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Tests: world test base class (#1116)
* world test base class * game not instance property * I would have guessed that this only collected 1. * game property * move SoE tests into worlds * don't force auto world setup
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98
test/worlds/test_base.py
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98
test/worlds/test_base.py
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import typing
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import unittest
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from argparse import Namespace
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from test.general import gen_steps
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from BaseClasses import MultiWorld, Item
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from worlds import AutoWorld
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from worlds.AutoWorld import call_all
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class WorldTestBase(unittest.TestCase):
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options: typing.Dict[str, typing.Any] = {}
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world: MultiWorld
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game: typing.ClassVar[str] # define game name in subclass, example "Secret of Evermore"
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auto_construct: typing.ClassVar[bool] = True
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""" automatically set up a world for each test in this class """
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def setUp(self) -> None:
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if self.auto_construct:
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self.world_setup()
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def world_setup(self) -> None:
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if not hasattr(self, "game"):
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raise NotImplementedError("didn't define game name")
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self.world = MultiWorld(1)
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self.world.game[1] = self.game
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self.world.player_name = {1: "Tester"}
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self.world.set_seed()
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args = Namespace()
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for name, option in AutoWorld.AutoWorldRegister.world_types[self.game].option_definitions.items():
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setattr(args, name, {
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1: option.from_any(self.options.get(name, getattr(option, "default")))
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})
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self.world.set_options(args)
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self.world.set_default_common_options()
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for step in gen_steps:
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call_all(self.world, step)
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def collect_all_but(self, item_names: typing.Union[str, typing.Iterable[str]]) -> None:
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if isinstance(item_names, str):
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item_names = (item_names,)
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for item in self.world.get_items():
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if item.name not in item_names:
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self.world.state.collect(item)
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def get_item_by_name(self, item_name: str) -> Item:
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for item in self.world.get_items():
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if item.name == item_name:
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return item
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raise ValueError("No such item")
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def get_items_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
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if isinstance(item_names, str):
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item_names = (item_names,)
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return [item for item in self.world.itempool if item.name in item_names]
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def collect_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
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""" collect all of the items in the item pool that have the given names """
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items = self.get_items_by_name(item_names)
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self.collect(items)
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return items
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def collect(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
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if isinstance(items, Item):
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items = (items,)
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for item in items:
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self.world.state.collect(item)
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def remove(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
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if isinstance(items, Item):
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items = (items,)
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for item in items:
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if item.location and item.location.event and item.location in self.world.state.events:
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self.world.state.events.remove(item.location)
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self.world.state.remove(item)
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def can_reach_location(self, location: str) -> bool:
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return self.world.state.can_reach(location, "Location", 1)
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def count(self, item_name: str) -> int:
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return self.world.state.count(item_name, 1)
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def assertAccessDependency(self,
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locations: typing.List[str],
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possible_items: typing.Iterable[typing.Iterable[str]]) -> None:
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all_items = [item_name for item_names in possible_items for item_name in item_names]
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self.collect_all_but(all_items)
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for location in self.world.get_locations():
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self.assertEqual(self.world.state.can_reach(location), location.name not in locations)
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for item_names in possible_items:
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items = self.collect_by_name(item_names)
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for location in locations:
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self.assertTrue(self.can_reach_location(location))
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self.remove(items)
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def assertBeatable(self, beatable: bool):
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self.assertEqual(self.world.can_beat_game(self.world.state), beatable)
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