292 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
import logging
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from typing import Dict, Any, Iterable, Optional, Union, Set
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from BaseClasses import Region, Entrance, Location, Item, Tutorial, CollectionState, ItemClassification, MultiWorld
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from worlds.AutoWorld import World, WebWorld
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from . import rules, logic, options
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from .bundles import get_all_bundles, Bundle
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from .items import item_table, create_items, ItemData, Group, items_by_group
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from .locations import location_table, create_locations, LocationData
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from .logic import StardewLogic, StardewRule, True_, MAX_MONTHS
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from .options import stardew_valley_options, StardewOptions, fetch_options
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from .regions import create_regions
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from .rules import set_rules
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from worlds.generic.Rules import set_rule
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from .strings.goal_names import Goal
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client_version = 0
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class StardewLocation(Location):
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    game: str = "Stardew Valley"
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    def __init__(self, player: int, name: str, address: Optional[int], parent=None):
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        super().__init__(player, name, address, parent)
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        self.event = not address
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class StardewItem(Item):
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    game: str = "Stardew Valley"
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class StardewWebWorld(WebWorld):
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    theme = "dirt"
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    bug_report_page = "https://github.com/agilbert1412/StardewArchipelago/issues/new?labels=bug&title=%5BBug%5D%3A+Brief+Description+of+bug+here"
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    tutorials = [
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        Tutorial(
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            "Multiworld Setup Guide",
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            "A guide to playing Stardew Valley with Archipelago.",
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            "English",
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            "setup_en.md",
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            "setup/en",
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            ["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"]
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        )]
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class StardewValleyWorld(World):
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    """
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    Stardew Valley is an open-ended country-life RPG. You can farm, fish, mine, fight, complete quests,
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    befriend villagers, and uncover dark secrets.
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    """
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    game = "Stardew Valley"
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    option_definitions = stardew_valley_options
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    topology_present = False
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    item_name_to_id = {name: data.code for name, data in item_table.items()}
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    location_name_to_id = {name: data.code for name, data in location_table.items()}
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    data_version = 3
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    required_client_version = (0, 4, 0)
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    options: StardewOptions
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    logic: StardewLogic
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    web = StardewWebWorld()
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    modified_bundles: Dict[str, Bundle]
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    randomized_entrances: Dict[str, str]
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    all_progression_items: Set[str]
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    def __init__(self, world: MultiWorld, player: int):
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        super().__init__(world, player)
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        self.all_progression_items = set()
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    def generate_early(self):
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        self.options = fetch_options(self.multiworld, self.player)
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        self.force_change_options_if_incompatible()
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        self.logic = StardewLogic(self.player, self.options)
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        self.modified_bundles = get_all_bundles(self.multiworld.random,
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                                                self.logic,
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                                                self.options[options.BundleRandomization],
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                                                self.options[options.BundlePrice])
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    def force_change_options_if_incompatible(self):
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        goal_is_walnut_hunter = self.options[options.Goal] == options.Goal.option_greatest_walnut_hunter
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        goal_is_perfection = self.options[options.Goal] == options.Goal.option_perfection
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        goal_is_island_related = goal_is_walnut_hunter or goal_is_perfection
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        exclude_ginger_island = self.options[options.ExcludeGingerIsland] == options.ExcludeGingerIsland.option_true
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        if goal_is_island_related and exclude_ginger_island:
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            self.options[options.ExcludeGingerIsland] = options.ExcludeGingerIsland.option_false
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            goal = options.Goal.name_lookup[self.options[options.Goal]]
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            player_name = self.multiworld.player_name[self.player]
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            logging.warning(f"Goal '{goal}' requires Ginger Island. Exclude Ginger Island setting forced to 'False' for player {self.player} ({player_name})")
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    def create_regions(self):
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        def create_region(name: str, exits: Iterable[str]) -> Region:
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            region = Region(name, self.player, self.multiworld)
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            region.exits = [Entrance(self.player, exit_name, region) for exit_name in exits]
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            return region
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        world_regions, self.randomized_entrances = create_regions(create_region, self.multiworld.random, self.options)
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        self.multiworld.regions.extend(world_regions)
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        def add_location(name: str, code: Optional[int], region: str):
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            region = self.multiworld.get_region(region, self.player)
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            location = StardewLocation(self.player, name, code, region)
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            location.access_rule = lambda _: True
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            region.locations.append(location)
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        create_locations(add_location, self.options, self.multiworld.random)
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    def create_items(self):
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        self.precollect_starting_season()
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        items_to_exclude = [excluded_items
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                            for excluded_items in self.multiworld.precollected_items[self.player]
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                            if not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK,
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                                                                                 Group.FRIENDSHIP_PACK)]
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        if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_disabled:
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            items_to_exclude = [item for item in items_to_exclude
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                                if item_table[item.name] not in items_by_group[Group.SEASON]]
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        locations_count = len([location
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                               for location in self.multiworld.get_locations(self.player)
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                               if not location.event])
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        created_items = create_items(self.create_item, locations_count, items_to_exclude, self.options,
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                                     self.multiworld.random)
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        self.multiworld.itempool += created_items
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        self.setup_early_items()
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        self.setup_month_events()
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        self.setup_victory()
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    def precollect_starting_season(self) -> Optional[StardewItem]:
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        if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_progressive:
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            return
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        season_pool = items_by_group[Group.SEASON]
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        if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_disabled:
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            for season in season_pool:
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                self.multiworld.push_precollected(self.create_item(season))
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            return
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        if [item for item in self.multiworld.precollected_items[self.player]
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            if item.name in {season.name for season in items_by_group[Group.SEASON]}]:
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            return
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        if self.options[options.SeasonRandomization] == options.SeasonRandomization.option_randomized_not_winter:
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            season_pool = [season for season in season_pool if season.name != "Winter"]
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        starting_season = self.create_item(self.multiworld.random.choice(season_pool))
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        self.multiworld.push_precollected(starting_season)
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    def setup_early_items(self):
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        if (self.options[options.BuildingProgression] ==
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                options.BuildingProgression.option_progressive_early_shipping_bin):
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            self.multiworld.early_items[self.player]["Shipping Bin"] = 1
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        if self.options[options.BackpackProgression] == options.BackpackProgression.option_early_progressive:
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            self.multiworld.early_items[self.player]["Progressive Backpack"] = 1
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    def setup_month_events(self):
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        for i in range(0, MAX_MONTHS):
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            month_end = LocationData(None, "Stardew Valley", f"Month End {i + 1}")
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            if i == 0:
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                self.create_event_location(month_end, True_(), "Month End")
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                continue
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            self.create_event_location(month_end, self.logic.received("Month End", i).simplify(), "Month End")
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    def setup_victory(self):
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        if self.options[options.Goal] == options.Goal.option_community_center:
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            self.create_event_location(location_table[Goal.community_center],
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                                       self.logic.can_complete_community_center().simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_grandpa_evaluation:
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            self.create_event_location(location_table[Goal.grandpa_evaluation],
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                                       self.logic.can_finish_grandpa_evaluation().simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_bottom_of_the_mines:
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            self.create_event_location(location_table[Goal.bottom_of_the_mines],
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                                       self.logic.can_mine_to_floor(120).simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_cryptic_note:
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            self.create_event_location(location_table[Goal.cryptic_note],
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                                       self.logic.can_complete_quest("Cryptic Note").simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_master_angler:
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            self.create_event_location(location_table[Goal.master_angler],
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                                       self.logic.can_catch_every_fish().simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_complete_collection:
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            self.create_event_location(location_table[Goal.complete_museum],
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                                       self.logic.can_complete_museum().simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_full_house:
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            self.create_event_location(location_table[Goal.full_house],
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                                       (self.logic.has_children(2) & self.logic.can_reproduce()).simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_greatest_walnut_hunter:
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            self.create_event_location(location_table[Goal.greatest_walnut_hunter],
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                                       self.logic.has_walnut(130).simplify(),
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                                       "Victory")
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        elif self.options[options.Goal] == options.Goal.option_perfection:
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            self.create_event_location(location_table[Goal.perfection],
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                                       self.logic.has_everything(self.all_progression_items).simplify(),
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                                       "Victory")
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        self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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    def create_item(self, item: Union[str, ItemData]) -> StardewItem:
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        if isinstance(item, str):
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            item = item_table[item]
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        if item.classification == ItemClassification.progression:
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            self.all_progression_items.add(item.name)
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        return StardewItem(item.name, item.classification, item.code, self.player)
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    def create_event_location(self, location_data: LocationData, rule: StardewRule, item: Optional[str] = None):
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        if item is None:
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            item = location_data.name
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        region = self.multiworld.get_region(location_data.region, self.player)
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        location = StardewLocation(self.player, location_data.name, None, region)
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        location.access_rule = rule
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        region.locations.append(location)
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        location.place_locked_item(self.create_item(item))
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    def set_rules(self):
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        set_rules(self.multiworld, self.player, self.options, self.logic, self.modified_bundles)
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        self.force_first_month_once_all_early_items_are_found()
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    def force_first_month_once_all_early_items_are_found(self):
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        """
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        The Fill algorithm sweeps all event when calculating the early location. This causes an issue where
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        location only locked behind event are considered early, which they are not really...
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        This patches the issue, by adding a dependency to the first month end on all early items, so all the locations
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        that depends on it will not be considered early. This requires at least one early item to be progression, or
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        it just won't work...
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        """
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        early_items = []
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        for player, item_count in self.multiworld.early_items.items():
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            for item, count in item_count.items():
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                if self.multiworld.worlds[player].create_item(item).advancement:
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                    early_items.append((player, item, count))
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        for item, count in self.multiworld.local_early_items[self.player].items():
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            if self.create_item(item).advancement:
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                early_items.append((self.player, item, count))
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        def first_month_require_all_early_items(state: CollectionState) -> bool:
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            for player, item, count in early_items:
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                if not state.has(item, player, count):
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                    return False
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            return True
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        first_month_end = self.multiworld.get_location("Month End 1", self.player)
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        set_rule(first_month_end, first_month_require_all_early_items)
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    def generate_basic(self):
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        pass
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    def get_filler_item_name(self) -> str:
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        return "Joja Cola"
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    def fill_slot_data(self) -> Dict[str, Any]:
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        modified_bundles = {}
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        for bundle_key in self.modified_bundles:
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            key, value = self.modified_bundles[bundle_key].to_pair()
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            modified_bundles[key] = value
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        excluded_options = [options.BundleRandomization, options.BundlePrice,
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                            options.NumberOfMovementBuffs, options.NumberOfLuckBuffs]
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        slot_data = dict(self.options.options)
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        for option in excluded_options:
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            slot_data.pop(option.internal_name)
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        slot_data.update({
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            "seed": self.multiworld.per_slot_randoms[self.player].randrange(1000000000),  # Seed should be max 9 digits
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            "randomized_entrances": self.randomized_entrances,
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            "modified_bundles": modified_bundles,
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            "client_version": "4.0.0",
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        })
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        return slot_data
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