mirror of
https://github.com/ArchipelagoMW/Archipelago.git
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* Init
* remove submodule
* Init
* Update docs
* Fix tests
* Update to use apcivvi
* Update Readme and codeowners
* Minor changes
* Remove .value from options (except starting hint)
* Minor updates
* remove unnecessary property
* Cleanup Rules and Region
* Fix output file generation
* Implement feedback
* Remove 'AP' tag and fix issue with format strings and using same quotes
* Update worlds/civ_6/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Minor docs changes
* minor updates
* Small rework of create items
* Minor updates
* Remove unused variable
* Move client to Launcher Components with rest of similar clients
* Revert "Move client to Launcher Components with rest of similar clients"
This reverts commit f9fd5df9fd.
* modify component
* Fix generation issues
* Fix tests
* Minor change
* Add improvement and test case
* Minor options changes
* .
* Preliminary Review
* Fix failing test due to slot data serialization
* Format json
* Remove exclude missable boosts
* Update options (update goody hut text, make research multiplier a range)
* Update docs punctuation and slot data init
* Move priority/excluded locations into options
* Implement docs PR feedback
* PR Feedback for options
* PR feedback misc
* Update location classification and fix client type
* Fix typings
* Update research cost multiplier
* Remove unnecessary location priority code
* Remove extrenous use of items()
* WIP PR Feedback
* WIP PR Feedback
* Add victory event
* Add option set for death link effect
* PR improvements
* Update post fill hint to support items with multiple classifications
* remove unnecessary len
* Move location exclusion logic
* Update test to use set instead of accidental dict
* Update docs around progressive eras and boost locations
* Update docs for options to be more readable
* Fix issue with filler items and prehints
* Update filler_data to be static
* Update links in docs
* Minor updates and PR feedback
* Update boosts data
* Update era required items
* Update existing techs
* Update existing techs
* move boost data class
* Update reward data
* Update prereq data
* Update new items and progressive districts
* Remove unused code
* Make filler item name func more efficient
* Update death link text
* Move Civ6 to the end of readme
* Fix bug with hidden locations and location.name
* Partial PR Feedback Implementation
* Format changes
* Minor review feedback
* Modify access rules to use list created in generate_early
* Modify boost rules to precalculate requirements
* Remove option checks from access rules
* Fix issue with pre initialized dicts
* Add inno setup for civ6 client
* Update inno_setup.iss
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
115 lines
4.0 KiB
Python
115 lines
4.0 KiB
Python
from typing import Dict
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from BaseClasses import ItemClassification
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from Fill import distribute_items_restrictive
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from ..Items import FillerItemRarity, filler_data
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from . import CivVITestBase
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class TestGoodyHutsIncluded(CivVITestBase):
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auto_construct = False
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options = {
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"progressive_eras": "true",
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"progressive_districts": "true",
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"shuffle_goody_hut_rewards": "true",
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}
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def test_goody_huts_get_included(self) -> None:
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self.world_setup()
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self.world.generate_early()
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distribute_items_restrictive(self.multiworld)
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expected_goody_huts = 10
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found = 0
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for location in self.multiworld.get_locations(self.player):
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if location.name.startswith("GOODY_HUT_"):
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found += 1
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self.assertEqual(found, expected_goody_huts)
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class TestGoodyHutsExcluded(CivVITestBase):
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auto_construct = False
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options = {
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"progressive_eras": "true",
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"progressive_districts": "true",
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"shuffle_goody_hut_rewards": "false",
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}
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def test_goody_huts_are_not_included(self) -> None:
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self.world_setup()
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self.world.generate_early()
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distribute_items_restrictive(self.multiworld)
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found_goody_huts = 0
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for location in self.multiworld.get_locations(self.player):
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if location.name.startswith("GOODY_HUT_"):
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found_goody_huts += 1
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self.assertEqual(found_goody_huts, 0)
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class TestFillerItemsIncludedByRarity(CivVITestBase):
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auto_construct = False
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options = {
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"progressive_eras": "true",
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"progressive_districts": "true",
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"shuffle_goody_hut_rewards": "true",
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"boostsanity": "true"
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}
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def test_filler_items_are_included_by_rarity(self) -> None:
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self.world_setup()
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self.world.generate_early()
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distribute_items_restrictive(self.multiworld)
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rarity_counts: Dict[FillerItemRarity, int] = {
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FillerItemRarity.COMMON: 0,
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FillerItemRarity.UNCOMMON: 0,
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FillerItemRarity.RARE: 0,
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}
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total_filler_items = 0
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for item in self.multiworld.itempool:
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if item.classification == ItemClassification.filler:
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rarity = filler_data[item.name].rarity
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rarity_counts[rarity] += 1
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total_filler_items += 1
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expected_counts = {
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FillerItemRarity.COMMON: 101,
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FillerItemRarity.UNCOMMON: 27,
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FillerItemRarity.RARE: 4,
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}
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for rarity, expected in expected_counts.items():
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self.assertEqual(rarity_counts[rarity], expected, f"Expected {expected} {rarity} items, found {rarity_counts[rarity]}")
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class TestFillerItemsIncludedByRarityWithoutBoostsanity(CivVITestBase):
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auto_construct = False
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options = {
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"progressive_eras": "true",
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"progressive_districts": "true",
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"shuffle_goody_hut_rewards": "true",
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"boostsanity": "false"
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}
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def test_filler_items_are_included_by_rarity_without_boostsanity(self) -> None:
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self.world_setup()
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self.world.generate_early()
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distribute_items_restrictive(self.multiworld)
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rarity_counts: Dict[FillerItemRarity, int] = {
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FillerItemRarity.COMMON: 0,
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FillerItemRarity.UNCOMMON: 0,
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FillerItemRarity.RARE: 0,
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}
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total_filler_items = 0
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for item in self.multiworld.itempool:
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if item.classification == ItemClassification.filler:
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rarity = filler_data[item.name].rarity
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rarity_counts[rarity] += 1
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total_filler_items += 1
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expected_counts = {
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FillerItemRarity.COMMON: 7,
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FillerItemRarity.UNCOMMON: 2,
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FillerItemRarity.RARE: 1,
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}
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for rarity, expected in expected_counts.items():
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self.assertEqual(rarity_counts[rarity], expected, f"Expected {expected} {rarity} items, found {rarity_counts[rarity]}")
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