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* 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
65 lines
2.3 KiB
Python
65 lines
2.3 KiB
Python
from ... import options
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from ...options import BundleRandomization
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from ...strings.bundle_names import BundleName
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from ...test import SVTestBase
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class TestBundlesLogic(SVTestBase):
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options = {
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options.BundleRandomization: BundleRandomization.option_vanilla,
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options.BundlePrice: options.BundlePrice.default,
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}
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def test_vault_2500g_bundle(self):
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self.assert_cannot_reach_location("2,500g Bundle")
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self.collect_lots_of_money()
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self.assert_can_reach_location("2,500g Bundle")
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class TestRemixedBundlesLogic(SVTestBase):
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options = {
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options.BundleRandomization: BundleRandomization.option_remixed,
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options.BundlePrice: options.BundlePrice.default,
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options.BundlePlando: frozenset({BundleName.sticky})
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}
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def test_sticky_bundle_has_grind_rules(self):
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self.assert_cannot_reach_location("Sticky Bundle")
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self.collect_all_the_money()
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self.assert_can_reach_location("Sticky Bundle")
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class TestRaccoonBundlesLogic(SVTestBase):
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options = {
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options.BundleRandomization: BundleRandomization.option_vanilla,
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options.BundlePrice: options.BundlePrice.option_normal,
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options.Craftsanity: options.Craftsanity.option_all,
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}
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seed = 2 # Magic seed that does what I want. Might need to get changed if we change the randomness behavior of raccoon bundles
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def test_raccoon_bundles_rely_on_previous_ones(self):
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self.collect("Progressive Raccoon", 6)
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self.collect("Progressive Mine Elevator", 24)
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self.collect("Mining Level", 12)
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self.collect("Combat Level", 12)
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self.collect("Progressive Axe", 4)
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self.collect("Progressive Pickaxe", 4)
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self.collect("Progressive Weapon", 4)
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self.collect("Dehydrator Recipe")
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self.collect("Mushroom Boxes")
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self.collect("Progressive Fishing Rod", 4)
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self.collect("Fishing Level", 10)
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self.collect("Furnace Recipe")
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# The first raccoon bundle is a fishing one
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self.assert_cannot_reach_location("Raccoon Request 1")
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# The third raccoon bundle is a foraging one
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self.assert_cannot_reach_location("Raccoon Request 3")
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self.collect("Fish Smoker Recipe")
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self.assert_can_reach_location("Raccoon Request 1")
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self.assert_can_reach_location("Raccoon Request 3")
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