Archipelago/worlds/stardew_valley/items.py

527 lines
23 KiB
Python

import csv
import enum
import logging
from dataclasses import dataclass, field
from pathlib import Path
from random import Random
from typing import Dict, List, Protocol, Union, Set, Optional
from BaseClasses import Item, ItemClassification
from . import data
from .data.villagers_data import all_villagers
from .mods.mod_data import ModNames
from .options import StardewValleyOptions, TrapItems, FestivalLocations, ExcludeGingerIsland, SpecialOrderLocations, SeasonRandomization, Cropsanity, Friendsanity, Museumsanity, \
Fishsanity, BuildingProgression, SkillProgression, ToolProgression, ElevatorProgression, BackpackProgression, ArcadeMachineLocations
from .strings.ap_names.buff_names import Buff
ITEM_CODE_OFFSET = 717000
logger = logging.getLogger(__name__)
world_folder = Path(__file__).parent
class Group(enum.Enum):
RESOURCE_PACK = enum.auto()
FRIENDSHIP_PACK = enum.auto()
COMMUNITY_REWARD = enum.auto()
TRASH = enum.auto()
MINES_FLOOR_10 = enum.auto()
MINES_FLOOR_20 = enum.auto()
MINES_FLOOR_50 = enum.auto()
MINES_FLOOR_60 = enum.auto()
MINES_FLOOR_80 = enum.auto()
MINES_FLOOR_90 = enum.auto()
MINES_FLOOR_110 = enum.auto()
FOOTWEAR = enum.auto()
HATS = enum.auto()
RING = enum.auto()
WEAPON = enum.auto()
PROGRESSIVE_TOOLS = enum.auto()
SKILL_LEVEL_UP = enum.auto()
ARCADE_MACHINE_BUFFS = enum.auto()
GALAXY_WEAPONS = enum.auto()
BASE_RESOURCE = enum.auto()
WARP_TOTEM = enum.auto()
GEODE = enum.auto()
ORE = enum.auto()
FERTILIZER = enum.auto()
SEED = enum.auto()
CROPSANITY = enum.auto()
FISHING_RESOURCE = enum.auto()
SEASON = enum.auto()
TRAVELING_MERCHANT_DAY = enum.auto()
MUSEUM = enum.auto()
FRIENDSANITY = enum.auto()
FESTIVAL = enum.auto()
RARECROW = enum.auto()
TRAP = enum.auto()
MAXIMUM_ONE = enum.auto()
EXACTLY_TWO = enum.auto()
DEPRECATED = enum.auto()
RESOURCE_PACK_USEFUL = enum.auto()
SPECIAL_ORDER_BOARD = enum.auto()
SPECIAL_ORDER_QI = enum.auto()
BABY = enum.auto()
GINGER_ISLAND = enum.auto()
WALNUT_PURCHASE = enum.auto()
TV_CHANNEL = enum.auto()
MAGIC_SPELL = enum.auto()
@dataclass(frozen=True)
class ItemData:
code_without_offset: Optional[int]
name: str
classification: ItemClassification
mod_name: Optional[str] = None
groups: Set[Group] = field(default_factory=frozenset)
def __post_init__(self):
if not isinstance(self.groups, frozenset):
super().__setattr__("groups", frozenset(self.groups))
@property
def code(self):
return ITEM_CODE_OFFSET + self.code_without_offset if self.code_without_offset is not None else None
def has_any_group(self, *group: Group) -> bool:
groups = set(group)
return bool(groups.intersection(self.groups))
class StardewItemFactory(Protocol):
def __call__(self, name: Union[str, ItemData]) -> Item:
raise NotImplementedError
def load_item_csv():
try:
from importlib.resources import files
except ImportError:
from importlib_resources import files # noqa
items = []
with files(data).joinpath("items.csv").open() as file:
item_reader = csv.DictReader(file)
for item in item_reader:
id = int(item["id"]) if item["id"] else None
classification = ItemClassification[item["classification"]]
groups = {Group[group] for group in item["groups"].split(",") if group}
mod_name = str(item["mod_name"]) if item["mod_name"] else None
items.append(ItemData(id, item["name"], classification, mod_name, groups))
return items
events = [
ItemData(None, "Victory", ItemClassification.progression),
ItemData(None, "Month End", ItemClassification.progression),
]
all_items: List[ItemData] = load_item_csv() + events
item_table: Dict[str, ItemData] = {}
items_by_group: Dict[Group, List[ItemData]] = {}
def initialize_groups():
for item in all_items:
for group in item.groups:
item_group = items_by_group.get(group, list())
item_group.append(item)
items_by_group[group] = item_group
def initialize_item_table():
item_table.update({item.name: item for item in all_items})
initialize_item_table()
initialize_groups()
def create_items(item_factory: StardewItemFactory, locations_count: int, items_to_exclude: List[Item],
options: StardewValleyOptions, random: Random) -> List[Item]:
items = []
unique_items = create_unique_items(item_factory, options, random)
for item in items_to_exclude:
if item in unique_items:
unique_items.remove(item)
assert len(unique_items) <= locations_count, f"There should be at least as many locations [{locations_count}] as there are mandatory items [{len(unique_items)}]"
items += unique_items
logger.debug(f"Created {len(unique_items)} unique items")
unique_filler_items = create_unique_filler_items(item_factory, options, random, locations_count - len(items))
items += unique_filler_items
logger.debug(f"Created {len(unique_filler_items)} unique filler items")
resource_pack_items = fill_with_resource_packs_and_traps(item_factory, options, random, items, locations_count)
items += resource_pack_items
logger.debug(f"Created {len(resource_pack_items)} resource packs")
return items
def create_unique_items(item_factory: StardewItemFactory, options: StardewValleyOptions, random: Random) -> List[Item]:
items = []
items.extend(item_factory(item) for item in items_by_group[Group.COMMUNITY_REWARD])
create_backpack_items(item_factory, options, items)
create_mine_rewards(item_factory, items, random)
create_elevators(item_factory, options, items)
create_tools(item_factory, options, items)
create_skills(item_factory, options, items)
create_wizard_buildings(item_factory, options, items)
create_carpenter_buildings(item_factory, options, items)
items.append(item_factory("Beach Bridge"))
items.append(item_factory("Dark Talisman"))
create_tv_channels(item_factory, items)
create_special_quest_rewards(item_factory, items)
create_stardrops(item_factory, options, items)
create_museum_items(item_factory, options, items)
create_arcade_machine_items(item_factory, options, items)
items.append(item_factory(random.choice(items_by_group[Group.GALAXY_WEAPONS])))
create_player_buffs(item_factory, options, items)
create_traveling_merchant_items(item_factory, items)
items.append(item_factory("Return Scepter"))
create_seasons(item_factory, options, items)
create_seeds(item_factory, options, items)
create_friendsanity_items(item_factory, options, items)
create_festival_rewards(item_factory, options, items)
create_babies(item_factory, items, random)
create_special_order_board_rewards(item_factory, options, items)
create_special_order_qi_rewards(item_factory, options, items)
create_walnut_purchase_rewards(item_factory, options, items)
create_magic_mod_spells(item_factory, options, items)
return items
def create_backpack_items(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if (options.backpack_progression == BackpackProgression.option_progressive or
options.backpack_progression == BackpackProgression.option_early_progressive):
items.extend(item_factory(item) for item in ["Progressive Backpack"] * 2)
if ModNames.big_backpack in options.mods:
items.append(item_factory("Progressive Backpack"))
def create_mine_rewards(item_factory: StardewItemFactory, items: List[Item], random: Random):
items.append(item_factory("Rusty Sword"))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_10])))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_20])))
items.append(item_factory("Slingshot"))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_50])))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_60])))
items.append(item_factory("Master Slingshot"))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_80])))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_90])))
items.append(item_factory(random.choice(items_by_group[Group.MINES_FLOOR_110])))
items.append(item_factory("Skull Key"))
def create_elevators(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.elevator_progression == ElevatorProgression.option_vanilla:
return
items.extend([item_factory(item) for item in ["Progressive Mine Elevator"] * 24])
if ModNames.deepwoods in options.mods:
items.extend([item_factory(item) for item in ["Progressive Woods Obelisk Sigils"] * 10])
if ModNames.skull_cavern_elevator in options.mods:
items.extend([item_factory(item) for item in ["Progressive Skull Cavern Elevator"] * 8])
def create_tools(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.tool_progression == ToolProgression.option_progressive:
items.extend(item_factory(item) for item in items_by_group[Group.PROGRESSIVE_TOOLS] * 4)
items.append(item_factory("Golden Scythe"))
def create_skills(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.skill_progression == SkillProgression.option_progressive:
for item in items_by_group[Group.SKILL_LEVEL_UP]:
if item.mod_name not in options.mods and item.mod_name is not None:
continue
items.extend(item_factory(item) for item in [item.name] * 10)
def create_wizard_buildings(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
items.append(item_factory("Earth Obelisk"))
items.append(item_factory("Water Obelisk"))
items.append(item_factory("Desert Obelisk"))
items.append(item_factory("Junimo Hut"))
items.append(item_factory("Gold Clock"))
if options.exclude_ginger_island == ExcludeGingerIsland.option_false:
items.append(item_factory("Island Obelisk"))
if ModNames.deepwoods in options.mods:
items.append(item_factory("Woods Obelisk"))
def create_carpenter_buildings(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.building_progression in {BuildingProgression.option_progressive,
BuildingProgression.option_progressive_early_shipping_bin}:
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Well"))
items.append(item_factory("Silo"))
items.append(item_factory("Mill"))
items.append(item_factory("Progressive Shed"))
items.append(item_factory("Progressive Shed"))
items.append(item_factory("Fish Pond"))
items.append(item_factory("Stable"))
items.append(item_factory("Slime Hutch"))
items.append(item_factory("Shipping Bin"))
items.append(item_factory("Progressive House"))
items.append(item_factory("Progressive House"))
items.append(item_factory("Progressive House"))
if ModNames.tractor in options.mods:
items.append(item_factory("Tractor Garage"))
def create_special_quest_rewards(item_factory: StardewItemFactory, items: List[Item]):
items.append(item_factory("Adventurer's Guild"))
items.append(item_factory("Club Card"))
items.append(item_factory("Magnifying Glass"))
items.append(item_factory("Bear's Knowledge"))
items.append(item_factory("Iridium Snake Milk"))
def create_stardrops(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
items.append(item_factory("Stardrop")) # The Mines level 100
items.append(item_factory("Stardrop")) # Old Master Cannoli
if options.fishsanity != Fishsanity.option_none:
items.append(item_factory("Stardrop")) #Master Angler Stardrop
if ModNames.deepwoods in options.mods:
items.append(item_factory("Stardrop")) # Petting the Unicorn
def create_museum_items(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.museumsanity == Museumsanity.option_none:
return
items.extend(item_factory(item) for item in ["Magic Rock Candy"] * 5)
items.extend(item_factory(item) for item in ["Ancient Seeds"] * 5)
items.extend(item_factory(item) for item in ["Traveling Merchant Metal Detector"] * 4)
items.append(item_factory("Ancient Seeds Recipe"))
items.append(item_factory("Stardrop"))
items.append(item_factory("Rusty Key"))
items.append(item_factory("Dwarvish Translation Guide"))
def create_friendsanity_items(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.friendsanity == Friendsanity.option_none:
return
exclude_non_bachelors = options.friendsanity == Friendsanity.option_bachelors
exclude_locked_villagers = options.friendsanity == Friendsanity.option_starting_npcs or \
options.friendsanity == Friendsanity.option_bachelors
include_post_marriage_hearts = options.friendsanity == Friendsanity.option_all_with_marriage
exclude_ginger_island = options.exclude_ginger_island == ExcludeGingerIsland.option_true
heart_size = options.friendsanity_heart_size
for villager in all_villagers:
if villager.mod_name not in options.mods and villager.mod_name is not None:
continue
if not villager.available and exclude_locked_villagers:
continue
if not villager.bachelor and exclude_non_bachelors:
continue
if villager.name == "Leo" and exclude_ginger_island:
continue
heart_cap = 8 if villager.bachelor else 10
if include_post_marriage_hearts and villager.bachelor:
heart_cap = 14
for heart in range(1, 15):
if heart > heart_cap:
break
if heart % heart_size == 0 or heart == heart_cap:
items.append(item_factory(f"{villager.name} <3"))
if not exclude_non_bachelors:
for heart in range(1, 6):
if heart % heart_size == 0 or heart == 5:
items.append(item_factory(f"Pet <3"))
def create_babies(item_factory: StardewItemFactory, items: List[Item], random: Random):
baby_items = [item for item in items_by_group[Group.BABY]]
for i in range(2):
chosen_baby = random.choice(baby_items)
items.append(item_factory(chosen_baby))
def create_arcade_machine_items(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.arcade_machine_locations == ArcadeMachineLocations.option_full_shuffling:
items.append(item_factory("JotPK: Progressive Boots"))
items.append(item_factory("JotPK: Progressive Boots"))
items.append(item_factory("JotPK: Progressive Gun"))
items.append(item_factory("JotPK: Progressive Gun"))
items.append(item_factory("JotPK: Progressive Gun"))
items.append(item_factory("JotPK: Progressive Gun"))
items.append(item_factory("JotPK: Progressive Ammo"))
items.append(item_factory("JotPK: Progressive Ammo"))
items.append(item_factory("JotPK: Progressive Ammo"))
items.append(item_factory("JotPK: Extra Life"))
items.append(item_factory("JotPK: Extra Life"))
items.append(item_factory("JotPK: Increased Drop Rate"))
items.extend(item_factory(item) for item in ["Junimo Kart: Extra Life"] * 8)
def create_player_buffs(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
items.extend(item_factory(item) for item in [Buff.movement] * options.movement_buff_number.value)
items.extend(item_factory(item) for item in [Buff.luck] * options.luck_buff_number.value)
def create_traveling_merchant_items(item_factory: StardewItemFactory, items: List[Item]):
items.extend([*(item_factory(item) for item in items_by_group[Group.TRAVELING_MERCHANT_DAY]),
*(item_factory(item) for item in ["Traveling Merchant Stock Size"] * 6),
*(item_factory(item) for item in ["Traveling Merchant Discount"] * 8)])
def create_seasons(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.season_randomization == SeasonRandomization.option_disabled:
return
if options.season_randomization == SeasonRandomization.option_progressive:
items.extend([item_factory(item) for item in ["Progressive Season"] * 3])
return
items.extend([item_factory(item) for item in items_by_group[Group.SEASON]])
def create_seeds(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.cropsanity == Cropsanity.option_disabled:
return
include_ginger_island = options.exclude_ginger_island != ExcludeGingerIsland.option_true
seed_items = [item_factory(item) for item in items_by_group[Group.CROPSANITY] if include_ginger_island or Group.GINGER_ISLAND not in item.groups]
items.extend(seed_items)
def create_festival_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.festival_locations == FestivalLocations.option_disabled:
return
items.extend([*[item_factory(item) for item in items_by_group[Group.FESTIVAL] if item.classification != ItemClassification.filler],
item_factory("Stardrop")])
def create_walnut_purchase_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.exclude_ginger_island == ExcludeGingerIsland.option_true:
return
items.extend([item_factory("Boat Repair"),
item_factory("Open Professor Snail Cave"),
item_factory("Ostrich Incubator Recipe"),
item_factory("Treehouse"),
*[item_factory(item) for item in items_by_group[Group.WALNUT_PURCHASE]]])
def create_special_order_board_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if options.special_order_locations == SpecialOrderLocations.option_disabled:
return
items.extend([item_factory(item) for item in items_by_group[Group.SPECIAL_ORDER_BOARD]])
def create_special_order_qi_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if (options.special_order_locations != SpecialOrderLocations.option_board_qi or
options.exclude_ginger_island == ExcludeGingerIsland.option_true):
return
qi_gem_rewards = ["100 Qi Gems", "10 Qi Gems", "40 Qi Gems", "25 Qi Gems", "25 Qi Gems",
"40 Qi Gems", "20 Qi Gems", "50 Qi Gems", "40 Qi Gems", "35 Qi Gems"]
qi_gem_items = [item_factory(reward) for reward in qi_gem_rewards]
items.extend(qi_gem_items)
def create_tv_channels(item_factory: StardewItemFactory, items: List[Item]):
items.extend([item_factory(item) for item in items_by_group[Group.TV_CHANNEL]])
def create_filler_festival_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions) -> List[Item]:
if options.festival_locations == FestivalLocations.option_disabled:
return []
return [item_factory(item) for item in items_by_group[Group.FESTIVAL] if
item.classification == ItemClassification.filler]
def create_magic_mod_spells(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
if ModNames.magic not in options.mods:
return []
items.extend([item_factory(item) for item in items_by_group[Group.MAGIC_SPELL]])
def create_unique_filler_items(item_factory: StardewItemFactory, options: StardewValleyOptions, random: Random,
available_item_slots: int) -> List[Item]:
items = []
items.extend(create_filler_festival_rewards(item_factory, options))
if len(items) > available_item_slots:
items = random.sample(items, available_item_slots)
return items
def fill_with_resource_packs_and_traps(item_factory: StardewItemFactory, options: StardewValleyOptions, random: Random,
items_already_added: List[Item],
number_locations: int) -> List[Item]:
include_traps = options.trap_items != TrapItems.option_no_traps
all_filler_packs = [pack for pack in items_by_group[Group.RESOURCE_PACK]]
all_filler_packs.extend(items_by_group[Group.TRASH])
if include_traps:
all_filler_packs.extend(items_by_group[Group.TRAP])
items_already_added_names = [item.name for item in items_already_added]
useful_resource_packs = [pack for pack in items_by_group[Group.RESOURCE_PACK_USEFUL]
if pack.name not in items_already_added_names]
trap_items = [pack for pack in items_by_group[Group.TRAP]
if pack.name not in items_already_added_names and
(pack.mod_name is None or pack.mod_name in options.mods)]
priority_filler_items = []
priority_filler_items.extend(useful_resource_packs)
if include_traps:
priority_filler_items.extend(trap_items)
all_filler_packs = remove_excluded_packs(all_filler_packs, options)
priority_filler_items = remove_excluded_packs(priority_filler_items, options)
number_priority_items = len(priority_filler_items)
required_resource_pack = number_locations - len(items_already_added)
if required_resource_pack < number_priority_items:
chosen_priority_items = [item_factory(resource_pack) for resource_pack in
random.sample(priority_filler_items, required_resource_pack)]
return chosen_priority_items
items = []
chosen_priority_items = [item_factory(resource_pack) for resource_pack in priority_filler_items]
items.extend(chosen_priority_items)
required_resource_pack -= number_priority_items
all_filler_packs = [filler_pack for filler_pack in all_filler_packs
if Group.MAXIMUM_ONE not in filler_pack.groups or
filler_pack.name not in [priority_item.name for priority_item in priority_filler_items]]
while required_resource_pack > 0:
resource_pack = random.choice(all_filler_packs)
exactly_2 = Group.EXACTLY_TWO in resource_pack.groups
while exactly_2 and required_resource_pack == 1:
resource_pack = random.choice(all_filler_packs)
exactly_2 = Group.EXACTLY_TWO in resource_pack.groups
items.append(item_factory(resource_pack))
required_resource_pack -= 1
if exactly_2:
items.append(item_factory(resource_pack))
required_resource_pack -= 1
if exactly_2 or Group.MAXIMUM_ONE in resource_pack.groups:
all_filler_packs.remove(resource_pack)
return items
def remove_excluded_packs(packs, options: StardewValleyOptions):
included_packs = [pack for pack in packs if Group.DEPRECATED not in pack.groups]
if options.exclude_ginger_island == ExcludeGingerIsland.option_true:
included_packs = [pack for pack in included_packs if Group.GINGER_ISLAND not in pack.groups]
return included_packs