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Grinch-AP/worlds/tunic/test/test_combat.py
2025-07-15 17:04:27 -04:00

118 lines
6.8 KiB
Python

from BaseClasses import ItemClassification
from collections import Counter
from .. import options, TunicWorld
from .bases import TunicTestBase
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
class TestCombat(TunicTestBase):
options = {options.CombatLogic.internal_name: options.CombatLogic.option_on}
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)