Archipelago/worlds/stardew_valley/__init__.py

445 lines
22 KiB
Python

import logging
from typing import Dict, Any, Iterable, Optional, Union, List, TextIO
from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification, MultiWorld, CollectionState
from Options import PerGameCommonOptions
from worlds.AutoWorld import World, WebWorld
from . import rules
from .bundles.bundle_room import BundleRoom
from .bundles.bundles import get_all_bundles
from .content import content_packs, StardewContent, unpack_content, create_content
from .early_items import setup_early_items
from .items import item_table, create_items, ItemData, Group, items_by_group, get_all_filler_items, remove_limited_amount_packs
from .locations import location_table, create_locations, LocationData, locations_by_tag
from .logic.bundle_logic import BundleLogic
from .logic.logic import StardewLogic
from .logic.time_logic import MAX_MONTHS
from .option_groups import sv_option_groups
from .options import StardewValleyOptions, SeasonRandomization, Goal, BundleRandomization, BundlePrice, EnabledFillerBuffs, NumberOfMovementBuffs, \
BackpackProgression, BuildingProgression, ExcludeGingerIsland, TrapItems, EntranceRandomization, FarmType, Walnutsanity
from .presets import sv_options_presets
from .regions import create_regions
from .rules import set_rules
from .stardew_rule import True_, StardewRule, HasProgressionPercent, true_
from .strings.ap_names.event_names import Event
from .strings.entrance_names import Entrance as EntranceName
from .strings.goal_names import Goal as GoalName
from .strings.metal_names import Ore
from .strings.region_names import Region as RegionName, LogicRegion
client_version = 0
class StardewLocation(Location):
game: str = "Stardew Valley"
class StardewItem(Item):
game: str = "Stardew Valley"
class StardewWebWorld(WebWorld):
theme = "dirt"
bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
options_presets = sv_options_presets
option_groups = sv_option_groups
tutorials = [
Tutorial(
"Multiworld Setup Guide",
"A guide to playing Stardew Valley with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
)]
class StardewValleyWorld(World):
"""
Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
befriend villagers, and uncover dark secrets.
"""
game = "Stardew Valley"
topology_present = False
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.code for name, data in location_table.items()}
item_name_groups = {
group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in item_table else ""):
[item.name for item in items] for group, items in items_by_group.items()
}
location_name_groups = {
group.name.replace("_", " ").title() + (" Group" if group.name.replace("_", " ").title() in locations_by_tag else ""):
[location.name for location in locations] for group, locations in locations_by_tag.items()
}
required_client_version = (0, 4, 0)
options_dataclass = StardewValleyOptions
options: StardewValleyOptions
content: StardewContent
logic: StardewLogic
web = StardewWebWorld()
modified_bundles: List[BundleRoom]
randomized_entrances: Dict[str, str]
total_progression_items: int
# all_progression_items: Dict[str, int] # If you need to debug total_progression_items, uncommenting this will help tremendously
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
self.filler_item_pool_names = []
self.total_progression_items = 0
# self.all_progression_items = dict()
def generate_early(self):
self.force_change_options_if_incompatible()
self.content = create_content(self.options)
def force_change_options_if_incompatible(self):
goal_is_walnut_hunter = self.options.goal == Goal.option_greatest_walnut_hunter
goal_is_perfection = self.options.goal == Goal.option_perfection
goal_is_island_related = goal_is_walnut_hunter or goal_is_perfection
exclude_ginger_island = self.options.exclude_ginger_island == ExcludeGingerIsland.option_true
if goal_is_island_related and exclude_ginger_island:
self.options.exclude_ginger_island.value = ExcludeGingerIsland.option_false
goal_name = self.options.goal.current_key
player_name = self.multiworld.player_name[self.player]
logging.warning(
f"Goal '{goal_name}' requires Ginger Island. Exclude Ginger Island setting forced to 'False' for player {self.player} ({player_name})")
if exclude_ginger_island and self.options.walnutsanity != Walnutsanity.preset_none:
self.options.walnutsanity.value = Walnutsanity.preset_none
player_name = self.multiworld.player_name[self.player]
logging.warning(
f"Walnutsanity requires Ginger Island. Ginger Island was excluded from {self.player} ({player_name})'s world, so walnutsanity was force disabled")
def create_regions(self):
def create_region(name: str, exits: Iterable[str]) -> Region:
region = Region(name, self.player, self.multiworld)
region.exits = [Entrance(self.player, exit_name, region) for exit_name in exits]
return region
world_regions, world_entrances, self.randomized_entrances = create_regions(create_region, self.random, self.options)
self.logic = StardewLogic(self.player, self.options, self.content, world_regions.keys())
self.modified_bundles = get_all_bundles(self.random,
self.logic,
self.content,
self.options)
def add_location(name: str, code: Optional[int], region: str):
region = world_regions[region]
location = StardewLocation(self.player, name, code, region)
region.locations.append(location)
create_locations(add_location, self.modified_bundles, self.options, self.content, self.random)
self.multiworld.regions.extend(world_regions.values())
def create_items(self):
self.precollect_starting_season()
self.precollect_farm_type_items()
items_to_exclude = [excluded_items
for excluded_items in self.multiworld.precollected_items[self.player]
if not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK,
Group.FRIENDSHIP_PACK)]
if self.options.season_randomization == SeasonRandomization.option_disabled:
items_to_exclude = [item for item in items_to_exclude
if item_table[item.name] not in items_by_group[Group.SEASON]]
locations_count = len([location
for location in self.multiworld.get_locations(self.player)
if location.address is not None])
created_items = create_items(self.create_item, self.delete_item, locations_count, items_to_exclude, self.options, self.content,
self.random)
self.multiworld.itempool += created_items
setup_early_items(self.multiworld, self.options, self.player, self.random)
self.setup_player_events()
self.setup_victory()
def precollect_starting_season(self):
if self.options.season_randomization == SeasonRandomization.option_progressive:
return
season_pool = items_by_group[Group.SEASON]
if self.options.season_randomization == SeasonRandomization.option_disabled:
for season in season_pool:
self.multiworld.push_precollected(self.create_starting_item(season))
return
if [item for item in self.multiworld.precollected_items[self.player]
if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
return
if self.options.season_randomization == SeasonRandomization.option_randomized_not_winter:
season_pool = [season for season in season_pool if season.name != "Winter"]
starting_season = self.create_starting_item(self.random.choice(season_pool))
self.multiworld.push_precollected(starting_season)
def precollect_farm_type_items(self):
if self.options.farm_type == FarmType.option_meadowlands and self.options.building_progression & BuildingProgression.option_progressive:
self.multiworld.push_precollected(self.create_starting_item("Progressive Coop"))
def setup_player_events(self):
self.setup_construction_events()
self.setup_quest_events()
self.setup_action_events()
self.setup_logic_events()
def setup_construction_events(self):
can_construct_buildings = LocationData(None, RegionName.carpenter, Event.can_construct_buildings)
self.create_event_location(can_construct_buildings, True_(), Event.can_construct_buildings)
def setup_quest_events(self):
start_dark_talisman_quest = LocationData(None, RegionName.railroad, Event.start_dark_talisman_quest)
self.create_event_location(start_dark_talisman_quest, self.logic.wallet.has_rusty_key(), Event.start_dark_talisman_quest)
def setup_action_events(self):
can_ship_event = LocationData(None, LogicRegion.shipping, Event.can_ship_items)
self.create_event_location(can_ship_event, true_, Event.can_ship_items)
can_shop_pierre_event = LocationData(None, RegionName.pierre_store, Event.can_shop_at_pierre)
self.create_event_location(can_shop_pierre_event, true_, Event.can_shop_at_pierre)
spring_farming = LocationData(None, LogicRegion.spring_farming, Event.spring_farming)
self.create_event_location(spring_farming, true_, Event.spring_farming)
summer_farming = LocationData(None, LogicRegion.summer_farming, Event.summer_farming)
self.create_event_location(summer_farming, true_, Event.summer_farming)
fall_farming = LocationData(None, LogicRegion.fall_farming, Event.fall_farming)
self.create_event_location(fall_farming, true_, Event.fall_farming)
winter_farming = LocationData(None, LogicRegion.winter_farming, Event.winter_farming)
self.create_event_location(winter_farming, true_, Event.winter_farming)
def setup_logic_events(self):
def register_event(name: str, region: str, rule: StardewRule):
event_location = LocationData(None, region, name)
