Stardew Valley: Refactor buildings to use content packs (#4239)
* create building data object and rename ItemSource to Source to be more generic # Conflicts: # worlds/stardew_valley/content/game_content.py # Conflicts: # worlds/stardew_valley/data/artisan.py # worlds/stardew_valley/data/game_item.py # worlds/stardew_valley/data/harvest.py # worlds/stardew_valley/data/shop.py * remove compound sources, replace by other requirements which already handle this usecase * add coops to content packs * add building progression in game features * add shippping bin to starting building; remove has_house * replace config check with feature * add other buildings in content packs * not passing * tests passes, unbelievable * use newly create methods more * use new assets to ease readability * self review * fix flake8 maybe * properly split rule for mapping cave systems * fix tractor garage name * self review * add upgrade_from to farm house buldings * don't override building name variable in logic * remove has_group from buildings * mark some items easy in grinding logic so blueprints buildings can be in more early spheres * move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now * remove price_multiplier, turns out it's unused during generation * disable shop source for mapping cave systems * bunch of code review changes * add petbowl and farmhouse to autobuilding * set min easy items to 300 * fix farm type
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@@ -2,9 +2,11 @@ import unittest
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from typing import ClassVar, Tuple
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from ...content import content_packs, ContentPack, StardewContent, unpack_content, StardewFeatures, feature
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from ...strings.building_names import Building
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default_features = StardewFeatures(
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feature.booksanity.BooksanityDisabled(),
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feature.building_progression.BuildingProgressionVanilla(starting_buildings={Building.farm_house}),
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feature.cropsanity.CropsanityDisabled(),
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feature.fishsanity.FishsanityNone(),
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feature.friendsanity.FriendsanityNone(),
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