Archipelago/test/general/TestFill.py

582 lines
24 KiB
Python

from typing import List
import unittest
from worlds.AutoWorld import World
from Fill import FillError, balance_multiworld_progression, fill_restrictive, distribute_items_restrictive
from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, RegionType, Item, Location
from worlds.generic.Rules import CollectionRule, set_rule
def generate_multi_world(players: int = 1) -> MultiWorld:
multi_world = MultiWorld(players)
multi_world.player_name = {}
for i in range(players):
player_id = i+1
world = World(multi_world, player_id)
multi_world.game[player_id] = world
multi_world.worlds[player_id] = world
multi_world.player_name[player_id] = "Test Player " + str(player_id)
region = Region("Menu", RegionType.Generic,
"Menu Region Hint", player_id, multi_world)
multi_world.regions.append(region)
multi_world.set_seed(0)
multi_world.set_default_common_options()
return multi_world
class PlayerDefinition(object):
world: MultiWorld
id: int
menu: Region
locations: List[Location]
prog_items: List[Item]
basic_items: List[Item]
regions: List[Region]
def __init__(self, world: MultiWorld, id: int, menu: Region, locations: List[Location] = [], prog_items: List[Item] = [], basic_items: List[Item] = []):
self.world = world
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 = "_region" + str(len(self.regions))
region_name = "player" + str(self.id) + region_tag
region = Region("player" + str(self.id) + region_tag, RegionType.Generic,
"Region Hint", self.id, self.world)
self.locations += generate_locations(size,
self.id, None, region, region_tag)
entrance = Entrance(self.id, region_name + "_entrance", parent)
parent.exits.append(entrance)
entrance.connect(region)
entrance.access_rule = access_rule
self.regions.append(region)
self.world.regions.append(region)
return region
def fillRegion(world: 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)
world.push_item(location, item, False)
location.event = item.advancement
return items
def regionContains(region: Region, item: Item) -> bool:
for location in region.locations:
if location.item == item:
return True
return False
def generate_player_data(multi_world: MultiWorld, player_id: int, location_count: int = 0, prog_item_count: int = 0, basic_item_count: int = 0) -> PlayerDefinition:
menu = multi_world.get_region("Menu", player_id)
locations = generate_locations(location_count, player_id, None, menu)
prog_items = generate_items(prog_item_count, player_id, True)
multi_world.itempool += prog_items
basic_items = generate_items(basic_item_count, player_id, False)
multi_world.itempool += basic_items
return PlayerDefinition(multi_world, player_id, menu, locations, prog_items, basic_items)
def generate_locations(count: int, player_id: int, address: int = None, region: Region = None, tag: str = "") -> List[Location]:
locations = []
prefix = "player" + str(player_id) + tag + "_location"
for i in range(count):
name = prefix + str(i)
location = Location(player_id, name, address, region)
locations.append(location)
region.locations.append(location)
return locations
def generate_items(count: int, player_id: int, advancement: bool = False, code: int = None) -> List[Item]:
items = []
type = "prog" if advancement else ""
for i in range(count):
name = "player" + str(player_id) + "_" + type + "item" + str(i)
items.append(Item(name, advancement, code, player_id))
return items
class TestFillRestrictive(unittest.TestCase):
def test_basic_fill(self):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
fill_restrictive(multi_world, multi_world.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):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multi_world.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(multi_world, multi_world.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):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 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]
multi_world.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(multi_world, multi_world.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):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multi_world.accessibility[player1.id] = 'minimal'
multi_world.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(multi_world, multi_world.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_reversed_fill(self):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc0 = player1.locations[0]
loc1 = player1.locations[1]
multi_world.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(multi_world, multi_world.state,
player1.locations, player1.prog_items)
self.assertEqual(loc0.item, item1)
self.assertEqual(loc1.item, item0)
def test_multi_step_fill(self):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 4, 4)
items = player1.prog_items
locations = player1.locations
multi_world.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(multi_world, multi_world.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):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
items = player1.prog_items
locations = player1.locations
multi_world.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, multi_world, multi_world.state,
player1.locations.copy(), player1.prog_items.copy())
def test_circular_fill(self):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 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]
multi_world.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, multi_world, multi_world.state,
player1.locations.copy(), player1.prog_items.copy())
def test_competing_fill(self):
multi_world = generate_multi_world()
player1 = generate_player_data(multi_world, 1, 2, 2)
item0 = player1.prog_items[0]
item1 = player1.prog_items[1]
loc1 = player1.locations[1]
