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https://github.com/MarioSpore/Grinch-AP.git
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🤞 * map option objects to a `World.options` dict * convert RoR2 to options dict system for testing * add temp behavior for lttp with notes * copy/paste bad * convert `set_default_common_options` to a namespace property * reorganize test call order * have fill_restrictive use the new options system * update world api * update soe tests * fix world api * core: auto initialize a dataclass on the World class with the option results * core: auto initialize a dataclass on the World class with the option results: small tying improvement * add `as_dict` method to the options dataclass * fix namespace issues with tests * have current option updates use `.value` instead of changing the option * update ror2 to use the new options system again * revert the junk pool dict since it's cased differently * fix begin_with_loop typo * write new and old options to spoiler * change factorio option behavior back * fix comparisons * move common and per_game_common options to new system * core: automatically create missing options_dataclass from legacy option_definitions * remove spoiler special casing and add back the Factorio option changing but in new system * give ArchipIDLE the default options_dataclass so its options get generated and spoilered properly * reimplement `inspect.get_annotations` * move option info generation for webhost to new system * need to include Common and PerGame common since __annotations__ doesn't include super * use get_type_hints for the options dictionary * typing.get_type_hints returns the bases too. * forgot to sweep through generate * sweep through all the tests * swap to a metaclass property * move remaining usages from get_type_hints to metaclass property * move remaining usages from __annotations__ to metaclass property * move remaining usages from legacy dictionaries to metaclass property * remove legacy dictionaries * cache the metaclass property * clarify inheritance in world api * move the messenger to new options system * add an assert for my dumb * update the doc * rename o to options * missed a spot * update new messenger options * comment spacing Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * fix tests * fix missing import * make the documentation definition more accurate * use options system for loc creation * type cast MessengerWorld * fix typo and use quotes for cast * LTTP: set random seed in tests * ArchipIdle: remove change here as it's default on AutoWorld * Stardew: Need to set state because `set_default_common_options` used to * The Messenger: update shop rando and helpers to new system; optimize imports * Add a kwarg to `as_dict` to do the casing for you * RoR2: use new kwarg for less code * RoR2: revert some accidental reverts * The Messenger: remove an unnecessary variable * remove TypeVar that isn't used * CommonOptions not abstract * Docs: fix mistake in options api.md Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> * create options for item link worlds * revert accidental doc removals * Item Links: set default options on group * change Zillion to new options dataclass * remove unused parameter to function * use TypeGuard for Literal narrowing * move dlc quest to new api * move overcooked 2 to new api * fixed some missed code in oc2 * - Tried to be compliant with 993 (WIP?) * - I think it all works now * - Removed last trace of me touching core * typo * It now passes all tests! * Improve options, fix all issues I hope * - Fixed init options * dlcquest: fix bad imports * missed a file * - Reduce code duplication * add as_dict documentation * - Use .items(), get option name more directly, fix slot data content * - Remove generic options from the slot data * improve slot data documentation * remove `CommonOptions.get_value` (#21) * better slot data description Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> --------- Co-authored-by: el-u <109771707+el-u@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com> Co-authored-by: Doug Hoskisson <beauxq@yahoo.com> Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
109 lines
6.9 KiB
Python
109 lines
6.9 KiB
Python
import random
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import sys
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import unittest
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from . import SVTestBase, setup_solo_multiworld
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from .. import options, StardewValleyWorld, StardewValleyOptions
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from ..options import EntranceRandomization, ExcludeGingerIsland
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from ..regions import vanilla_regions, vanilla_connections, randomize_connections, RandomizationFlag
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connections_by_name = {connection.name for connection in vanilla_connections}
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regions_by_name = {region.name for region in vanilla_regions}
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class TestRegions(unittest.TestCase):
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def test_region_exits_lead_somewhere(self):
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for region in vanilla_regions:
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with self.subTest(region=region):
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for exit in region.exits:
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self.assertIn(exit, connections_by_name,
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f"{region.name} is leading to {exit} but it does not exist.")
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def test_connection_lead_somewhere(self):
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for connection in vanilla_connections:
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with self.subTest(connection=connection):
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self.assertIn(connection.destination, regions_by_name,
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f"{connection.name} is leading to {connection.destination} but it does not exist.")
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class TestEntranceRando(unittest.TestCase):
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def test_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, RandomizationFlag.BUILDINGS)]:
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# option = options.EntranceRandomization.option_buildings
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# flag = RandomizationFlag.BUILDINGS
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# for i in range(0, 100000):
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seed = random.randrange(sys.maxsize)
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with self.subTest(flag=flag, msg=f"Seed: {seed}"):
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rand = random.Random(seed)
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world_options = {EntranceRandomization.internal_name: option,
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ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_false}
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multiworld = setup_solo_multiworld(world_options)
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regions_by_name = {region.name: region for region in vanilla_regions}
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_, randomized_connections = randomize_connections(rand, multiworld.worlds[1].options, regions_by_name)
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for connection in vanilla_connections:
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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,
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f"Connection {connection.name} should be randomized but it is not in the output. Seed = {seed}")
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self.assertTrue(reverse_in_randomized,
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f"Connection {connection.reverse} should be randomized but it is not in the output. Seed = {seed}")
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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. Seed = {seed}")
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def test_entrance_randomization_without_island(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, RandomizationFlag.BUILDINGS)]:
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with self.subTest(option=option, flag=flag):
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seed = random.randrange(sys.maxsize)
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rand = random.Random(seed)
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world_options = {EntranceRandomization.internal_name: option,
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ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true}
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multiworld = setup_solo_multiworld(world_options)
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regions_by_name = {region.name: region for region in vanilla_regions}
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_, randomized_connections = randomize_connections(rand, multiworld.worlds[1].options, regions_by_name)
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for connection in vanilla_connections:
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if flag in connection.flag:
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if RandomizationFlag.GINGER_ISLAND in connection.flag:
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self.assertNotIn(connection.name, randomized_connections,
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f"Connection {connection.name} should not be randomized but it is in the output. Seed = {seed}")
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self.assertNotIn(connection.reverse, randomized_connections,
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f"Connection {connection.reverse} should not be randomized but it is in the output. Seed = {seed}")
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else:
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self.assertIn(connection.name, randomized_connections,
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f"Connection {connection.name} should be randomized but it is not in the output. Seed = {seed}")
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self.assertIn(connection.reverse, randomized_connections,
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f"Connection {connection.reverse} should be randomized but it is not in the output. Seed = {seed}")
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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. Seed = {seed}")
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class TestEntranceClassifications(SVTestBase):
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def test_non_progression_are_all_accessible_with_empty_inventory(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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seed = random.randrange(sys.maxsize)
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with self.subTest(flag=flag, msg=f"Seed: {seed}"):
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multiworld_options = {options.EntranceRandomization.internal_name: option}
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multiworld = setup_solo_multiworld(multiworld_options, seed)
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sv_world: StardewValleyWorld = multiworld.worlds[1]
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ap_entrances = {entrance.name: entrance for entrance in multiworld.get_entrances()}
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for randomized_entrance in sv_world.randomized_entrances:
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if randomized_entrance in ap_entrances:
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ap_entrance_origin = ap_entrances[randomized_entrance]
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self.assertTrue(ap_entrance_origin.access_rule(multiworld.state))
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if sv_world.randomized_entrances[randomized_entrance] in ap_entrances:
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ap_entrance_destination = multiworld.get_entrance(sv_world.randomized_entrances[randomized_entrance], 1)
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self.assertTrue(ap_entrance_destination.access_rule(multiworld.state))
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