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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.
91 lines
4.8 KiB
Python
91 lines
4.8 KiB
Python
import unittest
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from ..options.utils import fill_dataclass_with_default
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from ... import create_content, options
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from ...options import SkillProgression
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from ...regions.entrance_rando import create_player_randomization_flag
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from ...regions.model import RandomizationFlag, ConnectionData
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class TestConnectionData(unittest.TestCase):
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def test_given_entrances_not_randomized_when_is_eligible_for_randomization_then_not_eligible(self):
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player_flag = RandomizationFlag.NOT_RANDOMIZED
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.PELICAN_TOWN)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertFalse(is_eligible)
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def test_given_pelican_town_connection_when_is_eligible_for_pelican_town_randomization_then_eligible(self):
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player_flag = RandomizationFlag.BIT_PELICAN_TOWN
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.PELICAN_TOWN)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertTrue(is_eligible)
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def test_given_pelican_town_connection_when_is_eligible_for_buildings_randomization_then_eligible(self):
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player_flag = RandomizationFlag.BIT_BUILDINGS
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.PELICAN_TOWN)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertTrue(is_eligible)
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def test_given_non_progression_connection_when_is_eligible_for_pelican_town_randomization_then_not_eligible(self):
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player_flag = RandomizationFlag.BIT_PELICAN_TOWN
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.NON_PROGRESSION)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertFalse(is_eligible)
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def test_given_non_progression_masteries_connection_when_is_eligible_for_non_progression_randomization_then_eligible(self):
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player_flag = RandomizationFlag.BIT_NON_PROGRESSION
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.NON_PROGRESSION ^ RandomizationFlag.EXCLUDE_MASTERIES)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertTrue(is_eligible)
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def test_given_non_progression_masteries_connection_when_is_eligible_for_non_progression_without_masteries_randomization_then_not_eligible(self):
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player_flag = RandomizationFlag.BIT_NON_PROGRESSION | RandomizationFlag.EXCLUDE_MASTERIES
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connection = ConnectionData("Go to Somewhere", "Somewhere", RandomizationFlag.NON_PROGRESSION ^ RandomizationFlag.EXCLUDE_MASTERIES)
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is_eligible = connection.is_eligible_for_randomization(player_flag)
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self.assertFalse(is_eligible)
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class TestRandomizationFlag(unittest.TestCase):
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def test_given_entrance_randomization_choice_when_create_player_randomization_flag_then_only_relevant_bit_is_enabled(self):
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for entrance_randomization_choice, expected_bit in (
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(options.EntranceRandomization.option_disabled, RandomizationFlag.NOT_RANDOMIZED),
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(options.EntranceRandomization.option_pelican_town, RandomizationFlag.BIT_PELICAN_TOWN),
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(options.EntranceRandomization.option_non_progression, RandomizationFlag.BIT_NON_PROGRESSION),
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(options.EntranceRandomization.option_buildings_without_house, RandomizationFlag.BIT_BUILDINGS),
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(options.EntranceRandomization.option_buildings, RandomizationFlag.BIT_BUILDINGS),
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(options.EntranceRandomization.option_chaos, RandomizationFlag.BIT_BUILDINGS),
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):
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player_options = fill_dataclass_with_default({options.EntranceRandomization: entrance_randomization_choice,
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options.SkillProgression: SkillProgression.option_progressive_with_masteries})
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content = create_content(player_options)
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flag = create_player_randomization_flag(player_options.entrance_randomization, content)
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self.assertEqual(flag, expected_bit)
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def test_given_masteries_not_randomized_when_create_player_randomization_flag_then_exclude_masteries_bit_enabled(self):
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for entrance_randomization_choice in set(options.EntranceRandomization.options.values()) ^ {options.EntranceRandomization.option_disabled}:
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player_options = fill_dataclass_with_default({
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options.EntranceRandomization: entrance_randomization_choice,
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options.SkillProgression: options.SkillProgression.option_progressive
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})
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content = create_content(player_options)
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flag = create_player_randomization_flag(player_options.entrance_randomization, content)
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self.assertIn(RandomizationFlag.EXCLUDE_MASTERIES, flag)
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