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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 * Messenger: Limited Movement option first draft * The Messenger: add automated setup through the launcher * drop tomllib * don't uselessly import launcher * The Messenger: fix missing goal requirement for power seal hunt * make hard mode goal harder * make fire seal a bit more lenient * have limited movement force minimal accessibility * add an early meditation option * clean up precollected notes tests a bit * add linux support * add steam deck support * await monokickstart * minor styling cleanup * more minor styling cleanup * Initial implementation of Generic ER * Move ERType to Entrance.Type, fix typing imports * updates based on testing (read: flailing) * Updates from feedback * Various bug fixes in ERCollectionState * Use deque instead of queue.Queue * Allow partial entrances in collection state earlier, doc improvements * Prevent early loops in region graph, improve reusability of ER stage code * Typos, grammar, PEP8, and style "fixes" * use RuntimeError instead of bare Exceptions * return tuples from connect since it's slightly faster for our purposes * move the shuffle to the beginning of find_pairing * do er_state placements within pairing lookups to remove code duplication * requested adjustments * Add some temporary performance logging * Use CollectionState to track available exits and placed regions * remove seal shuffle option * some cleanup stuff * portal rando progress * pre-emptive region creation * seals need to be in the datapackage * put mega shards in old order * fix typos and make it actually work * fix more missed connections and add portal events * fix all the portal rando code * finish initial logic implementation * remove/comment out debug stuff * does not actually support plando yet * typos and fix a crash when 3 available portals was selected * finish initial logic for all connections and remove/rename as necessary * fix typos and add some more leniency * move item classification determination to its own method rather than split between two spots * super complicated solution for handling installing the alpha builds * fix logic bugs and add a test * implement logic to shuffle the cutscene portals even though it's probably not possible * just use the one list * fix some issues with the mod checking/downloading * Core: have webhost slot name links go through the launcher so that components can use them * add uri support to the launcher component function * generate output file under specific conditions * cleanup connections.py * set topology_present to true when portals are shuffled * add requirement for ghost pit loc since it's pretty hard without movement * bring hard logic back * misc cleanup * fix asset grabbing of latest version * implement ER * just use the entrances for the spoiler instead of manipulating the cache * remove test defaults * remove excessive comprehension * cleanup and cater data for the client * add elemental skylands to the shuffle pools * initial attempts at hint text * use network items for offline seeds * change around the offline seed data again * move er after portal shuffle and ensure a minimal sphere 1 * Add a method to automatically disconnect entrances in a coupled-compliant way Update docs and cleanup todos * Make find_placeable_exits deterministic by sorting blocked_connections set * add more ER transitions * fix spoiler output of portal warps * add path to hint_data * rename entrance to tot to be a bit clearer * cleanup imports and update description for hard logic * cleanup for PR to main * missed a spot * cleanup monokickstart * add location_name_groups * update docs for new setup * client can reconnect on its own now, no need for a button. * fix mod download link grabbing the wrong assets * cleanup mod pulling a bit and display version it's trying to update to * plando support * comment out broken steam deck support * supports plando * satisfy flake for currently unused file * fix the items accessibility test * review comments * add searing crags portal to starting portals when disabled like option says * address sliver comments * rip out currently unused transition shuffle * add aerobatics warrior requirement to fire seal --------- 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: Sean Dempsey <dempsey.sean@outlook.com> Co-authored-by: qwint <qwint.42@gmail.com>
102 lines
4.8 KiB
Python
102 lines
4.8 KiB
Python
from BaseClasses import ItemClassification
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from . import MessengerTestBase
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class HardLogicTest(MessengerTestBase):
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options = {
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"logic_level": "hard",
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"shuffle_shards": "true",
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}
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def test_vertical(self) -> None:
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"""Test the locations that still require wingsuit or rope dart."""
