Files
YachtDice/Assets/Scripts/Tests/Editor/SaveSystemTests.cs
T
horooko fcceb0ce45 Rework shop to support multiple item types and add unified PlayerModel
Generalize the shop from selling only ModifierDefinition to any IShopItem
(modifiers + dice). Add purchase condition checks, hover tooltips, and
fixed prices. Introduce PlayerModel as a facade over CurrencyBank,
InventoryModel, and DiceCollection for centralized state and save/load.

New files:
- IShopItem interface for purchasable items
- ShopCatalog SO (unified catalog for all item types)
- ShopTooltipView (description on hover)
- PlayerModel (aggregates player state)
- DiceCollection (owned dice tracking)
- DiceCatalog SO (dice definition registry)
- DiceCollectionTests

Modified:
- ModifierDefinition/DieDefinitionSO implement IShopItem
- ShopModel/ShopView/ShopItemView/ShopController use IShopItem
- SaveData v3 with OwnedDiceIds
- GameController uses PlayerModel for save/load
- GameLifetimeScope registers new services

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 21:04:34 +07:00

111 lines
3.1 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using YachtDice.Modifiers.Runtime;
using YachtDice.Persistence;
namespace YachtDice.Tests
{
public class SaveSystemTests
{
[SetUp]
public void SetUp()
{
SaveSystem.Delete();
}
[TearDown]
public void TearDown()
{
SaveSystem.Delete();
}
[Test]
public void SaveAndLoad_RoundTrip_PreservesData()
{
var data = new SaveData
{
Currency = 999,
OwnedModifiers = new List<ModifierSaveEntry>
{
new() { ModifierId = "mod1", IsActive = true, RemainingUses = 3 },
new() { ModifierId = "mod2", IsActive = false, RemainingUses = -1 }
}
};
SaveSystem.Save(data);
var loaded = SaveSystem.Load();
Assert.AreEqual(999, loaded.Currency);
Assert.AreEqual(2, loaded.OwnedModifiers.Count);
Assert.AreEqual("mod1", loaded.OwnedModifiers[0].ModifierId);
Assert.IsTrue(loaded.OwnedModifiers[0].IsActive);
Assert.AreEqual(3, loaded.OwnedModifiers[0].RemainingUses);
Assert.AreEqual("mod2", loaded.OwnedModifiers[1].ModifierId);
Assert.IsFalse(loaded.OwnedModifiers[1].IsActive);
}
[Test]
public void Load_MissingKey_ReturnsDefault()
{
var loaded = SaveSystem.Load();
Assert.IsNotNull(loaded);
Assert.AreEqual(0, loaded.Currency);
Assert.AreEqual(0, loaded.OwnedModifiers.Count);
}
[Test]
public void HasSave_ReturnsFalseWhenEmpty()
{
Assert.IsFalse(SaveSystem.HasSave());
}
[Test]
public void HasSave_ReturnsTrueAfterSave()
{
SaveSystem.Save(new SaveData { Currency = 100 });
Assert.IsTrue(SaveSystem.HasSave());
}
[Test]
public void Delete_RemovesSaveData()
{
SaveSystem.Save(new SaveData { Currency = 100 });
SaveSystem.Delete();
Assert.IsFalse(SaveSystem.HasSave());
}
[Test]
public void Load_CorruptJson_ReturnsDefault()
{
PlayerPrefs.SetString("YachtDice_SaveData", "{invalid json!!!");
PlayerPrefs.Save();
var loaded = SaveSystem.Load();
Assert.IsNotNull(loaded);
Assert.AreEqual(0, loaded.Currency);
}
[Test]
public void SaveAndLoad_RoundTrip_PreservesDiceIds()
{
var data = new SaveData
{
Currency = 100,
OwnedDiceIds = new List<string> { "standard_d6", "chaos_d6" }
};
SaveSystem.Save(data);
var loaded = SaveSystem.Load();
Assert.AreEqual(2, loaded.OwnedDiceIds.Count);
Assert.AreEqual("standard_d6", loaded.OwnedDiceIds[0]);
Assert.AreEqual("chaos_d6", loaded.OwnedDiceIds[1]);
}
}
}