Archipelago/test/general/test_fill.py

861 lines
39 KiB
Python

from typing import List, Iterable
import unittest
from Options import Accessibility
from test.general import generate_items, generate_locations, generate_test_multiworld
from Fill import FillError, balance_multiworld_progression, fill_restrictive, \
distribute_early_items, distribute_items_restrictive
from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, Item, Location, \
ItemClassification
from worlds.generic.Rules import CollectionRule, add_item_rule, locality_rules, set_rule
class PlayerDefinition(object):
multiworld: MultiWorld
id: int
menu: Region
locations: List[Location]
prog_items: List[Item]
basic_items: List[Item]
regions: List[Region]
def __init__(self, multiworld: MultiWorld, id: int, menu: Region, locations: List[Location] = [], prog_items: List[Item] = [], basic_items: List[Item] = []):
self.multiworld = multiworld
self.id = id
self.menu = menu
self.locations = locations
self.prog_items = prog_items
self.basic_items = basic_items
self.regions = [menu]
def generate_region(self, parent: Region, size: int, access_rule: CollectionRule = lambda state: True) -> Region:
region_tag = f"_region{len(self.regions)}"
region_name = f"player{self.id}{region_tag}"
region = Region(f"player{self.id}{region_tag}", self.id, self.multiworld)
self.locations += generate_locations(size, self.id, region, None, region_tag)
entrance = Entrance(self.id, f"{region_name}_entrance", parent)
parent.exits.append(entrance)
entrance.connect(region)
entrance.access_rule = access_rule
self.regions.append(region)
self.multiworld.regions.append(region)
return region
def fill_region(multiworld: MultiWorld, region: Region, items: List[Item]) -> List[Item]:
items = items.copy()
while len(items) > 0:
location = region.locations.pop(0)
region.locations.append(location)
if location.item:
return items
item = items.pop(0)
multiworld.push_item(location, item, False)
return items
def region_contains(region: Region, item: Item) -> bool:
for location in region.locations:
if location.item == item:
return True
return False
def generate_player_data(multiworld: MultiWorld, player_id: int, location_count: int = 0, prog_item_count: int = 0, basic_item_count: int = 0) -> PlayerDefinition:
menu = multiworld.get_region("Menu", player_id)
locations = generate_locations(location_count, player_id, menu, None)
prog_items = generate_items(prog_item_count, player_id, True)
multiworld.itempool += prog_items
basic_items = generate_items(basic_item_count, player_id, False)
multiworld.itempool += basic_items
return PlayerDefinition(multiworld, player_id, menu, locations, prog_items, basic_items)
def names(objs: list) -> Iterable[str]:
return map(lambda o: o.name, objs)
class TestFillRestrictive(unittest.TestCase):
def test_basic_fill(self):
"""Tests `fill_restrictive` fills and removes the locations and items from their respective lists"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
fill_restrictive(multiworld, multiworld.state,
player1.locations, player1.prog_items)
self.assertEqual(loc0.item, item1)
self.assertEqual(loc1.item, item0)
self.assertEqual([], player1.locations)
self.assertEqual([], player1.prog_items)
def test_ordered_fill(self):
"""Tests `fill_restrictive` fulfills set rules"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multiworld.completion_condition[player1.id] = lambda state: state.has(
items[0].name, player1.id) and state.has(items[1].name, player1.id)
set_rule(locations[1], lambda state: state.has(
items[0].name, player1.id))
fill_restrictive(multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
self.assertEqual(locations[0].item, items[0])
self.assertEqual(locations[1].item, items[1])
def test_partial_fill(self):
"""Tests that `fill_restrictive` returns unfilled locations"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 3, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
loc2 = player1.locations[2]
multiworld.completion_condition[player1.id] = lambda state: state.has(
item0.name, player1.id) and state.has(item1.name, player1.id)
set_rule(loc1, lambda state: state.has(
item0.name, player1.id))
# forces a swap
set_rule(loc2, lambda state: state.has(
item0.name, player1.id))
fill_restrictive(multiworld, multiworld.state,
player1.locations, player1.prog_items)
self.assertEqual(loc0.item, item0)
self.assertEqual(loc1.item, item1)
self.assertEqual(1, len(player1.locations))
self.assertEqual(player1.locations[0], loc2)
def test_minimal_fill(self):
"""Test that fill for minimal player can have unreachable items"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multiworld.worlds[player1.id].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[player1.id] = lambda state: state.has(
items[1].name, player1.id)
set_rule(locations[1], lambda state: state.has(
items[0].name, player1.id))
fill_restrictive(multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
self.assertEqual(locations[0].item, items[1])
# Unnecessary unreachable Item
self.assertEqual(locations[1].item, items[0])
def test_minimal_mixed_fill(self):
"""
Test that fill for 1 minimal and 1 non-minimal player will correctly place items in a way that lets
the non-minimal player get all items.
