using System.Collections.Generic; using NUnit.Framework; using NightclubArcadia.Skills; using UnityEngine; namespace NightclubArcadia.Skills.Tests { public class CommentaryPickerTests { sealed class FixedRollSource : IRollSource { readonly int _value; public FixedRollSource(int value) => _value = value; public int Roll(int sides) => _value; } SkillDefinition Make(string id, int startingRank) { var def = ScriptableObject.CreateInstance(); def.EditorSet(id, id, SkillDomain.Instinct, string.Empty, startingRank, Color.white); return def; } PlayerSkills SkillsFor(params (string id, int rank)[] ranks) { var db = ScriptableObject.CreateInstance(); var list = new List(); foreach (var (id, rank) in ranks) { list.Add(Make(id, rank)); } db.EditorSetSkills(list); return new PlayerSkills(db); } [Test] public void Pick_EmptyCandidates_ReturnsNull() { var skills = SkillsFor(("paranoia", 2)); var result = CommentarySystem.Pick( new List(), skills, new List(), 3, new FixedRollSource(1)); Assert.IsNull(result); } [Test] public void Pick_HigherRankPreferred_GivenLowRoll() { // ranks 1 and 3 → weights 1 and 3 → total 4 // roll 1 maps to pick index 0 of cumulative: only weight-1 skill // roll 2..4 maps to higher-ranked skill var low = Make("read_room", 1); var high = Make("paranoia", 3); var skills = SkillsFor(("read_room", 1), ("paranoia", 3)); var highPick = CommentarySystem.Pick( new List { low, high }, skills, new List(), 3, new FixedRollSource(2)); Assert.AreEqual("paranoia", highPick.Id); } [Test] public void Pick_RecentSpeaker_HasHalvedWeight() { // Without recency: weights 2 and 2, total 4 // With "a" recent: weights 1 and 2, total 3 → roll 1 picks a, roll 2+ picks b var a = Make("a", 2); var b = Make("b", 2); var skills = SkillsFor(("a", 2), ("b", 2)); var pick = CommentarySystem.Pick( new List { a, b }, skills, new List { "a" }, 3, new FixedRollSource(2)); Assert.AreEqual("b", pick.Id); } } }