import unittest from BaseClasses import World, CollectionState from Dungeons import create_dungeons, get_dungeon_item_pool from EntranceShuffle import mandatory_connections, connect_simple from ItemPool import difficulties, generate_itempool from Items import ItemFactory from Regions import create_regions from Shops import create_shops from Rules import set_rules class TestDungeon(unittest.TestCase): def setUp(self): self.world = World(1, {1:'vanilla'}, {1:'noglitches'}, {1:'open'}, {1:'random'}, {1:'normal'}, {1:'normal'}, {1:False}, {1:'on'}, {1:'ganon'}, 'balanced', {1:'items'}, True, {1:False}, False, None, {1:False}) self.starting_regions = [] # Where to start exploring self.remove_exits = [] # Block dungeon exits self.world.difficulty_requirements[1] = difficulties['normal'] create_regions(self.world, 1) create_dungeons(self.world, 1) create_shops(self.world, 1) for exitname, regionname in mandatory_connections: connect_simple(self.world, exitname, regionname, 1) connect_simple(self.world, 'Big Bomb Shop', 'Big Bomb Shop', 1) self.world.get_region('Menu', 1).exits = [] self.world.swamp_patch_required[1] = True set_rules(self.world, 1) generate_itempool(self.world, 1) self.world.itempool.extend(get_dungeon_item_pool(self.world)) self.world.itempool.extend(ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], 1)) def run_tests(self, access_pool): for exit in self.remove_exits: self.world.get_entrance(exit, 1).connected_region = self.world.get_region('Menu', 1) for location, access, *item_pool in access_pool: items = item_pool[0] all_except = item_pool[1] if len(item_pool) > 1 else None with self.subTest(location=location, access=access, items=items, all_except=all_except): if all_except and len(all_except) > 0: items = self.world.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(items, 1) state = CollectionState(self.world) state.reachable_regions[1].add(self.world.get_region('Menu', 1)) for region_name in self.starting_regions: region = self.world.get_region(region_name, 1) state.reachable_regions[1].add(region) for exit in region.exits: if exit.connected_region is not None: state.blocked_connections[1].add(exit) for item in items: item.advancement = True state.collect(item) self.assertEqual(self.world.get_location(location, 1).can_reach(state), access)