Tests: check that Regions are reachable (#1034)

* Tests: check that Regions are reachable
try to prevent errors from unconnected/never reachable Regions

* Test region access (#1039)

* Tests: note oot's default unreachable regions

* [SM] Fixed failing testAllStateCanReachEverything (#1087)

* [SM] Fixed failing testAllStateCanReachEverything

- by adding exclusion for Regions used only when corresponding Starting Location is used
- by removing unnecessary VARIA Regions used only for EscapeRando (not supported in AP anyway)

* Update worlds/sm/Regions.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* Update worlds/sm/Rules.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* Update worlds/sm/Regions.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* Update test/general/TestReachability.py

---------

Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: lordlou <87331798+lordlou@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
This commit is contained in:
Fabian Dill 2023-02-19 23:09:54 +01:00 committed by GitHub
parent fc2e555b4a
commit ecd2675ea8
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 38 additions and 8 deletions

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@ -9,10 +9,33 @@ from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
default_settings_unreachable_regions = {
"A Link to the Past": {
"Chris Houlihan Room", # glitch room by definition
"Desert Northern Cliffs", # on top of mountain, only reachable via OWG
"Dark Death Mountain Bunny Descent Area" # OWG Mountain descent
},
"Ocarina of Time": {
"Prelude of Light Warp", # Prelude is not progression by default
"Serenade of Water Warp", # Serenade is not progression by default
"Lost Woods Mushroom Timeout", # trade quest starts after this item
"ZD Eyeball Frog Timeout", # trade quest starts after this item
"ZR Top of Waterfall", # dummy region used for entrance shuffle
},
# The following SM regions are only used when the corresponding StartLocation option is selected (so not with default settings).
# Also, those dont have any entrances as they serve as starting Region (that's why they have to be excluded for testAllStateCanReachEverything).
"Super Metroid": {
"Ceres",
"Gauntlet Top",
"Mama Turtle"
}
}
def testAllStateCanReachEverything(self):
for game_name, world_type in AutoWorldRegister.world_types.items():
# Final Fantasy logic is controlled by finalfantasyrandomizer.com
if game_name not in {"Ori and the Blind Forest"}: # TODO: fix Ori Logic
unreachable_regions = self.default_settings_unreachable_regions.get(game_name, set())
with self.subTest("Game", game=game_name):
world = setup_solo_multiworld(world_type)
excluded = world.exclude_locations[1].value
@ -22,6 +45,11 @@ class TestBase(unittest.TestCase):
with self.subTest("Location should be reached", location=location):
self.assertTrue(location.can_reach(state), f"{location.name} unreachable")
for region in world.get_regions():
if region.name not in unreachable_regions:
with self.subTest("Region should be reached", region=region):
self.assertTrue(region.can_reach(state))
with self.subTest("Completion Condition"):
self.assertTrue(world.can_beat_game(state))

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@ -6,12 +6,13 @@ def create_regions(self, world, player: int):
regions = []
for accessPoint in Logic.accessPoints:
regions.append(create_region( self,
world,
player,
accessPoint.Name,
None,
[accessPoint.Name + "->" + key for key in accessPoint.intraTransitions.keys()]))
if not accessPoint.Escape:
regions.append(create_region(self,
world,
player,
accessPoint.Name,
None,
[accessPoint.Name + "->" + key for key in accessPoint.intraTransitions.keys()]))
world.regions += regions

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@ -36,5 +36,6 @@ def set_rules(world, player):
add_postAvailable_rule(location, player, value.PostAvailable)
for accessPoint in Logic.accessPoints:
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(world.get_entrance(accessPoint.Name + "->" + key, player), player, value1)
if not accessPoint.Escape:
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(world.get_entrance(accessPoint.Name + "->" + key, player), player, value1)