912 lines
41 KiB
Python
912 lines
41 KiB
Python
from typing import List, Iterable
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import unittest
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import Options
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from Options import Accessibility
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from worlds.AutoWorld import World
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from Fill import FillError, balance_multiworld_progression, fill_restrictive, \
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distribute_early_items, distribute_items_restrictive
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from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, Item, Location, \
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ItemClassification, CollectionState
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from worlds.generic.Rules import CollectionRule, add_item_rule, locality_rules, set_rule
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def generate_multi_world(players: int = 1) -> MultiWorld:
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multi_world = MultiWorld(players)
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multi_world.player_name = {}
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multi_world.state = CollectionState(multi_world)
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for i in range(players):
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player_id = i+1
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world = World(multi_world, player_id)
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multi_world.game[player_id] = f"Game {player_id}"
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multi_world.worlds[player_id] = world
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multi_world.player_name[player_id] = "Test Player " + str(player_id)
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region = Region("Menu", player_id, multi_world, "Menu Region Hint")
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multi_world.regions.append(region)
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for option_key, option in Options.PerGameCommonOptions.type_hints.items():
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if hasattr(multi_world, option_key):
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getattr(multi_world, option_key).setdefault(player_id, option.from_any(getattr(option, "default")))
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else:
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setattr(multi_world, option_key, {player_id: option.from_any(getattr(option, "default"))})
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# TODO - remove this loop once all worlds use options dataclasses
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world.options = world.options_dataclass(**{option_key: getattr(multi_world, option_key)[player_id]
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for option_key in world.options_dataclass.type_hints})
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multi_world.set_seed(0)
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return multi_world
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class PlayerDefinition(object):
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multiworld: MultiWorld
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id: int
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menu: Region
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locations: List[Location]
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prog_items: List[Item]
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basic_items: List[Item]
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regions: List[Region]
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def __init__(self, world: MultiWorld, id: int, menu: Region, locations: List[Location] = [], prog_items: List[Item] = [], basic_items: List[Item] = []):
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self.multiworld = world
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self.id = id
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self.menu = menu
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self.locations = locations
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self.prog_items = prog_items
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self.basic_items = basic_items
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self.regions = [menu]
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def generate_region(self, parent: Region, size: int, access_rule: CollectionRule = lambda state: True) -> Region:
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region_tag = "_region" + str(len(self.regions))
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region_name = "player" + str(self.id) + region_tag
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region = Region("player" + str(self.id) + region_tag, self.id, self.multiworld)
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self.locations += generate_locations(size, self.id, None, region, region_tag)
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entrance = Entrance(self.id, region_name + "_entrance", parent)
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parent.exits.append(entrance)
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entrance.connect(region)
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entrance.access_rule = access_rule
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self.regions.append(region)
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self.multiworld.regions.append(region)
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return region
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def fill_region(world: MultiWorld, region: Region, items: List[Item]) -> List[Item]:
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items = items.copy()
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while len(items) > 0:
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location = region.locations.pop(0)
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region.locations.append(location)
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if location.item:
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return items
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item = items.pop(0)
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world.push_item(location, item, False)
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location.event = item.advancement
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return items
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def region_contains(region: Region, item: Item) -> bool:
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for location in region.locations:
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if location.item == item:
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return True
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return False
