 9ac921380f
			
		
	
	9ac921380f
	
	
	
		
			
			* 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
		
			
				
	
	
		
			60 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from ...options import SeasonRandomization, Fishsanity, ExcludeGingerIsland, SkillProgression, ToolProgression, ElevatorProgression, SpecialOrderLocations
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| from ...strings.fish_names import Fish
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| from ...test import SVTestBase
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| 
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| 
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| class TestNeedRegionToCatchFish(SVTestBase):
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|     options = {
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|         SeasonRandomization.internal_name: SeasonRandomization.option_disabled,
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|         ElevatorProgression.internal_name: ElevatorProgression.option_vanilla,
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|         SkillProgression.internal_name: SkillProgression.option_vanilla,
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|         ToolProgression.internal_name: ToolProgression.option_vanilla,
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|         Fishsanity.internal_name: Fishsanity.option_all,
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|         ExcludeGingerIsland.internal_name: ExcludeGingerIsland.option_false,
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|         SpecialOrderLocations.internal_name: SpecialOrderLocations.option_board_qi,
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|     }
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| 
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|     def test_catch_fish_requires_region_unlock(self):
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|         fish_and_items = {
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|             Fish.crimsonfish: ["Beach Bridge"],
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|             Fish.void_salmon: ["Railroad Boulder Removed", "Dark Talisman"],
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|             Fish.woodskip: ["Glittering Boulder Removed", "Progressive Weapon"],  # For the ores to get the axe upgrades
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|             Fish.mutant_carp: ["Rusty Key"],
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|             Fish.slimejack: ["Railroad Boulder Removed", "Rusty Key"],
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|             Fish.lionfish: ["Boat Repair"],
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|             Fish.blue_discus: ["Island Obelisk", "Island West Turtle"],
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|             Fish.stingray: ["Boat Repair", "Island Resort"],
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|             Fish.ghostfish: ["Progressive Weapon"],
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|             Fish.stonefish: ["Progressive Weapon"],
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|             Fish.ice_pip: ["Progressive Weapon", "Progressive Weapon"],
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|             Fish.lava_eel: ["Progressive Weapon", "Progressive Weapon", "Progressive Weapon"],
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|             Fish.sandfish: ["Bus Repair"],
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|             Fish.scorpion_carp: ["Desert Obelisk"],
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|             # Starting the extended family quest requires having caught all the legendaries before, so they all have the rules of every other legendary
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|             Fish.son_of_crimsonfish: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
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|             Fish.radioactive_carp: ["Beach Bridge", "Rusty Key", "Boat Repair", "Island West Turtle", "Qi Walnut Room"],
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|             Fish.glacierfish_jr: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
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|             Fish.legend_ii: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
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|             Fish.ms_angler: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
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|         }
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|         self.original_state = self.multiworld.state.copy()
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|         for fish in fish_and_items:
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|             with self.subTest(f"Region rules for {fish}"):
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|                 self.collect_all_the_money()
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|                 item_names = fish_and_items[fish]
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|                 self.assert_cannot_reach_location(f"Fishsanity: {fish}")
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|                 items = []
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|                 for item_name in item_names:
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|                     items.append(self.collect(item_name))
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|                 with self.subTest(f"{fish} can be reached with {item_names}"):
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|                     self.assert_can_reach_location(f"Fishsanity: {fish}")
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|                 for item_required in items:
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|                     self.multiworld.state = self.original_state.copy()
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|                     with self.subTest(f"{fish} requires {item_required.name}"):
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|                         for item_to_collect in items:
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|                             if item_to_collect.name != item_required.name:
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|                                 self.collect(item_to_collect)
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|                         self.assert_cannot_reach_location(f"Fishsanity: {fish}")
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| 
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|             self.multiworld.state = self.original_state.copy()
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