diff --git a/worlds/stardew_valley/logic/fishing_logic.py b/worlds/stardew_valley/logic/fishing_logic.py index 65b3cdc2ac88..a7399a65d99c 100644 --- a/worlds/stardew_valley/logic/fishing_logic.py +++ b/worlds/stardew_valley/logic/fishing_logic.py @@ -73,7 +73,8 @@ def can_catch_quality_fish(self, fish_quality: str) -> StardewRule: return rod_rule & self.logic.skill.has_level(Skill.fishing, 4) if fish_quality == FishQuality.iridium: return rod_rule & self.logic.skill.has_level(Skill.fishing, 10) - return False_() + + raise ValueError(f"Quality {fish_quality} is unknown.") def can_catch_every_fish(self) -> StardewRule: rules = [self.has_max_fishing()] diff --git a/worlds/stardew_valley/logic/skill_logic.py b/worlds/stardew_valley/logic/skill_logic.py index 9134dfae40bf..35946a0a4d36 100644 --- a/worlds/stardew_valley/logic/skill_logic.py +++ b/worlds/stardew_valley/logic/skill_logic.py @@ -44,10 +44,14 @@ def can_earn_level(self, skill: str, level: int) -> StardewRule: tool_material = ToolMaterial.tiers[tool_level] months = max(1, level - 1) months_rule = self.logic.time.has_lived_months(months) - previous_level_rule = self.logic.skill.has_level(skill, level - 1) + + if self.options.skill_progression != options.SkillProgression.option_vanilla: + previous_level_rule = self.logic.skill.has_level(skill, level - 1) + else: + previous_level_rule = True_() if skill == Skill.fishing: - xp_rule = self.logic.tool.has_tool(Tool.fishing_rod, ToolMaterial.tiers[max(tool_level, 3)]) + xp_rule = self.logic.tool.has_fishing_rod(max(tool_level, 1)) elif skill == Skill.farming: xp_rule = self.logic.tool.has_tool(Tool.hoe, tool_material) & self.logic.tool.can_water(tool_level) elif skill == Skill.foraging: @@ -137,13 +141,17 @@ def can_get_fishing_xp(self) -> StardewRule: def can_fish(self, regions: Union[str, Tuple[str, ...]] = None, difficulty: int = 0) -> StardewRule: if isinstance(regions, str): regions = regions, + if regions is None or len(regions) == 0: regions = fishing_regions + skill_required = min(10, max(0, int((difficulty / 10) - 1))) if difficulty <= 40: skill_required = 0 + skill_rule = self.logic.skill.has_level(Skill.fishing, skill_required) region_rule = self.logic.region.can_reach_any(regions) + # Training rod only works with fish < 50. Fiberglass does not help you to catch higher difficulty fish, so it's skipped in logic. number_fishing_rod_required = 1 if difficulty < 50 else (2 if difficulty < 80 else 4) return self.logic.tool.has_fishing_rod(number_fishing_rod_required) & skill_rule & region_rule diff --git a/worlds/stardew_valley/logic/tool_logic.py b/worlds/stardew_valley/logic/tool_logic.py index def02b35dab6..1b1dc2a52120 100644 --- a/worlds/stardew_valley/logic/tool_logic.py +++ b/worlds/stardew_valley/logic/tool_logic.py @@ -12,10 +12,14 @@ from ..stardew_rule import StardewRule, True_, False_ from ..strings.ap_names.skill_level_names import ModSkillLevel from ..strings.region_names import Region -from ..strings.skill_names import ModSkill from ..strings.spells import MagicSpell from ..strings.tool_names import ToolMaterial, Tool +fishing_rod_prices = { + 3: 1800, + 4: 7500, +} + tool_materials = { ToolMaterial.copper: 1, ToolMaterial.iron: 2, @@ -40,27 +44,31 @@ def __init__(self, *args, **kwargs): class ToolLogic(BaseLogic[Union[ToolLogicMixin, HasLogicMixin, ReceivedLogicMixin, RegionLogicMixin, SeasonLogicMixin, MoneyLogicMixin, MagicLogicMixin]]): # Should be cached def has_tool(self, tool: str, material: str = ToolMaterial.basic) -> StardewRule: + assert tool != Tool.fishing_rod, "Use `has_fishing_rod` instead of `has_tool`." + if material == ToolMaterial.basic or tool == Tool.scythe: return True_() if self.options.tool_progression & ToolProgression.option_progressive: return self.logic.received(f"Progressive {tool}", tool_materials[material]) - return self.logic.has(f"{material} Bar") & self.logic.money.can_spend(tool_upgrade_prices[material]) + return self.logic.has(f"{material} Bar") & self.logic.money.can_spend_at(Region.blacksmith, tool_upgrade_prices[material]) def