739 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			739 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
from dataclasses import dataclass
 | 
						|
from typing import Protocol, ClassVar
 | 
						|
 | 
						|
from Options import Range, NamedRange, Toggle, Choice, OptionSet, PerGameCommonOptions, DeathLink
 | 
						|
from .mods.mod_data import ModNames
 | 
						|
 | 
						|
 | 
						|
class StardewValleyOption(Protocol):
 | 
						|
    internal_name: ClassVar[str]
 | 
						|
 | 
						|
 | 
						|
class Goal(Choice):
 | 
						|
    """What's your goal with this play-through?
 | 
						|
    Community Center: Complete the Community Center
 | 
						|
    Grandpa's Evaluation: Succeed Grandpa's evaluation with 4 lit candles
 | 
						|
    Bottom of the Mines: Reach level 120 in the mineshaft
 | 
						|
    Cryptic Note: Complete the quest "Cryptic Note" where Mr Qi asks you to reach floor 100 in the Skull Cavern
 | 
						|
    Master Angler: Catch every fish. Adapts to chosen Fishsanity option
 | 
						|
    Complete Collection: Complete the museum by donating every possible item. Pairs well with Museumsanity
 | 
						|
    Full House: Get married and have two children. Pairs well with Friendsanity
 | 
						|
    Greatest Walnut Hunter: Find all 130 Golden Walnuts
 | 
						|
    Protector of the Valley: Complete all the monster slayer goals. Adapts to Monstersanity
 | 
						|
    Full Shipment: Ship every item in the collection tab. Adapts to Shipsanity
 | 
						|
    Gourmet Chef: Cook every recipe. Adapts to Cooksanity
 | 
						|
    Craft Master: Craft every item.
 | 
						|
    Legend: Earn 10 000 000g
 | 
						|
    Mystery of the Stardrops: Find every stardrop
 | 
						|
    Allsanity: Complete every check in your slot
 | 
						|
    Perfection: Attain Perfection, based on the vanilla definition
 | 
						|
    """
 | 
						|
    internal_name = "goal"
 | 
						|
    display_name = "Goal"
 | 
						|
    default = 0
 | 
						|
    option_community_center = 0
 | 
						|
    option_grandpa_evaluation = 1
 | 
						|
    option_bottom_of_the_mines = 2
 | 
						|
    option_cryptic_note = 3
 | 
						|
    option_master_angler = 4
 | 
						|
    option_complete_collection = 5
 | 
						|
    option_full_house = 6
 | 
						|
    option_greatest_walnut_hunter = 7
 | 
						|
    option_protector_of_the_valley = 8
 | 
						|
    option_full_shipment = 9
 | 
						|
    option_gourmet_chef = 10
 | 
						|
    option_craft_master = 11
 | 
						|
    option_legend = 12
 | 
						|
    option_mystery_of_the_stardrops = 13
 | 
						|
    # option_junimo_kart =
 | 
						|
    # option_prairie_king =
 | 
						|
    # option_fector_challenge =
 | 
						|
    # option_beloved_farmer =
 | 
						|
    # option_master_of_the_five_ways =
 | 
						|
    option_allsanity = 24
 | 
						|
    option_perfection = 25
 | 
						|
 | 
						|
    @classmethod
 | 
						|
    def get_option_name(cls, value) -> str:
 | 
						|
        if value == cls.option_grandpa_evaluation:
 | 
						|
            return "Grandpa's Evaluation"
 | 
						|
 | 
						|
        return super().get_option_name(value)
 | 
						|
 | 
						|
 | 
						|
class FarmType(Choice):
 | 
						|
    """What farm to play on?"""
 | 
						|
    internal_name = "farm_type"
 | 
						|
    display_name = "Farm Type"
 | 
						|
    default = "random"
 | 
						|
    option_standard = 0
 | 
						|
    option_riverland = 1
 | 
						|
    option_forest = 2
 | 
						|
    option_hill_top = 3
 | 
						|
    option_wilderness = 4
 | 
						|
    option_four_corners = 5
 | 
						|
    option_beach = 6
 | 
						|
 | 
						|
 | 
						|
class StartingMoney(NamedRange):
 | 
						|
    """Amount of gold when arriving at the farm.
 | 
						|
    Set to -1 or unlimited for infinite money"""
 | 
						|
    internal_name = "starting_money"
 | 
						|
    display_name = "Starting Gold"
 | 
						|
    range_start = 0
 | 
						|
    range_end = 50000
 | 
						|
    default = 5000
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "unlimited": -1,
 | 
						|
        "vanilla": 500,
 | 
						|
        "extra": 2000,
 | 
						|
        "rich": 5000,
 | 
						|
        "very rich": 20000,
 | 
						|
        "filthy rich": 50000,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class ProfitMargin(NamedRange):
 | 
						|
    """Multiplier over all gold earned in-game by the player."""
 | 
						|
    internal_name = "profit_margin"
 | 
						|
    display_name = "Profit Margin"
 | 
						|
    range_start = 25
 | 
						|
    range_end = 400
 | 
						|
    # step = 25
 | 
						|
    default = 100
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "quarter": 25,
 | 
						|
        "half": 50,
 | 
						|
        "normal": 100,
 | 
						|
        "double": 200,
 | 
						|
        "triple": 300,
 | 
						|
        "quadruple": 400,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class BundleRandomization(Choice):
 | 
						|
    """What items are needed for the community center bundles?
 | 
						|
    Vanilla: Standard bundles from the vanilla game
 | 
						|
    Thematic: Every bundle will require random items compatible with their original theme
 | 
						|
    Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones
 | 
						|
    Shuffled: Every bundle will require random items and follow no particular structure"""
 | 
						|
    internal_name = "bundle_randomization"
 | 
						|
    display_name = "Bundle Randomization"
 | 
						|
    default = 2
 | 
						|
    option_vanilla = 0
 | 
						|
    option_thematic = 1
 | 
						|
    option_remixed = 2
 | 
						|
    option_shuffled = 3
 | 
						|
 | 
						|
 | 
						|
class BundlePrice(Choice):
 | 
						|
    """How many items are needed for the community center bundles?
 | 
						|
    Minimum: Every bundle will require only one item
 | 
						|
    Very Cheap: Every bundle will require 2 items fewer than usual
 | 
						|
    Cheap: Every bundle will require 1 item fewer than usual
 | 
						|
    Normal: Every bundle will require the vanilla number of items
 | 
						|
    Expensive: Every bundle will require 1 extra item
 | 
						|
    Very Expensive: Every bundle will require 2 extra items
 | 
						|
    Maximum: Every bundle will require many extra items"""
 | 
						|
    internal_name = "bundle_price"
 | 
						|
    display_name = "Bundle Price"
 | 
						|
    default = 0
 | 
						|
    option_minimum = -8
 | 
						|
    option_very_cheap = -2
 | 
						|
    option_cheap = -1
 | 
						|
    option_normal = 0
 | 
						|
    option_expensive = 1
 | 
						|
    option_very_expensive = 2
 | 
						|
    option_maximum = 8
 | 
						|
 | 
						|
 | 
						|
class EntranceRandomization(Choice):
 | 
						|
    """Should area entrances be randomized?
 | 
						|
    Disabled: No entrance randomization is done
 | 
						|
    Pelican Town: Only doors in the main town area are randomized with each other
 | 
						|
    Non Progression: Only entrances that are always available are randomized with each other
 | 
						|
    Buildings: All Entrances that Allow you to enter a building are randomized with each other
 | 
						|
    Chaos: Same as "Buildings", but the entrances get reshuffled every single day!
 | 
						|
    """
 | 
						|
    # Everything: All buildings and areas are randomized with each other
 | 
						|
    # Chaos, same as everything: but the buildings are shuffled again every in-game day. You can't learn it!
 | 
						|
    # Buildings One-way: Entrance pairs are disconnected, they aren't two-way!
 | 
						|
    # Everything One-way: Entrance pairs are disconnected, and every entrance is in the shuffle
 | 
						|
    # Chaos One-way: Entrance pairs are disconnected, and they change every day!
 | 
						|
 | 
						|
    internal_name = "entrance_randomization"
 | 
						|
    display_name = "Entrance Randomization"
 | 
						|
    default = 0
 | 
						|
    option_disabled = 0
 | 
						|
    option_pelican_town = 1
 | 
						|
    option_non_progression = 2
 | 
						|
    option_buildings = 3
 | 
						|
    # option_everything = 4
 | 
						|
    option_chaos = 5
 | 
						|
    # option_buildings_one_way = 6
 | 
						|
    # option_everything_one_way = 7
 | 
						|
    # option_chaos_one_way = 8
 | 
						|
 | 
						|
 | 
						|
class SeasonRandomization(Choice):
 | 
						|
    """Should seasons be randomized?
 | 
						|
    Disabled: Start in Spring with all seasons unlocked.
 | 
						|
    Randomized: Start in a random season and the other 3 must be unlocked randomly.
 | 
						|
    Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter.
 | 
						|
    Progressive: Start in Spring and unlock the seasons in their original order.
 | 
						|
    """
 | 
						|
    internal_name = "season_randomization"
 | 
						|
    display_name = "Season Randomization"
 | 
						|
    default = 1
 | 
						|
    option_disabled = 0
 | 
						|
    option_randomized = 1
 | 
						|
    option_randomized_not_winter = 2
 | 
						|
    option_progressive = 3
 | 
						|
 | 
						|
 | 
						|
class Cropsanity(Choice):
 | 
						|
    """Formerly named "Seed Shuffle"
 | 
						|
    Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs.
 | 
						|
    Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops
 | 
						|
    Shuffled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop
 | 
						|
    """
 | 
						|
    internal_name = "cropsanity"
 | 
						|
    display_name = "Cropsanity"
 | 
						|
    default = 1
 | 
						|
    option_disabled = 0
 | 
						|
    option_enabled = 1
 | 
						|
    alias_shuffled = option_enabled
 | 
						|
 | 
						|
 | 
						|
class BackpackProgression(Choice):
 | 
						|
    """Shuffle the backpack?
 | 
						|
    Vanilla: You can buy backpacks at Pierre's General Store.
 | 
						|
    Progressive: You will randomly find Progressive Backpack upgrades.
 | 
						|
    Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld.
 | 
						|
    """
 | 
						|
    internal_name = "backpack_progression"
 | 
						|
    display_name = "Backpack Progression"
 | 
						|
    default = 2
 | 
						|
    option_vanilla = 0
 | 
						|
    option_progressive = 1
 | 
						|
    option_early_progressive = 2
 | 
						|
 | 
						|
 | 
						|
class ToolProgression(Choice):
 | 
						|
    """Shuffle the tool upgrades?
 | 
						|
    Vanilla: Clint will upgrade your tools with metal bars.
 | 
						|
    Progressive: You will randomly find Progressive Tool upgrades.
 | 
						|
    Cheap: Tool Upgrades will cost 2/5th as much
 | 
						|
    Very Cheap: Tool Upgrades will cost 1/5th as much"""
 | 
						|
    internal_name = "tool_progression"
 | 
						|
    display_name = "Tool Progression"
 | 
						|
    default = 1
 | 
						|
    option_vanilla = 0b000  # 0
 | 
						|
    option_progressive = 0b001  # 1
 | 
						|
    option_vanilla_cheap = 0b010  # 2
 | 
						|
    option_vanilla_very_cheap = 0b100  # 4
 | 
						|
    option_progressive_cheap = 0b011  # 3
 | 
						|
    option_progressive_very_cheap = 0b101  # 5
 | 
						|
 | 
						|
 | 
						|
class ElevatorProgression(Choice):
 | 
						|
    """Shuffle the elevator?
 | 
						|
    Vanilla: Reaching a mineshaft floor unlocks the elevator for it
 | 
						|
    Progressive: You will randomly find Progressive Mine Elevators to go deeper.
 | 
						|
    Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations.
 | 
						|
        You must reach elevator floors on your own."""
 | 
						|
    internal_name = "elevator_progression"
 | 
						|
    display_name = "Elevator Progression"
 | 
						|
    default = 2
 | 
						|
    option_vanilla = 0
 | 
						|
    option_progressive = 1
 | 
						|
    option_progressive_from_previous_floor = 2
 | 
						|
 | 
						|
 | 
						|
class SkillProgression(Choice):
 | 
						|
    """Shuffle skill levels?
 | 
						|
    Vanilla: Leveling up skills is normal
 | 
						|
    Progressive: Skill levels are unlocked randomly, and earning xp sends checks"""
 | 
						|
    internal_name = "skill_progression"
 | 
						|
    display_name = "Skill Progression"
 | 
						|
    default = 1
 | 
						|
    option_vanilla = 0
 | 
						|
    option_progressive = 1
 | 
						|
 | 
						|
 | 
						|
class BuildingProgression(Choice):
 | 
						|
    """Shuffle Carpenter Buildings?
 | 
						|
    Vanilla: You can buy each building normally.
 | 
						|
    Progressive: You will receive the buildings and will be able to build the first one of each type for free,
 | 
						|
        once it is received. If you want more of the same building, it will cost the vanilla price.
 | 
						|
    Progressive early shipping bin: Same as Progressive, but the shipping bin will be placed early in the multiworld.
 | 
						|
    Cheap: Buildings will cost half as much
 | 
						|
    Very Cheap: Buildings will cost 1/5th as much
 | 
						|
    """
 | 
						|
    internal_name = "building_progression"
 | 
						|
    display_name = "Building Progression"
 | 
						|
    default = 3
 | 
						|
    option_vanilla = 0b000  # 0
 | 
						|
    option_vanilla_cheap = 0b010  # 2
 | 
						|
    option_vanilla_very_cheap = 0b100  # 4
 | 
						|
    option_progressive = 0b001  # 1
 | 
						|
    option_progressive_cheap = 0b011  # 3
 | 
						|
    option_progressive_very_cheap = 0b101  # 5
 | 
						|
 | 
						|
 | 
						|
class FestivalLocations(Choice):
 | 
						|
    """Shuffle Festival Activities?
 | 
						|
    Disabled: You do not need to attend festivals
 | 
						|
    Easy: Every festival has checks, but they are easy and usually only require attendance
 | 
						|
    Hard: Festivals have more checks, and many require performing well, not just attending
 | 
						|
    """
 | 
						|
    internal_name = "festival_locations"
 | 
						|
    display_name = "Festival Locations"
 | 
						|
    default = 1
 | 
						|
    option_disabled = 0
 | 
						|
    option_easy = 1
 | 
						|
    option_hard = 2
 | 
						|
 | 
						|
 | 
						|
class ArcadeMachineLocations(Choice):
 | 
						|
    """Shuffle the arcade machines?
 | 
						|
    Disabled: The arcade machines are not included.
 | 
						|
    Victories: Each Arcade Machine will contain one check on victory
 | 
						|
    Victories Easy: Same as Victories, but both games are made considerably easier.
 | 
						|
    Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game
 | 
						|
        easier are in the item pool. Junimo Kart has one check at the end of each level.
 | 
						|
        Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment.
 | 
						|
    """
 | 
						|
    internal_name = "arcade_machine_locations"
 | 
						|
    display_name = "Arcade Machine Locations"
 | 
						|
    default = 3
 | 
						|
    option_disabled = 0
 | 
						|
    option_victories = 1
 | 
						|
    option_victories_easy = 2
 | 
						|
    option_full_shuffling = 3
 | 
						|
 | 
						|
 | 
						|
class SpecialOrderLocations(Choice):
 | 
						|
    """Shuffle Special Orders?
 | 
						|
    Disabled: The special orders are not included in the Archipelago shuffling.
 | 
						|
    Board Only: The Special Orders on the board in town are location checks
 | 
						|
    Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town
 | 
						|
    """
 | 
						|
    internal_name = "special_order_locations"
 | 
						|
    display_name = "Special Order Locations"
 | 
						|
    default = 1
 | 
						|
    option_disabled = 0
 | 
						|
    option_board_only = 1
 | 
						|
    option_board_qi = 2
 | 
						|
 | 
						|
 | 
						|
class QuestLocations(NamedRange):
 | 
						|
    """Include location checks for quests
 | 
						|
    None: No quests are checks
 | 
						|
    Story: Only story quests are checks
 | 
						|
    Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended
 | 
						|
    Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters.
 | 
						|
    Extra Help wanted quests might be added if current settings don't have enough locations"""
 | 
						|
    internal_name = "quest_locations"
 | 
						|
    default = 7
 | 
						|
    range_start = 0
 | 
						|
    range_end = 56
 | 
						|
    # step = 7
 | 
						|
    display_name = "Quest Locations"
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "none": -1,
 | 
						|
        "story": 0,
 | 
						|
        "minimum": 7,
 | 
						|
        "normal": 14,
 | 
						|
        "lots": 28,
 | 
						|
        "maximum": 56,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class Fishsanity(Choice):
 | 
						|
    """Locations for catching a fish the first time?
