Stardew Valley: Fix potential soft lock with vanilla tools and entrance randomizer + Performance improvement for vanilla tool/skills (#3002)

* fix vanilla tool fishing rod requiring metal bars
fix vanilla skill requiring previous level (it's always the same rule or more restrictive)

* add test to ensure fishing rod need fish shop

* fishing rod should be indexed from 0 like a mentally sane person would do.

* fishing rod 0 isn't real, but it definitely can hurt you.

* reeeeeeeee
This commit is contained in:
Jérémie Bolduc
2024-03-28 04:42:35 -04:00
committed by GitHub
parent cf133dde72
commit 14f5f0127e
4 changed files with 75 additions and 9 deletions

View File

@@ -44,10 +44,14 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
tool_material = ToolMaterial.tiers[tool_level]
months = max(1, level - 1)
months_rule = self.logic.time.has_lived_months(months)
previous_level_rule = self.logic.skill.has_level(skill, level - 1)
if self.options.skill_progression != options.SkillProgression.option_vanilla:
previous_level_rule = self.logic.skill.has_level(skill, level - 1)
else:
previous_level_rule = True_()
if skill == Skill.fishing:
xp_rule = self.logic.tool.has_tool(Tool.fishing_rod, ToolMaterial.tiers[max(tool_level, 3)])
xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 1))
elif skill == Skill.farming:
xp_rule = self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level)
elif skill == Skill.foraging:
@@ -137,13 +141,17 @@ CombatLogicMixin, CropLogicMixin, MagicLogicMixin]]):
def can_fish(self, regions: Union[str, Tuple[str, ...]] = None, difficulty: int = 0) -> StardewRule:
if isinstance(regions, str):
regions = regions,
if regions is None or len(regions) == 0:
regions = fishing_regions
skill_required = min(10, max(0, int((difficulty / 10) - 1)))
if difficulty <= 40:
skill_required = 0
skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required)
region_rule = self.logic.region.can_reach_any(regions)
# Training rod only works with fish < 50. Fiberglass does not help you to catch higher difficulty fish, so it's skipped in logic.
number_fishing_rod_required = 1 if difficulty < 50 else (2 if difficulty < 80 else 4)
return self.logic.tool.has_fishing_rod(number_fishing_rod_required) & skill_rule & region_rule