572 lines
20 KiB
Python
572 lines
20 KiB
Python
from dataclasses import dataclass
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from typing import Dict
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from Options import Range, SpecialRange, Toggle, Choice, OptionSet, PerGameCommonOptions, DeathLink, Option
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from .mods.mod_data import ModNames
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class Goal(Choice):
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"""What's your goal with this play-through?
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Community Center: The world will be completed once you complete the Community Center.
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Grandpa's Evaluation: The world will be completed once 4 candles are lit at Grandpa's Shrine.
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Bottom of the Mines: The world will be completed once you reach level 120 in the mineshaft.
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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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Master Angler: The world will be completed once you have caught every fish in the game. Pairs well with Fishsanity.
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Complete Collection: The world will be completed once you have completed the museum by donating every possible item. Pairs well with Museumsanity.
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Full House: The world will be completed once you get married and have two kids. Pairs well with Friendsanity.
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Greatest Walnut Hunter: The world will be completed once you find all 130 Golden Walnuts
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Perfection: The world will be completed once you attain Perfection, based on the vanilla definition.
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"""
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internal_name = "goal"
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display_name = "Goal"
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default = 0
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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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option_complete_collection = 5
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option_full_house = 6
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option_greatest_walnut_hunter = 7
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# option_junimo_kart =
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# option_prairie_king =
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# option_fector_challenge =
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# option_craft_master =
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# option_mystery_of_the_stardrops =
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# option_protector_of_the_valley =
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# option_full_shipment =
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# option_legend =
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# option_beloved_farmer =
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# option_master_of_the_five_ways =
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option_perfection = 25
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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 ProfitMargin(SpecialRange):
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"""Multiplier over all gold earned in-game by the player."""
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internal_name = "profit_margin"
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display_name = "Profit Margin"
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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 = 100
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special_range_names = {
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"quarter": 25,
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"half": 50,
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"normal": 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 BundleRandomization(Choice):
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"""What items are needed for the community center bundles?
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Vanilla: Standard bundles from the vanilla game
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Thematic: Every bundle will require random items compatible with their original theme
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Shuffled: Every bundle will require random items and follow no particular structure"""
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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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Very Cheap: Every bundle will require 2 items fewer than usual
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Cheap: Every bundle will require 1 item fewer than usual
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Normal: Every bundle will require the vanilla number of items
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Expensive: Every bundle will require 1 extra item when applicable"""
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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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Disabled: No entrance randomization is done
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Pelican Town: Only buildings in the main town area are randomized among each other
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Non Progression: Only buildings that are always available are randomized with each other
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Buildings: All Entrances that Allow you to enter a building using a door are randomized with each other
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Chaos: Same as above, but the entrances get reshuffled every single day!
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"""
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# Everything: All buildings and areas are randomized with each other
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# Chaos, same as everything: but the buildings are shuffled again every in-game day. You can't learn it!
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# Buildings One-way: Entrance pairs are disconnected, they aren't two-way!
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# Everything One-way: Entrance pairs are disconnected, and every entrance is in the shuffle
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# Chaos One-way: Entrance pairs are disconnected, and they change every day!
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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 = 5
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# option_buildings_one_way = 6
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# option_everything_one_way = 7
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# option_chaos_one_way = 8
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class SeasonRandomization(Choice):
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"""Should seasons be randomized?
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All settings allow you to choose which season you want to play next (from those unlocked) at the end of a season.
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Disabled: You will start in Spring with all seasons unlocked.
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Randomized: The seasons will be unlocked randomly as Archipelago items.
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Randomized Not Winter: The seasons are randomized, but you're guaranteed not to start with winter.
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Progressive: You will start in Spring and unlock the seasons in their original order.
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"""
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internal_name = "season_randomization"
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display_name = "Season Randomization"
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default = 1
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option_disabled = 0
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option_randomized = 1
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option_randomized_not_winter = 2
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option_progressive = 3
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class Cropsanity(Choice):
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"""Formerly named "Seed Shuffle"
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Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs.
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Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops
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Shuffled: Seeds are unlocked as archipelago item, for each seed there is a location check for growing and harvesting that crop
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"""
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internal_name = "cropsanity"
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display_name = "Cropsanity"
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default = 1
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option_disabled = 0
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option_shuffled = 1
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class BackpackProgression(Choice):
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"""How is the backpack progression handled?
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Vanilla: You can buy them at Pierre's General Store.
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Progressive: You will randomly find Progressive Backpack upgrades.
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Early Progressive: You can expect your first Backpack in sphere 1.
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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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Vanilla: Clint will upgrade your tools with ore.
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Progressive: You will randomly find Progressive Tool upgrades."""
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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 ElevatorProgression(Choice):
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"""How is Elevator progression handled?
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Vanilla: You will unlock new elevator floors for yourself.
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Progressive: You will randomly find Progressive Mine Elevators to go deeper. Locations are sent for reaching
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every elevator level.
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Progressive from previous floor: Same as progressive, but you must reach elevator floors on your own,
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you cannot use the elevator to check elevator locations"""
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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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Vanilla: You will level up and get the normal reward at each level.
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Progressive: The xp will be earned internally, locations will be sent when you earn a level. Your real
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levels will be scattered around the multiworld."""
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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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Vanilla: You will buy each building normally.
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Progressive: You will receive the buildings and will be able to build the first one of each type 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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Progressive early shipping bin: You can expect your shipping bin in sphere 1.
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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 FestivalLocations(Choice):
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"""Locations for attending and participating in festivals
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With Disabled, you do not need to attend festivals
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With Easy, there are checks for participating in festivals
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With Hard, the festival checks are only granted when the player performs well in the festival
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"""
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internal_name = "festival_locations"
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display_name = "Festival Locations"
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default = 1
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option_disabled = 0
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option_easy = 1
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option_hard = 2
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class ArcadeMachineLocations(Choice):
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"""How are the Arcade Machines handled?
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Disabled: The arcade machines are not included in the Archipelago shuffling.
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Victories: Each Arcade Machine will contain one check on victory
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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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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 SpecialOrderLocations(Choice):
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"""How are the Special Orders handled?
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Disabled: The special orders are not included in the Archipelago shuffling.
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Board Only: The Special Orders on the board in town are location checks
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Board and Qi: The Special Orders from Qi's walnut room are checks, as well as the board in town
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"""
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internal_name = "special_order_locations"
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display_name = "Special Order Locations"
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default = 1
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option_disabled = 0
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option_board_only = 1
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option_board_qi = 2
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class HelpWantedLocations(SpecialRange):
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"""How many "Help Wanted" quests need to be completed as Archipelago Locations
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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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None: There are no locations for catching fish
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Legendaries: Each of the 5 legendary fish are checks
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Special: A curated selection of strong fish are checks
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Randomized: A random selection of fish are checks
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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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Exclude Legendaries: Every fish except legendaries
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Exclude Hard Fish: Every fish under difficulty 80
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Only Easy Fish: Every fish under difficulty 50
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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_randomized = 3
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alias_random_selection = option_randomized
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option_all = 4
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option_exclude_legendaries = 5
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option_exclude_hard_fish = 6
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option_only_easy_fish = 7
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class Museumsanity(Choice):
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"""Locations for museum donations?
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None: There are no locations for donating artifacts and minerals to the museum
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Milestones: The donation milestones from the vanilla game are checks
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Randomized: A random selection of minerals and artifacts are checks
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All: Every single donation will be a check
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"""
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internal_name = "museumsanity"
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display_name = "Museumsanity"
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default = 1
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option_none = 0
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option_milestones = 1
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option_randomized = 2
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option_all = 3
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class Friendsanity(Choice):
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"""Locations for friendships?
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None: There are no checks for befriending villagers
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Bachelors: Each heart of a bachelor is a check
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Starting NPCs: Each heart for npcs that are immediately available is a check
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All: Every heart with every NPC is a check, including Leo, Kent, Sandy, etc
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All With Marriage: Marriage candidates must also be dated, married, and befriended up to 14 hearts.
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"""
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internal_name = "friendsanity"
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display_name = "Friendsanity"
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default = 0
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option_none = 0
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# option_marry_one_person = 1
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option_bachelors = 2
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option_starting_npcs = 3
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option_all = 4
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option_all_with_marriage = 5
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# Conditional Setting - Friendsanity not None
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class FriendsanityHeartSize(Range):
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"""If using friendsanity, how many hearts are received per item, and how many hearts must be earned to send a check
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A higher value will lead to fewer heart items in the item pool, reducing bloat"""
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internal_name = "friendsanity_heart_size"
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display_name = "Friendsanity Heart Size"
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range_start = 1
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range_end = 8
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default = 4
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# step = 1
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class NumberOfMovementBuffs(Range):
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"""Number of movement speed buffs to the player that exist as items in the pool.
