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

@@ -8,6 +8,7 @@ from ..options import ToolProgression, BuildingProgression, ExcludeGingerIsland,
FriendsanityHeartSize, BundleRandomization, SkillProgression
from ..strings.entrance_names import Entrance
from ..strings.region_names import Region
from ..strings.tool_names import Tool, ToolMaterial
class TestProgressiveToolsLogic(SVTestBase):
@@ -596,6 +597,54 @@ def swap_museum_and_bathhouse(multiworld, player):
bathhouse_entrance.connect(museum_region)
class TestToolVanillaRequiresBlacksmith(SVTestBase):
options = {
options.EntranceRandomization: options.EntranceRandomization.option_buildings,
options.ToolProgression: options.ToolProgression.option_vanilla,
}
seed = 4111845104987680262
# Seed is hardcoded to make sure the ER is a valid roll that actually lock the blacksmith behind the Railroad Boulder Removed.
def test_cannot_get_any_tool_without_blacksmith_access(self):
railroad_item = "Railroad Boulder Removed"
place_region_at_entrance(self.multiworld, self.player, Region.blacksmith, Entrance.enter_bathhouse_entrance)
collect_all_except(self.multiworld, railroad_item)
for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]:
for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]:
self.assert_rule_false(self.world.logic.tool.has_tool(tool, material), self.multiworld.state)
self.multiworld.state.collect(self.world.create_item(railroad_item), event=False)
for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]:
for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]:
self.assert_rule_true(self.world.logic.tool.has_tool(tool, material), self.multiworld.state)
def test_cannot_get_fishing_rod_without_willy_access(self):
railroad_item = "Railroad Boulder Removed"
place_region_at_entrance(self.multiworld, self.player, Region.fish_shop, Entrance.enter_bathhouse_entrance)
collect_all_except(self.multiworld, railroad_item)
for fishing_rod_level in [3, 4]:
self.assert_rule_false(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state)
self.multiworld.state.collect(self.world.create_item(railroad_item), event=False)
for fishing_rod_level in [3, 4]:
self.assert_rule_true(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state)
def place_region_at_entrance(multiworld, player, region, entrance):
region_to_place = multiworld.get_region(region, player)
entrance_to_place_region = multiworld.get_entrance(entrance, player)
entrance_to_switch = region_to_place.entrances[0]
region_to_switch = entrance_to_place_region.connected_region
entrance_to_switch.connect(region_to_switch)
entrance_to_place_region.connect(region_to_place)
def collect_all_except(multiworld, item_to_not_collect: str):
for item in multiworld.get_items():
if item.name != item_to_not_collect: