84 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			84 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from BaseClasses import ItemClassification | ||
|  | from collections import Counter | ||
|  | 
 | ||
|  | from . import TunicTestBase | ||
|  | from .. import options | ||
|  | from ..combat_logic import (check_combat_reqs, area_data, get_money_count, calc_effective_hp, get_potion_level, | ||
|  |                             get_hp_level, get_def_level, get_sp_level) | ||
|  | from ..items import item_table | ||
|  | from .. import TunicWorld | ||
|  | 
 | ||
|  | 
 | ||
|  | class TestCombat(TunicTestBase): | ||
|  |     options = {options.CombatLogic.internal_name: options.CombatLogic.option_on} | ||
|  |     player = 1 | ||
|  |     world: TunicWorld | ||
|  |     combat_items = [] | ||
|  |     # these are items that are progression that do not contribute to combat logic | ||
|  |     # it's listed as using skipped items instead of a list of viable items so that if we add/remove some later, | ||
|  |     # that this won't require updates most likely | ||
|  |     # Stick and Sword are in here because sword progression is the clear determining case here | ||
|  |     skipped_items = {"Fairy", "Stick", "Sword", "Magic Dagger", "Magic Orb", "Lantern", "Old House Key", "Key", | ||
|  |                      "Fortress Vault Key", "Golden Coin", "Red Questagon", "Green Questagon", "Blue Questagon", | ||
|  |                      "Scavenger Mask", "Pages 24-25 (Prayer)", "Pages 42-43 (Holy Cross)", "Pages 52-53 (Icebolt)"} | ||
|  |     # converts golden trophies to their hero relic stat equivalent, for easier parsing | ||
|  |     converter = { | ||
|  |         "Secret Legend": "Hero Relic - DEF", | ||
|  |         "Phonomath": "Hero Relic - DEF", | ||
|  |         "Just Some Pals": "Hero Relic - POTION", | ||
|  |         "Spring Falls": "Hero Relic - POTION", | ||
|  |         "Back To Work": "Hero Relic - POTION", | ||
|  |         "Mr Mayor": "Hero Relic - SP", | ||
|  |         "Power Up": "Hero Relic - SP", | ||
|  |         "Regal Weasel": "Hero Relic - SP", | ||
|  |         "Forever Friend": "Hero Relic - SP", | ||
|  |         "Sacred Geometry": "Hero Relic - MP", | ||
|  |         "Vintage": "Hero Relic - MP", | ||
|  |         "Dusty": "Hero Relic - MP", | ||
|  |     } | ||
|  |     skipped_items.update({item for item in item_table.keys() if item.startswith("Ladder")}) | ||
|  |     for item, data in item_table.items(): | ||
|  |         if item in skipped_items: | ||
|  |             continue | ||
|  |         ic = data.combat_ic or data.classification | ||
|  |         if item in converter: | ||
|  |             item = converter[item] | ||
|  |         if ItemClassification.progression in ic: | ||
|  |             combat_items += [item] * data.quantity_in_item_pool | ||
|  | 
 | ||
|  |     # we had an issue where collecting certain items brought certain areas out of logic | ||
|  |     # due to the weirdness of swapping between "you have enough attack that you don't need magic" | ||
|  |     # so this will make sure collecting an item doesn't bring something out of logic | ||
|  |     def test_combat_doesnt_fail_backwards(self): | ||
|  |         combat_items = self.combat_items.copy() | ||
|  |         self.multiworld.worlds[1].random.shuffle(combat_items) | ||
|  |         curr_statuses = {name: False for name in area_data.keys()} | ||
|  |         prev_statuses = curr_statuses.copy() | ||
|  |         area_names = list(area_data.keys()) | ||
|  |         current_items = Counter() | ||
|  |         for current_item_name in combat_items: | ||
|  |             current_items[current_item_name] += 1 | ||
|  |             current_item = TunicWorld.create_item(self.world, current_item_name) | ||
|  |             self.collect(current_item) | ||
|  |             self.multiworld.worlds[1].random.shuffle(area_names) | ||
|  |             for area in area_names: | ||
|  |                 curr_statuses[area] = check_combat_reqs(area, self.multiworld.state, self.player) | ||
|  |                 if curr_statuses[area] < prev_statuses[area]: | ||
|  |                     data = area_data[area] | ||
|  |                     state = self.multiworld.state | ||
|  |                     player = self.player | ||
|  |                     req_effective_hp = calc_effective_hp(data.hp_level, data.potion_level, data.potion_count) | ||
|  |                     player_potion, potion_offerings = get_potion_level(state, player) | ||
|  |                     player_hp, hp_offerings = get_hp_level(state, player) | ||
|  |                     player_def, def_offerings = get_def_level(state, player) | ||
|  |                     player_sp, sp_offerings = get_sp_level(state, player) | ||
|  |                     raise Exception(f"Status for {area} decreased after collecting {current_item_name}.\n" | ||
|  |                                     f"Current items: {current_items}.\n" | ||
|  |                                     f"Total money: {get_money_count(self.multiworld.state, self.player)}.\n" | ||
|  |                                     f"Required Effective HP: {req_effective_hp}.\n" | ||
|  |                                     f"Free HP and Offerings: {player_hp - hp_offerings}, {hp_offerings}\n" | ||
|  |                                     f"Free Potion and Offerings: {player_potion - potion_offerings}, {potion_offerings}\n" | ||
|  |                                     f"Free Def and Offerings: {player_def - def_offerings}, {def_offerings}\n" | ||
|  |                                     f"Free SP and Offerings: {player_sp - sp_offerings}, {sp_offerings}") | ||
|  |                 prev_statuses[area] = curr_statuses[area] |