 | 
						|
    None: There are no locations for catching fish
 | 
						|
    Legendaries: Each of the 5 legendary fish are checks
 | 
						|
    Special: A curated selection of strong fish are checks
 | 
						|
    Randomized: A random selection of fish are checks
 | 
						|
    All: Every single fish in the game is a location that contains an item. Pairs well with the Master Angler Goal
 | 
						|
    Exclude Legendaries: Every fish except legendaries
 | 
						|
    Exclude Hard Fish: Every fish under difficulty 80
 | 
						|
    Only Easy Fish: Every fish under difficulty 50
 | 
						|
    """
 | 
						|
    internal_name = "fishsanity"
 | 
						|
    display_name = "Fishsanity"
 | 
						|
    default = 0
 | 
						|
    option_none = 0
 | 
						|
    option_legendaries = 1
 | 
						|
    option_special = 2
 | 
						|
    option_randomized = 3
 | 
						|
    alias_random_selection = option_randomized
 | 
						|
    option_all = 4
 | 
						|
    option_exclude_legendaries = 5
 | 
						|
    option_exclude_hard_fish = 6
 | 
						|
    option_only_easy_fish = 7
 | 
						|
 | 
						|
 | 
						|
class Museumsanity(Choice):
 | 
						|
    """Locations for museum donations?
 | 
						|
    None: There are no locations for donating artifacts and minerals to the museum
 | 
						|
    Milestones: The donation milestones from the vanilla game are checks
 | 
						|
    Randomized: A random selection of minerals and artifacts are checks
 | 
						|
    All: Every single donation is a check
 | 
						|
    """
 | 
						|
    internal_name = "museumsanity"
 | 
						|
    display_name = "Museumsanity"
 | 
						|
    default = 1
 | 
						|
    option_none = 0
 | 
						|
    option_milestones = 1
 | 
						|
    option_randomized = 2
 | 
						|
    option_all = 3
 | 
						|
 | 
						|
 | 
						|
class Monstersanity(Choice):
 | 
						|
    """Locations for slaying monsters?
 | 
						|
    None: There are no checks for slaying monsters
 | 
						|
    One per category: Every category visible at the adventure guild gives one check
 | 
						|
    One per Monster: Every unique monster gives one check
 | 
						|
    Monster Eradication Goals: The Monster Eradication Goals each contain one check
 | 
						|
    Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60%
 | 
						|
    Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90%
 | 
						|
    Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way
 | 
						|
    Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check
 | 
						|
    """
 | 
						|
    internal_name = "monstersanity"
 | 
						|
    display_name = "Monstersanity"
 | 
						|
    default = 1
 | 
						|
    option_none = 0
 | 
						|
    option_one_per_category = 1
 | 
						|
    option_one_per_monster = 2
 | 
						|
    option_goals = 3
 | 
						|
    option_short_goals = 4
 | 
						|
    option_very_short_goals = 5
 | 
						|
    option_progressive_goals = 6
 | 
						|
    option_split_goals = 7
 | 
						|
 | 
						|
 | 
						|
class Shipsanity(Choice):
 | 
						|
    """Locations for shipping items?
 | 
						|
    None: There are no checks for shipping items
 | 
						|
    Crops: Every crop and forageable being shipped is a check
 | 
						|
    Fish: Every fish being shipped is a check except legendaries
 | 
						|
    Full Shipment: Every item in the Collections page is a check
 | 
						|
    Full Shipment With Fish: Every item in the Collections page and every fish is a check
 | 
						|
    Everything: Every item in the game that can be shipped is a check
 | 
						|
    """
 | 
						|
    internal_name = "shipsanity"
 | 
						|
    display_name = "Shipsanity"
 | 
						|
    default = 0
 | 
						|
    option_none = 0
 | 
						|
    option_crops = 1
 | 
						|
    # option_quality_crops = 2
 | 
						|
    option_fish = 3
 | 
						|
    # option_quality_fish = 4
 | 
						|
    option_full_shipment = 5
 | 
						|
    # option_quality_full_shipment = 6
 | 
						|
    option_full_shipment_with_fish = 7
 | 
						|
    # option_quality_full_shipment_with_fish = 8
 | 
						|
    option_everything = 9
 | 
						|
    # option_quality_everything = 10
 | 
						|
 | 
						|
 | 
						|
class Cooksanity(Choice):
 | 
						|
    """Locations for cooking food?
 | 
						|
    None: There are no checks for cooking
 | 
						|
    Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check
 | 
						|
    All: Every cooking recipe can be cooked for a check
 | 
						|
    """
 | 
						|
    internal_name = "cooksanity"
 | 
						|
    display_name = "Cooksanity"
 | 
						|
    default = 0
 | 
						|
    option_none = 0
 | 
						|
    option_queen_of_sauce = 1
 | 
						|
    option_all = 2
 | 
						|
 | 
						|
 | 
						|
class Chefsanity(NamedRange):
 | 
						|
    """Locations for leaning cooking recipes?
