From f99ee77325c2c19a5658459e09a90a4ce48ed69b Mon Sep 17 00:00:00 2001 From: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Date: Sat, 6 Jul 2024 13:40:55 +0200 Subject: [PATCH] The Witness: Add some unit tests (#3328) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * 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 <60412657+Exempt-Medic@users.noreply.github.com> * 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 <59490463+black-sliver@users.noreply.github.com> * Collapse into one test :( * More efficiency * line length * More collapsing * Cleanup and docstrings --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> --- worlds/witness/__init__.py | 31 +-- worlds/witness/options.py | 11 +- worlds/witness/test/__init__.py | 161 +++++++++++++++ worlds/witness/test/test_auto_elevators.py | 66 +++++++ .../test/test_disable_non_randomized.py | 37 ++++ worlds/witness/test/test_door_shuffle.py | 24 +++ worlds/witness/test/test_ep_shuffle.py | 54 +++++ worlds/witness/test/test_lasers.py | 185 ++++++++++++++++++ .../witness/test/test_roll_other_options.py | 58 ++++++ worlds/witness/test/test_symbol_shuffle.py | 74 +++++++ 10 files changed, 685 insertions(+), 16 deletions(-) create mode 100644 worlds/witness/test/__init__.py create mode 100644 worlds/witness/test/test_auto_elevators.py create mode 100644 worlds/witness/test/test_disable_non_randomized.py create mode 100644 worlds/witness/test/test_door_shuffle.py create mode 100644 worlds/witness/test/test_ep_shuffle.py create mode 100644 worlds/witness/test/test_lasers.py create mode 100644 worlds/witness/test/test_roll_other_options.py create mode 100644 worlds/witness/test/test_symbol_shuffle.py diff --git a/worlds/witness/__init__.py b/worlds/witness/__init__.py index 455c87d8e0d1..254064098db9 100644 --- a/worlds/witness/__init__.py +++ b/worlds/witness/__init__.py @@ -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. diff --git a/worlds/witness/options.py b/worlds/witness/options.py index f51d86ba22f3..4855fc715933 100644 --- a/worlds/witness/options.py +++ b/worlds/witness/options.py @@ -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 @@ -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. @@ -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 diff --git a/worlds/witness/test/__init__.py b/worlds/witness/test/__init__.py new file mode 100644 index 000000000000..0a24467feab2 --- /dev/null +++ b/worlds/witness/test/__init__.py @@ -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] diff --git a/worlds/witness/test/test_auto_elevators.py b/worlds/witness/test/test_auto_elevators.py new file mode 100644 index 000000000000..16b1b5a56d37 --- /dev/null +++ b/worlds/witness/test/test_auto_elevators.py @@ -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)) diff --git a/worlds/witness/test/test_disable_non_randomized.py b/worlds/witness/test/test_disable_non_randomized.py new file mode 100644 index 000000000000..e7cb1597b2ba --- /dev/null +++ b/worlds/witness/test/test_disable_non_randomized.py @@ -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)) diff --git a/worlds/witness/test/test_door_shuffle.py b/worlds/witness/test/test_door_shuffle.py new file mode 100644 index 000000000000..0e38c32d69e2 --- /dev/null +++ b/worlds/witness/test/test_door_shuffle.py @@ -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, + ) diff --git a/worlds/witness/test/test_ep_shuffle.py b/worlds/witness/test/test_ep_shuffle.py new file mode 100644 index 000000000000..342390916675 --- /dev/null +++ b/worlds/witness/test/test_ep_shuffle.py @@ -0,0 +1,54 @@ +from ..test import WitnessTestBase + + +class TestIndividualEPs(WitnessTestBase): + options = { + "shuffle_EPs": "individual", + "EP_difficulty": "normal", + "obelisk_keys": True, + "disable_non_randomized_puzzles": True, + "shuffle_postgame": False, + "victory_condition": "mountain_box_short", + "early_caves": "off", + } + + def