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