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

@@ -1,7 +1,6 @@
from typing import Dict, Union
from ..mod_data import ModNames
from ... import options
from ...logic.base_logic import BaseLogicMixin, BaseLogic
from ...logic.combat_logic import CombatLogicMixin
from ...logic.cooking_logic import CookingLogicMixin
@@ -80,7 +79,7 @@ FarmingLogicMixin]]):
# Gingerbread House
}
if self.options.tool_progression & options.ToolProgression.option_progressive:
if self.content.features.tool_progression.is_progressive:
options_to_update.update({
Ore.iridium: items[Ore.iridium] | self.logic.tool.can_use_tool_at(Tool.axe, ToolMaterial.iridium, DeepWoodsRegion.floor_50), # Iridium Tree
})