Stardew Valley: Move progressive tool options handling in features (#4374)
* create tool progression feature and unwrap option * replace option usage with calling feature * add comment explaining why some logic is a weird place * replace item creation logic with feature * self review and add unit tests * rename test cuz I named them too long * add a test for the trash can useful stuff cuz I thought there was a bug but turns out it works * self review again * remove price_multiplier, turns out it's unused during generation * damn it 3.11 why are you like this * use blacksmith region when checking vanilla tools * fix rule * move can mine using in tool logic * remove changes to performance test * properly set the option I guess * properly set options 2 * that's what happen when you code too late
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@@ -11,7 +11,7 @@ from .data.game_item import ItemTag
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from .data.museum_data import all_museum_items
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from .mods.mod_data import ModNames
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from .options import ExcludeGingerIsland, ArcadeMachineLocations, SpecialOrderLocations, Museumsanity, \
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FestivalLocations, BuildingProgression, ToolProgression, ElevatorProgression, BackpackProgression, FarmType
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FestivalLocations, BuildingProgression, ElevatorProgression, BackpackProgression, FarmType
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from .options import StardewValleyOptions, Craftsanity, Chefsanity, Cooksanity, Shipsanity, Monstersanity
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from .strings.goal_names import Goal
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from .strings.quest_names import ModQuest, Quest
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@@ -473,7 +473,7 @@ def create_locations(location_collector: StardewLocationCollector,
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extend_bundle_locations(randomized_locations, bundle_rooms)
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extend_backpack_locations(randomized_locations, options)
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if options.tool_progression & ToolProgression.option_progressive:
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if content.features.tool_progression.is_progressive:
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randomized_locations.extend(locations_by_tag[LocationTags.TOOL_UPGRADE])
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extend_elevator_locations(randomized_locations, options)
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