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Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
63 lines
3.5 KiB
Python
63 lines
3.5 KiB
Python
from ...options import BuildingProgression, FarmType
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from ...test import SVTestBase
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class TestBuildingLogic(SVTestBase):
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options = {
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FarmType.internal_name: FarmType.option_standard,
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BuildingProgression.internal_name: BuildingProgression.option_progressive,
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}
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def test_coop_blueprint(self):
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self.assertFalse(self.world.logic.region.can_reach_location("Coop Blueprint")(self.multiworld.state))
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self.collect_lots_of_money()
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self.assertTrue(self.world.logic.region.can_reach_location("Coop Blueprint")(self.multiworld.state))
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def test_big_coop_blueprint(self):
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big_coop_blueprint_rule = self.world.logic.region.can_reach_location("Big Coop Blueprint")
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self.assertFalse(big_coop_blueprint_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Coop Blueprint', self.player).access_rule)}")
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self.collect_lots_of_money()
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self.assertFalse(big_coop_blueprint_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Coop Blueprint', self.player).access_rule)}")
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self.multiworld.state.collect(self.create_item("Can Construct Buildings"), event=True)
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self.assertFalse(big_coop_blueprint_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Coop Blueprint', self.player).access_rule)}")
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self.multiworld.state.collect(self.create_item("Progressive Coop"), event=False)
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self.assertTrue(big_coop_blueprint_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Coop Blueprint', self.player).access_rule)}")
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def test_deluxe_coop_blueprint(self):
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self.assertFalse(self.world.logic.region.can_reach_location("Deluxe Coop Blueprint")(self.multiworld.state))
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self.collect_lots_of_money()
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self.multiworld.state.collect(self.create_item("Can Construct Buildings"), event=True)
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self.assertFalse(self.world.logic.region.can_reach_location("Deluxe Coop Blueprint")(self.multiworld.state))
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self.multiworld.state.collect(self.create_item("Progressive Coop"), event=True)
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self.assertFalse(self.world.logic.region.can_reach_location("Deluxe Coop Blueprint")(self.multiworld.state))
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self.multiworld.state.collect(self.create_item("Progressive Coop"), event=True)
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self.assertTrue(self.world.logic.region.can_reach_location("Deluxe Coop Blueprint")(self.multiworld.state))
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def test_big_shed_blueprint(self):
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big_shed_rule = self.world.logic.region.can_reach_location("Big Shed Blueprint")
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self.assertFalse(big_shed_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Shed Blueprint', self.player).access_rule)}")
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self.collect_lots_of_money()
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self.assertFalse(big_shed_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Shed Blueprint', self.player).access_rule)}")
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self.multiworld.state.collect(self.create_item("Can Construct Buildings"), event=True)
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self.assertFalse(big_shed_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Shed Blueprint', self.player).access_rule)}")
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self.multiworld.state.collect(self.create_item("Progressive Shed"), event=True)
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self.assertTrue(big_shed_rule(self.multiworld.state),
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f"Rule is {repr(self.multiworld.get_location('Big Shed Blueprint', self.player).access_rule)}")
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