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