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* Stardew Valley Archipelago implementation * fix breaking changes * - Added and Updated Documentation for the game * Removed fun * Remove entire idea of step, due to possible inconsistency with the main AP core * Commented out the desired steps, fix renaming after rebase * Fixed wording * tests now passes on 3.8 * run flake8 * remove dependency so apworld work again * remove dependency for real * - Fix Formatting in the Game Page - Removed disabled Option Descriptions for Entrance Randomizer - Improved Game Page's description of the Arcade Machine buffs - Trimmed down the text on the Options page for Arcade Machines, so that it is smaller * - Removed blankspace * remove player field * remove None check in options * document the scripts * fix pytest warning * use importlib.resources.files * fix * add version requirement to importlib_resources * remove __init__.py from data folder * increment data version * let the __init__.py for 3.9 * use sorted() instead of list() * replace frozenset from fish_data with tuples * remove dependency on pytest * - Add a bit of text to the guide to tell them about how to redeem some received items * - Added a comment about which mod version to use * change single quotes for double quotes * Minimum client version both ways * Changed version number to be more specific. The mod will handle deciding --------- Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
54 lines
2.2 KiB
Python
54 lines
2.2 KiB
Python
import unittest
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from test.general import setup_solo_multiworld
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from .. import StardewValleyWorld
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from ..bundle_data import all_bundle_items_except_money
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from ..logic import MISSING_ITEM, _False
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class TestAllLogicalItem(unittest.TestCase):
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multi_world = setup_solo_multiworld(StardewValleyWorld)
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world = multi_world.worlds[1]
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logic = world.logic
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def setUp(self) -> None:
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for item in self.multi_world.get_items():
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self.multi_world.state.collect(item, event=True)
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def test_given_bundle_item_then_is_available_in_logic(self):
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for bundle_item in all_bundle_items_except_money:
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with self.subTest(bundle_item=bundle_item):
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assert bundle_item.item.name in self.logic.item_rules
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def test_given_item_rule_then_can_be_resolved(self):
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for item in self.logic.item_rules.keys():
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with self.subTest(item=item):
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rule = self.logic.item_rules[item]
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assert MISSING_ITEM not in repr(rule)
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assert rule == _False() or rule(self.multi_world.state), f"Could not resolve rule for {item} {rule}"
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def test_given_building_rule_then_can_be_resolved(self):
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for item in self.logic.building_rules.keys():
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with self.subTest(item=item):
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rule = self.logic.building_rules[item]
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assert MISSING_ITEM not in repr(rule)
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assert rule == _False() or rule(self.multi_world.state), f"Could not resolve rule for {item} {rule}"
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def test_given_quest_rule_then_can_be_resolved(self):
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for item in self.logic.quest_rules.keys():
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with self.subTest(item=item):
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rule = self.logic.quest_rules[item]
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assert MISSING_ITEM not in repr(rule)
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assert rule == _False() or rule(self.multi_world.state), f"Could not resolve rule for {item} {rule}"
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def test_given_location_rule_then_can_be_resolved(self):
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for location in self.multi_world.get_locations(1):
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with self.subTest(location=location):
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rule = location.access_rule
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assert MISSING_ITEM not in repr(rule)
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assert rule == _False() or rule(self.multi_world.state), f"Could not resolve rule for {location} {rule}"
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