Files
Grinch-AP/worlds/stardew_valley/test/rules/TestFriendship.py
Jérémie Bolduc 9ac921380f Stardew Valley: Refactor buildings to use content packs (#4239)
* 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
2025-04-08 12:37:45 -04:00

55 lines
2.7 KiB
Python

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