Lingo: Tests no longer disable forced good item (#2602)
The static class with the "disable forced good item" field is gone. Now, certain tests that want to check for specific access progression can run a method that removes the forced good item and adds it back to the pool. Tests that don't care about this will collect the forced good item like normal. This should prevent the intermittent fill failures on complex doors unit tests, since the forced good item should provide enough locations to fill in.
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@@ -8,6 +8,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
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}
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def test_from_welcome_back(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
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@@ -83,6 +85,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
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self.assertTrue(self.multiworld.state.can_reach("Orange Tower Seventh Floor", "Region", self.player))
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def test_from_hub_room(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
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