from BaseClasses import ItemClassification from collections import Counter from . import TunicTestBase from .. import options from ..combat_logic import (check_combat_reqs, area_data, get_money_count, calc_effective_hp, get_potion_level, get_hp_level, get_def_level, get_sp_level, has_combat_reqs) from ..items import item_table from .. import TunicWorld class TestCombat(TunicTestBase): options = {options.CombatLogic.internal_name: options.CombatLogic.option_on} player = 1 world: TunicWorld combat_items = [] # these are items that are progression that do not contribute to combat logic # it's listed as using skipped items instead of a list of viable items so that if we add/remove some later, # that this won't require updates most likely # Stick and Sword are in here because sword progression is the clear determining case here skipped_items = {"Fairy", "Stick", "Sword", "Magic Dagger", "Magic Orb", "Lantern", "Old House Key", "Key", "Fortress Vault Key", "Golden Coin", "Red Questagon", "Green Questagon", "Blue Questagon", "Scavenger Mask", "Pages 24-25 (Prayer)", "Pages 42-43 (Holy Cross)", "Pages 52-53 (Icebolt)"} # converts golden trophies to their hero relic stat equivalent, for easier parsing converter = { "Secret Legend": "Hero Relic - DEF", "Phonomath": "Hero Relic - DEF", "Just Some Pals": "Hero Relic - POTION", "Spring Falls": "Hero Relic - POTION", "Back To Work": "Hero Relic - POTION", "Mr Mayor": "Hero Relic - SP", "Power Up": "Hero Relic - SP", "Regal Weasel": "Hero Relic - SP", "Forever Friend": "Hero Relic - SP", "Sacred Geometry": "Hero Relic - MP", "Vintage": "Hero Relic - MP", "Dusty": "Hero Relic - MP", } skipped_items.update({item for item in item_table.keys() if item.startswith("Ladder")}) for item, data in item_table.items(): if item in skipped_items: continue ic = data.combat_ic or data.classification if item in converter: item = converter[item] if ItemClassification.progression in ic: combat_items += [item] * data.quantity_in_item_pool # we had an issue where collecting certain items brought certain areas out of logic # due to the weirdness of swapping between "you have enough attack that you don't need magic" # so this will make sure collecting an item doesn't bring something out of logic def test_combat_doesnt_fail_backwards(self): combat_items = self.combat_items.copy() self.multiworld.worlds[1].random.shuffle(combat_items) curr_statuses = {name: False for name in area_data.keys()} prev_statuses = curr_statuses.copy() area_names = list(area_data.keys()) current_items = Counter() for current_item_name in combat_items: current_items[current_item_name] += 1 current_item = TunicWorld.create_item(self.world, current_item_name) self.collect(current_item) self.multiworld.worlds[1].random.shuffle(area_names) for area in area_names: curr_statuses[area] = check_combat_reqs(area, self.multiworld.state, self.player) if curr_statuses[area] < prev_statuses[area]: data = area_data[area] state = self.multiworld.state player = self.player req_effective_hp = calc_effective_hp(data.hp_level, data.potion_level, data.potion_count) player_potion, potion_offerings = get_potion_level(state, player) player_hp, hp_offerings = get_hp_level(state, player) player_def, def_offerings = get_def_level(state, player) player_sp, sp_offerings = get_sp_level(state, player) raise Exception(f"Status for {area} decreased after collecting {current_item_name}.\n" f"Current items: {current_items}.\n" f"Total money: {get_money_count(self.multiworld.state, self.player)}.\n" f"Required Effective HP: {req_effective_hp}.\n" f"Free HP and Offerings: {player_hp - hp_offerings}, {hp_offerings}\n" f"Free Potion and Offerings: {player_potion - potion_offerings}, {potion_offerings}\n" f"Free Def and Offerings: {player_def - def_offerings}, {def_offerings}\n" f"Free SP and Offerings: {player_sp - sp_offerings}, {sp_offerings}") prev_statuses[area] = curr_statuses[area] # the issue was that a direct check of the logic and the cache had different results # it was actually due to the combat_items in items.py not having the Gun in it # but this test is still helpful for verifying the cache def test_combat_magic_weapons(self): combat_items = self.combat_items.copy() combat_items.remove("Magic Wand") combat_items.remove("Gun") area_names = list(area_data.keys()) self.multiworld.worlds[1].random.shuffle(combat_items) self.multiworld.worlds[1].random.shuffle(area_names) current_items = Counter() state = self.multiworld.state.copy() player = self.player gun = TunicWorld.create_item(self.world, "Gun") for current_item_name in combat_items: current_item = TunicWorld.create_item(self.world, current_item_name) state.collect(current_item) current_items[current_item_name] += 1 for area in area_names: if check_combat_reqs(area, state, player) != has_combat_reqs(area, state, player): raise Exception(f"Cache for {area} does not match a direct check " f"after collecting {current_item_name}.\n" f"Current items: {current_items}.\n" f"Cache {'succeeded' if has_combat_reqs(area, state, player) else 'failed'}\n" f"Direct {'succeeded' if check_combat_reqs(area, state, player) else 'failed'}") state.collect(gun) for area in area_names: if check_combat_reqs(area, state, player) != has_combat_reqs(area, state, player): raise Exception(f"Cache for {area} does not match a direct check " f"after collecting the Gun.\n" f"Current items: {current_items}.\n" f"Cache {'succeeded' if has_combat_reqs(area, state, player) else 'failed'}\n" f"Direct {'succeeded' if check_combat_reqs(area, state, player) else 'failed'}") state.remove(gun)