can_use_tool_at(self, tool: str, material: str, region: str) -> StardewRule: return self.has_tool(tool, material) & self.logic.region.can_reach(region) @cache_self1 def has_fishing_rod(self, level: int) -> StardewRule: + assert 1 <= level <= 4, "Fishing rod 0 isn't real, it can't hurt you. Training is 1, Bamboo is 2, Fiberglass is 3 and Iridium is 4." + if self.options.tool_progression & ToolProgression.option_progressive: return self.logic.received(f"Progressive {Tool.fishing_rod}", level) - if level <= 1: + if level <= 2: + # We assume you always have access to the Bamboo pole, because mod side there is a builtin way to get it back. return self.logic.region.can_reach(Region.beach) - prices = {2: 500, 3: 1800, 4: 7500} - level = min(level, 4) - return self.logic.money.can_spend_at(Region.fish_shop, prices[level]) + + return self.logic.money.can_spend_at(Region.fish_shop, fishing_rod_prices[level]) # Should be cached def can_forage(self, season: Union[str, Iterable[str]], region: str = Region.forest, need_hoe: bool = False) -> StardewRule: diff --git a/worlds/stardew_valley/test/TestRules.py b/worlds/stardew_valley/test/TestRules.py index 0d2fc38a19a3..787e0ce39c3e 100644 --- a/worlds/stardew_valley/test/TestRules.py +++ b/worlds/stardew_valley/test/TestRules.py @@ -8,6 +8,7 @@ FriendsanityHeartSize, BundleRandomization, SkillProgression from ..strings.entrance_names import Entrance from ..strings.region_names import Region +from ..strings.tool_names import Tool, ToolMaterial class TestProgressiveToolsLogic(SVTestBase): @@ -596,6 +597,54 @@ def swap_museum_and_bathhouse(multiworld, player): bathhouse_entrance.connect(museum_region) +class TestToolVanillaRequiresBlacksmith(SVTestBase): + options = { + options.EntranceRandomization: options.EntranceRandomization.option_buildings, + options.ToolProgression: options.ToolProgression.option_vanilla, + } + seed = 4111845104987680262 + + # Seed is hardcoded to make sure the ER is a valid roll that actually lock the blacksmith behind the Railroad Boulder Removed. + + def test_cannot_get_any_tool_without_blacksmith_access(self): + railroad_item = "Railroad Boulder Removed" + place_region_at_entrance(self.multiworld, self.player, Region.blacksmith, Entrance.enter_bathhouse_entrance) + collect_all_except(self.multiworld, railroad_item) + + for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]: + for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]: + self.assert_rule_false(self.world.logic.tool.has_tool(tool, material), self.multiworld.state) + + self.multiworld.state.collect(self.world.create_item(railroad_item), event=False) + + for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]: + for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]: + self.assert_rule_true(self.world.logic.tool.has_tool(tool, material), self.multiworld.state) + + def test_cannot_get_fishing_rod_without_willy_access(self): + railroad_item = "Railroad Boulder Removed" + place_region_at_entrance(self.multiworld, self.player, Region.fish_shop, Entrance.enter_bathhouse_entrance) + collect_all_except(self.multiworld, railroad_item) + + for fishing_rod_level in [3, 4]: + self.assert_rule_false(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state) + + self.multiworld.state.collect(self.world.create_item(railroad_item), event=False) + + for fishing_rod_level in [3, 4]: + self.assert_rule_true(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state) + + +def place_region_at_entrance(multiworld, player, region, entrance): + region_to_place = multiworld.get_region(region, player) + entrance_to_place_region = multiworld.get_entrance(entrance, player) + + entrance_to_switch = region_to_place.entrances[0] + region_to_switch = entrance_to_place_region.connected_region + entrance_to_switch.connect(region_to_switch) + entrance_to_place_region.connect(region_to_place) + + def collect_all_except(multiworld, item_to_not_collect: str): for item in multiworld.get_items(): if item.name != item_to_not_collect: