Docs: Add documentation on writing and running tests (#2348)
* Docs: Add documentation on writing and running tests * review improvements * sliver requests
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@ -7,7 +7,7 @@ Contributions are welcome. We have a few requests for new contributors:
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* **Ensure that critical changes are covered by tests.**
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It is strongly recommended that unit tests are used to avoid regression and to ensure everything is still working.
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If you wish to contribute by adding a new game, please take a look at the [logic unit test documentation](/docs/world%20api.md#tests).
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If you wish to contribute by adding a new game, please take a look at the [logic unit test documentation](/docs/tests.md).
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If you wish to contribute to the website, please take a look at [these tests](/test/webhost).
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* **Do not introduce unit test failures/regressions.**
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@ -0,0 +1,90 @@
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# Archipelago Unit Testing API
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This document covers some of the generic tests available using Archipelago's unit testing system, as well as some basic
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steps on how to write your own.
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## Generic Tests
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Some generic tests are run on every World to ensure basic functionality with default options. These basic tests can be
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found in the [general test directory](/test/general).
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## Defining World Tests
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In order to run tests from your world, you will need to create a `test` package within your world package. This can be
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done by creating a `test` directory with a file named `__init__.py` inside it inside your world. By convention, a base
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for your world tests can be created in this file that you can then import into other modules.
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### WorldTestBase
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In order to test basic functionality of varying options, as well as to test specific edge cases or that certain
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interactions in the world interact as expected, you will want to use the [WorldTestBase](/test/bases.py). This class
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comes with the basics for test setup as well as a few preloaded tests that most worlds might want to check on varying
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options combinations.
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Example `/worlds/<my_game>/test/__init__.py`:
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```python
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from test.bases import WorldTestBase
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class MyGameTestBase(WorldTestBase):
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game = "My Game"
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```
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The basic tests that WorldTestBase comes with include `test_all_state_can_reach_everything`,
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`test_empty_state_can_reach_something`, and `test_fill`. These test that with all collected items everything is
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reachable, with no collected items at least something is reachable, and that a valid multiworld can be completed with
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all steps being called, respectively.
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### Writing Tests
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#### Using WorldTestBase
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Adding runs for the basic tests for a different option combination is as easy as making a new module in the test
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package, creating a class that inherits from your game's TestBase, and defining the options in a dict as a field on the
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class. The new module should be named `test_<something>.py` and have at least one class inheriting from the base, or
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define its own testing methods. Newly defined test methods should follow standard PEP8 snake_case format and also start
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with `test_`.
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Example `/worlds/<my_game>/test/test_chest_access.py`:
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```python
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from . import MyGameTestBase
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class TestChestAccess(MyGameTestBase):
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options = {
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"difficulty": "easy",
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"final_boss_hp": 4000,
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}
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def test_sword_chests(self) -> None:
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"""Test locations that require a sword"""
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locations = ["Chest1", "Chest2"]
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items = [["Sword"]]
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# This tests that the provided locations aren't accessible without the provided items, but can be accessed once
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# the items are obtained.
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# This will also check that any locations not provided don't have the same dependency requirement.
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# Optionally, passing only_check_listed=True to the method will only check the locations provided.
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self.assertAccessDependency(locations, items)
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```
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When tests are run, this class will create a multiworld with a single player having the provided options, and run the
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generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
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that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
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overridden. For more information on what methods are available to your class, check the
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[WorldTestBase definition](/test/bases.py#L104).
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#### Alternatives to WorldTestBase
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Unit tests can also be created using [TestBase](/test/bases.py#L14) or
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[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
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may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
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testing portions of your code that can be tested without relying on a multiworld to be created first.
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## Running Tests
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In PyCharm, running all tests can be done by right-clicking the root `test` directory and selecting `run Python tests`.
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If you do not have pytest installed, you may get import failures. To solve this, edit the run configuration, and set the
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working directory of the run to the Archipelago directory. If you only want to run your world's defined tests, repeat
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the steps for the test directory within your world.
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@ -870,7 +870,7 @@ TestBase, and can then define options to test in the class body, and run tests i
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Example `__init__.py`
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```python
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from test.test_base import WorldTestBase
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from test.bases import WorldTestBase
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class MyGameTestBase(WorldTestBase):
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@ -879,7 +879,7 @@ class MyGameTestBase(WorldTestBase):
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Next using the rules defined in the above `set_rules` we can test that the chests have the correct access rules.
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Example `testChestAccess.py`
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Example `test_chest_access.py`
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```python
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from . import MyGameTestBase
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@ -899,3 +899,5 @@ class TestChestAccess(MyGameTestBase):
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# this will test that chests 3-5 can't be accessed without any weapon, but can be with just one of them.
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self.assertAccessDependency(locations, items)
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```
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For more information on tests check the [tests doc](tests.md).
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