Archipelago/test/bases.py

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import random
import sys
import typing
import unittest
from argparse import Namespace
from Generate import get_seed_name
from test.general import gen_steps
from worlds import AutoWorld
from worlds.AutoWorld import World, call_all
from BaseClasses import Location, MultiWorld, CollectionState, ItemClassification, Item
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from worlds.alttp.Items import item_factory
class TestBase(unittest.TestCase):
multiworld: MultiWorld
_state_cache = {}
def get_state(self, items):
if (self.multiworld, tuple(items)) in self._state_cache:
return self._state_cache[self.multiworld, tuple(items)]
state = CollectionState(self.multiworld)
for item in items:
item.classification = ItemClassification.progression
state.collect(item, prevent_sweep=True)
state.sweep_for_events()
state.update_reachable_regions(1)
self._state_cache[self.multiworld, tuple(items)] = state
return state
def get_path(self, state, region):
def flist_to_iter(node):
while node:
value, node = node
yield value
from itertools import zip_longest
reversed_path_as_flist = state.path.get(region, (region, None))
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
# Now we combine the flat string list into (region, exit) pairs
pathsiter = iter(string_path_flat)
pathpairs = zip_longest(pathsiter, pathsiter)
return list(pathpairs)
def run_location_tests(self, access_pool):
for i, (location, access, *item_pool) in enumerate(access_pool):
items = item_pool[0]
all_except = item_pool[1] if len(item_pool) > 1 else None
state = self._get_items(item_pool, all_except)
path = self.get_path(state, self.multiworld.get_location(location, 1).parent_region)
with self.subTest(msg="Reach Location", location=location, access=access, items=items,
all_except=all_except, path=path, entry=i):
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access,
f"failed {self.multiworld.get_location(location, 1)} with: {item_pool}")
# check for partial solution
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
for missing_item in item_pool[0]:
with self.subTest(msg="Location reachable without required item", location=location,
items=item_pool[0], missing_item=missing_item, entry=i):
state = self._get_items_partial(item_pool, missing_item)
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), False,
f"failed {self.multiworld.get_location(location, 1)}: succeeded with "
f"{missing_item} removed from: {item_pool}")
def run_entrance_tests(self, access_pool):
for i, (entrance, access, *item_pool) in enumerate(access_pool):
items = item_pool[0]
all_except = item_pool[1] if len(item_pool) > 1 else None
state = self._get_items(item_pool, all_except)
path = self.get_path(state, self.multiworld.get_entrance(entrance, 1).parent_region)
with self.subTest(msg="Reach Entrance", entrance=entrance, access=access, items=items,
all_except=all_except, path=path, entry=i):
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), access)
# check for partial solution
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
for missing_item in item_pool[0]:
with self.subTest(msg="Entrance reachable without required item", entrance=entrance,
items=item_pool[0], missing_item=missing_item, entry=i):
state = self._get_items_partial(item_pool, missing_item)
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), False,
f"failed {self.multiworld.get_entrance(entrance, 1)} with: {item_pool}")
def _get_items(self, item_pool, all_except):
if all_except and len(all_except) > 0:
items = self.multiworld.itempool[:]
items = [item for item in items if
item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
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items.extend(item_factory(item_pool[0], self.multiworld.worlds[1]))
else:
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items = item_factory(item_pool[0], self.multiworld.worlds[1])
return self.get_state(items)
def _get_items_partial(self, item_pool, missing_item):
new_items = item_pool[0].copy()
new_items.remove(missing_item)
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items = item_factory(new_items, self.multiworld.worlds[1])
return self.get_state(items)
class WorldTestBase(unittest.TestCase):
options: typing.Dict[str, typing.Any] = {}
"""Define options that should be used when setting up this TestBase."""
multiworld: MultiWorld
"""The constructed MultiWorld instance after setup."""
world: World
"""The constructed World instance after setup."""
player: typing.ClassVar[int] = 1
game: typing.ClassVar[str]
"""Define game name in subclass, example "Secret of Evermore"."""
auto_construct: typing.ClassVar[bool] = True
""" automatically set up a world for each test in this class """
memory_leak_tested: typing.ClassVar[bool] = False
""" remember if memory leak test was already done for this class """
def setUp(self) -> None:
if self.auto_construct:
self.world_setup()
def tearDown(self) -> None:
if self.__class__.memory_leak_tested or not self.options or not self.constructed or \
sys.version_info < (3, 11, 0): # the leak check in tearDown fails in py<3.11 for an unknown reason
# only run memory leak test once per class, only for constructed with non-default options
# default options will be tested in test/general
super().tearDown()
return
import gc
import weakref
weak = weakref.ref(self.multiworld)
for attr_name in dir(self): # delete all direct references to MultiWorld and World
attr: object = typing.cast(object, getattr(self, attr_name))
if type(attr) is MultiWorld or isinstance(attr, AutoWorld.World):
delattr(self, attr_name)
state_cache: typing.Optional[typing.Dict[typing.Any, typing.Any]] = getattr(self, "_state_cache", None)
if state_cache is not None: # in case of multiple inheritance with TestBase, we need to clear its cache
state_cache.clear()
gc.collect()
self.__class__.memory_leak_tested = True
self.assertFalse(weak(), f"World {getattr(self, 'game', '')} leaked MultiWorld object")
super().tearDown()
def world_setup(self, seed: typing.Optional[int] = None) -> None:
if type(self) is WorldTestBase or \
(hasattr(WorldTestBase, self._testMethodName)
and not self.run_default_tests and
getattr(self, self._testMethodName).__code__ is
getattr(WorldTestBase, self._testMethodName, None).__code__):
return # setUp gets called for tests defined in the base class. We skip world_setup here.
if not hasattr(self, "game"):
raise NotImplementedError("didn't define game name")
self.multiworld = MultiWorld(1)
self.multiworld.game[self.player] = self.game
self.multiworld.player_name = {self.player: "Tester"}
self.multiworld.set_seed(seed)
self.multiworld.state = CollectionState(self.multiworld)
random.seed(self.multiworld.seed)
self.multiworld.seed_name = get_seed_name(random) # only called to get same RNG progression as Generate.py
args = Namespace()
for name, option in AutoWorld.AutoWorldRegister.world_types[self.game].options_dataclass.type_hints.items():
setattr(args, name, {
1: option.from_any(self.options.get(name, option.default))
})
self.multiworld.set_options(args)
self.world = self.multiworld.worlds[self.player]
for step in gen_steps:
call_all(self.multiworld, step)
# methods that can be called within tests
def collect_all_but(self, item_names: typing.Union[str, typing.Iterable[str]],
state: typing.Optional[CollectionState] = None) -> None:
"""Collects all pre-placed items and items in the multiworld itempool except those provided"""
if isinstance(item_names, str):
item_names = (item_names,)
if not state:
state = self.multiworld.state
for item in self.multiworld.get_items():
if item.name not in item_names:
state.collect(item)
def get_item_by_name(self, item_name: str) -> Item:
"""Returns the first item found in placed items, or in the itempool with the matching name"""
for item in self.multiworld.get_items():
if item.name == item_name:
return item
raise ValueError("No such item")
def get_items_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
"""Returns actual items from the itempool that match the provided name(s)"""
if isinstance(item_names, str):
item_names = (item_names,)
return [item for item in self.multiworld.itempool if item.name in item_names]
def collect_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
""" collect all of the items in the item pool that have the given names """
items = self.get_items_by_name(item_names)
self.collect(items)
return items
def collect(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
"""Collects the provided item(s) into state"""
if isinstance(items, Item):
items = (items,)
for item in items:
self.multiworld.state.collect(item)
def remove_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
"""Remove all of the items in the item pool with the given names from state"""
items = self.get_items_by_name(item_names)
self.remove(items)
return items
def remove(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
"""Removes the provided item(s) from state"""
if isinstance(items, Item):
items = (items,)
for item in items:
if item.location and item.advancement and item.location in self.multiworld.state.events:
self.multiworld.state.events.remove(item.location)
self.multiworld.state.remove(item)
def can_reach_location(self, location: str) -> bool:
"""Determines if the current state can reach the provided location name"""
return self.multiworld.state.can_reach(location, "Location", self.player)
def can_reach_entrance(self, entrance: str) -> bool:
"""Determines if the current state can reach the provided entrance name"""
return self.multiworld.state.can_reach(entrance, "Entrance", self.player)
def can_reach_region(self, region: str) -> bool:
"""Determines if the current state can reach the provided region name"""
return self.multiworld.state.can_reach(region, "Region", self.player)
def count(self, item_name: str) -> int:
"""Returns the amount of an item currently in state"""
return self.multiworld.state.count(item_name, self.player)
def assertAccessDependency(self,
locations: typing.List[str],
possible_items: typing.Iterable[typing.Iterable[str]],
only_check_listed: bool = False) -> None:
"""Asserts that the provided locations can't be reached without the listed items but can be reached with any
one of the provided combinations"""
all_items = [item_name for item_names in possible_items for item_name in item_names]
state = CollectionState(self.multiworld)
self.collect_all_but(all_items, state)
if only_check_listed:
for location in locations:
self.assertFalse(state.can_reach(location, "Location", self.player),
f"{location} is reachable without {all_items}")
else:
for location in self.multiworld.get_locations():
loc_reachable = state.can_reach(location, "Location", self.player)
self.assertEqual(loc_reachable, location.name not in locations,
f"{location.name} is reachable without {all_items}" if loc_reachable
else f"{location.name} is not reachable without {all_items}")
for item_names in possible_items:
items = self.get_items_by_name(item_names)
for item in items:
state.collect(item)
for location in locations:
self.assertTrue(state.can_reach(location, "Location", self.player),
f"{location} not reachable with {item_names}")
for item in items:
state.remove(item)
def assertBeatable(self, beatable: bool):
"""Asserts that the game can be beaten with the current state"""
self.assertEqual(self.multiworld.can_beat_game(self.multiworld.state), beatable)
# following tests are automatically run
@property
def run_default_tests(self) -> bool:
"""Not possible or identical to the base test that's always being run already"""
return (self.options
or self.setUp.__code__ is not WorldTestBase.setUp.__code__
or self.world_setup.__code__ is not WorldTestBase.world_setup.__code__)
@property
def constructed(self) -> bool:
"""A multiworld has been constructed by this point"""
return hasattr(self, "game") and hasattr(self, "multiworld")
def test_all_state_can_reach_everything(self):
"""Ensure all state can reach everything and complete the game with the defined options"""
if not (self.run_default_tests and self.constructed):
return
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
excluded = self.multiworld.worlds[self.player].options.exclude_locations.value
state = self.multiworld.get_all_state(False)
for location in self.multiworld.get_locations():
if location.name not in excluded:
with self.subTest("Location should be reached", location=location.name):
reachable = location.can_reach(state)
self.assertTrue(reachable, f"{location.name} unreachable")
with self.subTest("Beatable"):
self.multiworld.state = state
self.assertBeatable(True)
def test_empty_state_can_reach_something(self):
"""Ensure empty state can reach at least one location with the defined options"""
if not (self.run_default_tests and self.constructed):
return
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
state = CollectionState(self.multiworld)
locations = self.multiworld.get_reachable_locations(state, self.player)
self.assertGreater(len(locations), 0,
"Need to be able to reach at least one location to get started.")
def test_fill(self):
"""Generates a multiworld and validates placements with the defined options"""
if not (self.run_default_tests and self.constructed):
return
from Fill import distribute_items_restrictive
# basically a shortened reimplementation of this method from core, in order to force the check is done
def fulfills_accessibility() -> bool:
locations = list(self.multiworld.get_locations(1))
state = CollectionState(self.multiworld)
while locations:
sphere: typing.List[Location] = []
for n in range(len(locations) - 1, -1, -1):
if locations[n].can_reach(state):
sphere.append(locations.pop(n))
self.assertTrue(sphere or self.multiworld.worlds[1].options.accessibility == "minimal",
f"Unreachable locations: {locations}")
if not sphere:
break
for location in sphere:
if location.item:
state.collect(location.item, True, location)
return self.multiworld.has_beaten_game(state, self.player)
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
distribute_items_restrictive(self.multiworld)
call_all(self.multiworld, "post_fill")
self.assertTrue(fulfills_accessibility(), "Collected all locations, but can't beat the game.")
placed_items = [loc.item for loc in self.multiworld.get_locations() if loc.item and loc.item.code]
self.assertLessEqual(len(self.multiworld.itempool), len(placed_items),
"Unplaced Items remaining in itempool")