"""
multiworld = generate_test_multiworld(2)
player1 = generate_player_data(multiworld, 1, 3, 3)
player2 = generate_player_data(multiworld, 2, 3, 3)
multiworld.worlds[player1.id].options.accessibility.value = Accessibility.option_minimal
multiworld.worlds[player2.id].options.accessibility.value = Accessibility.option_full
multiworld.completion_condition[player1.id] = lambda state: True
multiworld.completion_condition[player2.id] = lambda state: state.has(player2.prog_items[2].name, player2.id)
set_rule(player1.locations[1], lambda state: state.has(player1.prog_items[0].name, player1.id))
set_rule(player1.locations[2], lambda state: state.has(player1.prog_items[1].name, player1.id))
set_rule(player2.locations[1], lambda state: state.has(player2.prog_items[0].name, player2.id))
set_rule(player2.locations[2], lambda state: state.has(player2.prog_items[1].name, player2.id))
# force-place an item that makes it impossible to have all locations accessible
player1.locations[0].place_locked_item(player1.prog_items[2])
# fill remaining locations with remaining items
location_pool = player1.locations[1:] + player2.locations
item_pool = player1.prog_items[:-1] + player2.prog_items
fill_restrictive(multiworld, multiworld.state, location_pool, item_pool)
multiworld.state.sweep_for_advancements() # collect everything
# all of player2's locations and items should be accessible (not all of player1's)
for item in player2.prog_items:
self.assertTrue(multiworld.state.has(item.name, player2.id),
f"{item} is unreachable in {item.location}")
def test_reversed_fill(self):
"""Test a different set of rules can be satisfied"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
multiworld.completion_condition[player1.id] = lambda state: state.has(
item0.name, player1.id) and state.has(item1.name, player1.id)
set_rule(loc1, lambda state: state.has(item1.name, player1.id))
fill_restrictive(multiworld, multiworld.state,
player1.locations, player1.prog_items)
self.assertEqual(loc0.item, item1)
self.assertEqual(loc1.item, item0)
def test_multi_step_fill(self):
"""Test that fill is able to satisfy multiple spheres"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 4, 4)
items = player1.prog_items
locations = player1.locations
multiworld.completion_condition[player1.id] = lambda state: state.has(
items[2].name, player1.id) and state.has(items[3].name, player1.id)
set_rule(locations[1], lambda state: state.has(
items[0].name, player1.id))
set_rule(locations[2], lambda state: state.has(
items[1].name, player1.id))
set_rule(locations[3], lambda state: state.has(
items[1].name, player1.id))
fill_restrictive(multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
self.assertEqual(locations[0].item, items[1])
self.assertEqual(locations[1].item, items[2])
self.assertEqual(locations[2].item, items[0])
self.assertEqual(locations[3].item, items[3])
def test_impossible_fill(self):
"""Test that fill raises an error when it can't place any items"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multiworld.completion_condition[player1.id] = lambda state: state.has(
items[0].name, player1.id) and state.has(items[1].name, player1.id)
set_rule(locations[1], lambda state: state.has(
items[1].name, player1.id))
set_rule(locations[0], lambda state: state.has(
items[0].name, player1.id))
self.assertRaises(FillError, fill_restrictive, multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
def test_circular_fill(self):
"""Test that fill raises an error when it can't place all items"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 3, 3)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
item2 = player1.prog_items[2]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
loc2 = player1.locations[2]
multiworld.completion_condition[player1.id] = lambda state: state.has(
item0.name, player1.id) and state.has(item1.name, player1.id) and state.has(item2.name, player1.id)
set_rule(loc1, lambda state: state.has(item0.name, player1.id))
set_rule(loc2, lambda state: state.has(item1.name, player1.id))
set_rule(loc0, lambda state: state.has(item2.name, player1.id))
self.assertRaises(FillError, fill_restrictive, multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
def test_competing_fill(self):
"""Test that fill raises an error when it can't place items in a way to satisfy the conditions"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc1 = player1.locations[1]
multiworld.completion_condition[player1.id] = lambda state: state.has(
item0.name, player1.id) and state.has(item0.name, player1.id) and state.has(item1.name, player1.id)
set_rule(loc1, lambda state: state.has(item0.name, player1.id)
and state.has(item1.name, player1.id))
self.assertRaises(FillError, fill_restrictive, multiworld, multiworld.state,
player1.locations.copy(), player1.prog_items.copy())
def test_multiplayer_fill(self):
"""Test that items can be placed across worlds"""
multiworld = generate_test_multiworld(2)
player1 = generate_player_data(multiworld, 1, 2, 2)
player2 = generate_player_data(multiworld, 2, 2, 2)
multiworld.completion_condition[player1.id] = lambda state: state.has(
player1.prog_items[0].name, player1.id) and state.has(
player1.prog_items[1].name, player1.id)
multiworld.completion_condition[player2.id] = lambda state: state.has(
player2.prog_items[0].name, player2.id) and state.has(
player2.prog_items[1].name, player2.id)
fill_restrictive(multiworld, multiworld.state, player1.locations +
player2.locations, player1.prog_items + player2.prog_items)
self.assertEqual(player1.locations[0].item, player1.prog_items[1])
self.assertEqual(player1.locations[1].item, player2.prog_items[1])
self.assertEqual(player2.locations[0].item, player1.prog_items[0])
self.assertEqual(player2.locations[1].item, player2.prog_items[0])
def test_multiplayer_rules_fill(self):
"""Test that fill across worlds satisfies the rules"""
multiworld = generate_test_multiworld(2)
player1 = generate_player_data(multiworld, 1, 2, 2)
player2 = generate_player_data(multiworld, 2, 2, 2)
multiworld.completion_condition[player1.id] = lambda state: state.has(
player1.prog_items[0].name, player1.id) and state.has(
player1.prog_items[1].name, player1.id)
multiworld.completion_condition[player2.id] = lambda state: state.has(
player2.prog_items[0].name, player2.id) and state.has(
player2.prog_items[1].name, player2.id)
set_rule(player2.locations[1], lambda state: state.has(
player2.prog_items[0].name, player2.id))
fill_restrictive(multiworld, multiworld.state, player1.locations +
player2.locations, player1.prog_items + player2.prog_items)
self.assertEqual(player1.locations[0].item, player2.prog_items[0])
self.assertEqual(player1.locations[1].item, player2.prog_items[1])
self.assertEqual(player2.locations[0].item, player1.prog_items[0])
self.assertEqual(player2.locations[1].item, player1.prog_items[1])
def test_restrictive_progress(self):
"""Test that various spheres with different requirements can be filled"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, prog_item_count=25)
items = player1.prog_items.copy()
multiworld.completion_condition[player1.id] = lambda state: state.has_all(
names(player1.prog_items), player1.id)
player1.generate_region(player1.menu, 5)
