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https://github.com/ArchipelagoMW/Archipelago.git
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Major Content update for Stardew Valley ### Features - New BundleRandomization Value: Meme Bundles - Over 100 custom bundles, designed to be jokes, references, trolls, etc - New Setting: Bundles Per Room modifier - New Setting: Backpack Size - New Setting: Secretsanity - Checks for triggering easter eggs and secrets - New Setting: Moviesanity - Checks for watching movies and sharing snacks with Villagers - New Setting: Eatsanity - Checks for eating items - New Setting: Hatsanity - Checks for wearing Hats - New Setting: Start Without - Allows you to select any combination of various "starting" items, that you will actually not start with. Notably, tools, backpack slots, Day5 unlocks, etc. - New Setting: Allowed Filler Items - Allows you to customize the filler items you'll get - New Setting: Endgame Locations - Checks for various expensive endgame tasks and purchases - New Shipsanity value: Crops and Fish - New Settings: Jojapocalypse and settings to customize it - Bundle Plando: Replaced with BundleWhitelist and BundleBlacklist, for more customization freedom - Added a couple of Host.yaml settings to help hosts allow or ban specific difficult settings that could cause problems if the people don't know what they are signing up for. Plus a truckload of improvements on the mod side, not seen in this PR. ### Removed features - Integration for Stardew Valley Expanded. It is simply disabled, the code is all still there, but I'm extremely tired of providing tech support for it, plus Stardew Valley 1.7 was announced and that will break it again, so I'm done. When a maintainer steps up, it can be re-enabled.
334 lines
12 KiB
Python
334 lines
12 KiB
Python
import itertools
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import logging
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import math
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import os
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import threading
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import typing
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import unittest
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from collections.abc import Iterable
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from contextlib import contextmanager
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from copy import deepcopy
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from typing import Optional, Dict, Union, Any, List, Iterable
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from BaseClasses import get_seed, MultiWorld, Location, Item, Region, Entrance, CollectionState
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from test.bases import WorldTestBase
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from test.general import gen_steps, setup_solo_multiworld as setup_base_solo_multiworld
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from worlds.AutoWorld import call_all
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from .assertion import RuleAssertMixin
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from .options.utils import parse_class_option_keys, fill_namespace_with_default
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from .. import StardewValleyWorld, StardewItem, StardewRule
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from ..logic.time_logic import MONTH_COEFFICIENT
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from ..options import StardewValleyOption, options
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logger = logging.getLogger(__name__)
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DEFAULT_TEST_SEED = get_seed()
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logger.info(f"Default Test Seed: {DEFAULT_TEST_SEED}")
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def skip_default_tests() -> bool:
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return not bool(os.environ.get("base", False))
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def skip_long_tests() -> bool:
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return not bool(os.environ.get("long", False))
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class SVTestCase(unittest.TestCase):
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skip_default_tests: bool = skip_default_tests()
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"""Set False to not skip the base fill tests"""
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skip_long_tests: bool = skip_long_tests()
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"""Set False to run tests that take long"""
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@contextmanager
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def solo_world_sub_test(self, msg: str | None = None,
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/,
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world_options: dict[str | type[StardewValleyOption], typing.Any] | None = None,
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*,
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seed=DEFAULT_TEST_SEED,
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world_caching=True,
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**kwargs) -> Iterable[tuple[MultiWorld, StardewValleyWorld]]:
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if msg is not None:
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msg += " "
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else:
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msg = ""
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msg += f"[Seed = {seed}]"
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with self.subTest(msg, **kwargs):
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with solo_multiworld(world_options, seed=seed, world_caching=world_caching) as (multiworld, world):
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yield multiworld, world
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class SVTestBase(RuleAssertMixin, WorldTestBase, SVTestCase):
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game = "Stardew Valley"
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world: StardewValleyWorld
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seed = DEFAULT_TEST_SEED
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@classmethod
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def setUpClass(cls) -> None:
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if cls is SVTestBase:
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raise unittest.SkipTest("No running tests on SVTestBase import.")
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super().setUpClass()
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def world_setup(self, *args, **kwargs):
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self.options = parse_class_option_keys(self.options)
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self.multiworld = setup_solo_multiworld(self.options, seed=self.seed)
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self.multiworld.lock.acquire()
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world = self.multiworld.worlds[self.player]
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self.original_state = self.multiworld.state.copy()
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self.original_itempool = deepcopy(self.multiworld.itempool)
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self.unfilled_locations = self.multiworld.get_unfilled_locations(1)
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if self.constructed:
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self.world = world # noqa
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def tearDown(self) -> None:
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self.multiworld.state = self.original_state
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self.multiworld.itempool = self.original_itempool
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for location in self.unfilled_locations:
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location.item = None
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self.multiworld.lock.release()
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@property
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def run_default_tests(self) -> bool:
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if self.skip_default_tests:
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return False
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return super().run_default_tests
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def collect_months(self, months: int) -> None:
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real_total_prog_items = self.world.total_progression_items
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percent = months * MONTH_COEFFICIENT
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number_stardrops = math.ceil(real_total_prog_items * (percent / 100))
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self.collect("Stardrop", number_stardrops)
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self.world.total_progression_items = real_total_prog_items
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def collect_lots_of_money(self, percent: float = 0.25):
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self.collect("Shipping Bin")
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real_total_prog_items = self.world.total_progression_items
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required_prog_items = int(round(real_total_prog_items * percent))
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self.collect("Stardrop", required_prog_items)
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def collect_all_the_money(self):
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self.collect_lots_of_money(0.95)
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def collect_everything(self):
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non_event_items = [i for i in self.multiworld.get_items() if i.advancement and i.code]
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for item in non_event_items:
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self.multiworld.state.collect(item)
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def collect_all_except(self, item_to_not_collect: str):
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non_event_items = [i for i in self.multiworld.get_items() if i.advancement and i.code]
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for item in non_event_items:
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if item.name != item_to_not_collect:
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self.multiworld.state.collect(item)
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def get_real_locations(self) -> list[Location]:
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return [location for location in self.multiworld.get_locations(self.player) if location.address is not None]
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def get_real_location_names(self) -> list[str]:
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return [location.name for location in self.get_real_locations()]
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def collect(self, item: str | Item | Iterable[Item], count: int = 1) -> Item | list[Item] | None:
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assert count > 0
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if not isinstance(item, str):
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return super().collect(item)
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if count == 1:
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item = self.create_item(item)
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self.multiworld.state.collect(item)
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return item
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items = []
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for i in range(count):
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item = self.create_item(item)
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self.multiworld.state.collect(item)
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items.append(item)
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return items
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def create_item(self, item: str) -> StardewItem:
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return self.world.create_item(item)
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def get_all_created_items(self) -> list[str]:
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return [item.name for item in itertools.chain(self.multiworld.get_items(), self.multiworld.precollected_items[self.player])]
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def remove_one_by_name(self, item: str) -> None:
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self.remove(self.create_item(item))
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def reset_collection_state(self) -> None:
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self.multiworld.state = self.original_state.copy()
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def assert_rule_true(self, rule: StardewRule, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_rule_true(rule, state)
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def assert_rule_false(self, rule: StardewRule, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_rule_false(rule, state)
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def assert_can_reach_location(self, location: Location | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_can_reach_location(location, state)
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def assert_cannot_reach_location(self, location: Location | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_cannot_reach_location(location, state)
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def assert_can_reach_region(self, region: Region | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_can_reach_region(region, state)
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def assert_cannot_reach_region(self, region: Region | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_cannot_reach_region(region, state)
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def assert_can_reach_region(self, region: Region | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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super().assert_can_reach_region(region, state)
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def assert_cannot_reach_region(self, region: Region | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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super().assert_cannot_reach_region(region, state)
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def assert_can_reach_entrance(self, entrance: Entrance | str, state: CollectionState | None = None) -> None:
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if state is None:
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state = self.multiworld.state
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return super().assert_can_reach_entrance(entrance, state)
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pre_generated_worlds = {}
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@contextmanager
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def solo_multiworld(world_options: dict[str | type[StardewValleyOption], typing.Any] | None = None,
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*,
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seed=DEFAULT_TEST_SEED,
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world_caching=True) -> Iterable[tuple[MultiWorld, StardewValleyWorld]]:
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if not world_caching:
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multiworld = setup_solo_multiworld(world_options, seed, _cache={})
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yield multiworld, typing.cast(StardewValleyWorld, multiworld.worlds[1])
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else:
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multiworld = setup_solo_multiworld(world_options, seed)
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try:
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multiworld.lock.acquire()
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original_state = multiworld.state.copy()
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original_itempool = deepcopy(multiworld.itempool)
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unfilled_locations = multiworld.get_unfilled_locations(1)
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yield multiworld, typing.cast(StardewValleyWorld, multiworld.worlds[1])
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multiworld.state = original_state
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multiworld.itempool = original_itempool
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for location in unfilled_locations:
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location.item = None
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finally:
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multiworld.lock.release()
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# Mostly a copy of test.general.setup_solo_multiworld, I just don't want to change the core.
