str, ItemData]) -> StardewItem:
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if isinstance(item, str):
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item = item_table[item]
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return StardewItem(item.name, item.classification, item.code, self.player)
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def create_event_location(self, location_data: LocationData, rule: StardewRule = None, item: Optional[str] = None):
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if rule is None:
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rule = True_()
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if item is None:
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item = location_data.name
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region = self.multiworld.get_region(location_data.region, self.player)
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location = StardewLocation(self.player, location_data.name, None, region)
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location.access_rule = rule
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region.locations.append(location)
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location.place_locked_item(StardewItem(item, ItemClassification.progression, None, self.player))
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def set_rules(self):
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set_rules(self)
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def generate_basic(self):
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pass
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def get_filler_item_name(self) -> str:
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if not self.filler_item_pool_names:
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self.generate_filler_item_pool_names()
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return self.random.choice(self.filler_item_pool_names)
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def generate_filler_item_pool_names(self):
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include_traps, exclude_island = self.get_filler_item_rules()
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available_filler = get_all_filler_items(include_traps, exclude_island)
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available_filler = remove_limited_amount_packs(available_filler)
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self.filler_item_pool_names = [item.name for item in available_filler]
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def get_filler_item_rules(self):
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if self.player in self.multiworld.groups:
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link_group = self.multiworld.groups[self.player]
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include_traps = True
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exclude_island = False
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for player in link_group["players"]:
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player_options = self.multiworld.worlds[player].options
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if self.multiworld.game[player] != self.game:
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continue
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if player_options.trap_items == TrapItems.option_no_traps:
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include_traps = False
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if player_options.exclude_ginger_island == ExcludeGingerIsland.option_true:
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exclude_island = True
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return include_traps, exclude_island
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else:
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return self.options.trap_items != TrapItems.option_no_traps, self.options.exclude_ginger_island == ExcludeGingerIsland.option_true
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def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
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"""Write to the spoiler header. If individual it's right at the end of that player's options,
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if as stage it's right under the common header before per-player options."""
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self.add_entrances_to_spoiler_log()
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def write_spoiler(self, spoiler_handle: TextIO) -> None:
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"""Write to the spoiler "middle", this is after the per-player options and before locations,
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meant for useful or interesting info."""
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self.add_bundles_to_spoiler_log(spoiler_handle)
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def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO):
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if self.options.bundle_randomization == BundleRandomization.option_vanilla:
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return
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player_name = self.multiworld.get_player_name(self.player)
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spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n")
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for room in self.modified_bundles:
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for bundle in room.bundles:
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spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n")
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for i, item in enumerate(bundle.items):
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if "Basic" in item.quality:
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quality = ""
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else:
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quality = f" ({item.quality.split(' ')[0]})"
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spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n")
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def add_entrances_to_spoiler_log(self):
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if self.options.entrance_randomization == EntranceRandomization.option_disabled:
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return
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for original_entrance, replaced_entrance in self.randomized_entrances.items():
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self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player)
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def fill_slot_data(self) -> Dict[str, Any]:
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bundles = dict()
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for room in self.modified_bundles:
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bundles[room.name] = dict()
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for bundle in room.bundles:
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bundles[room.name][bundle.name] = {"number_required": bundle.number_required}
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for i, item in enumerate(bundle.items):
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bundles[room.name][bundle.name][i] = f"{item.get_item()}|{item.amount}|{item.quality}"
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excluded_options = [BundleRandomization, NumberOfMovementBuffs, EnabledFillerBuffs]
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excluded_option_names = [option.internal_name for option in excluded_options]
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generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints]
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excluded_option_names.extend(generic_option_names)
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included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names]
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slot_data = self.options.as_dict(*included_option_names)
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slot_data.update({
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UNIVERSAL_TRACKER_SEED_PROPERTY: self.seed,
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"seed": self.random.randrange(1000000000), # Seed should be max 9 digits
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"randomized_entrances": self.randomized_entrances,
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"modified_bundles": bundles,
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"client_version": "6.0.0",
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})
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return slot_data
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def collect(self, state: CollectionState, item: StardewItem) -> bool:
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change = super().collect(state, item)
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if not change:
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return False
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walnut_amount = self.get_walnut_amount(item.name)
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if walnut_amount:
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state.prog_items[self.player][Event.received_walnuts] += walnut_amount
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return True
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def remove(self, state: CollectionState, item: StardewItem) -> bool:
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change = super().remove(state, item)
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if not change:
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return False
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walnut_amount = self.get_walnut_amount(item.name)
|
|
if walnut_amount:
|
|
state.prog_items[self.player][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
|