player1.generate_region(player1.menu, 5, lambda state: state.has_all(
names(items[2:7]), player1.id))
player1.generate_region(player1.menu, 5, lambda state: state.has_all(
names(items[7:12]), player1.id))
player1.generate_region(player1.menu, 5, lambda state: state.has_all(
names(items[12:17]), player1.id))
player1.generate_region(player1.menu, 5, lambda state: state.has_all(
names(items[17:22]), player1.id))
locations = multiworld.get_unfilled_locations()
fill_restrictive(multiworld, multiworld.state,
locations, player1.prog_items)
def test_swap_to_earlier_location_with_item_rule(self):
"""Test that item swap happens and works as intended"""
# test for PR#1109
multiworld = generate_test_multiworld(1)
player1 = generate_player_data(multiworld, 1, 4, 4)
locations = player1.locations[:] # copy required
items = player1.prog_items[:] # copy required
# for the test to work, item and location order is relevant: Sphere 1 last, allowed_item not last
for location in locations[:-1]: # Sphere 2
# any one provides access to Sphere 2
set_rule(location, lambda state: any(state.has(item.name, player1.id) for item in items))
# forbid all but 1 item in Sphere 1
sphere1_loc = locations[-1]
allowed_item = items[1]
add_item_rule(sphere1_loc, lambda item_to_place: item_to_place == allowed_item)
# test our rules
self.assertTrue(location.can_fill(None, allowed_item, False), "Test is flawed")
self.assertTrue(location.can_fill(None, items[2], False), "Test is flawed")
self.assertTrue(sphere1_loc.can_fill(None, allowed_item, False), "Test is flawed")
self.assertFalse(sphere1_loc.can_fill(None, items[2], False), "Test is flawed")
# fill has to place items[1] in locations[0] which will result in a swap because of placement order
fill_restrictive(multiworld, multiworld.state, player1.locations, player1.prog_items)
# assert swap happened
self.assertTrue(sphere1_loc.item, "Did not swap required item into Sphere 1")
self.assertEqual(sphere1_loc.item, allowed_item, "Wrong item in Sphere 1")
def test_swap_to_earlier_location_with_item_rule2(self):
"""Test that swap works before all items are placed"""
multiworld = generate_test_multiworld(1)
player1 = generate_player_data(multiworld, 1, 5, 5)
locations = player1.locations[:] # copy required
items = player1.prog_items[:] # copy required
# Two items provide access to sphere 2.
# One of them is forbidden in sphere 1, the other is first placed in sphere 4 because of placement order,
# requiring a swap.
# There are spheres in between, so for the swap to work, it'll have to assume all other items are collected.
one_to_two1 = items[4].name
one_to_two2 = items[3].name
three_to_four = items[2].name
two_to_three1 = items[1].name
two_to_three2 = items[0].name
# Sphere 4
set_rule(locations[0], lambda state: ((state.has(one_to_two1, player1.id) or state.has(one_to_two2, player1.id))
and state.has(two_to_three1, player1.id)
and state.has(two_to_three2, player1.id)
and state.has(three_to_four, player1.id)))
# Sphere 3
set_rule(locations[1], lambda state: ((state.has(one_to_two1, player1.id) or state.has(one_to_two2, player1.id))
and state.has(two_to_three1, player1.id)
and state.has(two_to_three2, player1.id)))
# Sphere 2
set_rule(locations[2], lambda state: state.has(one_to_two1, player1.id) or state.has(one_to_two2, player1.id))
# Sphere 1
sphere1_loc1 = locations[3]
sphere1_loc2 = locations[4]
# forbid one_to_two2 in sphere 1 to make the swap happen as described above
add_item_rule(sphere1_loc1, lambda item_to_place: item_to_place.name != one_to_two2)
add_item_rule(sphere1_loc2, lambda item_to_place: item_to_place.name != one_to_two2)