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locations = [
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# tower of time
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"Tower of Time Seal - Time Waster", "Tower of Time Seal - Lantern Climb",
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"Tower of Time Seal - Arcane Orbs",
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# ninja village
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"Ninja Village - Candle", "Ninja Village - Astral Seed", "Ninja Village Seal - Tree House",
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# autumn hills
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"Autumn Hills - Climbing Claws", "Autumn Hills - Key of Hope", "Autumn Hills - Leaf Golem",
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"Autumn Hills Seal - Trip Saws", "Autumn Hills Seal - Double Swing Saws",
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"Autumn Hills Seal - Spike Ball Swing", "Autumn Hills Seal - Spike Ball Darts",
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"Autumn Hills Mega Shard", "Hidden Entrance Mega Shard",
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# forlorn temple
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"Forlorn Temple - Demon King",
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"Forlorn Temple Seal - Rocket Maze", "Forlorn Temple Seal - Rocket Sunset",
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"Sunny Day Mega Shard", "Down Under Mega Shard",
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# catacombs
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"Catacombs - Necro", "Catacombs - Ruxxtin's Amulet", "Catacombs - Ruxxtin",
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"Catacombs Seal - Triple Spike Crushers", "Catacombs Seal - Crusher Gauntlet", "Catacombs Seal - Dirty Pond",
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"Catacombs Mega Shard",
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# bamboo creek
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"Bamboo Creek - Claustro",
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"Bamboo Creek Seal - Spike Crushers and Doors", "Bamboo Creek Seal - Spike Ball Pits",
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"Bamboo Creek Seal - Spike Crushers and Doors v2",
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"Above Entrance Mega Shard", "Abandoned Mega Shard", "Time Loop Mega Shard",
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# howling grotto
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"Howling Grotto - Emerald Golem", "Howling Grotto Seal - Crushing Pits", "Howling Grotto Seal - Crushing Pits",
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# searing crags
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"Searing Crags - Astral Tea Leaves",
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# cloud ruins
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"Cloud Ruins - Acro", "Cloud Ruins Seal - Ghost Pit",
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"Cloud Ruins Seal - Toothbrush Alley", "Cloud Ruins Seal - Saw Pit", "Cloud Ruins Seal - Money Farm Room",
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"Money Farm Room Mega Shard 1", "Money Farm Room Mega Shard 2",
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# underworld
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"Underworld Seal - Rising Fanta", "Underworld Seal - Sharp and Windy Climb",
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# elemental skylands
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"Elemental Skylands Seal - Air",
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# phantom
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"Rescue Phantom",
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]
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items = [["Wingsuit", "Rope Dart"]]
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self.assertAccessDependency(locations, items)
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def test_windmill(self) -> None:
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"""Windmill Shuriken isn't progression on normal difficulty, so test it's marked correctly and required."""
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self.assertEqual(ItemClassification.progression, self.get_item_by_name("Windmill Shuriken").classification)
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windmill_locs = [
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"Searing Crags - Key of Strength",
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"Elemental Skylands - Key of Symbiosis",
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"Underworld Seal - Fireball Wave",
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]
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for loc in windmill_locs:
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with self.subTest("can't reach location with nothing", location=loc):
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self.assertFalse(self.can_reach_location(loc))
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items = self.get_items_by_name(["Windmill Shuriken", "Lightfoot Tabi", "Magic Firefly"])
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self.collect(items)
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for loc in windmill_locs:
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with self.subTest("can reach with Windmill", location=loc):
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self.assertTrue(self.can_reach_location(loc))
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special_loc = "Autumn Hills Seal - Spike Ball Darts"
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item = self.get_item_by_name("Wingsuit")
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self.collect(item)
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self.assertTrue(self.can_reach_location(special_loc))
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self.remove(item)
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item = self.get_item_by_name("Rope Dart")
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self.collect(item)
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self.assertTrue(self.can_reach_location(special_loc))
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class NoLogicTest(MessengerTestBase):
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options = {
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"logic_level": "oob",
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}
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def test_access(self) -> None:
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"""Test the locations with rules still require things."""
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all_locations = [
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"Bamboo Creek - Claustro", "Searing Crags - Key of Strength", "Elemental Skylands - Key of Symbiosis",
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"Sunken Shrine - Key of Love", "Searing Crags - Pyro", "Underworld - Key of Chaos",
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"Corrupted Future - Key of Courage", "Autumn Hills Seal - Spike Ball Darts",
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"Ninja Village Seal - Tree House", "Underworld Seal - Fireball Wave", "Tower of Time Seal - Time Waster",
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"Rescue Phantom", "Elemental Skylands Seal - Air", "Elemental Skylands Seal - Water",
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"Elemental Skylands Seal - Fire",
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]
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for loc in all_locations:
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with self.subTest("Default unreachables", location=loc):
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self.assertFalse(self.can_reach_location(loc))
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