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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:
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menu = multi_world.get_region("Menu", player_id)
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locations = generate_locations(location_count, player_id, None, menu)
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prog_items = generate_items(prog_item_count, player_id, True)
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multi_world.itempool += prog_items
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basic_items = generate_items(basic_item_count, player_id, False)
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multi_world.itempool += basic_items
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return PlayerDefinition(multi_world, player_id, menu, locations, prog_items, basic_items)
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def generate_locations(count: int, player_id: int, address: int = None, region: Region = None, tag: str = "") -> List[Location]:
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locations = []
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prefix = "player" + str(player_id) + tag + "_location"
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for i in range(count):
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name = prefix + str(i)
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location = Location(player_id, name, address, region)
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locations.append(location)
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region.locations.append(location)
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return locations
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def generate_items(count: int, player_id: int, advancement: bool = False, code: int = None) -> List[Item]:
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items = []
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item_type = "prog" if advancement else ""
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for i in range(count):
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name = "player" + str(player_id) + "_" + item_type + "item" + str(i)
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items.append(Item(name,
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ItemClassification.progression if advancement else ItemClassification.filler,
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code, player_id))
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return items
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def names(objs: list) -> Iterable[str]:
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return map(lambda o: o.name, objs)
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class TestFillRestrictive(unittest.TestCase):
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def test_basic_fill(self):
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"""Tests `fill_restrictive` fills and removes the locations and items from their respective lists"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item1)
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self.assertEqual(loc1.item, item0)
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self.assertEqual([], player1.locations)
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self.assertEqual([], player1.prog_items)
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def test_ordered_fill(self):
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"""Tests `fill_restrictive` fulfills set rules"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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items = player1.prog_items
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locations = player1.locations
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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items[0].name, player1.id) and state.has(items[1].name, player1.id)
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set_rule(locations[1], lambda state: state.has(
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items[0].name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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self.assertEqual(locations[0].item, items[0])
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self.assertEqual(locations[1].item, items[1])
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def test_partial_fill(self):
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"""Tests that `fill_restrictive` returns unfilled locations"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 3, 2)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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loc2 = player1.locations[2]
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(
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item0.name, player1.id))
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# forces a swap
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set_rule(loc2, lambda state: state.has(
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item0.name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item0)
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self.assertEqual(loc1.item, item1)
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self.assertEqual(1, len(player1.locations))
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self.assertEqual(player1.locations[0], loc2)
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def test_minimal_fill(self):
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"""Test that fill for minimal player can have unreachable items"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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items = player1.prog_items
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locations = player1.locations
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multi_world.worlds[player1.id].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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items[1].name, player1.id)
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set_rule(locations[1], lambda state: state.has(
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items[0].name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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self.assertEqual(locations[0].item, items[1])
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# Unnecessary unreachable Item
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self.assertEqual(locations[1].item, items[0])
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def test_minimal_mixed_fill(self):
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"""
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Test that fill for 1 minimal and 1 non-minimal player will correctly place items in a way that lets
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the non-minimal player get all items.
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"""
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multi_world = generate_multi_world(2)
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player1 = generate_player_data(multi_world, 1, 3, 3)
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player2 = generate_player_data(multi_world, 2, 3, 3)
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multi_world.accessibility[player1.id].value = multi_world.accessibility[player1.id].option_minimal
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multi_world.accessibility[player2.id].value = multi_world.accessibility[player2.id].option_locations
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multi_world.completion_condition[player1.id] = lambda state: True
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multi_world.completion_condition[player2.id] = lambda state: state.has(player2.prog_items[2].name, player2.id)
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set_rule(player1.locations[1], lambda state: state.has(player1.prog_items[0].name, player1.id))
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set_rule(player1.locations[2], lambda state: state.has(player1.prog_items[1].name, player1.id))
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set_rule(player2.locations[1], lambda state: state.has(player2.prog_items[0].name, player2.id))
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set_rule(player2.locations[2], lambda state: state.has(player2.prog_items[1].name, player2.id))
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# force-place an item that makes it impossible to have all locations accessible
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player1.locations[0].place_locked_item(player1.prog_items[2])
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# fill remaining locations with remaining items
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location_pool = player1.locations[1:] + player2.locations
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item_pool = player1.prog_items[:-1] + player2.prog_items
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fill_restrictive(multi_world, multi_world.state, location_pool, item_pool)
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multi_world.state.sweep_for_events() # collect everything
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# all of player2's locations and items should be accessible (not all of player1's)
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for item in player2.prog_items:
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self.assertTrue(multi_world.state.has(item.name, player2.id),
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f'{item} is unreachable in {item.location}')
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def test_reversed_fill(self):
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"""Test a different set of rules can be satisfied"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item1.name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item1)
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self.assertEqual(loc1.item, item0)
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def test_multi_step_fill(self):
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"""Test that fill is able to satisfy multiple spheres"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 4, 4)
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items = player1.prog_items
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locations = player1.locations
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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items[2].name, player1.id) and state.has(items[3].name, player1.id)
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set_rule(locations[1], lambda state: state.has(
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items[0].name, player1.id))
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set_rule(locations[2], lambda state: state.has(
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items[1].name, player1.id))
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set_rule(locations[3], lambda state: state.has(
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items[1].name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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self.assertEqual(locations[0].item, items[1])
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self.assertEqual(locations[1].item, items[2])
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self.assertEqual(locations[2].item, items[0])
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self.assertEqual(locations[3].item, items[3])
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def test_impossible_fill(self):
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"""Test that fill raises an error when it can't place any items"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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items = player1.prog_items
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locations = player1.locations
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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items[0].name, player1.id) and state.has(items[1].name, player1.id)
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set_rule(locations[1], lambda state: state.has(
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items[1].name, player1.id))
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set_rule(locations[0], lambda state: state.has(
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items[0].name, player1.id))
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self.assertRaises(FillError, fill_restrictive, multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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def test_circular_fill(self):
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"""Test that fill raises an error when it can't place all items"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 3, 3)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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item2 = player1.prog_items[2]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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loc2 = player1.locations[2]
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id) and state.has(item2.name, player1.id)
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set_rule(loc1, lambda state: state.has(item0.name, player1.id))
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set_rule(loc2, lambda state: state.has(item1.name, player1.id))
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set_rule(loc0, lambda state: state.has(item2.name, player1.id))
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self.assertRaises(FillError, fill_restrictive, multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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def test_competing_fill(self):
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"""Test that fill raises an error when it can't place items in a way to satisfy the conditions"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 2, 2)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc1 = player1.locations[1]
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item0.name, player1.id)
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and state.has(item1.name, player1.id))
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self.assertRaises(FillError, fill_restrictive, multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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def test_multiplayer_fill(self):
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"""Test that items can be placed across worlds"""
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multi_world = generate_multi_world(2)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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player2 = generate_player_data(multi_world, 2, 2, 2)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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player1.prog_items[0].name, player1.id) and state.has(
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player1.prog_items[1].name, player1.id)
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multi_world.completion_condition[player2.id] = lambda state: state.has(
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player2.prog_items[0].name, player2.id) and state.has(
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player2.prog_items[1].name, player2.id)
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fill_restrictive(multi_world, multi_world.state, player1.locations +
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player2.locations, player1.prog_items + player2.prog_items)
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self.assertEqual(player1.locations[0].item, player1.prog_items[1])
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self.assertEqual(player1.locations[1].item, player2.prog_items[1])
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self.assertEqual(player2.locations[0].item, player1.prog_items[0])
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self.assertEqual(player2.locations[1].item, player2.prog_items[0])
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def test_multiplayer_rules_fill(self):
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"""Test that fill across worlds satisfies the rules"""
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multi_world = generate_multi_world(2)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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player2 = generate_player_data(multi_world, 2, 2, 2)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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player1.prog_items[0].name, player1.id) and state.has(
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player1.prog_items[1].name, player1.id)
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multi_world.completion_condition[player2.id] = lambda state: state.has(
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player2.prog_items[0].name, player2.id) and state.has(
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player2.prog_items[1].name, player2.id)
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set_rule(player2.locations[1], lambda state: state.has(
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player2.prog_items[0].name, player2.id))
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fill_restrictive(multi_world, multi_world.state, player1.locations +
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player2.locations, player1.prog_items + player2.prog_items)
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self.assertEqual(player1.locations[0].item, player2.prog_items[0])
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self.assertEqual(player1.locations[1].item, player2.prog_items[1])
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self.assertEqual(player2.locations[0].item, player1.prog_items[0])
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self.assertEqual(player2.locations[1].item, player1.prog_items[1])
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def test_restrictive_progress(self):
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"""Test that various spheres with different requirements can be filled"""
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, prog_item_count=25)
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items = player1.prog_items.copy()
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multi_world.completion_condition[player1.id] = lambda state: state.has_all(
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names(player1.prog_items), player1.id)
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player1.generate_region(player1.menu, 5)
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player1.generate_region(player1.menu, 5, lambda state: state.has_all(
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names(items[2:7]), player1.id))
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player1.generate_region(player1.menu, 5, lambda state: state.has_all(
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names(items[7:12]), player1.id))
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player1.generate_region(player1.menu, 5, lambda state: state.has_all(
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names(items[12:17]), player1.id))
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player1.generate_region(player1.menu, 5, lambda state: state.has_all(
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names(items[17:22]), player1.id))
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locations = multi_world.get_unfilled_locations()
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fill_restrictive(multi_world, multi_world.state,
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locations, player1.prog_items)
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def test_swap_to_earlier_location_with_item_rule(self):
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"""Test that item swap happens and works as intended"""
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# test for PR#1109
|
|
multi_world = generate_multi_world(1)
|
|
player1 = generate_player_data(multi_world, 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(multi_world, multi_world.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"""
|
|
multi_world = generate_multi_world(1)
|
|
player1 = generate_player_data(multi_world, 1, 5, 5)
|
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locations = player1.locations[:] # copy required
|
|
items = player1.prog_items[:] # copy required
|
|
# Two items provide access to sphere 2.
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|
# One of them is forbidden in sphere 1, the other is first placed in sphere 4 because of placement order,
|
|
# requiring a swap.
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|
# 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))
|