# Now fill should place one_to_two1 in sphere1_loc1 or sphere1_loc2 via swap,
# which it will attempt before two_to_three and three_to_four are placed, testing the behavior.
fill_restrictive(multiworld, multiworld.state, player1.locations, player1.prog_items)
# assert swap happened
self.assertTrue(sphere1_loc1.item and sphere1_loc2.item, "Did not swap required item into Sphere 1")
self.assertTrue(sphere1_loc1.item.name == one_to_two1 or
sphere1_loc2.item.name == one_to_two1, "Wrong item in Sphere 1")
def test_double_sweep(self):
"""Test that sweep doesn't duplicate Event items when sweeping"""
# test for PR1114
multiworld = generate_test_multiworld(1)
player1 = generate_player_data(multiworld, 1, 1, 1)
location = player1.locations[0]
location.address = None
item = player1.prog_items[0]
item.code = None
location.place_locked_item(item)
multiworld.state.sweep_for_advancements()
multiworld.state.sweep_for_advancements()
self.assertTrue(multiworld.state.prog_items[item.player][item.name], "Sweep did not collect - Test flawed")
self.assertEqual(multiworld.state.prog_items[item.player][item.name], 1, "Sweep collected multiple times")
def test_correct_item_instance_removed_from_pool(self):
"""Test that a placed item gets removed from the submitted pool"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(multiworld, 1, 2, 2)
player1.prog_items[0].name = "Different_item_instance_but_same_item_name"
player1.prog_items[1].name = "Different_item_instance_but_same_item_name"
loc0 = player1.locations[0]
fill_restrictive(multiworld, multiworld.state,
[loc0], player1.prog_items)
self.assertEqual(1, len(player1.prog_items))
self.assertIsNot(loc0.item, player1.prog_items[0], "Filled item was still present in item pool")
class TestDistributeItemsRestrictive(unittest.TestCase):
def test_basic_distribute(self):
"""Test that distribute_items_restrictive is deterministic"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
prog_items = player1.prog_items
basic_items = player1.basic_items
distribute_items_restrictive(multiworld)
self.assertEqual(locations[0].item, basic_items[1])
self.assertFalse(locations[0].advancement)
self.assertEqual(locations[1].item, prog_items[0])
self.assertTrue(locations[1].advancement)
self.assertEqual(locations[2].item, prog_items[1])
self.assertTrue(locations[2].advancement)
self.assertEqual(locations[3].item, basic_items[0])
self.assertFalse(locations[3].advancement)
def test_excluded_distribute(self):
"""Test that distribute_items_restrictive doesn't put advancement items on excluded locations"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
locations[1].progress_type = LocationProgressType.EXCLUDED
locations[2].progress_type = LocationProgressType.EXCLUDED
distribute_items_restrictive(multiworld)
self.assertFalse(locations[1].item.advancement)
self.assertFalse(locations[2].item.advancement)
def test_non_excluded_item_distribute(self):
"""Test that useful items aren't placed on excluded locations"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
basic_items = player1.basic_items
locations[1].progress_type = LocationProgressType.EXCLUDED
basic_items[1].classification = ItemClassification.useful
distribute_items_restrictive(multiworld)
self.assertEqual(locations[1].item, basic_items[0])
def test_too_many_excluded_distribute(self):
"""Test that fill fails if it can't place all progression items due to too many excluded locations"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
locations[0].progress_type = LocationProgressType.EXCLUDED
locations[1].progress_type = LocationProgressType.EXCLUDED
locations[2].progress_type = LocationProgressType.EXCLUDED
self.assertRaises(FillError, distribute_items_restrictive, multiworld)
def test_non_excluded_item_must_distribute(self):
"""Test that fill fails if it can't place useful items due to too many excluded locations"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
basic_items = player1.basic_items
locations[1].progress_type = LocationProgressType.EXCLUDED
locations[2].progress_type = LocationProgressType.EXCLUDED
basic_items[0].classification = ItemClassification.useful
basic_items[1].classification = ItemClassification.useful
self.assertRaises(FillError, distribute_items_restrictive, multiworld)
def test_priority_distribute(self):
"""Test that priority locations receive advancement items"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
locations[0].progress_type = LocationProgressType.PRIORITY
locations[3].progress_type = LocationProgressType.PRIORITY
distribute_items_restrictive(multiworld)
self.assertTrue(locations[0].item.advancement)
self.assertTrue(locations[3].item.advancement)
def test_excess_priority_distribute(self):
"""Test that if there's more priority locations than advancement items, they can still fill"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
locations = player1.locations
locations[0].progress_type = LocationProgressType.PRIORITY
locations[1].progress_type = LocationProgressType.PRIORITY
locations[2].progress_type = LocationProgressType.PRIORITY
distribute_items_restrictive(multiworld)
self.assertFalse(locations[3].item.advancement)
def test_multiple_world_priority_distribute(self):
"""Test that priority fill can be satisfied for multiple worlds"""
multiworld = generate_test_multiworld(3)
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
player2 = generate_player_data(
multiworld, 2, 4, prog_item_count=1, basic_item_count=3)
player3 = generate_player_data(
multiworld, 3, 6, prog_item_count=4, basic_item_count=2)
player1.locations[2].progress_type = LocationProgressType.PRIORITY
player1.locations[3].progress_type = LocationProgressType.PRIORITY
player2.locations[1].progress_type = LocationProgressType.PRIORITY
player3.locations[0].progress_type = LocationProgressType.PRIORITY
player3.locations[1].progress_type = LocationProgressType.PRIORITY
player3.locations[2].progress_type = LocationProgressType.PRIORITY
player3.locations[3].progress_type = LocationProgressType.PRIORITY
distribute_items_restrictive(multiworld)
self.assertTrue(player1.locations[2].item.advancement)
self.assertTrue(player1.locations[3].item.advancement)
self.assertTrue(player2.locations[1].item.advancement)
self.assertTrue(player3.locations[0].item.advancement)
self.assertTrue(player3.locations[1].item.advancement)
self.assertTrue(player3.locations[2].item.advancement)
self.assertTrue(player3.locations[3].item.advancement)
def test_can_remove_locations_in_fill_hook(self):
"""Test that distribute_items_restrictive calls the fill hook and allows for item and location removal"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, 4, prog_item_count=2, basic_item_count=2)
removed_item: list[Item] = []
removed_location: list[Location] = []
def fill_hook(progitempool, usefulitempool, filleritempool, fill_locations):
removed_item.append(filleritempool.pop(0))
removed_location.append(fill_locations.pop(0))
multiworld.worlds[player1.id].fill_hook = fill_hook
distribute_items_restrictive(multiworld)
self.assertIsNone(removed_item[0].location)
self.assertIsNone(removed_location[0].item)
def test_seed_robust_to_item_order(self):
"""Test deterministic fill"""
mw1 = generate_test_multiworld()
gen1 = generate_player_data(
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
distribute_items_restrictive(mw1)
mw2 = generate_test_multiworld()
gen2 = generate_player_data(
mw2, 1, 4, prog_item_count=2, basic_item_count=2)
mw2.itempool.append(mw2.itempool.pop(0))
distribute_items_restrictive(mw2)
self.assertEqual(gen1.locations[0].item, gen2.locations[0].item)
self.assertEqual(gen1.locations[1].item, gen2.locations[1].item)
self.assertEqual(gen1.locations[2].item, gen2.locations[2].item)
self.assertEqual(gen1.locations[3].item, gen2.locations[3].item)
def test_seed_robust_to_location_order(self):
"""Test deterministic fill even if locations in a region are reordered"""
mw1 = generate_test_multiworld()
gen1 = generate_player_data(
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
distribute_items_restrictive(mw1)
mw2 = generate_test_multiworld()
gen2 = generate_player_data(
mw2, 1, 4, prog_item_count=2, basic_item_count=2)
reg = mw2.get_region("Menu", gen2.id)
reg.locations.append(reg.locations.pop(0))
distribute_items_restrictive(mw2)
self.assertEqual(gen1.locations[0].item, gen2.locations[0].item)
self.assertEqual(gen1.locations[1].item, gen2.locations[1].item)
self.assertEqual(gen1.locations[2].item, gen2.locations[2].item)
self.assertEqual(gen1.locations[3].item, gen2.locations[3].item)
def test_can_reserve_advancement_items_for_general_fill(self):
"""Test that priority locations fill still satisfies item rules"""
multiworld = generate_test_multiworld()
player1 = generate_player_data(
multiworld, 1, location_count=5, prog_item_count=5)
items = player1.prog_items
multiworld.completion_condition[player1.id] = lambda state: state.has_all(
names(items), player1.id)
location = player1.locations[0]
location.progress_type = LocationProgressType.PRIORITY
location.item_rule = lambda item: item not in items[:4]
distribute_items_restrictive(multiworld)
self.assertEqual(location.item, items[4])
def test_non_excluded_local_items(self):
"""Test that local items get placed locally in a multiworld"""
multiworld = generate_test_multiworld(2)
player1 = generate_player_data(
multiworld, 1, location_count=5, basic_item_count=5)
player2 = generate_player_data(
multiworld, 2, location_count=5, basic_item_count=5)
for item in multiworld.get_items():
item.classification = ItemClassification.useful
multiworld.worlds[player1.id].options.local_items.value = set(names(player1.basic_items))
multiworld.worlds[player2.id].options.local_items.value = set(names(player2.basic_items))
locality_rules(multiworld)
distribute_items_restrictive(multiworld)
for item in multiworld.get_items():
self.assertEqual(item.player, item.location.player)
self.assertFalse(item.location.advancement, False)
def test_early_items(self) -> None:
"""Test that the early items API successfully places items early"""
mw = generate_test_multiworld(2)
player1 = generate_player_data(mw, 1, location_count=5, basic_item_count=5)
player2 = generate_player_data(mw, 2, location_count=5, basic_item_count=5)
mw.early_items[1][player1.basic_items[0].name] = 1
mw.early_items[2][player2.basic_items[2].name] = 1
mw.early_items[2][player2.basic_items[3].name] = 1
early_items = [
player1.basic_items[0],
player2.basic_items[2],
player2.basic_items[3],
]
# copied this code from the beginning of `distribute_items_restrictive`
# before `distribute_early_items` is called
fill_locations = sorted(mw.get_unfilled_locations())
mw.random.shuffle(fill_locations)
itempool = sorted(mw.itempool)
mw.random.shuffle(itempool)
fill_locations, itempool = distribute_early_items(mw, fill_locations, itempool)
remaining_p1 = [item for item in itempool if item.player == 1]
remaining_p2 = [item for item in itempool if item.player == 2]
assert len(itempool) == 7, f"number of items remaining after early_items: {len(itempool)}"
assert len(remaining_p1) == 4, f"number of p1 items after early_items: {len(remaining_p1)}"
assert len(remaining_p2) == 3, f"number of p2 items after early_items: {len(remaining_p1)}"
for i in range(5):
if i != 0:
assert player1.basic_items[i] in itempool, "non-early item to remain in itempool"
if i not in {2, 3}:
assert player2.basic_items[i] in itempool, "non-early item to remain in itempool"
for item in early_items:
assert item not in itempool, "early item to be taken out of itempool"
assert len(fill_locations) == len(mw.get_locations()) - len(early_items), \
f"early location count from {mw.get_locations()} to {len(fill_locations)} " \
f"after {len(early_items)} early items"
items_in_locations = {loc.item for loc in mw.get_locations() if loc.item}
assert len(items_in_locations) == len(early_items), \
f"{len(early_items)} early items in {len(items_in_locations)} locations"
for item in early_items:
assert item in items_in_locations, "early item to be placed in location"
class TestBalanceMultiworldProgression(unittest.TestCase):
