Files
Grinch-AP/worlds/stardew_valley/test/mods/TestMods.py
agilbert1412 9b22458f44 Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024
This includes randomization for pretty much all of the new content, including but not limited to
- Raccoon Bundles
- Booksanity
- Skill Masteries
- New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests

This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit.

In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update
- Walnutsanity
- Player Buffs
- More customizability in settings, such as shorter special orders, ER without farmhouse
- New Remixed Bundles
2024-07-07 15:04:25 +02:00

162 lines
9.8 KiB
Python

import random
from BaseClasses import get_seed
from .. import SVTestBase, SVTestCase, allsanity_no_mods_6_x_x, allsanity_mods_6_x_x, complete_options_with_default, solo_multiworld
from ..assertion import ModAssertMixin, WorldAssertMixin
from ... import items, Group, ItemClassification
from ... import options
from ...items import items_by_group
from ...options import SkillProgression, Walnutsanity
from ...regions import RandomizationFlag, randomize_connections, create_final_connections_and_regions
class TestGenerateModsOptions(WorldAssertMixin, ModAssertMixin, SVTestCase):
def test_given_single_mods_when_generate_then_basic_checks(self):
for mod in options.Mods.valid_keys:
with self.solo_world_sub_test(f"Mod: {mod}", {options.Mods: mod}) as (multi_world, _):
self.assert_basic_checks(multi_world)
self.assert_stray_mod_items(mod, multi_world)
def test_given_mod_names_when_generate_paired_with_entrance_randomizer_then_basic_checks(self):
for option in options.EntranceRandomization.options:
for mod in options.Mods.valid_keys:
world_options = {
options.EntranceRandomization.internal_name: options.EntranceRandomization.options[option],
options.Mods: mod
}
with self.solo_world_sub_test(f"entrance_randomization: {option}, Mod: {mod}", world_options) as (multi_world, _):
self.assert_basic_checks(multi_world)
self.assert_stray_mod_items(mod, multi_world)
def test_allsanity_all_mods_when_generate_then_basic_checks(self):
with self.solo_world_sub_test(world_options=allsanity_mods_6_x_x()) as (multi_world, _):
self.assert_basic_checks(multi_world)
def test_allsanity_all_mods_exclude_island_when_generate_then_basic_checks(self):
world_options = allsanity_mods_6_x_x()
world_options.update({options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true})
with self.solo_world_sub_test(world_options=world_options) as (multi_world, _):
self.assert_basic_checks(multi_world)
class TestBaseLocationDependencies(SVTestBase):
options = {
options.Mods.internal_name: frozenset(options.Mods.valid_keys),
options.ToolProgression.internal_name: options.ToolProgression.option_progressive,
options.SeasonRandomization.internal_name: options.SeasonRandomization.option_randomized
}
class TestBaseItemGeneration(SVTestBase):
options = {
options.SeasonRandomization.internal_name: options.SeasonRandomization.option_progressive,
options.SkillProgression.internal_name: options.SkillProgression.option_progressive_with_masteries,
options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_false,
options.SpecialOrderLocations.internal_name: options.SpecialOrderLocations.option_board_qi,
options.Friendsanity.internal_name: options.Friendsanity.option_all_with_marriage,
options.Shipsanity.internal_name: options.Shipsanity.option_everything,
options.Chefsanity.internal_name: options.Chefsanity.option_all,
options.Craftsanity.internal_name: options.Craftsanity.option_all,
options.Booksanity.internal_name: options.Booksanity.option_all,
Walnutsanity.internal_name: Walnutsanity.preset_all,
options.Mods.internal_name: frozenset(options.Mods.valid_keys)
}
def test_all_progression_items_are_added_to_the_pool(self):
all_created_items = [item.name for item in self.multiworld.itempool]
# Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
items_to_ignore = [event.name for event in items.events]
items_to_ignore.extend(deprecated.name for deprecated in items.items_by_group[Group.DEPRECATED])
items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
items_to_ignore.append("The Gateway Gazette")
progression_items = [item for item in items.all_items if item.classification is ItemClassification.progression
