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# Archipelago Unit Testing API
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This document covers some of the generic tests available using Archipelago's unit testing system, as well as some basic
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steps on how to write your own.
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## Generic Tests
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Some generic tests are run on every World to ensure basic functionality with default options. These basic tests can be
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found in the [general test directory](/test/general).
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## Defining World Tests
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In order to run tests from your world, you will need to create a `test` package within your world package. This can be
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done by creating a `test` directory inside your world with an (empty) `__init__.py` inside it. By convention, a base
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for your world tests can be created in `bases.py` or any file that does not start with `test`, that you can then import
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into other modules. All tests should be defined in files named `test_*.py` (all lower case) and be member functions
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(named `test_*`) of classes (named `Test*` or `*Test`) that inherit from `unittest.TestCase` or a test base.
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Defining anything inside `test/__init__.py` is deprecated. Defining TestBase there was previously the norm; however,
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it complicates test discovery because some worlds also put actual tests into `__init__.py`.
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### WorldTestBase
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In order to test basic functionality of varying options, as well as to test specific edge cases or that certain
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interactions in the world interact as expected, you will want to use the [WorldTestBase](/test/bases.py). This class
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comes with the basics for test setup as well as a few preloaded tests that most worlds might want to check on varying
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options combinations.
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Example `/worlds/<my_game>/test/bases.py`:
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```python
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from test.bases import WorldTestBase
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class MyGameTestBase(WorldTestBase):
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game = "My Game"
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```
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The basic tests that WorldTestBase comes with include `test_all_state_can_reach_everything`,
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`test_empty_state_can_reach_something`, and `test_fill`. These test that with all collected items everything is
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reachable, with no collected items at least something is reachable, and that a valid multiworld can be completed with
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all steps being called, respectively.
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### Writing Tests
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#### Using WorldTestBase
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Adding runs for the basic tests for a different option combination is as easy as making a new module in the test
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package, creating a class that inherits from your game's TestBase, and defining the options in a dict as a field on the
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class. The new module should be named `test_<something>.py` and have at least one class inheriting from the base, or
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define its own testing methods. Newly defined test methods should follow standard PEP8 snake_case format and also start
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with `test_`.
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Example `/worlds/<my_game>/test/test_chest_access.py`:
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```python
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from .bases import MyGameTestBase
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class TestChestAccess(MyGameTestBase):
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options = {
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"difficulty": "easy",
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"final_boss_hp": 4000,
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}
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def test_sword_chests(self) -> None:
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"""Test locations that require a sword"""
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locations = ["Chest1", "Chest2"]
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items = [["Sword"]]
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# This tests that the provided locations aren't accessible without the provided items, but can be accessed once
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# the items are obtained.
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# This will also check that any locations not provided don't have the same dependency requirement.
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# Optionally, passing only_check_listed=True to the method will only check the locations provided.
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self.assertAccessDependency(locations, items)
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```
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When tests are run, this class will create a multiworld with a single player having the provided options, and run the
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generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
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that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
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overridden. For more information on what methods are available to your class, check the
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[WorldTestBase definition](/test/bases.py#L106).
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#### Alternatives to WorldTestBase
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Unit tests can also be created using [TestBase](/test/bases.py#L16) or
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[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
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may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
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testing portions of your code that can be tested without relying on a multiworld to be created first.
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2025-03-17 00:16:02 +01:00
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#### Parametrization
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When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
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for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
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* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
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can be used to have parametrized assertions that show up similar to individual tests but without the overhead
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of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
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timing data, so they are not suitable for slow tests.
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* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
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Instead, we define our own parametrization helpers in [test.param](/test/param.py).
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* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
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base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
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extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
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or setting `WorldTestBase.run_default_tests` to False.
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#### Performance Considerations
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Archipelago is big enough that the runtime of unittests can have an impact on productivity.
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Individual tests should take less than a second, so they can be properly multithreaded.
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Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
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Multiworlds that spend most of the test time outside what you actually want to test.
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Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
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of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
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You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
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variable to keep all the benefits of the test framework while not running the marked tests by default.
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## Running Tests
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#### Using Pycharm
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In PyCharm, running all tests can be done by right-clicking the root test directory and selecting Run 'Archipelago Unittests'.
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If you have never previously run ModuleUpdate.py, then you will need to do this once before the tests will run.
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You can run ModuleUpdate.py by right-clicking ModuleUpdate.py and selecting `Run 'ModuleUpdate'`.
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After running ModuleUpdate.py you may still get a `ModuleNotFoundError: No module named 'flask'` for the webhost tests.
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If this happens, run WebHost.py by right-clicking it and selecting `Run 'WebHost'`. Make sure to press enter when prompted.
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Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this,
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edit the run configuration, and set the working directory to the Archipelago directory which contains all the project files.
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If you only want to run your world's defined tests, repeat the steps for the test directory within your world.
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Your working directory should be the directory of your world in the worlds directory and the script should be the
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tests folder within your world.
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You can also find the 'Archipelago Unittests' as an option in the dropdown at the top of the window
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next to the run and debug buttons.
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#### Running Tests without Pycharm
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Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
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#### Running Tests Multithreaded
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pytest can run multiple test runners in parallel with the pytest-xdist extension.
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Install with `pip install pytest-xdist`.
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Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.
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