def assertRegionContains(self, region: Region, item: Item) -> bool:
for location in region.locations:
if location.item and location.item == item:
return True
self.fail(f"Expected {region.name} to contain {item.name}.\n"
f"Contains{list(map(lambda location: location.item, region.locations))}")
def setUp(self) -> None:
multiworld = generate_test_multiworld(2)
self.multiworld = multiworld
player1 = generate_player_data(
multiworld, 1, prog_item_count=2, basic_item_count=40)
self.player1 = player1
player2 = generate_player_data(
multiworld, 2, prog_item_count=2, basic_item_count=40)
self.player2 = player2
multiworld.completion_condition[player1.id] = lambda state: state.has(
player1.prog_items[0].name, player1.id) and state.has(
player1.prog_items[1].name, player1.id)
multiworld.completion_condition[player2.id] = lambda state: state.has(
player2.prog_items[0].name, player2.id) and state.has(
player2.prog_items[1].name, player2.id)
items = player1.basic_items + player2.basic_items
# Sphere 1
region = player1.generate_region(player1.menu, 20)
items = fill_region(multiworld, region, [
player1.prog_items[0]] + items)
# Sphere 2
region = player1.generate_region(
player1.regions[1], 20, lambda state: state.has(player1.prog_items[0].name, player1.id))
items = fill_region(
multiworld, region, [player1.prog_items[1], player2.prog_items[0]] + items)
# Sphere 3
region = player2.generate_region(
player2.menu, 20, lambda state: state.has(player2.prog_items[0].name, player2.id))
fill_region(multiworld, region, [player2.prog_items[1]] + items)
def test_balances_progression(self) -> None:
"""Tests that progression balancing moves progression items earlier"""
self.multiworld.worlds[self.player1.id].options.progression_balancing.value = 50
self.multiworld.worlds[self.player2.id].options.progression_balancing.value = 50
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
balance_multiworld_progression(self.multiworld)
self.assertRegionContains(
self.player1.regions[1], self.player2.prog_items[0])
def test_balances_progression_light(self) -> None:
"""Test that progression balancing still moves items earlier on minimum value"""
self.multiworld.worlds[self.player1.id].options.progression_balancing.value = 1
self.multiworld.worlds[self.player2.id].options.progression_balancing.value = 1
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
balance_multiworld_progression(self.multiworld)
# TODO: arrange for a result that's different from the default
self.assertRegionContains(
self.player1.regions[1], self.player2.prog_items[0])
def test_balances_progression_heavy(self) -> None:
"""Test that progression balancing moves items earlier on maximum value"""
self.multiworld.worlds[self.player1.id].options.progression_balancing.value = 99
self.multiworld.worlds[self.player2.id].options.progression_balancing.value = 99
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
balance_multiworld_progression(self.multiworld)
# TODO: arrange for a result that's different from the default
self.assertRegionContains(
self.player1.regions[1], self.player2.prog_items[0])
def test_skips_balancing_progression(self) -> None:
"""Test that progression balancing is skipped when players have it disabled"""
self.multiworld.worlds[self.player1.id].options.progression_balancing.value = 0
self.multiworld.worlds[self.player2.id].options.progression_balancing.value = 0
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
balance_multiworld_progression(self.multiworld)
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
def test_ignores_priority_locations(self) -> None:
"""Test that progression items on priority locations don't get moved by balancing"""
self.multiworld.worlds[self.player1.id].options.progression_balancing.value = 50
self.multiworld.worlds[self.player2.id].options.progression_balancing.value = 50
self.player2.prog_items[0].location.progress_type = LocationProgressType.PRIORITY
balance_multiworld_progression(self.multiworld)
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])