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* create building data object and rename ItemSource to Source to be more generic # Conflicts: # worlds/stardew_valley/content/game_content.py # Conflicts: # worlds/stardew_valley/data/artisan.py # worlds/stardew_valley/data/game_item.py # worlds/stardew_valley/data/harvest.py # worlds/stardew_valley/data/shop.py * remove compound sources, replace by other requirements which already handle this usecase * add coops to content packs * add building progression in game features * add shippping bin to starting building; remove has_house * replace config check with feature * add other buildings in content packs * not passing * tests passes, unbelievable * use newly create methods more * use new assets to ease readability * self review * fix flake8 maybe * properly split rule for mapping cave systems * fix tractor garage name * self review * add upgrade_from to farm house buldings * don't override building name variable in logic * remove has_group from buildings * mark some items easy in grinding logic so blueprints buildings can be in more early spheres * move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now * remove price_multiplier, turns out it's unused during generation * disable shop source for mapping cave systems * bunch of code review changes * add petbowl and farmhouse to autobuilding * set min easy items to 300 * fix farm type
189 lines
11 KiB
Python
189 lines
11 KiB
Python
import random
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from BaseClasses import get_seed
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from .. import SVTestBase, SVTestCase
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from ..TestGeneration import get_all_permanent_progression_items
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from ..assertion import ModAssertMixin, WorldAssertMixin
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from ..options.presets import allsanity_mods_6_x_x
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from ..options.utils import fill_dataclass_with_default
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from ... import options, Group, create_content
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from ...mods.mod_data import ModNames
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from ...options import SkillProgression, Walnutsanity
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from ...options.options import all_mods
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from ...regions import RandomizationFlag, randomize_connections, create_final_connections_and_regions
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class TestGenerateModsOptions(WorldAssertMixin, ModAssertMixin, SVTestCase):
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def test_given_single_mods_when_generate_then_basic_checks(self):
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for mod in options.Mods.valid_keys:
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world_options = {options.Mods: mod, options.ExcludeGingerIsland: options.ExcludeGingerIsland.option_false}
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with self.solo_world_sub_test(f"Mod: {mod}", world_options) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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self.assert_stray_mod_items(mod, multi_world)
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# The following tests validate that ER still generates winnable and logically-sane games with given mods.
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# Mods that do not interact with entrances are skipped
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# Not all ER settings are tested, because 'buildings' is, essentially, a superset of all others
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def test_deepwoods_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.deepwoods, options.EntranceRandomization.option_buildings)
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def test_juna_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.juna, options.EntranceRandomization.option_buildings)
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def test_jasper_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.jasper, options.EntranceRandomization.option_buildings)
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def test_alec_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.alec, options.EntranceRandomization.option_buildings)
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def test_yoba_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.yoba, options.EntranceRandomization.option_buildings)
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def test_eugene_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.eugene, options.EntranceRandomization.option_buildings)
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def test_ayeisha_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.ayeisha, options.EntranceRandomization.option_buildings)
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def test_riley_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.riley, options.EntranceRandomization.option_buildings)
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def test_sve_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.sve, options.EntranceRandomization.option_buildings)
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def test_alecto_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.alecto, options.EntranceRandomization.option_buildings)
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def test_lacey_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.lacey, options.EntranceRandomization.option_buildings)
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def test_boarding_house_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(ModNames.boarding_house, options.EntranceRandomization.option_buildings)
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def test_all_mods_entrance_randomization_buildings(self):
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self.perform_basic_checks_on_mod_with_er(all_mods, options.EntranceRandomization.option_buildings)
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def perform_basic_checks_on_mod_with_er(self, mods: str | set[str], er_option: int) -> None:
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if isinstance(mods, str):
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mods = {mods}
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world_options = {
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options.EntranceRandomization: er_option,
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options.Mods: frozenset(mods),
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options.ExcludeGingerIsland: options.ExcludeGingerIsland.option_false
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}
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with self.solo_world_sub_test(f"entrance_randomization: {er_option}, Mods: {mods}", world_options) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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def test_allsanity_all_mods_when_generate_then_basic_checks(self):
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with self.solo_world_sub_test(world_options=allsanity_mods_6_x_x()) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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def test_allsanity_all_mods_exclude_island_when_generate_then_basic_checks(self):
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world_options = allsanity_mods_6_x_x()
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world_options.update({options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true})
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with self.solo_world_sub_test(world_options=world_options) as (multi_world, _):
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self.assert_basic_checks(multi_world)
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class TestBaseLocationDependencies(SVTestBase):
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options = {
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options.Mods.internal_name: frozenset(options.Mods.valid_keys),
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options.ToolProgression.internal_name: options.ToolProgression.option_progressive,
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options.SeasonRandomization.internal_name: options.SeasonRandomization.option_randomized
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}
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class TestBaseItemGeneration(SVTestBase):
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options = {
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options.SeasonRandomization.internal_name: options.SeasonRandomization.option_progressive,
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options.SkillProgression.internal_name: options.SkillProgression.option_progressive_with_masteries,
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options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_false,
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options.SpecialOrderLocations.internal_name: options.SpecialOrderLocations.option_board_qi,
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options.Friendsanity.internal_name: options.Friendsanity.option_all_with_marriage,
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options.Shipsanity.internal_name: options.Shipsanity.option_everything,
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options.Chefsanity.internal_name: options.Chefsanity.option_all,
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options.Craftsanity.internal_name: options.Craftsanity.option_all,
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options.Booksanity.internal_name: options.Booksanity.option_all,
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Walnutsanity.internal_name: Walnutsanity.preset_all,
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options.Mods.internal_name: frozenset(options.Mods.valid_keys)
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}
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def test_all_progression_items_are_added_to_the_pool(self):
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all_created_items = self.get_all_created_items()
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progression_items = get_all_permanent_progression_items()
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for progression_item in progression_items:
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with self.subTest(f"{progression_item.name}"):
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self.assertIn(progression_item.name, all_created_items)
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class TestNoGingerIslandModItemGeneration(SVTestBase):
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options = {
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options.SeasonRandomization.internal_name: options.SeasonRandomization.option_progressive,
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options.SkillProgression.internal_name: options.SkillProgression.option_progressive_with_masteries,
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options.Friendsanity.internal_name: options.Friendsanity.option_all_with_marriage,
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options.Shipsanity.internal_name: options.Shipsanity.option_everything,
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options.Chefsanity.internal_name: options.Chefsanity.option_all,
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options.Craftsanity.internal_name: options.Craftsanity.option_all,
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options.Booksanity.internal_name: options.Booksanity.option_all,
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options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true,
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options.Mods.internal_name: frozenset(options.Mods.valid_keys)
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}
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def test_all_progression_items_except_island_are_added_to_the_pool(self):
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all_created_items = self.get_all_created_items()
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progression_items = get_all_permanent_progression_items()
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for progression_item in progression_items:
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with self.subTest(f"{progression_item.name}"):
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if Group.GINGER_ISLAND in progression_item.groups:
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self.assertNotIn(progression_item.name, all_created_items)
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else:
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self.assertIn(progression_item.name, all_created_items)
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class TestModEntranceRando(SVTestCase):
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def test_mod_entrance_randomization(self):
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for option, flag in [(options.EntranceRandomization.option_pelican_town, RandomizationFlag.PELICAN_TOWN),
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(options.EntranceRandomization.option_non_progression, RandomizationFlag.NON_PROGRESSION),
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(options.EntranceRandomization.option_buildings_without_house, RandomizationFlag.BUILDINGS),
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(options.EntranceRandomization.option_buildings, RandomizationFlag.BUILDINGS)]:
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sv_options = fill_dataclass_with_default({
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options.EntranceRandomization.internal_name: option,
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options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_false,
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SkillProgression.internal_name: SkillProgression.option_progressive_with_masteries,
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options.Mods.internal_name: frozenset(options.Mods.valid_keys)
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})
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content = create_content(sv_options)
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seed = get_seed()
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rand = random.Random(seed)
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with self.subTest(option=option, flag=flag, seed=seed):
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final_connections, final_regions = create_final_connections_and_regions(sv_options)
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_, randomized_connections = randomize_connections(rand, sv_options, content, final_regions, final_connections)
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for connection_name in final_connections:
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connection = final_connections[connection_name]
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if flag in connection.flag:
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connection_in_randomized = connection_name in randomized_connections
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reverse_in_randomized = connection.reverse in randomized_connections
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self.assertTrue(connection_in_randomized, f"Connection {connection_name} should be randomized but it is not in the output")
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self.assertTrue(reverse_in_randomized, f"Connection {connection.reverse} should be randomized but it is not in the output.")
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self.assertEqual(len(set(randomized_connections.values())), len(randomized_connections.values()),
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f"Connections are duplicated in randomization.")
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class TestVanillaLogicAlternativeWhenQuestsAreNotRandomized(WorldAssertMixin, SVTestBase):
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"""We often forget to add an alternative rule that works when quests are not randomized. When this happens, some
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Location are not reachable because they depend on items that are only added to the pool when quests are randomized.
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"""
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options = allsanity_mods_6_x_x() | {
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options.QuestLocations.internal_name: options.QuestLocations.special_range_names["none"],
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options.Goal.internal_name: options.Goal.option_perfection,
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}
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def test_given_no_quest_all_mods_when_generate_then_can_reach_everything(self):
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self.collect_everything()
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self.assert_can_reach_everything(self.multiworld)
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