from collections import Counter from .. import SVTestBase from ... import options from ...options import ToolProgression, SeasonRandomization from ...strings.entrance_names import Entrance from ...strings.region_names import Region from ...strings.tool_names import Tool, ToolMaterial class TestProgressiveToolsLogic(SVTestBase): options = { ToolProgression.internal_name: ToolProgression.option_progressive, SeasonRandomization.internal_name: SeasonRandomization.option_randomized, } def test_sturgeon(self): self.multiworld.state.prog_items = {1: Counter()} sturgeon_rule = self.world.logic.has("Sturgeon") self.assert_rule_false(sturgeon_rule, self.multiworld.state) summer = self.create_item("Summer") self.multiworld.state.collect(summer) self.assert_rule_false(sturgeon_rule, self.multiworld.state) fishing_rod = self.create_item("Progressive Fishing Rod") self.multiworld.state.collect(fishing_rod) self.multiworld.state.collect(fishing_rod) self.assert_rule_false(sturgeon_rule, self.multiworld.state) fishing_level = self.create_item("Fishing Level") self.multiworld.state.collect(fishing_level) self.assert_rule_false(sturgeon_rule, self.multiworld.state) self.multiworld.state.collect(fishing_level) self.multiworld.state.collect(fishing_level) self.multiworld.state.collect(fishing_level) self.multiworld.state.collect(fishing_level) self.multiworld.state.collect(fishing_level) self.assert_rule_true(sturgeon_rule, self.multiworld.state) self.remove(summer) self.assert_rule_false(sturgeon_rule, self.multiworld.state) winter = self.create_item("Winter") self.multiworld.state.collect(winter) self.assert_rule_true(sturgeon_rule, self.multiworld.state) self.remove(fishing_rod) self.assert_rule_false(sturgeon_rule, self.multiworld.state) def test_old_master_cannoli(self): self.multiworld.state.prog_items = {1: Counter()} self.multiworld.state.collect(self.create_item("Progressive Axe")) self.multiworld.state.collect(self.create_item("Progressive Axe")) self.multiworld.state.collect(self.create_item("Summer")) self.collect_lots_of_money() rule = self.world.logic.region.can_reach_location("Old Master Cannoli") self.assert_rule_false(rule, self.multiworld.state) fall = self.create_item("Fall") self.multiworld.state.collect(fall) self.assert_rule_false(rule, self.multiworld.state) tuesday = self.create_item("Traveling Merchant: Tuesday") self.multiworld.state.collect(tuesday) self.assert_rule_false(rule, self.multiworld.state) rare_seed = self.create_item("Rare Seed") self.multiworld.state.collect(rare_seed) self.assert_rule_true(rule, self.multiworld.state) self.remove(fall) self.assert_rule_false(rule, self.multiworld.state) self.remove(tuesday) green_house = self.create_item("Greenhouse") self.multiworld.state.collect(green_house) self.assert_rule_false(rule, self.multiworld.state) friday = self.create_item("Traveling Merchant: Friday") self.multiworld.state.collect(friday) self.assertTrue(self.multiworld.get_location("Old Master Cannoli", 1).access_rule(self.multiworld.state)) self.remove(green_house) self.assert_rule_false(rule, self.multiworld.state) self.remove(friday) class TestToolVanillaRequiresBlacksmith(SVTestBase): options = { options.EntranceRandomization: options.EntranceRandomization.option_buildings, options.ToolProgression: options.ToolProgression.option_vanilla, } seed = 4111845104987680262 # Seed is hardcoded to make sure the ER is a valid roll that actually lock the blacksmith behind the Railroad Boulder Removed. def test_cannot_get_any_tool_without_blacksmith_access(self): railroad_item = "Railroad Boulder Removed" place_region_at_entrance(self.multiworld, self.player, Region.blacksmith, Entrance.enter_bathhouse_entrance) self.collect_all_except(railroad_item) for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]: for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]: self.assert_rule_false(self.world.logic.tool.has_tool(tool, material), self.multiworld.state) self.multiworld.state.collect(self.create_item(railroad_item)) for tool in [Tool.pickaxe, Tool.axe, Tool.hoe, Tool.trash_can, Tool.watering_can]: for material in [ToolMaterial.copper, ToolMaterial.iron, ToolMaterial.gold, ToolMaterial.iridium]: self.assert_rule_true(self.world.logic.tool.has_tool(tool, material), self.multiworld.state) def test_cannot_get_fishing_rod_without_willy_access(self): railroad_item = "Railroad Boulder Removed" place_region_at_entrance(self.multiworld, self.player, Region.fish_shop, Entrance.enter_bathhouse_entrance) self.collect_all_except(railroad_item) for fishing_rod_level in [3, 4]: self.assert_rule_false(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state) self.multiworld.state.collect(self.create_item(railroad_item)) for fishing_rod_level in [3, 4]: self.assert_rule_true(self.world.logic.tool.has_fishing_rod(fishing_rod_level), self.multiworld.state) def place_region_at_entrance(multiworld, player, region, entrance): region_to_place = multiworld.get_region(region, player) entrance_to_place_region = multiworld.get_entrance(entrance, player) entrance_to_switch = region_to_place.entrances[0] region_to_switch = entrance_to_place_region.connected_region entrance_to_switch.connect(region_to_switch) entrance_to_place_region.connect(region_to_place)