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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
55 lines
2.7 KiB
Python
55 lines
2.7 KiB
Python
from ...options import SeasonRandomization, Friendsanity, FriendsanityHeartSize
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from ...test import SVTestBase
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class TestFriendsanityDatingRules(SVTestBase):
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options = {
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SeasonRandomization.internal_name: SeasonRandomization.option_randomized_not_winter,
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Friendsanity.internal_name: Friendsanity.option_all_with_marriage,
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FriendsanityHeartSize.internal_name: 3
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}
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def test_earning_dating_heart_requires_dating(self):
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self.collect_all_the_money()
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self.multiworld.state.collect(self.create_item("Fall"))
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self.multiworld.state.collect(self.create_item("Beach Bridge"))
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self.multiworld.state.collect(self.create_item("Progressive House"))
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for i in range(3):
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self.multiworld.state.collect(self.create_item("Progressive Pickaxe"))
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self.multiworld.state.collect(self.create_item("Progressive Weapon"))
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self.multiworld.state.collect(self.create_item("Progressive Axe"))
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self.multiworld.state.collect(self.create_item("Progressive Barn"))
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for i in range(10):
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self.multiworld.state.collect(self.create_item("Foraging Level"))
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self.multiworld.state.collect(self.create_item("Farming Level"))
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self.multiworld.state.collect(self.create_item("Mining Level"))
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self.multiworld.state.collect(self.create_item("Combat Level"))
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self.multiworld.state.collect(self.create_item("Progressive Mine Elevator"))
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self.multiworld.state.collect(self.create_item("Progressive Mine Elevator"))
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npc = "Abigail"
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heart_name = f"{npc} <3"
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step = 3
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self.assert_can_reach_heart_up_to(npc, 3, step)
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self.multiworld.state.collect(self.create_item(heart_name))
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self.assert_can_reach_heart_up_to(npc, 6, step)
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self.multiworld.state.collect(self.create_item(heart_name))
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self.assert_can_reach_heart_up_to(npc, 8, step)
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self.multiworld.state.collect(self.create_item(heart_name))
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self.assert_can_reach_heart_up_to(npc, 10, step)
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self.multiworld.state.collect(self.create_item(heart_name))
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self.assert_can_reach_heart_up_to(npc, 14, step)
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def assert_can_reach_heart_up_to(self, npc: str, max_reachable: int, step: int):
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prefix = "Friendsanity: "
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suffix = " <3"
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for i in range(1, max_reachable + 1):
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if i % step != 0 and i != 14:
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continue
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self.assert_can_reach_location(f"{prefix}{npc} {i}{suffix}")
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for i in range(max_reachable + 1, 14 + 1):
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if i % step != 0 and i != 14:
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continue
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self.assert_cannot_reach_location(f"{prefix}{npc} {i}{suffix}")
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