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The Messenger: content update (#2823)
* map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
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@@ -22,11 +22,27 @@ class AccessTest(MessengerTestBase):
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def test_dart(self) -> None:
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"""locations that hard require the Rope Dart"""
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locations = [
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"Ninja Village Seal - Tree House", "Autumn Hills - Key of Hope", "Howling Grotto Seal - Crushing Pits",
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"Glacial Peak Seal - Ice Climbers", "Tower of Time Seal - Time Waster", "Tower of Time Seal - Lantern Climb",
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"Tower of Time Seal - Arcane Orbs", "Cloud Ruins Seal - Ghost Pit", "Underworld Seal - Rising Fanta",
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"Elemental Skylands - Key of Symbiosis", "Elemental Skylands Seal - Water",
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"Elemental Skylands Seal - Fire", "Earth Mega Shard", "Water Mega Shard", "Rescue Phantom",
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"Ninja Village Seal - Tree House",
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"Autumn Hills - Key of Hope",
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"Forlorn Temple - Demon King",
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"Down Under Mega Shard",
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"Howling Grotto Seal - Crushing Pits",
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"Glacial Peak Seal - Ice Climbers",
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"Tower of Time Seal - Time Waster",
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"Tower of Time Seal - Lantern Climb",
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"Tower of Time Seal - Arcane Orbs",
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"Cloud Ruins Seal - Ghost Pit",
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"Cloud Ruins Seal - Money Farm Room",
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"Cloud Ruins Seal - Toothbrush Alley",
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"Money Farm Room Mega Shard 1",
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"Money Farm Room Mega Shard 2",
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"Underworld Seal - Rising Fanta",
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"Elemental Skylands - Key of Symbiosis",
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"Elemental Skylands Seal - Water",
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"Elemental Skylands Seal - Fire",
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"Earth Mega Shard",
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"Water Mega Shard",
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"Rescue Phantom",
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]
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items = [["Rope Dart"]]
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self.assertAccessDependency(locations, items)
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@@ -136,11 +152,37 @@ class AccessTest(MessengerTestBase):
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items = [["Demon King Crown"]]
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self.assertAccessDependency(locations, items)
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def test_dboost(self) -> None:
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"""
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short for damage boosting, d-boosting is a technique in video games where the player intentionally or
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unintentionally takes damage and uses the several following frames of invincibility to defeat or get past an
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enemy or obstacle, most commonly used in platformers such as the Super Mario games
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"""
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locations = [
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"Riviere Turquoise Seal - Bounces and Balls", "Searing Crags Seal - Triple Ball Spinner",
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"Forlorn Temple - Demon King", "Forlorn Temple Seal - Rocket Maze", "Forlorn Temple Seal - Rocket Sunset",
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"Sunny Day Mega Shard", "Down Under Mega Shard",
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]
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items = [["Path of Resilience", "Meditation", "Second Wind"]]
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self.assertAccessDependency(locations, items)
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def test_currents(self) -> None:
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"""there's one of these but oh man look at it go"""
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self.assertAccessDependency(["Elemental Skylands Seal - Water"], [["Currents Master"]])
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def test_strike(self) -> None:
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"""strike is pretty cool but it doesn't block much"""
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locations = [
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"Glacial Peak Seal - Projectile Spike Pit", "Elemental Skylands Seal - Fire",
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]
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items = [["Strike of the Ninja"]]
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self.assertAccessDependency(locations, items)
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def test_goal(self) -> None:
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"""Test some different states to verify goal requires the correct items"""
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self.collect_all_but([*NOTES, "Rescue Phantom"])
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self.collect_all_but([*NOTES, "Do the Thing!"])
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self.assertEqual(self.can_reach_location("Rescue Phantom"), False)
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self.collect_all_but(["Key of Love", "Rescue Phantom"])
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self.collect_all_but(["Key of Love", "Do the Thing!"])
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self.assertBeatable(False)
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self.collect_by_name(["Key of Love"])
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self.assertEqual(self.can_reach_location("Rescue Phantom"), True)
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@@ -159,14 +201,12 @@ class ItemsAccessTest(MessengerTestBase):
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"Searing Crags - Key of Strength": ["Power Thistle"],
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"Sunken Shrine - Key of Love": ["Sun Crest", "Moon Crest"],
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"Corrupted Future - Key of Courage": ["Demon King Crown"],
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"Cloud Ruins - Acro": ["Ruxxtin's Amulet"],
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"Forlorn Temple - Demon King": PHOBEKINS
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}
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self.multiworld.state = self.multiworld.get_all_state(True)
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self.remove_by_name(location_lock_pairs.values())
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self.collect_all_but([item for items in location_lock_pairs.values() for item in items])
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for loc in location_lock_pairs:
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for item_name in location_lock_pairs[loc]:
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item = self.get_item_by_name(item_name)
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with self.subTest("Fulfills Accessibility", location=loc, item=item_name):
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self.assertTrue(self.multiworld.get_location(loc, self.player).can_fill(self.multiworld.state, item, True))
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self.assertTrue(self.multiworld.get_location(loc, self.player).can_fill(self.multiworld.state, item,
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True))
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