From 76a7c36fd08b79ec4f7df746321d0740103ffa16 Mon Sep 17 00:00:00 2001 From: Carter Hesterman Date: Tue, 30 Jul 2024 23:08:25 -0600 Subject: [PATCH] Fix tests --- worlds/civ_6/Civilization VI.yaml | 58 ------------------------------ worlds/civ_6/Options.py | 32 ++++++++--------- worlds/civ_6/test/TestGoodyHuts.py | 6 ++-- 3 files changed, 19 insertions(+), 77 deletions(-) delete mode 100644 worlds/civ_6/Civilization VI.yaml diff --git a/worlds/civ_6/Civilization VI.yaml b/worlds/civ_6/Civilization VI.yaml deleted file mode 100644 index 5540f02230..0000000000 --- a/worlds/civ_6/Civilization VI.yaml +++ /dev/null @@ -1,58 +0,0 @@ -Civilization VI: - progression_balancing: 50 - accessibility: items - - # Determines what progressive items (if any) should be included. - # districts_only: Each tech/civic that would normally unlock a district or district building now has a logical progression. Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT - # eras_and_districts: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era. A notification will be shown as the end of the era approaches letting the player know if they don't have enough progressive era items. Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts. - # none: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked. - progression_style: "districts_only" - - # Shuffles the goody hut rewards. Goody huts will only contain junk items and location checks are received sequentially (GOODY_HUT_1, GOODY_HUT_2, etc). - # true: goody hut rewards are shuffled in - # false: goody hut rewards are not shuffled in and will behave as normal - shuffle_goody_hut_rewards: true - - # Boosts for Civics/Techs are location checks. Boosts can now be triggered even if - # the item has already been researched. If it is dependent upon a unit that is now - # obsolete, you can click toggle on/off the relevant tech in the tech tree. - boostsanity: false - - # Controls if/what items in the tech/civics trees are pre hinted for the multiworld. - # all: All items in the tech & civics trees are pre hinted. - # progression_items: Only locations in the trees containing progression items are pre hinted. - # no_junk: Pre hint the progression and useful items. - # none: No items are pre hinted. - pre_hint_items: "progression_items" - - # Controls the cost of techs and civics. - # cheap: Techs and civics cost 50% of the normal cost. - # default: Techs and civics cost the normal amount. - # expensive: Techs and civics cost 150% of the normal cost. - research_cost_multiplier: cheap - - # If boostsanity is enabled, this will prevent any boosts that are 'missable' from having progression items. Disabling this will potentially require multiple playthroughs to complete the seed. - exclude_missable_boosts: "true" - - # Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that hints will still be pre collected if that option is enabled. - hide_item_names: "false" - - # If enabled, an advisor icon will be added to any location that contains a progression item - advisor_show_progression_items: "true" - - # 'true' or 'false' - death_link: "false" - - # Determines the effect that is applied when a player dies. - # gold: The player's gold is reduced by the amount specified in death_link_effect_percent. - # faith: The player's faith is reduced by the amount specified in death_link_effect_percent. - # era_score: The player's era score is reduced by 1. - death_link_effect: unit_killed - - # The percentage of the effect that is applied for gold and faith. Era score decreases by 1 each time. - # 0 - 100 - death_link_effect_percent: 20 - -description: "Generated by https://archipelago.gg." -game: Civilization VI -name: PlayerName diff --git a/worlds/civ_6/Options.py b/worlds/civ_6/Options.py index 40a22a5cd4..b2197254e8 100644 --- a/worlds/civ_6/Options.py +++ b/worlds/civ_6/Options.py @@ -11,10 +11,10 @@ class ProgressionStyle(Choice): None: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked. """ display_name = "Progression Style" - option_districts_only = "Districts Only" - option_eras_and_districts = "Eras and Districts" - option_none = "None" - default = "districts_only" + option_districts_only = 0 + option_eras_and_districts = 1 + option_none = 2 + default = option_districts_only class ShuffleGoodyHuts(DefaultOnToggle): @@ -50,11 +50,11 @@ class PreHintItems(Choice): None: No items are pre hinted. """ display_name = "Tech/Civic Tree Pre Hinted Items" - option_all = "All Tree Locations" - option_progression_items = "Progression Tree Locations" - option_no_junk = "No Junk" - option_none = "None" - default = "progression_items" + option_all = 0 + option_progression_items = 1 + option_no_junk = 2 + option_none = 3 + default = option_progression_items class HideItemNames(Toggle): @@ -73,13 +73,13 @@ class DeathLinkEffect(Choice): Era score is decrased by 1.\n Any will select any of these options any time a death link is received.""" display_name = "Death Link Effect" - option_unit_killed = "Unit Killed" - option_era_score = "Era Score" - option_gold = "Gold" - option_faith = "Faith" - option_any = "Any" - option_any_except_era_score = "Any Except Era Score" - default = "unit_killed" + option_unit_killed = 0 + option_era_score = 1 + option_gold = 2 + option_faith = 3 + option_any = 4 + option_any_except_era_score = 5 + default = option_unit_killed class DeathLinkEffectPercent(Range): diff --git a/worlds/civ_6/test/TestGoodyHuts.py b/worlds/civ_6/test/TestGoodyHuts.py index 06db16a5f7..cc39d10a72 100644 --- a/worlds/civ_6/test/TestGoodyHuts.py +++ b/worlds/civ_6/test/TestGoodyHuts.py @@ -78,9 +78,9 @@ class TestFillerItemsIncludedByRarity(CivVITestBase): total_filler_items += 1 expected_counts = { - FillerItemRarity.COMMON: 102, - FillerItemRarity.UNCOMMON: 26, - FillerItemRarity.RARE: 3, + FillerItemRarity.COMMON: 101, + FillerItemRarity.UNCOMMON: 27, + FillerItemRarity.RARE: 4, } for rarity, expected in expected_counts.items():