Archipelago/worlds/stardew_valley/test/mods/TestMods.py

148 lines
8.3 KiB
Python

from typing import List, Union
import unittest
import random
import sys
from BaseClasses import MultiWorld
from ...mods.mod_data import all_mods
from .. import setup_solo_multiworld, SVTestBase, SVTestCase, allsanity_options_without_mods
from ..TestOptions import basic_checks
from ... import items, Group, ItemClassification
from ...regions import RandomizationFlag, create_final_connections, randomize_connections, create_final_regions
from ...items import item_table, items_by_group
from ...locations import location_table
from ...options import Mods, EntranceRandomization, Friendsanity, SeasonRandomization, SpecialOrderLocations, ExcludeGingerIsland, TrapItems
def check_stray_mod_items(chosen_mods: Union[List[str], str], tester: unittest.TestCase, multiworld: MultiWorld):
if isinstance(chosen_mods, str):
chosen_mods = [chosen_mods]
for multiworld_item in multiworld.get_items():
item = item_table[multiworld_item.name]
tester.assertTrue(item.mod_name is None or item.mod_name in chosen_mods)
for multiworld_location in multiworld.get_locations():
if multiworld_location.event:
continue
location = location_table[multiworld_location.name]
tester.assertTrue(location.mod_name is None or location.mod_name in chosen_mods)
class TestGenerateModsOptions(SVTestCase):
def test_given_single_mods_when_generate_then_basic_checks(self):
for mod in all_mods:
with self.subTest(f"Mod: {mod}"):
multi_world = setup_solo_multiworld({Mods: mod})
basic_checks(self, multi_world)
check_stray_mod_items(mod, self, multi_world)
def test_given_mod_names_when_generate_paired_with_entrance_randomizer_then_basic_checks(self):
for option in EntranceRandomization.options:
for mod in all_mods:
with self.subTest(f"entrance_randomization: {option}, Mod: {mod}"):
multiworld = setup_solo_multiworld({EntranceRandomization.internal_name: option, Mods: mod})
basic_checks(self, multiworld)
check_stray_mod_items(mod, self, multiworld)
if self.skip_extra_tests:
return # assume the rest will work as well
class TestBaseItemGeneration(SVTestBase):
options = {
Friendsanity.internal_name: Friendsanity.option_all_with_marriage,
SeasonRandomization.internal_name: SeasonRandomization.option_progressive,
SpecialOrderLocations.internal_name: SpecialOrderLocations.option_board_qi,
Mods.internal_name: all_mods
}
def test_all_progression_items_are_added_to_the_pool(self):
all_created_items = [item.name for item in self.multiworld.itempool]
# Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
items_to_ignore = [event.name for event in items.events]
items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
items_to_ignore.extend(footwear.name for footwear in items.items_by_group[Group.FOOTWEAR])
items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
progression_items = [item for item in items.all_items if item.classification is ItemClassification.progression
and item.name not in items_to_ignore]
for progression_item in progression_items:
with self.subTest(f"{progression_item.name}"):
self.assertIn(progression_item.name, all_created_items)
class TestNoGingerIslandModItemGeneration(SVTestBase):
options = {
Friendsanity.internal_name: Friendsanity.option_all_with_marriage,
SeasonRandomization.internal_name: SeasonRandomization.option_progressive,
ExcludeGingerIsland.internal_name: ExcludeGingerIsland.option_true,
Mods.internal_name: all_mods
}
def test_all_progression_items_except_island_are_added_to_the_pool(self):
all_created_items = [item.name for item in self.multiworld.itempool]
# Ignore all the stuff that the algorithm chooses one of, instead of all, to fulfill logical progression
items_to_ignore = [event.name for event in items.events]
items_to_ignore.extend(season.name for season in items.items_by_group[Group.SEASON])
items_to_ignore.extend(weapon.name for weapon in items.items_by_group[Group.WEAPON])
items_to_ignore.extend(footwear.name for footwear in items.items_by_group[Group.FOOTWEAR])
items_to_ignore.extend(baby.name for baby in items.items_by_group[Group.BABY])
items_to_ignore.extend(resource_pack.name for resource_pack in items.items_by_group[Group.RESOURCE_PACK])
progression_items = [item for item in items.all_items if item.classification is ItemClassification.progression
and item.name not in items_to_ignore]
for progression_item in progression_items:
with self.subTest(f"{progression_item.name}"):
if Group.GINGER_ISLAND in progression_item.groups:
self.assertNotIn(progression_item.name, all_created_items)
else:
self.assertIn(progression_item.name, all_created_items)
class TestModEntranceRando(SVTestCase):
def test_mod_entrance_randomization(self):
for option, flag in [(EntranceRandomization.option_pelican_town, RandomizationFlag.PELICAN_TOWN),
(EntranceRandomization.option_non_progression, RandomizationFlag.NON_PROGRESSION),
(EntranceRandomization.option_buildings, RandomizationFlag.BUILDINGS)]:
with self.subTest(option=option, flag=flag):
seed = random.randrange(sys.maxsize)
rand = random.Random(seed)
world_options = {EntranceRandomization.internal_name: option,
ExcludeGingerIsland.internal_name: ExcludeGingerIsland.option_false,
Mods.internal_name: all_mods}
multiworld = setup_solo_multiworld(world_options)
world = multiworld.worlds[1]
final_regions = create_final_regions(world.options)
final_connections = create_final_connections(world.options)
regions_by_name = {region.name: region for region in final_regions}
_, randomized_connections = randomize_connections(rand, world.options, regions_by_name)
for connection in final_connections:
if flag in connection.flag:
connection_in_randomized = connection.name in randomized_connections
reverse_in_randomized = connection.reverse in randomized_connections
self.assertTrue(connection_in_randomized,
f"Connection {connection.name} should be randomized but it is not in the output. Seed = {seed}")
self.assertTrue(reverse_in_randomized,
f"Connection {connection.reverse} should be randomized but it is not in the output. Seed = {seed}")
self.assertEqual(len(set(randomized_connections.values())), len(randomized_connections.values()),
f"Connections are duplicated in randomization. Seed = {seed}")
class TestModTraps(SVTestCase):
def test_given_traps_when_generate_then_all_traps_in_pool(self):
for value in TrapItems.options:
if value == "no_traps":
continue
world_options = allsanity_options_without_mods()
world_options.update({TrapItems.internal_name: TrapItems.options[value], Mods: "Magic"})
multi_world = setup_solo_multiworld(world_options)
trap_items = [item_data.name for item_data in items_by_group[Group.TRAP] if Group.DEPRECATED not in item_data.groups]
multiworld_items = [item.name for item in multi_world.get_items()]
for item in trap_items:
with self.subTest(f"Option: {value}, Item: {item}"):
self.assertIn(item, multiworld_items)