Files
Grinch-AP/worlds/stardew_valley/test/rules/TestFishing.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

60 lines
3.6 KiB
Python

from ...options import SeasonRandomization, Fishsanity, ExcludeGingerIsland, SkillProgression, ToolProgression, ElevatorProgression, SpecialOrderLocations
from ...strings.fish_names import Fish
from ...test import SVTestBase
class TestNeedRegionToCatchFish(SVTestBase):
options = {
SeasonRandomization.internal_name: SeasonRandomization.option_disabled,
ElevatorProgression.internal_name: ElevatorProgression.option_vanilla,
SkillProgression.internal_name: SkillProgression.option_vanilla,
ToolProgression.internal_name: ToolProgression.option_vanilla,
Fishsanity.internal_name: Fishsanity.option_all,
ExcludeGingerIsland.internal_name: ExcludeGingerIsland.option_false,
SpecialOrderLocations.internal_name: SpecialOrderLocations.option_board_qi,
}
def test_catch_fish_requires_region_unlock(self):
fish_and_items = {
Fish.crimsonfish: ["Beach Bridge"],
Fish.void_salmon: ["Railroad Boulder Removed", "Dark Talisman"],
Fish.woodskip: ["Glittering Boulder Removed", "Progressive Weapon"], # For the ores to get the axe upgrades
Fish.mutant_carp: ["Rusty Key"],
Fish.slimejack: ["Railroad Boulder Removed", "Rusty Key"],
Fish.lionfish: ["Boat Repair"],
Fish.blue_discus: ["Island Obelisk", "Island West Turtle"],
Fish.stingray: ["Boat Repair", "Island Resort"],
Fish.ghostfish: ["Progressive Weapon"],
Fish.stonefish: ["Progressive Weapon"],
Fish.ice_pip: ["Progressive Weapon", "Progressive Weapon"],
Fish.lava_eel: ["Progressive Weapon", "Progressive Weapon", "Progressive Weapon"],
Fish.sandfish: ["Bus Repair"],
Fish.scorpion_carp: ["Desert Obelisk"],
# Starting the extended family quest requires having caught all the legendaries before, so they all have the rules of every other legendary
Fish.son_of_crimsonfish: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.radioactive_carp: ["Beach Bridge", "Rusty Key", "Boat Repair", "Island West Turtle", "Qi Walnut Room"],
Fish.glacierfish_jr: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.legend_ii: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.ms_angler: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
}
self.original_state = self.multiworld.state.copy()
for fish in fish_and_items:
with self.subTest(f"Region rules for {fish}"):
self.collect_all_the_money()
item_names = fish_and_items[fish]
self.assert_cannot_reach_location(f"Fishsanity: {fish}")
items = []
for item_name in item_names:
items.append(self.collect(item_name))
with self.subTest(f"{fish} can be reached with {item_names}"):
self.assert_can_reach_location(f"Fishsanity: {fish}")
for item_required in items:
self.multiworld.state = self.original_state.copy()
with self.subTest(f"{fish} requires {item_required.name}"):
for item_to_collect in items:
if item_to_collect.name != item_required.name:
self.collect(item_to_collect)
self.assert_cannot_reach_location(f"Fishsanity: {fish}")
self.multiworld.state = self.original_state.copy()