Files
Grinch-AP/worlds/stardew_valley/test/TestLogic.py
Jérémie Bolduc 9ac921380f Stardew Valley: Refactor buildings to use content packs (#4239)
* 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
2025-04-08 12:37:45 -04:00

108 lines
4.5 KiB
Python

import typing
import unittest
from unittest import TestCase, SkipTest
from BaseClasses import MultiWorld
from . import setup_solo_multiworld
from .assertion import RuleAssertMixin
from .options.presets import allsanity_mods_6_x_x, minimal_locations_maximal_items
from .. import StardewValleyWorld
from ..data.bundle_data import all_bundle_items_except_money
from ..logic.logic import StardewLogic
from ..options import BundleRandomization
def collect_all(mw):
for item in mw.get_items():
mw.state.collect(item, prevent_sweep=True)
class LogicTestBase(RuleAssertMixin, TestCase):
options: typing.Dict[str, typing.Any] = {}
multiworld: MultiWorld
logic: StardewLogic
world: StardewValleyWorld
@classmethod
def setUpClass(cls) -> None:
if cls is LogicTestBase:
raise SkipTest("Not running test on base class.")
def setUp(self) -> None:
self.multiworld = setup_solo_multiworld(self.options, _cache={})
collect_all(self.multiworld)
self.world = typing.cast(StardewValleyWorld, self.multiworld.worlds[1])
self.logic = self.world.logic
def test_given_bundle_item_then_is_available_in_logic(self):
for bundle_item in all_bundle_items_except_money:
if not bundle_item.can_appear(self.world.content, self.world.options):
continue
with self.subTest(msg=bundle_item.item_name):
self.assertIn(bundle_item.get_item(), self.logic.registry.item_rules)
def test_given_item_rule_then_can_be_resolved(self):
for item in self.logic.registry.item_rules.keys():
with self.subTest(msg=item):
rule = self.logic.registry.item_rules[item]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_building_rule_then_can_be_resolved(self):
for building in self.world.content.farm_buildings:
with self.subTest(msg=building):
rule = self.logic.building.can_build(building)
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_quest_rule_then_can_be_resolved(self):
for quest in self.logic.registry.quest_rules.keys():
with self.subTest(msg=quest):
rule = self.logic.registry.quest_rules[quest]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_special_order_rule_then_can_be_resolved(self):
for special_order in self.logic.registry.special_order_rules.keys():
with self.subTest(msg=special_order):
rule = self.logic.registry.special_order_rules[special_order]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_crop_rule_then_can_be_resolved(self):
for crop in self.logic.registry.crop_rules.keys():
with self.subTest(msg=crop):
rule = self.logic.registry.crop_rules[crop]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_fish_rule_then_can_be_resolved(self):
for fish in self.logic.registry.fish_rules.keys():
with self.subTest(msg=fish):
rule = self.logic.registry.fish_rules[fish]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_museum_rule_then_can_be_resolved(self):
for donation in self.logic.registry.museum_rules.keys():
with self.subTest(msg=donation):
rule = self.logic.registry.museum_rules[donation]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_cooking_rule_then_can_be_resolved(self):
for cooking_rule in self.logic.registry.cooking_rules.keys():
with self.subTest(msg=cooking_rule):
rule = self.logic.registry.cooking_rules[cooking_rule]
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
def test_given_location_rule_then_can_be_resolved(self):
for location in self.multiworld.get_locations(1):
with self.subTest(msg=location.name):
rule = location.access_rule
self.assert_rule_can_be_resolved(rule, self.multiworld.state)
class TestAllSanityLogic(LogicTestBase):
options = allsanity_mods_6_x_x()
@unittest.skip("This test does not pass because some content is still not in content packs.")
class TestMinLocationsMaxItemsLogic(LogicTestBase):
options = minimal_locations_maximal_items()
options[BundleRandomization.internal_name] = BundleRandomization.default