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Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
58 lines
2.2 KiB
Python
58 lines
2.2 KiB
Python
from test.TestBase import TestBase
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from BaseClasses import MultiWorld
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from worlds.minecraft import minecraft_gen_item_pool
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from worlds.minecraft.Regions import minecraft_create_regions, link_minecraft_structures
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from worlds.minecraft.Rules import set_rules
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from worlds.minecraft.Items import MinecraftItem, item_table
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import Options
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# Converts the name of an item into an item object
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def MCItemFactory(items, player: int):
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ret = []
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singleton = False
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if isinstance(items, str):
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items = [items]
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singleton = True
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for item in items:
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if item in item_table:
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ret.append(MinecraftItem(item, item_table[item].progression, item_table[item].code, player))
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else:
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raise Exception(f"Unknown item {item}")
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if singleton:
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return ret[0]
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return ret
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class TestMinecraft(TestBase):
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def setUp(self):
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self.world = MultiWorld(1)
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self.world.game[1] = "Minecraft"
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exclusion_pools = ['hard', 'insane', 'postgame']
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for pool in exclusion_pools:
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setattr(self.world, f"include_{pool}_advancements", [False, False])
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setattr(self.world, "advancement_goal", [0, Options.AdvancementGoal(value=0)])
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setattr(self.world, "shuffle_structures", [False, False])
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setattr(self.world, "combat_difficulty", [0, Options.CombatDifficulty(value=1)])
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minecraft_create_regions(self.world, 1)
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link_minecraft_structures(self.world, 1)
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minecraft_gen_item_pool(self.world, 1)
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set_rules(self.world, 1)
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def _get_items(self, item_pool, all_except):
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if all_except and len(all_except) > 0:
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items = self.world.itempool[:]
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items = [item for item in items if
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item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
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items.extend(MCItemFactory(item_pool[0], 1))
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else:
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items = MCItemFactory(item_pool[0], 1)
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return self.get_state(items)
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def _get_items_partial(self, item_pool, missing_item):
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new_items = item_pool[0].copy()
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new_items.remove(missing_item)
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items = MCItemFactory(new_items, 1)
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return self.get_state(items)
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