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Stardew Valley: Refactor buildings to use content packs #4239
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Stardew Valley: Refactor buildings to use content packs #4239
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…e 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
…handle this usecase
… in more early spheres
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What is this fixing or adding?
This rewrites the buildings and building progression feature to use the content packs and feature APIs introduced with the 6.x.x release. This will make it easier in the future to introduce new buildings, and is a step forward to the introduction of animals in content packs that will be necessary for the integration of the new SVE content.
This also adds a
Pet Bowl
in the start inventory of all games, which is a stepping stone in supporting the Pet Bowl randomization.This PR also contain the changes from #3662 and #4085, which have been open for a long time now and not merged. Sadly, I could not implement this PR without those previous changes. I will close the other PRs if this is merged first.Not anymore, both were merged.There are also a bunch of improvement to test readability.
How was this tested?
Unit tests, and generated a few games with the different building settings to make sure animal related locations are correctly placed after the progressive buildings in the spoiler. Validated that the rules described by with our
explain
are the same or similar to the previous rules for the blueprint locations.If this makes graphical changes, please attach screenshots.
N/A