Stardew Valley: Replace current naive entrance rando with GER (#4624)
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167
worlds/stardew_valley/test/regions/TestEntranceRandomization.py
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167
worlds/stardew_valley/test/regions/TestEntranceRandomization.py
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from collections import deque
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from collections.abc import Collection
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from unittest.mock import patch, Mock
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from BaseClasses import get_seed, MultiWorld, Entrance
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from ..assertion import WorldAssertMixin
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from ..bases import SVTestCase, solo_multiworld
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from ... import options
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from ...mods.mod_data import ModNames
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from ...options import EntranceRandomization, ExcludeGingerIsland, SkillProgression
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from ...options.options import all_mods
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from ...regions.entrance_rando import create_entrance_rando_target, prepare_mod_data, connect_regions
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from ...regions.model import RegionData, ConnectionData, RandomizationFlag
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from ...strings.entrance_names import Entrance as EntranceName
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from ...strings.region_names import Region as RegionName
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class TestEntranceRando(SVTestCase):
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def test_given_connection_matching_randomization_when_connect_regions_then_make_connection_entrance_rando_target(self):
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region_data_by_name = {
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"Region1": RegionData("Region1", ("randomized_connection", "not_randomized")),
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"Region2": RegionData("Region2"),
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"Region3": RegionData("Region3"),
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}
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connection_data_by_name = {
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"randomized_connection": ConnectionData("randomized_connection", "Region2", flag=RandomizationFlag.PELICAN_TOWN),
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"not_randomized": ConnectionData("not_randomized", "Region2", flag=RandomizationFlag.BUILDINGS),
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}
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regions_by_name = {
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"Region1": Mock(),
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"Region2": Mock(),
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"Region3": Mock(),
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}
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player_randomization_flag = RandomizationFlag.BIT_PELICAN_TOWN
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with patch("worlds.stardew_valley.regions.entrance_rando.create_entrance_rando_target") as mock_create_entrance_rando_target:
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connect_regions(region_data_by_name, connection_data_by_name, regions_by_name, player_randomization_flag)
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expected_origin, expected_destination = regions_by_name["Region1"], regions_by_name["Region2"]
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expected_connection = connection_data_by_name["randomized_connection"]
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mock_create_entrance_rando_target.assert_called_once_with(expected_origin, expected_destination, expected_connection)
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def test_when_create_entrance_rando_target_then_create_exit_and_er_target(self):
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origin = Mock()
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destination = Mock()
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connection_data = ConnectionData("origin to destination", "destination")
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create_entrance_rando_target(origin, destination, connection_data)
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origin.create_exit.assert_called_once_with("origin to destination")
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destination.create_er_target.assert_called_once_with("destination to origin")
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def test_when_prepare_mod_data_then_swapped_connections_contains_both_directions(self):
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placements = Mock(pairings=[("A to B", "C to A"), ("C to D", "A to C")])
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swapped_connections = prepare_mod_data(placements)
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self.assertEqual({"A to B": "A to C", "C to A": "B to A", "C to D": "C to A", "A to C": "D to C"}, swapped_connections)
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class TestEntranceRandoCreatesValidWorlds(WorldAssertMixin, SVTestCase):
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# The following tests validate that ER still generates winnable and logically-sane games with given mods.
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# Mods that do not interact with entrances are skipped
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# Not all ER settings are tested, because 'buildings' is, essentially, a superset of all others
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def test_ginger_island_excluded_buildings(self):
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world_options = {
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options.EntranceRandomization: options.EntranceRandomization.option_buildings,
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options.ExcludeGingerIsland: options.ExcludeGingerIsland.option_true
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}
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with solo_multiworld(world_options) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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def test_deepwoods_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.deepwoods, options.EntranceRandomization.option_buildings)
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def test_juna_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.juna, options.EntranceRandomization.option_buildings)
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def test_jasper_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.jasper, options.EntranceRandomization.option_buildings)
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def test_alec_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.alec, options.EntranceRandomization.option_buildings)
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def test_yoba_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.yoba, options.EntranceRandomization.option_buildings)
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def test_eugene_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.eugene, options.EntranceRandomization.option_buildings)
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def test_ayeisha_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.ayeisha, options.EntranceRandomization.option_buildings)
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def test_riley_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.riley, options.EntranceRandomization.option_buildings)
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def test_sve_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.sve, options.EntranceRandomization.option_buildings)
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def test_alecto_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.alecto, options.EntranceRandomization.option_buildings)
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def test_lacey_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.lacey, options.EntranceRandomization.option_buildings)
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def test_boarding_house_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.boarding_house, options.EntranceRandomization.option_buildings)
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def test_all_mods_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(all_mods, options.EntranceRandomization.option_buildings)
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def perform_basic_checks_on_mod_with_er(self, mods: str | set[str], er_option: int) -> None:
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if isinstance(mods, str):
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mods = {mods}
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world_options = {
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options.EntranceRandomization: er_option,
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options.Mods: frozenset(mods),
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options.ExcludeGingerIsland: options.ExcludeGingerIsland.option_false
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}
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with solo_multiworld(world_options) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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# GER should have this covered, but it's good to have a backup
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class TestGingerIslandEntranceRando(SVTestCase):
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def test_cannot_put_island_access_on_island(self):
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test_options = {
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options.EntranceRandomization: EntranceRandomization.option_buildings,
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options.ExcludeGingerIsland: ExcludeGingerIsland.option_false,
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options.SkillProgression: SkillProgression.option_progressive_with_masteries,
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}
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blocked_entrances = {EntranceName.use_island_obelisk, EntranceName.boat_to_ginger_island}
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required_regions = {RegionName.wizard_tower, RegionName.boat_tunnel}
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for i in range(0, 10 if self.skip_long_tests else 1000):
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seed = get_seed()
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with self.solo_world_sub_test(f"Seed: {seed}", world_options=test_options, world_caching=False, seed=seed) as (multiworld, world):
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self.assert_can_reach_any_region_before_blockers(required_regions, blocked_entrances, multiworld)
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def assert_can_reach_any_region_before_blockers(self, required_regions: Collection[str], blocked_entrances: Collection[str], multiworld: MultiWorld):
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explored_regions = explore_regions_up_to_blockers(blocked_entrances, multiworld)
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self.assertTrue(any(region in explored_regions for region in required_regions))
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def explore_regions_up_to_blockers(blocked_entrances: Collection[str], multiworld: MultiWorld) -> set[str]:
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explored_regions: set[str] = set()
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regions_by_name = multiworld.regions.region_cache[1]
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regions_to_explore = deque([regions_by_name["Menu"]])
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while regions_to_explore:
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region = regions_to_explore.pop()
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if region.name in explored_regions:
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continue
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explored_regions.add(region.name)
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for exit_ in region.exits:
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exit_: Entrance
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if exit_.name in blocked_entrances:
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continue
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regions_to_explore.append(exit_.connected_region)
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return explored_regions
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