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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
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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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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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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self.multiworld.state = self.original_state.copy()
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