 | 
						|
    Vanilla: All cooking recipes are learned normally
 | 
						|
    Queen of Sauce: Every Queen of sauce episode is a check, all queen of sauce recipes are items
 | 
						|
    Purchases: Every purchasable recipe is a check
 | 
						|
    Friendship: Recipes obtained from friendship are checks
 | 
						|
    Skills: Recipes obtained from skills are checks
 | 
						|
    All: Learning every cooking recipe is a check
 | 
						|
    """
 | 
						|
    internal_name = "chefsanity"
 | 
						|
    display_name = "Chefsanity"
 | 
						|
    default = 0
 | 
						|
    range_start = 0
 | 
						|
    range_end = 15
 | 
						|
 | 
						|
    option_none = 0b0000  # 0
 | 
						|
    option_queen_of_sauce = 0b0001  # 1
 | 
						|
    option_purchases = 0b0010  # 2
 | 
						|
    option_qos_and_purchases = 0b0011  # 3
 | 
						|
    option_skills = 0b0100  # 4
 | 
						|
    option_friendship = 0b1000  # 8
 | 
						|
    option_all = 0b1111  # 15
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "none": 0b0000,  # 0
 | 
						|
        "queen_of_sauce": 0b0001,  # 1
 | 
						|
        "purchases": 0b0010,  # 2
 | 
						|
        "qos_and_purchases": 0b0011,  # 3
 | 
						|
        "skills": 0b0100,  # 4
 | 
						|
        "friendship": 0b1000,  # 8
 | 
						|
        "all": 0b1111,  # 15
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class Craftsanity(Choice):
 | 
						|
    """Checks for crafting items?
 | 
						|
    If enabled, all recipes purchased in shops will be checks as well.
 | 
						|
    Recipes obtained from other sources will depend on related archipelago settings
 | 
						|
    """
 | 
						|
    internal_name = "craftsanity"
 | 
						|
    display_name = "Craftsanity"
 | 
						|
    default = 0
 | 
						|
    option_none = 0
 | 
						|
    option_all = 1
 | 
						|
 | 
						|
 | 
						|
class Friendsanity(Choice):
 | 
						|
    """Shuffle Friendships?
 | 
						|
    None: Friendship hearts are earned normally
 | 
						|
    Bachelors: Hearts with bachelors are shuffled
 | 
						|
    Starting NPCs: Hearts for NPCs available immediately are checks
 | 
						|
    All: Hearts for all npcs are checks, including Leo, Kent, Sandy, etc
 | 
						|
    All With Marriage: Hearts for all npcs are checks, including romance hearts up to 14 when applicable
 | 
						|
    """
 | 
						|
    internal_name = "friendsanity"
 | 
						|
    display_name = "Friendsanity"
 | 
						|
    default = 0
 | 
						|
    option_none = 0
 | 
						|
    # option_marry_one_person = 1
 | 
						|
    option_bachelors = 2
 | 
						|
    option_starting_npcs = 3
 | 
						|
    option_all = 4
 | 
						|
    option_all_with_marriage = 5
 | 
						|
 | 
						|
 | 
						|
# Conditional Setting - Friendsanity not None
 | 
						|
class FriendsanityHeartSize(Range):
 | 
						|
    """If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check
 | 
						|
    A higher value will lead to fewer heart items in the item pool, reducing bloat"""
 | 
						|
    internal_name = "friendsanity_heart_size"
 | 
						|
    display_name = "Friendsanity Heart Size"
 | 
						|
    range_start = 1
 | 
						|
    range_end = 8
 | 
						|
    default = 4
 | 
						|
    # step = 1
 | 
						|
 | 
						|
 | 
						|
class NumberOfMovementBuffs(Range):
 | 
						|
    """Number of movement speed buffs to the player that exist as items in the pool.
 | 
						|
    Each movement speed buff is a +25% multiplier that stacks additively"""
 | 
						|
    internal_name = "movement_buff_number"
 | 
						|
    display_name = "Number of Movement Buffs"
 | 
						|
    range_start = 0
 | 
						|
    range_end = 12
 | 
						|
    default = 4
 | 
						|
    # step = 1
 | 
						|
 | 
						|
 | 
						|
class NumberOfLuckBuffs(Range):
 | 
						|
    """Number of luck buffs to the player that exist as items in the pool.
