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The Witness: Add some unit tests (ArchipelagoMW#3328)
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* Add hidden early symbol item option, make some unit tests

* Add early symbol item false to the arrows test

* I guess it's not an issue

* more tests

* assertEqual

* cleanup

* add minimum symbols test for all 3 modes

* Formatting

* Add more minimal beatability tests

* one more for the road

* I HATE THIS AAAAAAAAAAAHHHHHHHHHHH WHY DID WE GO WITH OPTIONS

* loiaqeäsdhgalikSDGHjasDÖKHGASKLDÖGHJASKLJGHJSAÖkfaöslifjasöfASGJÖASDLFGJ'sklgösLGIKsdhJLGÖsdfjälghklDASFJghjladshfgjasdfälkjghasdöLfghasd-kjgjASDLÖGHAESKDLJGJÖsdaLGJHsadöKGjFDSLAkgjölSÄDghbASDFKGjasdLJGhjLÖSDGHLJASKDkgjldafjghjÖLADSFghäasdökgjäsadjlgkjsadkLHGsaDÖLGSADGÖLwSdlgkJLwDSFÄLHBJsaöfdkHweaFGIoeWjvlkdösmVJÄlsafdJKhvjdsJHFGLsdaövhWDsköLV-ksdFJHGVöSEKD

* fix imports (within apworld needs to be relative)

* Update worlds/witness/options.py

Co-authored-by: Exempt-Medic <[email protected]>

* Sure

* good suggestion

* subtest

* Add some EP shuffle unit tests, also an explicit event-checking unit test

* add more tests yay

* oops

* mypy

* Update worlds/witness/options.py

Co-authored-by: black-sliver <[email protected]>

* Collapse into one test :(

* More efficiency

* line length

* More collapsing

* Cleanup and docstrings

---------

Co-authored-by: Exempt-Medic <[email protected]>
Co-authored-by: black-sliver <[email protected]>
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3 people authored Jul 6, 2024
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31 changes: 16 additions & 15 deletions worlds/witness/__init__.py
Original file line number Diff line number Diff line change
Expand Up @@ -185,21 +185,22 @@ def create_regions(self) -> None:

self.items_placed_early.append("Puzzle Skip")

# Pick an early item to place on the tutorial gate.
early_items = [
item for item in self.player_items.get_early_items() if item in self.player_items.get_mandatory_items()
]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == "sigma_expert":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.
gate_item = self.create_item(random_early_item)
self.get_location("Tutorial Gate Open").place_locked_item(gate_item)
self.own_itempool.append(gate_item)
self.items_placed_early.append(random_early_item)
if self.options.early_symbol_item:
# Pick an early item to place on the tutorial gate.
early_items = [
item for item in self.player_items.get_early_items() if item in self.player_items.get_mandatory_items()
]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == "sigma_expert":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.
gate_item = self.create_item(random_early_item)
self.get_location("Tutorial Gate Open").place_locked_item(gate_item)
self.own_itempool.append(gate_item)
self.items_placed_early.append(random_early_item)

# There are some really restrictive settings in The Witness.
# They are rarely played, but when they are, we add some extra sphere 1 locations.
Expand Down
11 changes: 10 additions & 1 deletion worlds/witness/options.py
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

from schema import And, Schema

from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle
from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle, Visibility

from .data import static_logic as static_witness_logic
from .data.item_definition_classes import ItemCategory, WeightedItemDefinition
Expand Down Expand Up @@ -35,6 +35,14 @@ class EarlyCaves(Choice):
alias_on = 2


class EarlySymbolItem(DefaultOnToggle):
"""
Put a random helpful symbol item on an early check, specifically Tutorial Gate Open if it is available early.
"""

visibility = Visibility.none


class ShuffleSymbols(DefaultOnToggle):
"""
If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
Expand Down Expand Up @@ -325,6 +333,7 @@ class TheWitnessOptions(PerGameCommonOptions):
mountain_lasers: MountainLasers
challenge_lasers: ChallengeLasers
early_caves: EarlyCaves
early_symbol_item: EarlySymbolItem
elevators_come_to_you: ElevatorsComeToYou
trap_percentage: TrapPercentage
trap_weights: TrapWeights
Expand Down
161 changes: 161 additions & 0 deletions worlds/witness/test/__init__.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,161 @@
from test.bases import WorldTestBase
from test.general import gen_steps, setup_multiworld
from test.multiworld.test_multiworlds import MultiworldTestBase
from typing import Any, ClassVar, Dict, Iterable, List, Mapping, Union, cast

from BaseClasses import CollectionState, Entrance, Item, Location, Region

from .. import WitnessWorld


class WitnessTestBase(WorldTestBase):
game = "The Witness"
player: ClassVar[int] = 1

world: WitnessWorld

def can_beat_game_with_items(self, items: Iterable[Item]) -> bool:
"""
Check that the items listed are enough to beat the game.
"""

state = CollectionState(self.multiworld)
for item in items:
state.collect(item)
return state.multiworld.can_beat_game(state)

def assert_dependency_on_event_item(self, spot: Union[Location, Region, Entrance], item_name: str) -> None:
"""
WorldTestBase.assertAccessDependency, but modified & simplified to work with event items
"""
event_items = [item for item in self.multiworld.get_items() if item.name == item_name]
self.assertTrue(event_items, f"Event item {item_name} does not exist.")

event_locations = [cast(Location, event_item.location) for event_item in event_items]

# Checking for an access dependency on an event item requires a bit of extra work,
# as state.remove forces a sweep, which will pick up the event item again right after we tried to remove it.
# So, we temporarily set the access rules of the event locations to be impossible.
original_rules = {event_location.name: event_location.access_rule for event_location in event_locations}
for event_location in event_locations:
event_location.access_rule = lambda _: False

# We can't use self.assertAccessDependency here, it doesn't work for event items. (As of 2024-06-30)
test_state = self.multiworld.get_all_state(False)

self.assertFalse(spot.can_reach(test_state), f"{spot.name} is reachable without {item_name}")

test_state.collect(event_items[0])

self.assertTrue(spot.can_reach(test_state), f"{spot.name} is not reachable despite having {item_name}")

# Restore original access rules.
for event_location in event_locations:
event_location.access_rule = original_rules[event_location.name]

def assert_location_exists(self, location_name: str, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, also make sure that this (non-event) location COULD exist.
"""

if strict_check:
self.assertIn(location_name, self.world.location_name_to_id, f"Location {location_name} can never exist")

try:
self.world.get_location(location_name)
except KeyError:
self.fail(f"Location {location_name} does not exist.")

def assert_location_does_not_exist(self, location_name: str, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, be explicit about whether the location could exist in the first place.
"""

if strict_check:
self.assertIn(location_name, self.world.location_name_to_id, f"Location {location_name} can never exist")

self.assertRaises(
KeyError,
lambda _: self.world.get_location(location_name),
f"Location {location_name} exists, but is not supposed to.",
)

def assert_can_beat_with_minimally(self, required_item_counts: Mapping[str, int]) -> None:
"""
Assert that the specified mapping of items is enough to beat the game,
and that having one less of any item would result in the game being unbeatable.
"""
# Find the actual items
found_items = [item for item in self.multiworld.get_items() if item.name in required_item_counts]
actual_items: Dict[str, List[Item]] = {item_name: [] for item_name in required_item_counts}
for item in found_items:
if len(actual_items[item.name]) < required_item_counts[item.name]:
actual_items[item.name].append(item)

# Assert that enough items exist in the item pool to satisfy the specified required counts
for item_name, item_objects in actual_items.items():
self.assertEqual(
len(item_objects),
required_item_counts[item_name],
f"Couldn't find {required_item_counts[item_name]} copies of item {item_name} available in the pool, "
f"only found {len(item_objects)}",
)

# assert that multiworld is beatable with the items specified
self.assertTrue(
self.can_beat_game_with_items(item for items in actual_items.values() for item in items),
f"Could not beat game with items: {required_item_counts}",
)

# assert that one less copy of any item would result in the multiworld being unbeatable
for item_name, item_objects in actual_items.items():
with self.subTest(f"Verify cannot beat game with one less copy of {item_name}"):
removed_item = item_objects.pop()
self.assertFalse(
self.can_beat_game_with_items(item for items in actual_items.values() for item in items),
f"Game was beatable despite having {len(item_objects)} copies of {item_name} "
f"instead of the specified {required_item_counts[item_name]}",
)
item_objects.append(removed_item)


class WitnessMultiworldTestBase(MultiworldTestBase):
options_per_world: List[Dict[str, Any]]
common_options: Dict[str, Any] = {}

def setUp(self) -> None:
"""
Set up a multiworld with multiple players, each using different options.
"""

self.multiworld = setup_multiworld([WitnessWorld] * len(self.options_per_world), ())

for world, options in zip(self.multiworld.worlds.values(), self.options_per_world):
for option_name, option_value in {**self.common_options, **options}.items():
option = getattr(world.options, option_name)
self.assertIsNotNone(option)

option.value = option.from_any(option_value).value

self.assertSteps(gen_steps)

