ba626acb9b
Replace hardcoded BonusForOnes/MultiplierForSixes with data-driven modifier system supporting 2 scopes (SelectedCategory, AnyCategoryClosed), 4 effect types, durability modes (Permanent, LimitedUses), and configurable targets via ScriptableObject (ModifierData). - Modifier domain: ModifierEnums, ModifierTarget, ModifierData, ModifierRuntime, ModifierEffect (dict-based strategy), ModifierPipeline (4-pass: cat-additive → cat-multiplicative → final-additive → final-multiplicative) - ScoringSystem: replaced old modifier list with ModifierPipeline integration, added OnCategoryConfirmed event - Shop MVC: ShopCatalog (SO), ShopModel, ShopView, ShopItemView, ShopController - Inventory MVC: InventoryModel (activate/deactivate/sell/durability), InventoryView, InventorySlotView, InventoryController - CurrencyBank: editor-adjustable balance with events - Persistence: SaveData + SaveSystem (Newtonsoft JSON + PlayerPrefs) - Editor: ModifierAssetCreator menu item to generate 6 example modifiers + catalog - Tests: 6 test classes covering effects, pipeline, scoring, shop, inventory, save - GameController: wired shop/inventory/save lifecycle - GameInfoView: added currency display, shop/inventory toggle buttons Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
90 lines
2.8 KiB
C#
90 lines
2.8 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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public sealed class ModifierEffectTests
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{
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private static ModifierData CreateData(
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ModifierEffectType effectType, float effectValue,
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int dieValue = 0, ModifierScope scope = ModifierScope.SelectedCategory)
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{
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return ModifierData.CreateForTest("test", scope, effectType, effectValue, dieValue);
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}
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[Test]
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public void AddPerDieValue_CountsMatchingDice()
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{
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var data = CreateData(ModifierEffectType.AddPerDieValue, 10f, dieValue: 1);
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var result = ScoreResult.Create(5, new[] { 1, 1, 3, 4, 1 }, YachtCategory.Ones);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(30, result.FlatBonus);
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}
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[Test]
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public void AddPerDieValue_ZeroTarget_CountsAllDice()
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{
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var data = CreateData(ModifierEffectType.AddPerDieValue, 2f, dieValue: 0);
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var result = ScoreResult.Create(10, new[] { 1, 2, 3, 4, 5 }, YachtCategory.Chance);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(10, result.FlatBonus);
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}
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[Test]
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public void AddPerDieValue_NoMatches_ZeroBonus()
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{
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var data = CreateData(ModifierEffectType.AddPerDieValue, 10f, dieValue: 6);
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var result = ScoreResult.Create(5, new[] { 1, 2, 3, 4, 5 }, YachtCategory.Chance);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(0, result.FlatBonus);
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}
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[Test]
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public void AddFlatToFinalScore_AddsFlat()
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{
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var data = CreateData(ModifierEffectType.AddFlatToFinalScore, 15f);
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var result = ScoreResult.Create(25, new[] { 3, 3, 2, 2, 2 }, YachtCategory.FullHouse);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(15, result.FlatBonus);
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}
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[Test]
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public void MultiplyPerDieValue_MultipliesPerMatch()
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{
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var data = CreateData(ModifierEffectType.MultiplyPerDieValue, 2f, dieValue: 6);
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var result = ScoreResult.Create(18, new[] { 6, 6, 6, 1, 2 }, YachtCategory.Sixes);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(8f, result.Multiplier); // 1 * 2 * 2 * 2 = 8
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}
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[Test]
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public void MultiplyPerDieValue_NoMatches_MultiplierUnchanged()
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{
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var data = CreateData(ModifierEffectType.MultiplyPerDieValue, 3f, dieValue: 6);
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var result = ScoreResult.Create(10, new[] { 1, 2, 3, 4, 5 }, YachtCategory.Chance);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(1f, result.Multiplier);
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}
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[Test]
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public void MultiplyFinalScore_MultipliesOnce()
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{
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var data = CreateData(ModifierEffectType.MultiplyFinalScore, 1.5f);
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var result = ScoreResult.Create(50, new[] { 6, 6, 6, 6, 6 }, YachtCategory.Yacht);
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ModifierEffect.Apply(data, ref result);
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Assert.AreEqual(1.5f, result.Multiplier, 0.001f);
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}
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}
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