コード例 #1
0
def test_basic_search_with_translator_gate(has_translator: bool,
                                           echoes_resource_database):
    # Setup
    scan_visor = echoes_resource_database.get_item(10)

    node_a = GenericNode("Node A", True, None, 0)
    node_b = GenericNode("Node B", True, None, 1)
    node_c = GenericNode("Node C", True, None, 2)
    translator_node = TranslatorGateNode("Translator Gate", True, None, 3,
                                         TranslatorGate(1), scan_visor)

    world_list = WorldList([
        World("Test World", "Test Dark World", 1, [
            Area(
                "Test Area A", False, 10, 0, True,
                [node_a, node_b, node_c, translator_node], {
                    node_a: {
                        node_b: Requirement.trivial(),
                        translator_node: Requirement.trivial(),
                    },
                    node_b: {
                        node_a: Requirement.trivial(),
                    },
                    node_c: {
                        translator_node: Requirement.trivial(),
                    },
                    translator_node: {
                        node_a: Requirement.trivial(),
                        node_c: Requirement.trivial(),
                    },
                })
        ])
    ])
    game_specific = EchoesGameSpecific(energy_per_tank=100,
                                       safe_zone_heal_per_second=1,
                                       beam_configurations=(),
                                       dangerous_energy_tank=False)
    game = GameDescription(RandovaniaGame.PRIME2,
                           DockWeaknessDatabase([], [], [], []),
                           echoes_resource_database, game_specific,
                           Requirement.impossible(), None, {}, world_list)

    patches = game.create_game_patches()
    patches = patches.assign_gate_assignment({TranslatorGate(1): scan_visor})
    initial_state = State({scan_visor: 1 if has_translator else 0}, (), 99,
                          node_a, patches, None, echoes_resource_database,
                          game.world_list)

    # Run
    reach = reach_with_all_safe_resources(game, initial_state)

    # Assert
    if has_translator:
        assert set(
            reach.safe_nodes) == {node_a, node_b, translator_node, node_c}
    else:
        assert set(reach.safe_nodes) == {node_a, node_b}
コード例 #2
0
def test_basic_search_with_translator_gate(has_translator: bool,
                                           echoes_resource_database):
    # Setup
    scan_visor = echoes_resource_database.get_by_type_and_index(
        ResourceType.ITEM, 10)

    node_a = GenericNode("Node A", True, 0)
    node_b = GenericNode("Node B", True, 1)
    node_c = GenericNode("Node C", True, 2)
    translator_node = TranslatorGateNode("Translator Gate", True, 3,
                                         TranslatorGate(1), scan_visor)

    world_list = WorldList([
        World("Test World", 1, [
            Area(
                "Test Area A", False, 10, 0,
                [node_a, node_b, node_c, translator_node], {
                    node_a: {
                        node_b: RequirementSet.trivial(),
                        translator_node: RequirementSet.trivial(),
                    },
                    node_b: {
                        node_a: RequirementSet.trivial(),
                    },
                    node_c: {
                        translator_node: RequirementSet.trivial(),
                    },
                    translator_node: {
                        node_a: RequirementSet.trivial(),
                        node_c: RequirementSet.trivial(),
                    },
                })
        ])
    ])
    game = GameDescription(0, "",
                           DockWeaknessDatabase([], [], [],
                                                []), echoes_resource_database,
                           RequirementSet.impossible(), None, {}, world_list)

    patches = GamePatches.with_game(game)
    patches = patches.assign_gate_assignment({TranslatorGate(1): scan_visor})
    initial_state = State({scan_visor: 1 if has_translator else 0}, (), 99,
                          node_a, patches, None, echoes_resource_database)

    # Run
    reach = reach_with_all_safe_resources(game, initial_state)

    # Assert
    if has_translator:
        assert set(
            reach.safe_nodes) == {node_a, node_b, translator_node, node_c}
    else:
        assert set(reach.safe_nodes) == {node_a, node_b}
コード例 #3
0
def _create_world_list(asset_id: int, pickup_index: PickupIndex):
    logbook_node = LogbookNode("Logbook A", True, 0, asset_id, None, None,
                               None, None)
    pickup_node = PickupNode("Pickup Node", True, 1, pickup_index, True)

    world_list = WorldList([
        World("World", 5000, [
            Area("Area", False, 10000, 0, [logbook_node, pickup_node], {}),
        ]),
    ])

    return logbook_node, pickup_node, world_list
コード例 #4
0
ファイル: test_item_hints.py プロジェクト: dyceron/randovania
def _create_world_list(asset_id: int, pickup_index: PickupIndex):
    logbook_node = LogbookNode("Logbook A", True, None, 0, asset_id, None,
                               None, None, None)
    pickup_node = PickupNode("Pickup Node", True, None, 1, pickup_index, True)

    world_list = WorldList([
        World("World", "Dark World", 5000, [
            Area("Area", False, 10000, 0, True, [logbook_node, pickup_node],
                 {}),
            Area("Other Area", False, 20000, 0, True, [
                PickupNode(f"Pickup {i}", True, None, 1, PickupIndex(i), True)
                for i in range(pickup_index.index)
            ], {}),
        ]),
    ])

    return logbook_node, pickup_node, world_list
コード例 #5
0
ファイル: data_reader.py プロジェクト: ThomasJRyan/randovania
 def read_world(self, data: Dict) -> World:
     return World(data["name"], data["dark_name"], data["asset_id"],
                  self.read_area_list(data["areas"]))
コード例 #6
0
 def resolve_dock_connection(self, world: World,
                             connection: DockConnection) -> Node:
     target_area = world.area_by_asset_id(connection.area_asset_id)
     return target_area.node_with_dock_index(connection.dock_index)