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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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@@ -42,19 +42,18 @@ class TestNeedRegionToCatchFish(SVTestBase):
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with self.subTest(f"Region rules for {fish}"):
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self.collect_all_the_money()
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item_names = fish_and_items[fish]
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location = self.multiworld.get_location(f"Fishsanity: {fish}", self.player)
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self.assert_cannot_reach_location(location, self.multiworld.state)
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self.assert_cannot_reach_location(f"Fishsanity: {fish}")
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items = []
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for item_name in item_names:
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items.append(self.collect(item_name))
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with self.subTest(f"{fish} can be reached with {item_names}"):
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self.assert_can_reach_location(location, self.multiworld.state)
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self.assert_can_reach_location(f"Fishsanity: {fish}")
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for item_required in items:
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self.multiworld.state = self.original_state.copy()
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with self.subTest(f"{fish} requires {item_required.name}"):
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for item_to_collect in items:
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if item_to_collect.name != item_required.name:
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self.collect(item_to_collect)
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self.assert_cannot_reach_location(location, self.multiworld.state)
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self.assert_cannot_reach_location(f"Fishsanity: {fish}")
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self.multiworld.state = self.original_state.copy()
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