self.create_event_location(event_location, rule, name)
self.logic.setup_events(register_event)
def setup_victory(self):
if self.options.goal == Goal.option_community_center:
self.create_event_location(location_table[GoalName.community_center],
self.logic.bundle.can_complete_community_center,
Event.victory)
elif self.options.goal == Goal.option_grandpa_evaluation:
self.create_event_location(location_table[GoalName.grandpa_evaluation],
self.logic.can_finish_grandpa_evaluation(),
Event.victory)
elif self.options.goal == Goal.option_bottom_of_the_mines:
self.create_event_location(location_table[GoalName.bottom_of_the_mines],
True_(),
Event.victory)
elif self.options.goal == Goal.option_cryptic_note:
self.create_event_location(location_table[GoalName.cryptic_note],
self.logic.quest.can_complete_quest("Cryptic Note"),
Event.victory)
elif self.options.goal == Goal.option_master_angler:
self.create_event_location(location_table[GoalName.master_angler],
self.logic.fishing.can_catch_every_fish_for_fishsanity(),
Event.victory)
elif self.options.goal == Goal.option_complete_collection:
self.create_event_location(location_table[GoalName.complete_museum],
self.logic.museum.can_complete_museum(),
Event.victory)
elif self.options.goal == Goal.option_full_house:
self.create_event_location(location_table[GoalName.full_house],
(self.logic.relationship.has_children(2) & self.logic.relationship.can_reproduce()),
Event.victory)
elif self.options.goal == Goal.option_greatest_walnut_hunter:
self.create_event_location(location_table[GoalName.greatest_walnut_hunter],
self.logic.walnut.has_walnut(130),
Event.victory)
elif self.options.goal == Goal.option_protector_of_the_valley:
self.create_event_location(location_table[GoalName.protector_of_the_valley],
self.logic.monster.can_complete_all_monster_slaying_goals(),
Event.victory)
elif self.options.goal == Goal.option_full_shipment:
self.create_event_location(location_table[GoalName.full_shipment],
self.logic.shipping.can_ship_everything_in_slot(self.get_all_location_names()),
Event.victory)
elif self.options.goal == Goal.option_gourmet_chef:
self.create_event_location(location_table[GoalName.gourmet_chef],
self.logic.cooking.can_cook_everything,
Event.victory)
elif self.options.goal == Goal.option_craft_master:
self.create_event_location(location_table[GoalName.craft_master],
self.logic.crafting.can_craft_everything,
Event.victory)
elif self.options.goal == Goal.option_legend:
self.create_event_location(location_table[GoalName.legend],
self.logic.money.can_have_earned_total(10_000_000),
Event.victory)
elif self.options.goal == Goal.option_mystery_of_the_stardrops:
self.create_event_location(location_table[GoalName.mystery_of_the_stardrops],
self.logic.has_all_stardrops(),
Event.victory)
elif self.options.goal == Goal.option_allsanity:
self.create_event_location(location_table[GoalName.allsanity],
HasProgressionPercent(self.player, 100),
Event.victory)
elif self.options.goal == Goal.option_perfection:
self.create_event_location(location_table[GoalName.perfection],
HasProgressionPercent(self.player, 100),
Event.victory)
self.multiworld.completion_condition[self.player] = lambda state: state.has(Event.victory, self.player)
def get_all_location_names(self) -> List[str]:
return list(location.name for location in self.multiworld.get_locations(self.player))
def create_item(self, item: Union[str, ItemData], override_classification: ItemClassification = None) -> StardewItem:
if isinstance(item, str):
item = item_table[item]
if override_classification is None:
override_classification = item.classification
if override_classification == ItemClassification.progression:
self.total_progression_items += 1
return StardewItem(item.name, override_classification, item.code, self.player)
def delete_item(self, item: Item):
if item.classification & ItemClassification.progression:
self.total_progression_items -= 1
def create_starting_item(self, item: Union[str, ItemData]) -> StardewItem:
if isinstance(item, str):
item = item_table[item]
return StardewItem(item.name, item.classification, item.code, self.player)
def create_event_location(self, location_data: LocationData, rule: StardewRule = None, item: Optional[str] = None):
if rule is None:
rule = True_()
if item is None:
item = location_data.name
region = self.multiworld.get_region(location_data.region, self.player)
location = StardewLocation(self.player, location_data.name, None, region)
location.access_rule = rule
region.locations.append(location)
location.place_locked_item(StardewItem(item, ItemClassification.progression, None, self.player))
# This is not ideal, but the rule count them so...
if item != Event.victory:
self.total_progression_items += 1
def set_rules(self):
set_rules(self)
def generate_basic(self):
pass
def get_filler_item_name(self) -> str:
if not self.filler_item_pool_names:
self.generate_filler_item_pool_names()
return self.random.choice(self.filler_item_pool_names)
def generate_filler_item_pool_names(self):
include_traps, exclude_island = self.get_filler_item_rules()
available_filler = get_all_filler_items(include_traps, exclude_island)
available_filler = remove_limited_amount_packs(available_filler)
self.filler_item_pool_names = [item.name for item in available_filler]
def get_filler_item_rules(self):
if self.player in self.multiworld.groups:
link_group = self.multiworld.groups[self.player]
include_traps = True
exclude_island = False
for player in link_group["players"]:
player_options = self.multiworld.worlds[player].options
if self.multiworld.game[player] != self.game:
continue
if player_options.trap_items == TrapItems.option_no_traps:
include_traps = False
if player_options.exclude_ginger_island == ExcludeGingerIsland.option_true:
exclude_island = True
return include_traps, exclude_island
else:
return self.options.trap_items != TrapItems.option_no_traps, self.options.exclude_ginger_island == ExcludeGingerIsland.option_true
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
"""Write to the spoiler header. If individual it's right at the end of that player's options,
if as stage it's right under the common header before per-player options."""
self.add_entrances_to_spoiler_log()
def write_spoiler(self, spoiler_handle: TextIO) -> None:
"""Write to the spoiler "middle", this is after the per-player options and before locations,
meant for useful or interesting info."""
self.add_bundles_to_spoiler_log(spoiler_handle)
def add_bundles_to_spoiler_log(self, spoiler_handle: TextIO):
if self.options.bundle_randomization == BundleRandomization.option_vanilla:
return
player_name = self.multiworld.get_player_name(self.player)
spoiler_handle.write(f"\n\nCommunity Center ({player_name}):\n")
for room in self.modified_bundles:
for bundle in room.bundles:
spoiler_handle.write(f"\t[{room.name}] {bundle.name} ({bundle.number_required} required):\n")
for i, item in enumerate(bundle.items):
if "Basic" in item.quality:
quality = ""
else:
quality = f" ({item.quality.split(' ')[0]})"
spoiler_handle.write(f"\t\t{item.amount}x {item.get_item()}{quality}\n")
def add_entrances_to_spoiler_log(self):
if self.options.entrance_randomization == EntranceRandomization.option_disabled:
return
for original_entrance, replaced_entrance in self.randomized_entrances.items():
self.multiworld.spoiler.set_entrance(original_entrance, replaced_entrance, "entrance", self.player)
def fill_slot_data(self) -> Dict[str, Any]:
bundles = dict()
for room in self.modified_bundles:
bundles[room.name] = dict()
for bundle in room.bundles:
bundles[room.name][bundle.name] = {"number_required": bundle.number_required}
for i, item in enumerate(bundle.items):
bundles[room.name][bundle.name][i] = f"{item.get_item()}|{item.amount}|{item.quality}"
excluded_options = [BundleRandomization, NumberOfMovementBuffs, EnabledFillerBuffs]
excluded_option_names = [option.internal_name for option in excluded_options]
generic_option_names = [option_name for option_name in PerGameCommonOptions.type_hints]
excluded_option_names.extend(generic_option_names)
included_option_names: List[str] = [option_name for option_name in self.options_dataclass.type_hints if option_name not in excluded_option_names]
slot_data = self.options.as_dict(*included_option_names)
slot_data.update({
"seed": self.random.randrange(1000000000), # Seed should be max 9 digits
"randomized_entrances": self.randomized_entrances,
"modified_bundles": bundles,
"client_version": "6.0.0",
})
return slot_data
def collect(self, state: CollectionState, item: StardewItem) -> bool:
change = super().collect(state, item)
if change:
state.prog_items[self.player][Event.received_walnuts] += self.get_walnut_amount(item.name)
return change
def remove(self, state: CollectionState, item: StardewItem) -> bool:
change = super().remove(state, item)
if change:
state.prog_items[self.player][Event.received_walnuts] -= self.get_walnut_amount(item.name)
return change
@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