Stardew valley: Fix Aurora Vineyard Tablet logic (#4512)

* - Add requirement on Aurora Vineyard tablet to start the quest

* - Add rule for using the aurora vineyard staircase

* - Added a test for the tablet

* - Add a few missing items to the test

* - Introduce a new item to split the quest from the door and avoir ER issues

* - Optimize imports

* - Forgot to generate the item

* fix Aurora mess

# Conflicts:
#	worlds/stardew_valley/rules.py
#	worlds/stardew_valley/test/mods/TestMods.py

* fix a couple errors in the cherry picked commit, added a method to improve readability and reduce chance of human error on story quest conditions

* - remove blank line

* - Code review comments

* - fixed weird assert name

* - fixed accidentally surviving line

* - Fixed imports

---------

Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
This commit is contained in:
agilbert1412
2025-03-10 18:39:35 +03:00
committed by GitHub
parent be550ff6fb
commit d83294efa7
15 changed files with 120 additions and 52 deletions

View File

@@ -191,7 +191,7 @@ def extend_cropsanity_locations(randomized_locations: List[LocationData], conten
def extend_quests_locations(randomized_locations: List[LocationData], options: StardewValleyOptions, content: StardewContent):
if options.quest_locations < 0:
if options.quest_locations.has_no_story_quests():
return
story_quest_locations = locations_by_tag[LocationTags.STORY_QUEST]
@@ -317,7 +317,7 @@ def extend_mandatory_locations(randomized_locations: List[LocationData], options
def extend_situational_quest_locations(randomized_locations: List[LocationData], options: StardewValleyOptions):
if options.quest_locations < 0:
if options.quest_locations.has_no_story_quests():
return
if ModNames.distant_lands in options.mods:
if ModNames.alecto in options.mods: