Tests: datapackage and more multiworld renaming (#1454)
* Tests: add a test that created items and locations exist in the datapackage * move FF validation to `assert_generate` and remove test exclusion * test created location addresses are correct * make the assertion proper and more verbose * make item count test ~~a bit faster~~ a lot nicer * 120 blaze it * name test multiworld setup better and fix another over 120 line in FFR
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@ -1,24 +1,24 @@
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import unittest
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from worlds.AutoWorld import AutoWorldRegister
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from . import setup_default_world
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from . import setup_solo_multiworld
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class TestImplemented(unittest.TestCase):
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def testCompletionCondition(self):
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"""Ensure a completion condition is set that has requirements."""
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for game_name, world_type in AutoWorldRegister.world_types.items():
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if not world_type.hidden and game_name not in {"ArchipIDLE", "Final Fantasy", "Sudoku"}:
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if not world_type.hidden and game_name not in {"ArchipIDLE", "Sudoku"}:
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with self.subTest(game_name):
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multiworld = setup_default_world(world_type)
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multiworld = setup_solo_multiworld(world_type)
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self.assertFalse(multiworld.completion_condition[1](multiworld.state))
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def testEntranceParents(self):
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"""Tests that the parents of created Entrances match the exiting Region."""
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for game_name, world_type in AutoWorldRegister.world_types.items():
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if not world_type.hidden and game_name not in {"Final Fantasy"}:
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if not world_type.hidden:
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with self.subTest(game_name):
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multiworld = setup_default_world(world_type)
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multiworld = setup_solo_multiworld(world_type)
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for region in multiworld.regions:
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for exit in region.exits:
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self.assertEqual(exit.parent_region, region)
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@ -1,6 +1,6 @@
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import unittest
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from worlds.AutoWorld import AutoWorldRegister
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from . import setup_default_world
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from . import setup_solo_multiworld
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class TestBase(unittest.TestCase):
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@ -43,14 +43,18 @@ class TestBase(unittest.TestCase):
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def testItemCountGreaterEqualLocations(self):
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for game_name, world_type in AutoWorldRegister.world_types.items():
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if game_name in {"Final Fantasy"}:
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continue
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with self.subTest("Game", game=game_name):
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world = setup_default_world(world_type)
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location_count = sum(0 if location.event or location.item else 1 for location in world.get_locations())
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multiworld = setup_solo_multiworld(world_type)
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self.assertGreaterEqual(
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len(world.itempool),
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location_count,
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f"{game_name} Item count MUST meet or exceede the number of locations",
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len(multiworld.itempool),
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len(multiworld.get_unfilled_locations()),
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f"{game_name} Item count MUST meet or exceed the number of locations",
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)
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def testItemsInDatapackage(self):
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"""Test that any created items in the itempool are in the datapackage"""
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for game_name, world_type in AutoWorldRegister.world_types.items():
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with self.subTest("Game", game=game_name):
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multiworld = setup_solo_multiworld(world_type)
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for item in multiworld.itempool:
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self.assertIn(item.name, world_type.item_name_to_id)
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@ -1,16 +1,25 @@
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import unittest
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from collections import Counter
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from worlds.AutoWorld import AutoWorldRegister
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from . import setup_default_world
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from . import setup_solo_multiworld
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class TestBase(unittest.TestCase):
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def testCreateDuplicateLocations(self):
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"""Tests that no two Locations share a name."""
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for game_name, world_type in AutoWorldRegister.world_types.items():
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if game_name in {"Final Fantasy"}:
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continue
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multiworld = setup_default_world(world_type)
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multiworld = setup_solo_multiworld(world_type)
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locations = Counter(multiworld.get_locations())
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if locations:
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self.assertLessEqual(locations.most_common(1)[0][1], 1,
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f"{world_type.game} has duplicate of location {locations.most_common(1)}")
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def testLocationsInDatapackage(self):
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"""Tests that created locations not filled before fill starts exist in the datapackage."""
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for game_name, world_type in AutoWorldRegister.world_types.items():
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with self.subTest("Game", game_name=game_name):
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multiworld = setup_solo_multiworld(world_type)
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locations = multiworld.get_unfilled_locations() # do unfilled locations to avoid Events
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for location in locations:
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self.assertIn(location.name, world_type.location_name_to_id)
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self.assertEqual(location.address, world_type.location_name_to_id[location.name])
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@ -3,7 +3,7 @@ import unittest
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from BaseClasses import CollectionState
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from worlds.AutoWorld import AutoWorldRegister
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from . import setup_default_world
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from . import setup_solo_multiworld
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class TestBase(unittest.TestCase):
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@ -12,9 +12,9 @@ class TestBase(unittest.TestCase):
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def testAllStateCanReachEverything(self):
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for game_name, world_type in AutoWorldRegister.world_types.items():
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# Final Fantasy logic is controlled by finalfantasyrandomizer.com
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if game_name not in {"Ori and the Blind Forest", "Final Fantasy"}: # TODO: fix Ori Logic
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if game_name not in {"Ori and the Blind Forest"}: # TODO: fix Ori Logic
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with self.subTest("Game", game=game_name):
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world = setup_default_world(world_type)
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world = setup_solo_multiworld(world_type)
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excluded = world.exclude_locations[1].value
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state = world.get_all_state(False)
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for location in world.get_locations():
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@ -28,9 +28,9 @@ class TestBase(unittest.TestCase):
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def testEmptyStateCanReachSomething(self):
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for game_name, world_type in AutoWorldRegister.world_types.items():
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# Final Fantasy logic is controlled by finalfantasyrandomizer.com
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if game_name not in {"Archipelago", "Final Fantasy", "Sudoku"}:
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if game_name not in {"Archipelago", "Sudoku"}:
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with self.subTest("Game", game=game_name):
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world = setup_default_world(world_type)
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world = setup_solo_multiworld(world_type)
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state = CollectionState(world)
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locations = set()
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for location in world.get_locations():
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@ -6,7 +6,7 @@ from worlds.AutoWorld import call_all
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gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
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def setup_default_world(world_type) -> MultiWorld:
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def setup_solo_multiworld(world_type) -> MultiWorld:
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multiworld = MultiWorld(1)
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multiworld.game[1] = world_type.game
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multiworld.player_name = {1: "Tester"}
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@ -45,8 +45,14 @@ class FF1World(World):
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self.locked_items = []
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self.locked_locations = []
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def generate_early(self):
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return
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@classmethod
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def stage_assert_generate(cls, multiworld: MultiWorld) -> None:
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# Fail generation if there are no items in the pool
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for player in multiworld.get_game_players(cls.game):
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options = get_options(multiworld, 'items', player)
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assert options,\
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f"FFR settings submitted with no key items ({multiworld.get_player_name(player)}). Please ensure you " \
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f"generated the settings using finalfantasyrandomizer.com AND enabled the AP flag"
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def create_regions(self):
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locations = get_options(self.multiworld, 'locations', self.player)
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@ -65,8 +71,8 @@ class FF1World(World):
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terminated_event.access_rule = goal_rule_and_shards
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if "MARK" in items.keys():
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# Fail generation for Noverworld and provide link to old FFR website
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raise Exception("FFR Noverworld seeds must be generated on an older version of FFR. Please ensure you generated the settings using "
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"4-4-0.finalfantasyrandomizer.com")
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raise Exception("FFR Noverworld seeds must be generated on an older version of FFR. Please ensure you "
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"generated the settings using 4-4-0.finalfantasyrandomizer.com")
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menu_region.locations.append(terminated_event)
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self.multiworld.regions += [menu_region]
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@ -85,10 +91,6 @@ class FF1World(World):
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if possible_early_items:
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progression_item = self.multiworld.random.choice(possible_early_items)
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self._place_locked_item_in_sphere0(progression_item)
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else:
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# Fail generation if there are no items in the pool
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raise Exception("FFR settings submitted with no key items. Please ensure you generated the settings using "
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"finalfantasyrandomizer.com AND enabled the AP flag")
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items = [self.create_item(name) for name, data in items.items() for x in range(data['count']) if name not in
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self.locked_items]
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