206 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import random
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from BaseClasses import get_seed, ItemClassification
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from .. import SVTestBase, SVTestCase
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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, items, 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 = [item.name for item in self.multiworld.itempool]
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        # Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
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        items_to_ignore = [event.name for event in items.events]
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        items_to_ignore.extend(deprecated.name for deprecated in items.items_by_group[Group.DEPRECATED])
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        items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
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        items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
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        items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
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        items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
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        items_to_ignore.append("The Gateway Gazette")
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        progression_items = [item for item in items.all_items if item.classification & ItemClassification.progression
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                             and item.name not in items_to_ignore]
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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 = [item.name for item in self.multiworld.itempool]
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        # Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
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        items_to_ignore = [event.name for event in items.events]
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        items_to_ignore.extend(deprecated.name for deprecated in items.items_by_group[Group.DEPRECATED])
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        items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
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        items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
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        items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
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        items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
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        items_to_ignore.append("The Gateway Gazette")
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        progression_items = [item for item in items.all_items if item.classification & ItemClassification.progression
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                             and item.name not in items_to_ignore]
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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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