 | 
						|
    Each luck buff is a bonus to daily luck of 0.025"""
 | 
						|
    internal_name = "luck_buff_number"
 | 
						|
    display_name = "Number of Luck Buffs"
 | 
						|
    range_start = 0
 | 
						|
    range_end = 12
 | 
						|
    default = 4
 | 
						|
    # step = 1
 | 
						|
 | 
						|
 | 
						|
class ExcludeGingerIsland(Toggle):
 | 
						|
    """Exclude Ginger Island?
 | 
						|
    This option will forcefully exclude everything related to Ginger Island from the slot.
 | 
						|
    If you pick a goal that requires Ginger Island, you cannot exclude it and it will get included anyway"""
 | 
						|
    internal_name = "exclude_ginger_island"
 | 
						|
    display_name = "Exclude Ginger Island"
 | 
						|
    default = 0
 | 
						|
 | 
						|
 | 
						|
class TrapItems(Choice):
 | 
						|
    """When rolling filler items, including resource packs, the game can also roll trap items.
 | 
						|
    Trap items are negative items that cause problems or annoyances for the player
 | 
						|
    This setting is for choosing if traps will be in the item pool, and if so, how punishing they will be.
 | 
						|
    """
 | 
						|
    internal_name = "trap_items"
 | 
						|
    display_name = "Trap Items"
 | 
						|
    default = 2
 | 
						|
    option_no_traps = 0
 | 
						|
    option_easy = 1
 | 
						|
    option_medium = 2
 | 
						|
    option_hard = 3
 | 
						|
    option_hell = 4
 | 
						|
    option_nightmare = 5
 | 
						|
 | 
						|
 | 
						|
class MultipleDaySleepEnabled(Toggle):
 | 
						|
    """Enable the ability to sleep automatically for multiple days straight?"""
 | 
						|
    internal_name = "multiple_day_sleep_enabled"
 | 
						|
    display_name = "Multiple Day Sleep Enabled"
 | 
						|
    default = 1
 | 
						|
 | 
						|
 | 
						|
class MultipleDaySleepCost(NamedRange):
 | 
						|
    """How much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped."""
 | 
						|
    internal_name = "multiple_day_sleep_cost"
 | 
						|
    display_name = "Multiple Day Sleep Cost"
 | 
						|
    range_start = 0
 | 
						|
    range_end = 200
 | 
						|
    # step = 25
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "free": 0,
 | 
						|
        "cheap": 10,
 | 
						|
        "medium": 25,
 | 
						|
        "expensive": 50,
 | 
						|
        "very expensive": 100,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class ExperienceMultiplier(NamedRange):
 | 
						|
    """How fast you want to earn skill experience.
 | 
						|
    A lower setting mean less experience.
 | 
						|
    A higher setting means more experience."""
 | 
						|
    internal_name = "experience_multiplier"
 | 
						|
    display_name = "Experience Multiplier"
 | 
						|
    range_start = 25
 | 
						|
    range_end = 800
 | 
						|
    # step = 25
 | 
						|
    default = 200
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "half": 50,
 | 
						|
        "vanilla": 100,
 | 
						|
        "double": 200,
 | 
						|
        "triple": 300,
 | 
						|
        "quadruple": 400,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class FriendshipMultiplier(NamedRange):
 | 
						|
    """How fast you want to earn friendship points with villagers.
 | 
						|
    A lower setting mean less friendship per action.
 | 
						|
    A higher setting means more friendship per action."""
 | 
						|
    internal_name = "friendship_multiplier"
 | 
						|
    display_name = "Friendship Multiplier"
 | 
						|
    range_start = 25
 | 
						|
    range_end = 800
 | 
						|
    # step = 25
 | 
						|
    default = 200
 | 
						|
 | 
						|
    special_range_names = {
 | 
						|
        "half": 50,
 | 
						|
        "vanilla": 100,
 | 
						|
        "double": 200,
 | 
						|
        "triple": 300,
 | 
						|
        "quadruple": 400,
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
class DebrisMultiplier(Choice):
 | 
						|
    """How much debris will spawn on the player's farm?
 | 
						|
    Vanilla: debris spawns normally
 | 
						|
    Half: debris will spawn at half the normal rate
 | 
						|
    Quarter: debris will spawn at one quarter of the normal rate
 | 
						|
    None: No debris will spawn on the farm, ever
 | 
						|
    Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game
 | 
						|
    """
 | 
						|
    internal_name = "debris_multiplier"
 | 
						|
    display_name = "Debris Multiplier"
 | 
						|
    default = 1
 | 
						|
    option_vanilla = 0
 | 
						|
    option_half = 1
 | 
						|
    option_quarter = 2
 | 
						|
    option_none = 3
 | 
						|
    option_start_clear = 4
 | 
						|
 | 
						|
 | 
						|
class QuickStart(Toggle):
 | 
						|
    """Do you want the quick start package? You will get a few items to help early game automation,
 | 
						|
    so you can use the multiple day sleep at its maximum."""
