More unit tests, fixes
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using PkmnLib.Dynamic.Models;
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using PkmnLib.Dynamic.ScriptHandling.Registry;
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using PkmnLib.Plugin.Gen7.Scripts.Moves;
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using ElectricTerrainScript = PkmnLib.Plugin.Gen7.Scripts.Terrain.ElectricTerrain;
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namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
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/// <summary>
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/// Tests for the <see cref="ElectricTerrain"/> move script.
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/// Gen VII Bulbapedia behavior (Generations VI to VII): Electric Terrain "envelops the field and replaces
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/// the background environment and any other terrain that is already in effect."
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/// </summary>
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public class ElectricTerrainTests
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{
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private static (ElectricTerrain script, IExecutingMove move, IBattle battle) CreateTestSetup()
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{
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var script = new ElectricTerrain();
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var move = Substitute.For<IExecutingMove>();
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var battle = Substitute.For<IBattle>();
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.Battle.Returns(battle);
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var user = Substitute.For<IPokemon>();
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user.BattleData.Returns(battleData);
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move.User.Returns(user);
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return (script, move, battle);
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}
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/// <summary>
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/// Bulbapedia: Electric Terrain "envelops the field and replaces the background environment and any
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/// other terrain that is already in effect" — the move sets the battle's terrain to the
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/// <see cref="ElectricTerrainScript"/> terrain script.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_SetsElectricTerrainOnBattle()
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{
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// Arrange
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var (script, move, battle) = CreateTestSetup();
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// Act
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script.OnSecondaryEffect(move, Substitute.For<IPokemon>(), 0);
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// Assert
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battle.Received(1).SetTerrain(ScriptUtils.ResolveName<ElectricTerrainScript>());
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}
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/// <summary>
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/// Technical test: without battle data on the user (outside of battle) the effect does nothing and
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/// does not throw.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_UserHasNoBattleData_DoesNotSetTerrain()
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{
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// Arrange
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var (script, move, battle) = CreateTestSetup();
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move.User.BattleData.Returns((IPokemonBattleData?)null);
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// Act
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script.OnSecondaryEffect(move, Substitute.For<IPokemon>(), 0);
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// Assert
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battle.DidNotReceiveWithAnyArgs().SetTerrain(default);
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}
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}
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