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Each movement speed buff is a +25% multiplier that stacks additively"""
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internal_name = "movement_buff_number"
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display_name = "Number of Movement 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 NumberOfLuckBuffs(Range):
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"""Number of luck buffs to the player that exist as items in the pool.
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Each luck buff is a bonus to daily luck of 0.025"""
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internal_name = "luck_buff_number"
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display_name = "Number of Luck 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 ExcludeGingerIsland(Toggle):
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"""Exclude Ginger Island?
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This option will forcefully exclude everything related to Ginger Island from the slot.
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If you pick a goal that requires Ginger Island, you cannot exclude it and it will get included anyway"""
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internal_name = "exclude_ginger_island"
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display_name = "Exclude Ginger Island"
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default = 0
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class TrapItems(Choice):
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"""When rolling filler items, including resource packs, the game can also roll trap items.
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This setting is for choosing if traps will be in the item pool, and if so, how punishing they will be.
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"""
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internal_name = "trap_items"
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display_name = "Trap Items"
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default = 2
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option_no_traps = 0
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option_easy = 1
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option_medium = 2
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option_hard = 3
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option_hell = 4
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option_nightmare = 5
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class MultipleDaySleepEnabled(Toggle):
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"""Enable the ability to sleep automatically for multiple days straight?"""
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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 much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped."""
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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 you want to earn skill experience. 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 = 800
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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 FriendshipMultiplier(SpecialRange):
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"""How fast you want to earn friendship points with villagers.
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A lower setting mean less friendship per action.
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A higher setting means more friendship per action."""
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internal_name = "friendship_multiplier"
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display_name = "Friendship Multiplier"
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range_start = 25
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range_end = 800
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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 will spawn on the player's farm?
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Vanilla: debris spawns normally
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Half: debris will spawn at half the normal rate
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Quarter: debris will spawn at one quarter of the normal rate
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None: No debris will spawn on the farm, ever
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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 Mods(OptionSet):
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"""List of mods that will be considered for shuffling."""
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internal_name = "mods"
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display_name = "Mods"
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valid_keys = {
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ModNames.deepwoods, ModNames.tractor, ModNames.big_backpack,
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ModNames.luck_skill, ModNames.magic, ModNames.socializing_skill, ModNames.archaeology,
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ModNames.cooking_skill, ModNames.binning_skill, ModNames.juna,
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ModNames.jasper, ModNames.alec, ModNames.yoba, ModNames.eugene,
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ModNames.wellwick, ModNames.ginger, ModNames.shiko, ModNames.delores,
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ModNames.ayeisha, ModNames.riley, ModNames.skull_cavern_elevator
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}
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@dataclass
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class StardewValleyOptions(PerGameCommonOptions):
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goal: Goal
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starting_money: StartingMoney
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profit_margin: ProfitMargin
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bundle_randomization: BundleRandomization
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bundle_price: BundlePrice
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entrance_randomization: EntranceRandomization
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season_randomization: SeasonRandomization
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cropsanity: Cropsanity
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backpack_progression: BackpackProgression
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tool_progression: ToolProgression
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skill_progression: SkillProgression
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building_progression: BuildingProgression
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festival_locations: FestivalLocations
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elevator_progression: ElevatorProgression
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arcade_machine_locations: ArcadeMachineLocations
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special_order_locations: SpecialOrderLocations
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help_wanted_locations: HelpWantedLocations
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fishsanity: Fishsanity
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museumsanity: Museumsanity
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friendsanity: Friendsanity
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friendsanity_heart_size: FriendsanityHeartSize
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movement_buff_number: NumberOfMovementBuffs
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luck_buff_number: NumberOfLuckBuffs
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exclude_ginger_island: ExcludeGingerIsland
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trap_items: TrapItems
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multiple_day_sleep_enabled: MultipleDaySleepEnabled
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multiple_day_sleep_cost: MultipleDaySleepCost
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experience_multiplier: ExperienceMultiplier
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friendship_multiplier: FriendshipMultiplier
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debris_multiplier: DebrisMultiplier
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quick_start: QuickStart
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gifting: Gifting
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mods: Mods
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death_link: DeathLink
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