mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
## What is this fixing or adding? Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm. Overhauls options, pulling them out of core and in particular making large changes to how the shop options work. Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com> Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> Co-authored-by: Bondo <38083232+BadmoonzZ@users.noreply.github.com> Co-authored-by: espeon65536 <espeon65536@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
60 lines
3.4 KiB
Python
60 lines
3.4 KiB
Python
from BaseClasses import CollectionState, ItemClassification
|
|
from worlds.alttp.Dungeons import get_dungeon_item_pool
|
|
from worlds.alttp.EntranceShuffle import mandatory_connections, connect_simple
|
|
from worlds.alttp.ItemPool import difficulties
|
|
from worlds.alttp.Items import ItemFactory
|
|
from worlds.alttp.Regions import create_regions
|
|
from worlds.alttp.Shops import create_shops
|
|
from worlds.alttp.test import LTTPTestBase
|
|
|
|
|
|
class TestDungeon(LTTPTestBase):
|
|
def setUp(self):
|
|
self.world_setup()
|
|
self.starting_regions = [] # Where to start exploring
|
|
self.remove_exits = [] # Block dungeon exits
|
|
self.multiworld.difficulty_requirements[1] = difficulties['normal']
|
|
self.multiworld.bombless_start[1].value = True
|
|
self.multiworld.shuffle_capacity_upgrades[1].value = True
|
|
create_regions(self.multiworld, 1)
|
|
self.multiworld.worlds[1].create_dungeons()
|
|
create_shops(self.multiworld, 1)
|
|
for exitname, regionname in mandatory_connections:
|
|
connect_simple(self.multiworld, exitname, regionname, 1)
|
|
connect_simple(self.multiworld, 'Big Bomb Shop', 'Big Bomb Shop', 1)
|
|
self.multiworld.get_region('Menu', 1).exits = []
|
|
self.multiworld.swamp_patch_required[1] = True
|
|
self.multiworld.worlds[1].set_rules()
|
|
self.multiworld.worlds[1].create_items()
|
|
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
|
|
self.multiworld.itempool.extend(ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], 1))
|
|
|
|
def run_tests(self, access_pool):
|
|
for exit in self.remove_exits:
|
|
self.multiworld.get_entrance(exit, 1).connected_region = self.multiworld.get_region('Menu', 1)
|
|
|
|
for location, access, *item_pool in access_pool:
|
|
items = item_pool[0]
|
|
all_except = item_pool[1] if len(item_pool) > 1 else None
|
|
with self.subTest(location=location, access=access, items=items, all_except=all_except):
|
|
if all_except and len(all_except) > 0:
|
|
items = self.multiworld.itempool[:]
|
|
items = [item for item in items if item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
|
|
items.extend(ItemFactory(item_pool[0], 1))
|
|
else:
|
|
items = ItemFactory(items, 1)
|
|
state = CollectionState(self.multiworld)
|
|
state.reachable_regions[1].add(self.multiworld.get_region('Menu', 1))
|
|
for region_name in self.starting_regions:
|
|
region = self.multiworld.get_region(region_name, 1)
|
|
state.reachable_regions[1].add(region)
|
|
for exit in region.exits:
|
|
if exit.connected_region is not None:
|
|
state.blocked_connections[1].add(exit)
|
|
|
|
for item in items:
|
|
item.classification = ItemClassification.progression
|
|
state.collect(item, event=True) # event=True prevents running sweep_for_events() and picking up
|
|
state.sweep_for_events() # key drop keys repeatedly
|
|
|
|
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access, f"failed {self.multiworld.get_location(location, 1)} with: {item_pool}") |