multi_world.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, multi_world, multi_world.state,
player1.locations.copy(), player1.prog_items.copy())
def test_multiplayer_fill(self):
multi_world = generate_multi_world(2)
player1 = generate_player_data(multi_world, 1, 2, 2)
player2 = generate_player_data(multi_world, 2, 2, 2)
multi_world.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)
multi_world.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(multi_world, multi_world.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):
multi_world = generate_multi_world(2)
player1 = generate_player_data(multi_world, 1, 2, 2)
player2 = generate_player_data(multi_world, 2, 2, 2)
multi_world.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)
multi_world.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(multi_world, multi_world.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])
class TestDistributeItemsRestrictive(unittest.TestCase):
def test_basic_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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(multi_world)
self.assertEqual(locations[0].item, basic_items[0])
self.assertEqual(locations[1].item, prog_items[0])
self.assertEqual(locations[2].item, prog_items[1])
self.assertEqual(locations[3].item, basic_items[1])
def test_excluded_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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(multi_world)
self.assertFalse(locations[1].item.advancement)
self.assertFalse(locations[2].item.advancement)
def test_non_excluded_item_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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].never_exclude = True
distribute_items_restrictive(multi_world)
self.assertEqual(locations[1].item, basic_items[0])
def test_too_many_excluded_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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, multi_world)
def test_non_excluded_item_must_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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].never_exclude = True
basic_items[1].never_exclude = True
self.assertRaises(FillError, distribute_items_restrictive, multi_world)
def test_priority_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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(multi_world)
self.assertTrue(locations[0].item.advancement)
self.assertTrue(locations[3].item.advancement)
def test_excess_priority_distribute(self):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 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(multi_world)
self.assertFalse(locations[3].item.advancement)
def test_multiple_world_priority_distribute(self):
multi_world = generate_multi_world(3)
player1 = generate_player_data(
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
player2 = generate_player_data(
multi_world, 2, 4, prog_item_count=1, basic_item_count=3)
player3 = generate_player_data(
multi_world, 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(multi_world)
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):
multi_world = generate_multi_world()
player1 = generate_player_data(
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
removed_item: list[Item] = []
removed_location: list[Location] = []
def fill_hook(progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations):
removed_item.append(restitempool.pop(0))
removed_location.append(fill_locations.pop(0))
multi_world.worlds[player1.id].fill_hook = fill_hook
distribute_items_restrictive(multi_world)
self.assertIsNone(removed_item[0].location)
self.assertIsNone(removed_location[0].item)
def test_seed_robust_to_item_order(self):
mw1 = generate_multi_world()
gen1 = generate_player_data(
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
distribute_items_restrictive(mw1)
mw2 = generate_multi_world()
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):
mw1 = generate_multi_world()
gen1 = generate_player_data(
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
distribute_items_restrictive(mw1)
mw2 = generate_multi_world()
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)
class TestBalanceMultiworldProgression(unittest.TestCase):
def assertRegionContains(self, region: Region, item: Item):
for location in region.locations:
if location.item and location.item == item:
return True
self.fail("Expected " + region.name + " to contain " + item.name +
"\n Contains" + str(list(map(lambda location: location.item, region.locations))))
def setUp(self):
multi_world = generate_multi_world(2)
self.multi_world = multi_world
player1 = generate_player_data(
multi_world, 1, prog_item_count=2, basic_item_count=40)
self.player1 = player1
player2 = generate_player_data(
multi_world, 2, prog_item_count=2, basic_item_count=40)
self.player2 = player2
multi_world.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)
multi_world.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 = fillRegion(multi_world, 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 = fillRegion(
multi_world, 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))
items = fillRegion(multi_world, region, [
player2.prog_items[1]] + items)
multi_world.progression_balancing[player1.id] = True
multi_world.progression_balancing[player2.id] = True
def test_balances_progression(self):
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])
balance_multiworld_progression(self.multi_world)
self.assertRegionContains(
self.player1.regions[1], self.player2.prog_items[0])
def test_ignores_priority_locations(self):
self.player2.prog_items[0].location.progress_type = LocationProgressType.PRIORITY
balance_multiworld_progression(self.multi_world)
self.assertRegionContains(
self.player1.regions[2], self.player2.prog_items[0])