import typing import unittest import pathlib from argparse import Namespace import Utils from test.general import gen_steps from worlds import AutoWorld from worlds.AutoWorld import call_all file_path = pathlib.Path(__file__).parent.parent Utils.local_path.cached_path = file_path from BaseClasses import MultiWorld, CollectionState, ItemClassification, Item from worlds.alttp.Items import ItemFactory 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) state.sweep_for_events() 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) # 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) 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) 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)] items.extend(ItemFactory(item_pool[0], 1)) else: items = ItemFactory(item_pool[0], 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) items = ItemFactory(new_items, 1) return self.get_state(items) class WorldTestBase(unittest.TestCase): options: typing.Dict[str, typing.Any] = {} multiworld: MultiWorld 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 """ def setUp(self) -> None: if self.auto_construct: self.world_setup() def world_setup(self, seed: typing.Optional[int] = None) -> None: if not hasattr(self, "game"): raise NotImplementedError("didn't define game name") self.multiworld = MultiWorld(1) self.multiworld.game[1] = self.game self.multiworld.player_name = {1: "Tester"} self.multiworld.set_seed(seed) args = Namespace() for name, option in AutoWorld.AutoWorldRegister.world_types[self.game].option_definitions.items(): setattr(args, name, { 1: option.from_any(self.options.get(name, getattr(option, "default"))) }) self.multiworld.set_options(args) self.multiworld.set_default_common_options() for step in gen_steps: call_all(self.multiworld, step) def collect_all_but(self, item_names: typing.Union[str, typing.Iterable[str]]) -> None: if isinstance(item_names, str): item_names = (item_names,) for item in self.multiworld.get_items(): if item.name not in item_names: self.multiworld.state.collect(item) def get_item_by_name(self, item_name: str) -> Item: 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]: 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: if isinstance(items, Item): items = (items,) for item in items: self.multiworld.state.collect(item) def remove(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None: if isinstance(items, Item): items = (items,) for item in items: if item.location and item.location.event 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: return self.multiworld.state.can_reach(location, "Location", 1) def count(self, item_name: str) -> int: return self.multiworld.state.count(item_name, 1) def assertAccessDependency(self, locations: typing.List[str], possible_items: typing.Iterable[typing.Iterable[str]]) -> None: all_items = [item_name for item_names in possible_items for item_name in item_names] self.collect_all_but(all_items) for location in self.multiworld.get_locations(): self.assertEqual(self.multiworld.state.can_reach(location), location.name not in locations) for item_names in possible_items: items = self.collect_by_name(item_names) for location in locations: self.assertTrue(self.can_reach_location(location)) self.remove(items) def assertBeatable(self, beatable: bool): self.assertEqual(self.multiworld.can_beat_game(self.multiworld.state), beatable)