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Grinch-AP/worlds/witness/test/test_panel_hunt.py

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from BaseClasses import CollectionState
from ..test.bases import WitnessMultiworldTestBase, WitnessTestBase
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
class TestMaxPanelHuntMinChecks(WitnessTestBase):
options = {
"victory_condition": "panel_hunt",
"panel_hunt_total": 100,
"panel_hunt_required_percentage": 100,
"panel_hunt_postgame": "disable_anything_locked_by_lasers",
"disable_non_randomized_puzzles": True,
"shuffle_discarded_panels": False,
"shuffle_vault_boxes": False,
}
def test_correct_panels_were_picked(self) -> None:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
with self.subTest("Check that 100 Hunt Panels were actually picked."):
self.assertEqual(len(self.multiworld.find_item_locations("+1 Panel Hunt", self.player)), 100)
with self.subTest("Check that 100 Hunt Panels are enough"):
state_100 = CollectionState(self.multiworld)
panel_hunt_item = self.get_item_by_name("+1 Panel Hunt")
for _ in range(100):
state_100.collect(panel_hunt_item, True)
state_100.sweep_for_advancements([self.world.get_location("Tutorial Gate Open Solved")])
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assertTrue(self.multiworld.completion_condition[self.player](state_100))
with self.subTest("Check that 99 Hunt Panels are not enough"):
state_99 = CollectionState(self.multiworld)
panel_hunt_item = self.get_item_by_name("+1 Panel Hunt")
for _ in range(99):
state_99.collect(panel_hunt_item, True)
state_99.sweep_for_advancements([self.world.get_location("Tutorial Gate Open Solved")])
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assertFalse(self.multiworld.completion_condition[self.player](state_99))
class TestPanelHuntPostgame(WitnessMultiworldTestBase):
options_per_world = [
{
"panel_hunt_postgame": "everything_is_eligible"
},
{
"panel_hunt_postgame": "disable_mountain_lasers_locations"
},
{
"panel_hunt_postgame": "disable_challenge_lasers_locations"
},
{
"panel_hunt_postgame": "disable_anything_locked_by_lasers"
},
]
common_options = {
"victory_condition": "panel_hunt",
"panel_hunt_total": 40,
# Make sure we can check for Short vs Long Lasers locations by making Mountain Bottom Floor Discard accessible.
"shuffle_doors": "doors",
"shuffle_discarded_panels": True,
}
def test_panel_hunt_postgame(self) -> None:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
for player_minus_one, options in enumerate(self.options_per_world):
player = player_minus_one + 1
postgame_option = options["panel_hunt_postgame"]
with self.subTest(f'Test that "{postgame_option}" results in 40 Hunt Panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assertEqual(len(self.multiworld.find_item_locations("+1 Panel Hunt", player)), 40)
# Test that the box gets extra checks from panel_hunt_postgame
with self.subTest('Test that "everything_is_eligible" has no Mountaintop Box Hunt Panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_does_not_exist("Mountaintop Box Short (Panel Hunt)", 1, strict_check=False)
self.assert_location_does_not_exist("Mountaintop Box Long (Panel Hunt)", 1, strict_check=False)
with self.subTest('Test that "disable_mountain_lasers_locations" has a Hunt Panel for Short, but not Long.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_exists("Mountaintop Box Short (Panel Hunt)", 2, strict_check=False)
self.assert_location_does_not_exist("Mountaintop Box Long (Panel Hunt)", 2, strict_check=False)
with self.subTest('Test that "disable_challenge_lasers_locations" has a Hunt Panel for Long, but not Short.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_does_not_exist("Mountaintop Box Short (Panel Hunt)", 3, strict_check=False)
self.assert_location_exists("Mountaintop Box Long (Panel Hunt)", 3, strict_check=False)
with self.subTest('Test that "disable_anything_locked_by_lasers" has both Mountaintop Box Hunt Panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_exists("Mountaintop Box Short (Panel Hunt)", 4, strict_check=False)
self.assert_location_exists("Mountaintop Box Long (Panel Hunt)", 4, strict_check=False)
# Check panel_hunt_postgame locations get disabled
with self.subTest('Test that "everything_is_eligible" does not disable any locked-by-lasers panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_exists("Mountain Floor 1 Right Row 5", 1)
self.assert_location_exists("Mountain Bottom Floor Discard", 1)
with self.subTest('Test that "disable_mountain_lasers_locations" disables only Shortbox-Locked panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_does_not_exist("Mountain Floor 1 Right Row 5", 2)
self.assert_location_exists("Mountain Bottom Floor Discard", 2)
with self.subTest('Test that "disable_challenge_lasers_locations" disables only Longbox-Locked panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_exists("Mountain Floor 1 Right Row 5", 3)
self.assert_location_does_not_exist("Mountain Bottom Floor Discard", 3)
with self.subTest('Test that "everything_is_eligible" disables only Shortbox-Locked panels.'):
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
self.assert_location_does_not_exist("Mountain Floor 1 Right Row 5", 4)
self.assert_location_does_not_exist("Mountain Bottom Floor Discard", 4)