and item.name not in items_to_ignore]
for progression_item in progression_items:
with self.subTest(f"{progression_item.name}"):
self.assertIn(progression_item.name, all_created_items)
class TestNoGingerIslandModItemGeneration(SVTestBase):
options = {
options.SeasonRandomization.internal_name: options.SeasonRandomization.option_progressive,
options.SkillProgression.internal_name: options.SkillProgression.option_progressive_with_masteries,
options.Friendsanity.internal_name: options.Friendsanity.option_all_with_marriage,
options.Shipsanity.internal_name: options.Shipsanity.option_everything,
options.Chefsanity.internal_name: options.Chefsanity.option_all,
options.Craftsanity.internal_name: options.Craftsanity.option_all,
options.Booksanity.internal_name: options.Booksanity.option_all,
options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true,
options.Mods.internal_name: frozenset(options.Mods.valid_keys)
}
def test_all_progression_items_except_island_are_added_to_the_pool(self):
all_created_items = [item.name for item in self.multiworld.itempool]
# Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
items_to_ignore = [event.name for event in items.events]
items_to_ignore.extend(deprecated.name for deprecated in items.items_by_group[Group.DEPRECATED])
items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
items_to_ignore.append("The Gateway Gazette")
progression_items = [item for item in items.all_items if item.classification is ItemClassification.progression
and item.name not in items_to_ignore]
for progression_item in progression_items:
with self.subTest(f"{progression_item.name}"):
if Group.GINGER_ISLAND in progression_item.groups:
self.assertNotIn(progression_item.name, all_created_items)
else:
self.assertIn(progression_item.name, all_created_items)
class TestModEntranceRando(SVTestCase):
def test_mod_entrance_randomization(self):
for option, flag in [(options.EntranceRandomization.option_pelican_town, RandomizationFlag.PELICAN_TOWN),
(options.EntranceRandomization.option_non_progression, RandomizationFlag.NON_PROGRESSION),
(options.EntranceRandomization.option_buildings_without_house, RandomizationFlag.BUILDINGS),
(options.EntranceRandomization.option_buildings, RandomizationFlag.BUILDINGS)]:
sv_options = complete_options_with_default({
options.EntranceRandomization.internal_name: option,
options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_false,
SkillProgression.internal_name: SkillProgression.option_progressive_with_masteries,
options.Mods.internal_name: frozenset(options.Mods.valid_keys)
})
seed = get_seed()
rand = random.Random(seed)
with self.subTest(option=option, flag=flag, seed=seed):
final_connections, final_regions = create_final_connections_and_regions(sv_options)
_, randomized_connections = randomize_connections(rand, sv_options, final_regions, final_connections)
for connection_name in final_connections:
connection = final_connections[connection_name]
if flag in connection.flag:
connection_in_randomized = connection_name in randomized_connections
reverse_in_randomized = connection.reverse in randomized_connections
self.assertTrue(connection_in_randomized, f"Connection {connection_name} should be randomized but it is not in the output")
self.assertTrue(reverse_in_randomized, f"Connection {connection.reverse} should be randomized but it is not in the output.")
self.assertEqual(len(set(randomized_connections.values())), len(randomized_connections.values()),
f"Connections are duplicated in randomization.")
class TestModTraps(SVTestCase):
def test_given_traps_when_generate_then_all_traps_in_pool(self):
for value in options.TrapItems.options:
if value == "no_traps":
continue
world_options = allsanity_no_mods_6_x_x()
world_options.update({options.TrapItems.internal_name: options.TrapItems.options[value], options.Mods.internal_name: "Magic"})
with solo_multiworld(world_options) as (multi_world, _):
trap_items = [item_data.name for item_data in items_by_group[Group.TRAP] if Group.DEPRECATED not in item_data.groups]
multiworld_items = [item.name for item in multi_world.get_items()]
for item in trap_items:
with self.subTest(f"Option: {value}, Item: {item}"):
self.assertIn(item, multiworld_items)