Stardew Valley: Add void mayo requirement for Goblin Problem quest (#4933)

This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules
- Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically.
- Entrance to the witch hut now requires the goblin problem quest, not just a void mayo.
- Fishing rules are all moved to `fishing_logic.py`.
- `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in.
- created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
This commit is contained in:
Jérémie Bolduc
2025-05-04 10:28:38 -04:00
committed by GitHub
parent 68e37b8f9a
commit b2d2c8e596
9 changed files with 86 additions and 78 deletions

View File

@@ -44,9 +44,9 @@ class ModSkillLogic(BaseLogic):
def can_earn_luck_skill_level(self, level: int) -> StardewRule:
if level >= 6:
return self.logic.fishing.can_fish_chests() | self.logic.action.can_open_geode(Geode.magma)
return self.logic.fishing.can_fish_chests | self.logic.action.can_open_geode(Geode.magma)
if level >= 3:
return self.logic.fishing.can_fish_chests() | self.logic.action.can_open_geode(Geode.geode)
return self.logic.fishing.can_fish_chests | self.logic.action.can_open_geode(Geode.geode)
return True_() # You can literally wake up and or get them by opening starting chests.
def can_earn_magic_skill_level(self, level: int) -> StardewRule: