Files
Grinch-AP/worlds/stardew_valley/test/assertion/rule_explain.py
agilbert1412 52e65e208e Stardew Valley: 5.x.x - The Allsanity Update (#2764)
Major Content update for Stardew Valley, including the following features

- Major performance improvements all across the Stardew Valley apworld, including a significant reduction in the test time
- Randomized Farm Type
- Bundles rework (Remixed Bundles and Missing Bundle!)
- New Settings:
  * Shipsanity - Shipping individual items
  * Monstersanity - Slaying monsters
  * Cooksanity - Cooking individual recipes
  * Chefsanity - Learning individual recipes
  * Craftsanity - Crafting individual items
- New Goals:
  * Protector of the Valley - Complete every monster slayer goal
  * Full Shipment - Ship every item
  * Craftmaster - Craft every item
  * Gourmet Chef - Cook every recipe
  * Legend - Earn 10 000 000g
  * Mystery of the Stardrops - Find every stardrop (Maguffin Hunt)
  * Allsanity - Complete every check in your slot
- Building Shuffle: Cheaper options
- Tool Shuffle: Cheaper options
- Money rework
- New traps
- New isolated checks and items, including the farm cave, the movie theater, etc
- Mod Support: SVE [Albrekka]
- Mod Support: Distant Lands [Albrekka]
- Mod Support: Hat Mouse Lacey [Albrekka]
- Mod Support: Boarding House [Albrekka]

Co-authored-by: Witchybun <elnendil@gmail.com>
Co-authored-by: Witchybun <96719127+Witchybun@users.noreply.github.com>
Co-authored-by: Jouramie <jouramie@hotmail.com>
Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
2024-03-15 13:05:14 +01:00

103 lines
3.8 KiB
Python

from __future__ import annotations
from dataclasses import dataclass, field
from functools import cached_property, singledispatch
from typing import Iterable
from BaseClasses import CollectionState
from worlds.generic.Rules import CollectionRule
from ...stardew_rule import StardewRule, AggregatingStardewRule, Count, Has, TotalReceived, Received, Reach
max_explanation_depth = 10
@dataclass
class RuleExplanation:
rule: StardewRule
state: CollectionState
expected: bool
sub_rules: Iterable[StardewRule] = field(default_factory=list)
def summary(self, depth=0):
return " " * depth + f"{str(self.rule)} -> {self.result}"
def __str__(self, depth=0):
if not self.sub_rules or depth >= max_explanation_depth:
return self.summary(depth)
return self.summary(depth) + "\n" + "\n".join(RuleExplanation.__str__(i, depth + 1)
if i.result is not self.expected else i.summary(depth + 1)
for i in sorted(self.explained_sub_rules, key=lambda x: x.result))
def __repr__(self, depth=0):
if not self.sub_rules or depth >= max_explanation_depth:
return self.summary(depth)
return self.summary(depth) + "\n" + "\n".join(RuleExplanation.__repr__(i, depth + 1)
for i in sorted(self.explained_sub_rules, key=lambda x: x.result))
@cached_property
def result(self):
return self.rule(self.state)
@cached_property
def explained_sub_rules(self):
return [_explain(i, self.state, self.expected) for i in self.sub_rules]
def explain(rule: CollectionRule, state: CollectionState, expected: bool = True) -> RuleExplanation:
if isinstance(rule, StardewRule):
return _explain(rule, state, expected)
else:
return f"Value of rule {str(rule)} was not {str(expected)} in {str(state)}" # noqa
@singledispatch
def _explain(rule: StardewRule, state: CollectionState, expected: bool) -> RuleExplanation:
return RuleExplanation(rule, state, expected)
@_explain.register
def _(rule: AggregatingStardewRule, state: CollectionState, expected: bool) -> RuleExplanation:
return RuleExplanation(rule, state, expected, rule.original_rules)
@_explain.register
def _(rule: Count, state: CollectionState, expected: bool) -> RuleExplanation:
return RuleExplanation(rule, state, expected, rule.rules)
@_explain.register
def _(rule: Has, state: CollectionState, expected: bool) -> RuleExplanation:
return RuleExplanation(rule, state, expected, [rule.other_rules[rule.item]])
@_explain.register
def _(rule: TotalReceived, state: CollectionState, expected=True) -> RuleExplanation:
return RuleExplanation(rule, state, expected, [Received(i, rule.player, 1) for i in rule.items])
@_explain.register
def _(rule: Reach, state: CollectionState, expected=True) -> RuleExplanation:
access_rules = None
if rule.resolution_hint == 'Location':
spot = state.multiworld.get_location(rule.spot, rule.player)
if isinstance(spot.access_rule, StardewRule):
access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)]
elif rule.resolution_hint == 'Entrance':
spot = state.multiworld.get_entrance(rule.spot, rule.player)
if isinstance(spot.access_rule, StardewRule):
access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)]
else:
spot = state.multiworld.get_region(rule.spot, rule.player)
access_rules = [*(Reach(e.name, "Entrance", rule.player) for e in spot.entrances)]
if not access_rules:
return RuleExplanation(rule, state, expected)
return RuleExplanation(rule, state, expected, access_rules)