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* Add hidden early symbol item option, make some unit tests * Add early symbol item false to the arrows test * I guess it's not an issue * more tests * assertEqual * cleanup * add minimum symbols test for all 3 modes * Formatting * Add more minimal beatability tests * one more for the road * I HATE THIS AAAAAAAAAAAHHHHHHHHHHH WHY DID WE GO WITH OPTIONS * loiaqeäsdhgalikSDGHjasDÖKHGASKLDÖGHJASKLJGHJSAÖkfaöslifjasöfASGJÖASDLFGJ'sklgösLGIKsdhJLGÖsdfjälghklDASFJghjladshfgjasdfälkjghasdöLfghasd-kjgjASDLÖGHAESKDLJGJÖsdaLGJHsadöKGjFDSLAkgjölSÄDghbASDFKGjasdLJGhjLÖSDGHLJASKDkgjldafjghjÖLADSFghäasdökgjäsadjlgkjsadkLHGsaDÖLGSADGÖLwSdlgkJLwDSFÄLHBJsaöfdkHweaFGIoeWjvlkdösmVJÄlsafdJKhvjdsJHFGLsdaövhWDsköLV-ksdFJHGVöSEKD * fix imports (within apworld needs to be relative) * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Sure * good suggestion * subtest * Add some EP shuffle unit tests, also an explicit event-checking unit test * add more tests yay * oops * mypy * Update worlds/witness/options.py Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> * Collapse into one test :( * More efficiency * line length * More collapsing * Cleanup and docstrings --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
67 lines
2.6 KiB
Python
67 lines
2.6 KiB
Python
from ..test import WitnessMultiworldTestBase, WitnessTestBase
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class TestElevatorsComeToYou(WitnessTestBase):
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options = {
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"elevators_come_to_you": True,
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"shuffle_doors": "mixed",
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"shuffle_symbols": False,
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}
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def test_bunker_laser(self) -> None:
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"""
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In elevators_come_to_you, Bunker can be entered from the back.
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This means that you can access the laser with just Bunker Elevator Control (Panel).
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It also means that you can, for example, access UV Room with the Control and the Elevator Room Entry Door.
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"""
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))
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self.collect_by_name("Bunker Elevator Control (Panel)")
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self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))
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self.collect_by_name("Bunker Elevator Room Entry (Door)")
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self.collect_by_name("Bunker Drop-Down Door Controls (Panel)")
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self.assertTrue(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))
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class TestElevatorsComeToYouBleed(WitnessMultiworldTestBase):
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options_per_world = [
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{
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"elevators_come_to_you": False,
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},
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{
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"elevators_come_to_you": True,
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},
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{
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"elevators_come_to_you": False,
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},
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]
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common_options = {
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"shuffle_symbols": False,
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"shuffle_doors": "panels",
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}
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def test_correct_access_per_player(self) -> None:
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"""
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Test that in a multiworld with players that alternate the elevators_come_to_you option,
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the actual behavior alternates as well and doesn't bleed over from slot to slot.
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(This is essentially a "does connection info bleed over" test).
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"""
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))
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self.collect_by_name(["Bunker Elevator Control (Panel)"], 1)
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self.collect_by_name(["Bunker Elevator Control (Panel)"], 2)
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self.collect_by_name(["Bunker Elevator Control (Panel)"], 3)
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
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self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
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self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))
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