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
This commit is contained in:
Jérémie Bolduc
2025-03-08 11:19:29 -05:00
committed by GitHub
parent b5269e9aa4
commit ee9bcb84b7
20 changed files with 262 additions and 121 deletions

View File

@@ -8,12 +8,11 @@ from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from .season_logic import SeasonLogicMixin
from ..mods.logic.magic_logic import MagicLogicMixin
from ..options import ToolProgression
from ..stardew_rule import StardewRule, True_, False_
from ..strings.ap_names.skill_level_names import ModSkillLevel
from ..strings.region_names import Region
from ..strings.region_names import Region, LogicRegion
from ..strings.spells import MagicSpell
from ..strings.tool_names import ToolMaterial, Tool
from ..strings.tool_names import ToolMaterial, Tool, APTool
fishing_rod_prices = {
3: 1800,
@@ -57,10 +56,10 @@ class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixi
if material == ToolMaterial.basic or tool == Tool.scythe:
return True_()
if self.options.tool_progression & ToolProgression.option_progressive:
if self.content.features.tool_progression.is_progressive:
return self.logic.received(f"Progressive {tool}", tool_materials[material])
can_upgrade_rule = self.logic.has(f"{material} Bar") & self.logic.money.can_spend_at(Region.blacksmith, tool_upgrade_prices[material])
can_upgrade_rule = self.logic.tool._can_purchase_upgrade(material)
if tool == Tool.pan:
has_base_pan = self.logic.received("Glittering Boulder Removed") & self.logic.region.can_reach(Region.mountain)
if material == ToolMaterial.copper:
@@ -69,6 +68,20 @@ class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixi
return can_upgrade_rule
@cache_self1
def can_mine_using(self, material: str) -> StardewRule:
if material == ToolMaterial.basic:
return self.logic.true_
if self.content.features.tool_progression.is_progressive:
return self.logic.received(APTool.pickaxe, tool_materials[material])
else:
return self.logic.tool._can_purchase_upgrade(material)
@cache_self1
def _can_purchase_upgrade(self, material: str) -> StardewRule:
return self.logic.region.can_reach(LogicRegion.blacksmith_upgrade(material))
def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule:
return self.has_tool(tool, material) & self.logic.region.can_reach(region)
@@ -76,8 +89,8 @@ class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixi
def has_fishing_rod(self, level: int) -> StardewRule:
assert 1 <= level <= 4, "Fishing rod 0 isn't real, it can't hurt you. Training is 1, Bamboo is 2, Fiberglass is 3 and Iridium is 4."
if self.options.tool_progression & ToolProgression.option_progressive:
return self.logic.received(f"Progressive {Tool.fishing_rod}", level)
if self.content.features.tool_progression.is_progressive:
return self.logic.received(APTool.fishing_rod, level)
if level <= 2:
# We assume you always have access to the Bamboo pole, because mod side there is a builtin way to get it back.