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and state.has(two_to_three1, player1.id)
|
|
and state.has(two_to_three2, player1.id)
|
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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))
|
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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(multi_world, multi_world.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
|
|
multi_world = generate_multi_world(1)
|
|
player1 = generate_player_data(multi_world, 1, 1, 1)
|
|
location = player1.locations[0]
|
|
location.address = None
|
|
location.event = True
|
|
item = player1.prog_items[0]
|
|
item.code = None
|
|
location.place_locked_item(item)
|
|
multi_world.state.sweep_for_events()
|
|
multi_world.state.sweep_for_events()
|
|
self.assertTrue(multi_world.state.prog_items[item.player][item.name], "Sweep did not collect - Test flawed")
|
|
self.assertEqual(multi_world.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"""
|
|
multi_world = generate_multi_world()
|
|
player1 = generate_player_data(multi_world, 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(multi_world, multi_world.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"""
|
|
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[1])
|
|
self.assertFalse(locations[0].event)
|
|
self.assertEqual(locations[1].item, prog_items[0])
|
|
self.assertTrue(locations[1].event)
|
|
self.assertEqual(locations[2].item, prog_items[1])
|
|
self.assertTrue(locations[2].event)
|
|
self.assertEqual(locations[3].item, basic_items[0])
|
|
self.assertFalse(locations[3].event)
|
|
|
|
def test_excluded_distribute(self):
|
|
"""Test that distribute_items_restrictive doesn't put advancement items on excluded locations"""
|
|
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):
|
|
"""Test that useful items aren't placed on excluded locations"""
|
|
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].classification = ItemClassification.useful
|
|
|
|
distribute_items_restrictive(multi_world)
|
|
|
|
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"""
|
|
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):
|
|
"""Test that fill fails if it can't place useful items due to too many excluded locations"""
|
|
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].classification = ItemClassification.useful
|
|
basic_items[1].classification = ItemClassification.useful
|
|
|
|
self.assertRaises(FillError, distribute_items_restrictive, multi_world)
|
|
|
|
def test_priority_distribute(self):
|
|
"""Test that priority locations receive advancement items"""
|
|
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):
|
|
"""Test that if there's more priority locations than advancement items, they can still fill"""
|
|
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):
|
|
"""Test that priority fill can be satisfied for multiple worlds"""
|
|
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):
|
|
"""Test that distribute_items_restrictive calls the fill hook and allows for item and location removal"""
|
|
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, usefulitempool, filleritempool, fill_locations):
|
|
removed_item.append(filleritempool.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):
|
|
"""Test deterministic fill"""
|
|
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):
|
|
"""Test deterministic fill even if locations in a region are reordered"""
|
|
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)
|
|
|
|
def test_can_reserve_advancement_items_for_general_fill(self):
|
|
"""Test that priority locations fill still satisfies item rules"""
|
|
multi_world = generate_multi_world()
|
|
player1 = generate_player_data(
|
|
multi_world, 1, location_count=5, prog_item_count=5)
|
|
items = player1.prog_items
|
|
multi_world.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(multi_world)
|
|
|
|
self.assertEqual(location.item, items[4])
|
|
|
|
def test_non_excluded_local_items(self):
|
|
"""Test that local items get placed locally in a multiworld"""
|
|
multi_world = generate_multi_world(2)
|
|
player1 = generate_player_data(
|
|
multi_world, 1, location_count=5, basic_item_count=5)
|
|
player2 = generate_player_data(
|
|
multi_world, 2, location_count=5, basic_item_count=5)
|
|
|
|
for item in multi_world.get_items():
|
|
item.classification = ItemClassification.useful
|
|
|
|
multi_world.local_items[player1.id].value = set(names(player1.basic_items))
|
|
multi_world.local_items[player2.id].value = set(names(player2.basic_items))
|
|
locality_rules(multi_world)
|
|
|
|
distribute_items_restrictive(multi_world)
|
|
|
|
for item in multi_world.get_items():
|
|
self.assertEqual(item.player, item.location.player)
|
|
self.assertFalse(item.location.event, False)
|
|
|
|
def test_early_items(self) -> None:
|
|
"""Test that the early items API successfully places items early"""
|
|
mw = generate_multi_world(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("Expected " + region.name + " to contain " + item.name +
|
|
"\n Contains" + str(list(map(lambda location: location.item, region.locations))))
|
|
|
|
def setUp(self) -> None:
|
|
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 = fill_region(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 = fill_region(
|
|
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))
|
|
fill_region(multi_world, region, [player2.prog_items[1]] + items)
|
|
|
|
def test_balances_progression(self) -> None:
|
|
"""Tests that progression balancing moves progression items earlier"""
|
|
self.multi_world.progression_balancing[self.player1.id].value = 50
|
|
self.multi_world.progression_balancing[self.player2.id].value = 50
|
|
|
|
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_balances_progression_light(self) -> None:
|
|
"""Test that progression balancing still moves items earlier on minimum value"""
|
|
self.multi_world.progression_balancing[self.player1.id].value = 1
|
|
self.multi_world.progression_balancing[self.player2.id].value = 1
|
|
|
|
self.assertRegionContains(
|
|
self.player1.regions[2], self.player2.prog_items[0])
|
|
|
|
balance_multiworld_progression(self.multi_world)
|
|
|
|
# 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.multi_world.progression_balancing[self.player1.id].value = 99
|
|
self.multi_world.progression_balancing[self.player2.id].value = 99
|
|
|
|
self.assertRegionContains(
|
|
self.player1.regions[2], self.player2.prog_items[0])
|
|
|
|
balance_multiworld_progression(self.multi_world)
|
|
|
|
# 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.multi_world.progression_balancing[self.player1.id].value = 0
|
|
self.multi_world.progression_balancing[self.player2.id].value = 0
|
|
|
|
self.assertRegionContains(
|
|
self.player1.regions[2], self.player2.prog_items[0])
|
|
|
|
balance_multiworld_progression(self.multi_world)
|
|
|
|
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.multi_world.progression_balancing[self.player1.id].value = 50
|
|
self.multi_world.progression_balancing[self.player2.id].value = 50
|
|
|
|
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])
|