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def setup_solo_multiworld(test_options: dict[str | type[StardewValleyOption], str] | None = None,
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seed=DEFAULT_TEST_SEED,
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_cache: dict[frozenset, MultiWorld] = {}, # noqa
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_steps=gen_steps) -> MultiWorld:
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test_options = parse_class_option_keys(test_options)
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# Yes I reuse the worlds generated between tests, its speeds the execution by a couple seconds
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# If the simple dict caching ends up taking too much memory, we could replace it with some kind of lru cache.
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should_cache = should_cache_world(test_options)
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if should_cache:
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frozen_options = make_hashable(test_options, seed)
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cached_multi_world = search_world_cache(_cache, frozen_options)
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if cached_multi_world:
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print(f"Using cached solo multi world [Seed = {cached_multi_world.seed}] [Cache size = {len(_cache)}]")
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return cached_multi_world
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multiworld = setup_base_solo_multiworld(StardewValleyWorld, (), seed=seed)
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# print(f"Seed: {multiworld.seed}") # Uncomment to print the seed for every test
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args = fill_namespace_with_default(test_options)
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multiworld.set_options(args)
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if "start_inventory" in test_options:
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for item, amount in test_options["start_inventory"].items():
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for _ in range(amount):
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multiworld.push_precollected(multiworld.create_item(item, 1))
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for step in _steps:
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call_all(multiworld, step)
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if should_cache:
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add_to_world_cache(_cache, frozen_options, multiworld) # noqa
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# Lock is needed for multi-threading tests
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setattr(multiworld, "lock", threading.Lock())
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return multiworld
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def should_cache_world(test_options):
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if "start_inventory" in test_options:
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return False
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trap_distribution_key = "trap_distribution"
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if trap_distribution_key not in test_options:
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return True
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trap_distribution = test_options[trap_distribution_key]
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for key in trap_distribution:
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if trap_distribution[key] != options.TrapDistribution.default_weight:
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return False
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return True
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def make_hashable(test_options, seed):
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return frozenset(test_options.items()).union({("seed", seed)})
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def search_world_cache(cache: dict[frozenset, MultiWorld], frozen_options: frozenset) -> MultiWorld | None:
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try:
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return cache[frozen_options]
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except KeyError:
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for cached_options, multi_world in cache.items():
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if frozen_options.issubset(cached_options):
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return multi_world
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return None
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def add_to_world_cache(cache: dict[frozenset, MultiWorld], frozen_options: frozenset, multi_world: MultiWorld) -> None:
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# We could complete the key with all the default options, but that does not seem to improve performances.
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cache[frozen_options] = multi_world
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def setup_multiworld(test_options: Iterable[dict[str, int]] | None = None, seed=None) -> MultiWorld: # noqa
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if test_options is None:
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test_options = []
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multiworld = MultiWorld(len(test_options))
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multiworld.player_name = {}
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multiworld.set_seed(seed)
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for i in range(1, len(test_options) + 1):
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multiworld.game[i] = StardewValleyWorld.game
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multiworld.player_name.update({i: f"Tester{i}"})
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args = fill_namespace_with_default(test_options)
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multiworld.set_options(args)
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multiworld.state = CollectionState(multiworld)
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for step in gen_steps:
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call_all(multiworld, step)
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return multiworld
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