This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules
- Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically.
- Entrance to the witch hut now requires the goblin problem quest, not just a void mayo.
- Fishing rules are all moved to `fishing_logic.py`.
- `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in.
- created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
#4239 refactored buildings, but introduced iteration of a set when precollecting the building items into start inventory.
The iteration order of sets varies between separate Python processes due to set order being partially based on the hashes of the objects in the set and because Python processes each have a random hash seed by default.
* Unroll tests for better parallelization
* fix ut test
* self review
* bro it's the second time today I have to commit some garbage to have a github action rerun because messenger fails what is this
* my god can the tests plz pass
* code reviews
* code reviews
* move TestRandomWorlds out of long module
* create building data object and rename ItemSource to Source to be more generic
# Conflicts:
# worlds/stardew_valley/content/game_content.py
# Conflicts:
# worlds/stardew_valley/data/artisan.py
# worlds/stardew_valley/data/game_item.py
# worlds/stardew_valley/data/harvest.py
# worlds/stardew_valley/data/shop.py
* remove compound sources, replace by other requirements which already handle this usecase
* add coops to content packs
* add building progression in game features
* add shippping bin to starting building; remove has_house
* replace config check with feature
* add other buildings in content packs
* not passing
* tests passes, unbelievable
* use newly create methods more
* use new assets to ease readability
* self review
* fix flake8 maybe
* properly split rule for mapping cave systems
* fix tractor garage name
* self review
* add upgrade_from to farm house buldings
* don't override building name variable in logic
* remove has_group from buildings
* mark some items easy in grinding logic so blueprints buildings can be in more early spheres
* move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now
* remove price_multiplier, turns out it's unused during generation
* disable shop source for mapping cave systems
* bunch of code review changes
* add petbowl and farmhouse to autobuilding
* set min easy items to 300
* fix farm type
* - 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
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Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
* merge group options so specific handling is not needed when generating filler pool
* fix
* remove unneeded imports
* self review
* remove unneeded imports
* looks like typing was missing woopsi
* 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
* - Unrolled and improved the structure of the test for Mods + ER, to improve total performance and performance on individual tests for threading purposes
* Use | instead of Union[]
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
* - Remove unused using
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Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>