 | 
						|
    internal_name = "quick_start"
 | 
						|
    display_name = "Quick Start"
 | 
						|
    default = 1
 | 
						|
 | 
						|
 | 
						|
class Gifting(Toggle):
 | 
						|
    """Do you want to enable gifting items to and from other Archipelago slots?
 | 
						|
    Items can only be sent to games that also support gifting"""
 | 
						|
    internal_name = "gifting"
 | 
						|
    display_name = "Gifting"
 | 
						|
    default = 1
 | 
						|
 | 
						|
 | 
						|
class Mods(OptionSet):
 | 
						|
    """List of mods that will be included in the shuffling."""
 | 
						|
    internal_name = "mods"
 | 
						|
    display_name = "Mods"
 | 
						|
    valid_keys = {
 | 
						|
        ModNames.deepwoods, ModNames.tractor, ModNames.big_backpack,
 | 
						|
        ModNames.luck_skill, ModNames.magic, ModNames.socializing_skill, ModNames.archaeology,
 | 
						|
        ModNames.cooking_skill, ModNames.binning_skill, ModNames.juna,
 | 
						|
        ModNames.jasper, ModNames.alec, ModNames.yoba, ModNames.eugene,
 | 
						|
        ModNames.wellwick, ModNames.ginger, ModNames.shiko, ModNames.delores,
 | 
						|
        ModNames.ayeisha, ModNames.riley, ModNames.skull_cavern_elevator, ModNames.sve, ModNames.distant_lands,
 | 
						|
        ModNames.alecto, ModNames.lacey, ModNames.boarding_house
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
@dataclass
 | 
						|
class StardewValleyOptions(PerGameCommonOptions):
 | 
						|
    goal: Goal
 | 
						|
    farm_type: FarmType
 | 
						|
    starting_money: StartingMoney
 | 
						|
    profit_margin: ProfitMargin
 | 
						|
    bundle_randomization: BundleRandomization
 | 
						|
    bundle_price: BundlePrice
 | 
						|
    entrance_randomization: EntranceRandomization
 | 
						|
    season_randomization: SeasonRandomization
 | 
						|
    cropsanity: Cropsanity
 | 
						|
    backpack_progression: BackpackProgression
 | 
						|
    tool_progression: ToolProgression
 | 
						|
    skill_progression: SkillProgression
 | 
						|
    building_progression: BuildingProgression
 | 
						|
    festival_locations: FestivalLocations
 | 
						|
    elevator_progression: ElevatorProgression
 | 
						|
    arcade_machine_locations: ArcadeMachineLocations
 | 
						|
    special_order_locations: SpecialOrderLocations
 | 
						|
    quest_locations: QuestLocations
 | 
						|
    fishsanity: Fishsanity
 | 
						|
    museumsanity: Museumsanity
 | 
						|
    monstersanity: Monstersanity
 | 
						|
    shipsanity: Shipsanity
 | 
						|
    cooksanity: Cooksanity
 | 
						|
    chefsanity: Chefsanity
 | 
						|
    craftsanity: Craftsanity
 | 
						|
    friendsanity: Friendsanity
 | 
						|
    friendsanity_heart_size: FriendsanityHeartSize
 | 
						|
    movement_buff_number: NumberOfMovementBuffs
 | 
						|
    luck_buff_number: NumberOfLuckBuffs
 | 
						|
    exclude_ginger_island: ExcludeGingerIsland
 | 
						|
    trap_items: TrapItems
 | 
						|
    multiple_day_sleep_enabled: MultipleDaySleepEnabled
 | 
						|
    multiple_day_sleep_cost: MultipleDaySleepCost
 | 
						|
    experience_multiplier: ExperienceMultiplier
 | 
						|
    friendship_multiplier: FriendshipMultiplier
 | 
						|
    debris_multiplier: DebrisMultiplier
 | 
						|
    quick_start: QuickStart
 | 
						|
    gifting: Gifting
 | 
						|
    mods: Mods
 | 
						|
    death_link: DeathLink
 |