test_correct_eps_exist_and_are_locked(self) -> None: + """ + Test that EP locations exist in shuffle_EPs, but only the ones that actually should (based on options) + """ + + # Test Tutorial First Hallways EP as a proxy for "EPs exist at all" + # Don't wrap in a subtest - If this fails, there is no point. + self.assert_location_exists("Tutorial First Hallway EP") + + with self.subTest("Test that disable_non_randomized disables Monastery Garden Left EP"): + self.assert_location_does_not_exist("Monastery Garden Left EP") + + with self.subTest("Test that shuffle_postgame being off disables postgame EPs."): + self.assert_location_does_not_exist("Caves Skylight EP") + + with self.subTest("Test that ep_difficulty being set to normal excludes tedious EPs."): + self.assert_location_does_not_exist("Shipwreck Couch EP") + + with self.subTest("Test that EPs are being locked by Obelisk Keys."): + self.assertAccessDependency(["Desert Sand Snake EP"], [["Desert Obelisk Key"]], True) + + +class TestObeliskSides(WitnessTestBase): + options = { + "shuffle_EPs": "obelisk_sides", + "EP_difficulty": "eclipse", + "shuffle_vault_boxes": True, + "shuffle_postgame": True, + } + + def test_eclipse_required_for_town_side_6(self) -> None: + """ + Test that Obelisk Sides require the appropriate event items from the individual EPs. + Specifically, assert that Town Obelisk Side 6 needs Theater Eclipse EP. + This doubles as a test for Theater Eclipse EP existing with the right options. + """ + + self.assert_dependency_on_event_item( + self.world.get_location("Town Obelisk Side 6"), "Town Obelisk Side 6 - Theater Eclipse EP" + ) diff --git a/worlds/witness/test/test_lasers.py b/worlds/witness/test/test_lasers.py new file mode 100644 index 000000000000..f09897ce4053 --- /dev/null +++ b/worlds/witness/test/test_lasers.py @@ -0,0 +1,185 @@ +from ..test import WitnessTestBase + + +class TestSymbolsRequiredToWinElevatorNormal(WitnessTestBase): + options = { + "shuffle_lasers": True, + "puzzle_randomization": "sigma_normal", + "mountain_lasers": 1, + "victory_condition": "elevator", + "early_symbol_item": False, + } + + def test_symbols_to_win(self) -> None: + """ + In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain. + This requires a very specific set of symbol items per puzzle randomization mode. + In this case, we check Sigma Normal Puzzles. + """ + + exact_requirement = { + "Monastery Laser": 1, + "Progressive Dots": 2, + "Progressive Stars": 2, + "Progressive Symmetry": 2, + "Black/White Squares": 1, + "Colored Squares": 1, + "Shapers": 1, + "Rotated Shapers": 1, + "Eraser": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + +class TestSymbolsRequiredToWinElevatorExpert(WitnessTestBase): + options = { + "shuffle_lasers": True, + "mountain_lasers": 1, + "victory_condition": "elevator", + "early_symbol_item": False, + "puzzle_randomization": "sigma_expert", + } + + def test_symbols_to_win(self) -> None: + """ + In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain. + This requires a very specific set of symbol items per puzzle randomization mode. + In this case, we check Sigma Expert Puzzles. + """ + + exact_requirement = { + "Monastery Laser": 1, + "Progressive Dots": 2, + "Progressive Stars": 2, + "Progressive Symmetry": 2, + "Black/White Squares": 1, + "Colored Squares": 1, + "Shapers": 1, + "Rotated Shapers": 1, + "Negative Shapers": 1, + "Eraser": 1, + "Triangles": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + +class TestSymbolsRequiredToWinElevatorVanilla(WitnessTestBase): + options = { + "shuffle_lasers": True, + "mountain_lasers": 1, + "victory_condition": "elevator", + "early_symbol_item": False, + "puzzle_randomization": "none", + } + + def test_symbols_to_win(self) -> None: + """ + In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain. + This requires a very specific set of symbol items per puzzle randomization mode. + In this case, we check Vanilla Puzzles. + """ + + exact_requirement = { + "Monastery Laser": 1, + "Progressive Dots": 2, + "Progressive Stars": 2, + "Progressive Symmetry": 1, + "Black/White Squares": 1, + "Colored Squares": 1, + "Shapers": 1, + "Rotated Shapers": 1, + "Eraser": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + +class TestPanelsRequiredToWinElevator(WitnessTestBase): + options = { + "shuffle_lasers": True, + "mountain_lasers": 1, + "victory_condition": "elevator", + "early_symbol_item": False, + "shuffle_symbols": False, + "shuffle_doors": "panels", + "door_groupings": "off", + } + + def test_panels_to_win(self) -> None: + """ + In door panel shuffle , the only way to reach the Elevator is through Mountain Entry by descending the Mountain. + This requires some control panels for each of the Mountain Floors. + """ + + exact_requirement = { + "Desert Laser": 1, + "Town Desert Laser Redirect Control (Panel)": 1, + "Mountain Floor 1 Light Bridge (Panel)": 1, + "Mountain Floor 2 Light Bridge Near (Panel)": 1, + "Mountain Floor 2 Light Bridge Far (Panel)": 1, + "Mountain Floor 2 Elevator Control (Panel)": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + +class TestDoorsRequiredToWinElevator(WitnessTestBase): + options = { + "shuffle_lasers": True, + "mountain_lasers": 1, + "victory_condition": "elevator", + "early_symbol_item": False, + "shuffle_symbols": False, + "shuffle_doors": "doors", + "door_groupings": "off", + } + + def test_doors_to_elevator_paths(self) -> None: + """ + In remote door shuffle, there are three ways to win. + + - Through the normal route (Mountain Entry -> Descend through Mountain -> Reach Bottom Floor) + - Through the Caves using the Caves Shortcuts (Caves -> Reach Bottom Floor) + - Through the Caves via Challenge (Tunnels -> Challenge -> Caves -> Reach Bottom Floor) + """ + + with self.subTest("Test Elevator victory in shuffle_doors through Mountain Entry."): + exact_requirement = { + "Monastery Laser": 1, + "Mountain Floor 1 Exit (Door)": 1, + "Mountain Floor 2 Staircase Near (Door)": 1, + "Mountain Floor 2 Staircase Far (Door)": 1, + "Mountain Floor 2 Exit (Door)": 1, + "Mountain Bottom Floor Giant Puzzle Exit (Door)": 1, + "Mountain Bottom Floor Pillars Room Entry (Door)": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + with self.subTest("Test Elevator victory in shuffle_doors through Caves Shortcuts."): + exact_requirement = { + "Monastery Laser": 1, # Elevator Panel itself has a laser lock + "Caves Mountain Shortcut (Door)": 1, + "Caves Entry (Door)": 1, + "Mountain Bottom Floor Rock (Door)": 1, + "Mountain Bottom Floor Pillars Room Entry (Door)": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) + + with self.subTest("Test Elevator victory in shuffle_doors through Tunnels->Challenge->Caves."): + exact_requirement = { + "Monastery Laser": 1, # Elevator Panel itself has a laser lock + "Windmill Entry (Door)": 1, + "Tunnels Theater Shortcut (Door)": 1, + "Tunnels Entry (Door)": 1, + "Challenge Entry (Door)": 1, + "Caves Pillar Door": 1, + "Caves Entry (Door)": 1, + "Mountain Bottom Floor Rock (Door)": 1, + "Mountain Bottom Floor Pillars Room Entry (Door)": 1, + } + + self.assert_can_beat_with_minimally(exact_requirement) diff --git a/worlds/witness/test/test_roll_other_options.py b/worlds/witness/test/test_roll_other_options.py new file mode 100644 index 000000000000..71743c326038 --- /dev/null +++ b/worlds/witness/test/test_roll_other_options.py @@ -0,0 +1,58 @@ +from ..test import WitnessTestBase + +# These are just some random options combinations, just to catch whether I broke anything obvious + + +class TestExpertNonRandomizedEPs(WitnessTestBase): + options = { + "disable_non_randomized": True, + "puzzle_randomization": "sigma_expert", + "shuffle_EPs": "individual", + "ep_difficulty": "eclipse", + "victory_condition": "challenge", + "shuffle_discarded_panels": False, + "shuffle_boat": False, + } + + +class TestVanillaAutoElevatorsPanels(WitnessTestBase): + options = { + "puzzle_randomization": "none", + "elevators_come_to_you": True, + "shuffle_doors": "panels", + "victory_condition": "mountain_box_short", + "early_caves": True, + "shuffle_vault_boxes": True, + "mountain_lasers": 11, + } + + +class TestMiscOptions(WitnessTestBase): + options = { + "death_link": True, + "death_link_amnesty": 3, + "laser_hints": True, + "hint_amount": 40, + "area_hint_percentage": 100, + } + + +class TestMaxEntityShuffle(WitnessTestBase): + options = { + "shuffle_symbols": False, + "shuffle_doors": "mixed", + "shuffle_EPs": "individual", + "obelisk_keys": True, + "shuffle_lasers": "anywhere", + "victory_condition": "mountain_box_long", + } + + +class TestPostgameGroupedDoors(WitnessTestBase): + options = { + "shuffle_postgame": True, + "shuffle_discarded_panels": True, + "shuffle_doors": "doors", + "door_groupings": "regional", + "victory_condition": "elevator", + } diff --git a/worlds/witness/test/test_symbol_shuffle.py b/worlds/witness/test/test_symbol_shuffle.py new file mode 100644 index 000000000000..8012480075a7 --- /dev/null +++ b/worlds/witness/test/test_symbol_shuffle.py @@ -0,0 +1,74 @@ +from ..test import WitnessMultiworldTestBase, WitnessTestBase + + +class TestSymbols(WitnessTestBase): + options = { + "early_symbol_item": False, + } + + def test_progressive_symbols(self) -> None: + """ + Test that Dots & Full Dots are correctly replaced by 2x Progressive Dots, + and test that Dots puzzles and Full Dots puzzles require 1 and 2 copies of this item respectively. + """ + + progressive_dots = self.get_items_by_name("Progressive Dots") + self.assertEqual(len(progressive_dots), 2) + + self.assertFalse(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player)) + self.assertFalse( + self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player) + ) + + self.collect(progressive_dots.pop()) + + self.assertTrue(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player)) + self.assertFalse( + self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player) + ) + + self.collect(progressive_dots.pop()) + + self.assertTrue(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player)) + self.assertTrue( + self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player) + ) + + +class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase): + options_per_world = [ + { + "puzzle_randomization": "sigma_normal", + }, + { + "puzzle_randomization": "sigma_expert", + }, + { + "puzzle_randomization": "none", + }, + ] + + common_options = { + "shuffle_discarded_panels": True, + "early_symbol_item": False, + } + + def test_arrows_exist_and_are_required_in_expert_seeds_only(self) -> None: + """ + In sigma_expert, Discarded Panels require Arrows. + In sigma_normal, Discarded Panels require Triangles, and Arrows shouldn't exist at all as an item. + """ + + with self.subTest("Test that Arrows exist only in the expert seed."): + self.assertFalse(self.get_items_by_name("Arrows", 1)) + self.assertTrue(self.get_items_by_name("Arrows", 2)) + self.assertFalse(self.get_items_by_name("Arrows", 3)) + + with self.subTest("Test that Discards ask for Triangles in normal, but Arrows in expert."): + desert_discard = "0x17CE7" + triangles = frozenset({frozenset({"Triangles"})}) + arrows = frozenset({frozenset({"Arrows"})}) + + self.assertEqual(self.multiworld.worlds[1].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles) + self.assertEqual(self.multiworld.worlds[2].player_logic.REQUIREMENTS_BY_HEX[desert_discard], arrows) + self.assertEqual(self.multiworld.worlds[3].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles)