103 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Archipelago Unit Testing API
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| 
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| This document covers some of the generic tests available using Archipelago's unit testing system, as well as some basic
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| steps on how to write your own.
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| 
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| ## Generic Tests
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| 
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| Some generic tests are run on every World to ensure basic functionality with default options. These basic tests can be
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| found in the [general test directory](/test/general).
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| 
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| ## Defining World Tests
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| 
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| In order to run tests from your world, you will need to create a `test` package within your world package. This can be
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| done by creating a `test` directory with a file named `__init__.py` inside it inside your world. By convention, a base
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| for your world tests can be created in this file that you can then import into other modules.
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| 
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| ### WorldTestBase
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| 
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| In order to test basic functionality of varying options, as well as to test specific edge cases or that certain
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| interactions in the world interact as expected, you will want to use the [WorldTestBase](/test/bases.py). This class
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| comes with the basics for test setup as well as a few preloaded tests that most worlds might want to check on varying
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| options combinations.
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| 
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| Example `/worlds/<my_game>/test/__init__.py`:
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| 
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| ```python
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| from test.bases import WorldTestBase
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| 
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| 
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| class MyGameTestBase(WorldTestBase):
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|     game = "My Game"
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| ```
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| 
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| The basic tests that WorldTestBase comes with include `test_all_state_can_reach_everything`,
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| `test_empty_state_can_reach_something`, and `test_fill`. These test that with all collected items everything is
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| reachable, with no collected items at least something is reachable, and that a valid multiworld can be completed with
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| all steps being called, respectively.
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| 
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| ### Writing Tests
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| 
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| #### Using WorldTestBase
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| 
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| Adding runs for the basic tests for a different option combination is as easy as making a new module in the test
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| package, creating a class that inherits from your game's TestBase, and defining the options in a dict as a field on the
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| class. The new module should be named `test_<something>.py` and have at least one class inheriting from the base, or
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| define its own testing methods. Newly defined test methods should follow standard PEP8 snake_case format and also start
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| with `test_`.
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| 
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| Example `/worlds/<my_game>/test/test_chest_access.py`:
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| 
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| ```python
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| from . import MyGameTestBase
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| 
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| 
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| class TestChestAccess(MyGameTestBase):
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|     options = {
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|         "difficulty": "easy",
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|         "final_boss_hp": 4000,
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|     }
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| 
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|     def test_sword_chests(self) -> None:
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|         """Test locations that require a sword"""
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|         locations = ["Chest1", "Chest2"]
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|         items = [["Sword"]]
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|         # This tests that the provided locations aren't accessible without the provided items, but can be accessed once
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|         # the items are obtained.
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|         # This will also check that any locations not provided don't have the same dependency requirement.
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|         # Optionally, passing only_check_listed=True to the method will only check the locations provided.
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|         self.assertAccessDependency(locations, items)
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| ```
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| 
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| When tests are run, this class will create a multiworld with a single player having the provided options, and run the
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| generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
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| that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
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| overridden. For more information on what methods are available to your class, check the
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| [WorldTestBase definition](/test/bases.py#L106).
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| 
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| #### Alternatives to WorldTestBase
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| 
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| Unit tests can also be created using [TestBase](/test/bases.py#L16) or
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| [unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
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| may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
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| testing portions of your code that can be tested without relying on a multiworld to be created first.
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| 
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| ## Running Tests
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| 
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| #### Using Pycharm
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| 
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| In PyCharm, running all tests can be done by right-clicking the root test directory and selecting Run 'Archipelago Unittests'. 
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| Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this, edit the run configuration, 
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| and set the working directory to the Archipelago directory which contains all the project files. 
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| 
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| If you only want to run your world's defined tests, repeat the steps for the test directory within your world.
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| Your working directory should be the directory of your world in the worlds directory and the script should be the 
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| tests folder within your world.
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| 
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| You can also find the 'Archipelago Unittests' as an option in the dropdown at the top of the window
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| next to the run and debug buttons.
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| 
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| #### Running Tests without Pycharm
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| 
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| Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
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