def collect_by_name(self, item_names: Union[str, Iterable[str]], player: int) -> List[Item]:
"""
Collect all copies of a specified item name (or list of item names) for a player in the multiworld item pool.
"""

items = self.get_items_by_name(item_names, player)
for item in items:
self.multiworld.state.collect(item)
return items

def get_items_by_name(self, item_names: Union[str, Iterable[str]], player: int) -> List[Item]:
"""
Return all copies of a specified item name (or list of item names) for a player in the multiworld item pool.
"""

if isinstance(item_names, str):
item_names = (item_names,)
return [item for item in self.multiworld.itempool if item.name in item_names and item.player == player]
66 changes: 66 additions & 0 deletions worlds/witness/test/test_auto_elevators.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
from ..test import WitnessMultiworldTestBase, WitnessTestBase


class TestElevatorsComeToYou(WitnessTestBase):
options = {
"elevators_come_to_you": True,
"shuffle_doors": "mixed",
"shuffle_symbols": False,
}

def test_bunker_laser(self) -> None:
"""
In elevators_come_to_you, Bunker can be entered from the back.
This means that you can access the laser with just Bunker Elevator Control (Panel).
It also means that you can, for example, access UV Room with the Control and the Elevator Room Entry Door.
"""

self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))

self.collect_by_name("Bunker Elevator Control (Panel)")

self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))
self.assertFalse(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))

self.collect_by_name("Bunker Elevator Room Entry (Door)")
self.collect_by_name("Bunker Drop-Down Door Controls (Panel)")

self.assertTrue(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))


class TestElevatorsComeToYouBleed(WitnessMultiworldTestBase):
options_per_world = [
{
"elevators_come_to_you": False,
},
{
"elevators_come_to_you": True,
},
{
"elevators_come_to_you": False,
},
]

common_options = {
"shuffle_symbols": False,
"shuffle_doors": "panels",
}

def test_correct_access_per_player(self) -> None:
"""
Test that in a multiworld with players that alternate the elevators_come_to_you option,
the actual behavior alternates as well and doesn't bleed over from slot to slot.
(This is essentially a "does connection info bleed over" test).
"""

self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))

self.collect_by_name(["Bunker Elevator Control (Panel)"], 1)
self.collect_by_name(["Bunker Elevator Control (Panel)"], 2)
self.collect_by_name(["Bunker Elevator Control (Panel)"], 3)

self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))
37 changes: 37 additions & 0 deletions worlds/witness/test/test_disable_non_randomized.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,37 @@
from ..rules import _has_lasers
from ..test import WitnessTestBase


class TestDisableNonRandomized(WitnessTestBase):
options = {
"disable_non_randomized_puzzles": True,
"shuffle_doors": "panels",
"early_symbol_item": False,
}

def test_locations_got_disabled_and_alternate_activation_triggers_work(self) -> None:
"""
Test the different behaviors of the disable_non_randomized mode:
1. Unrandomized locations like Orchard Apple Tree 5 are disabled.
2. Certain doors or lasers that would usually be activated by unrandomized panels depend on event items instead.
3. These alternate activations are tied to solving Discarded Panels.
"""

with self.subTest("Test that unrandomized locations are disabled."):
self.assert_location_does_not_exist("Orchard Apple Tree 5")

with self.subTest("Test that alternate activation trigger events exist."):
self.assert_dependency_on_event_item(
self.world.get_entrance("Town Tower After Third Door to Town Tower Top"),
"Town Tower 4th Door Opens",
)

with self.subTest("Test that alternate activation triggers award lasers."):
self.assertFalse(_has_lasers(1, self.world, False)(self.multiworld.state))

self.collect_by_name("Triangles")

# Alternate triggers yield Bunker Laser (Mountainside Discard) and Monastery Laser (Desert Discard)
self.assertTrue(_has_lasers(2, self.world, False)(self.multiworld.state))
self.assertFalse(_has_lasers(3, self.world, False)(self.multiworld.state))
24 changes: 24 additions & 0 deletions worlds/witness/test/test_door_shuffle.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
from ..test import WitnessTestBase


class TestIndividualDoors(WitnessTestBase):
options = {
"shuffle_doors": "doors",
"door_groupings": "off",
}

def test_swamp_laser_shortcut(self) -> None:
"""
Test that Door Shuffle grants early access to Swamp Laser from the back shortcut.
"""

self.assertTrue(self.get_items_by_name("Swamp Laser Shortcut (Door)"))

self.assertAccessDependency(
["Swamp Laser Panel"],
[
["Swamp Laser Shortcut (Door)"],
["Swamp Red Underwater Exit (Door)"],
],
only_check_listed=True,
)
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