More unit tests, fixes
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using PkmnLib.Dynamic.Models;
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using PkmnLib.Dynamic.Models.Choices;
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using PkmnLib.Dynamic.ScriptHandling;
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using PkmnLib.Dynamic.ScriptHandling.Registry;
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using PkmnLib.Plugin.Gen7.Scripts.Moves;
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using PkmnLib.Plugin.Gen7.Scripts.MoveVolatile;
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using PkmnLib.Static;
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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="Electrify"/> move script and its <see cref="ElectrifyEffect"/> move volatile.
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/// Gen VII Bulbapedia behavior: "If the target has not yet used a move, Electrify makes the target's move
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/// Electric-type for that turn, even if it is a status move."
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/// </summary>
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public class ElectrifyTests
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{
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/// <summary>
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/// Creates a fully mocked test setup where the battle's choice queue is a real
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/// <see cref="BattleChoiceQueue"/>. When <paramref name="targetStillHasChoice"/> is false, the queue
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/// only contains another Pokémon's choice, simulating a target that already moved this turn.
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/// </summary>
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private static (Electrify script, IExecutingMove move, IPokemon target, IScriptSet choiceVolatile, IHitData hitData)
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CreateTestSetup(bool targetStillHasChoice = true, bool hasQueue = true)
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{
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var script = new Electrify();
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var move = Substitute.For<IExecutingMove>();
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var target = Substitute.For<IPokemon>();
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var hitData = Substitute.For<IHitData>();
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move.GetHitData(target, 0).Returns(hitData);
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var targetChoice = Substitute.For<IMoveChoice>();
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targetChoice.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
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IScriptSet choiceVolatile = new ScriptSet(targetChoice);
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targetChoice.Volatile.Returns(choiceVolatile);
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targetChoice.User.Returns(target);
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var queue = new BattleChoiceQueue(targetStillHasChoice ? [targetChoice] : [Substitute.For<IMoveChoice>()]);
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var battle = Substitute.For<IBattle>();
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battle.ChoiceQueue.Returns(hasQueue ? queue : null);
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.Battle.Returns(battle);
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target.BattleData.Returns(battleData);
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return (script, move, target, choiceVolatile, hitData);
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}
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/// <summary>
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/// Bulbapedia: "If the target has not yet used a move, Electrify makes the target's move Electric-type
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/// for that turn" — the <see cref="ElectrifyEffect"/> is attached to the target's pending move choice.
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/// </summary>
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[Test]
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public async Task OnSecondaryEffect_TargetHasNotMovedYet_AddsElectrifyEffectToTargetChoice()
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{
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// Arrange
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var (script, move, target, choiceVolatile, hitData) = CreateTestSetup();
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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await Assert.That(choiceVolatile.Contains(ScriptUtils.ResolveName<ElectrifyEffect>())).IsTrue();
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hitData.DidNotReceive().Fail();
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}
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/// <summary>
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/// Bulbapedia: the effect only applies "if the target has not yet used a move" — when the target has
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/// no remaining choice in the queue this turn, the move fails.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_TargetAlreadyMoved_FailsHit()
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{
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// Arrange
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var (script, move, target, _, hitData) = CreateTestSetup(false);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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hitData.Received(1).Fail();
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}
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/// <summary>
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/// Technical test: when the battle has no active choice queue, the script returns without throwing and
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/// without failing the hit.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_NoChoiceQueue_DoesNothing()
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{
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// Arrange
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var (script, move, target, _, hitData) = CreateTestSetup(hasQueue: false);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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hitData.DidNotReceive().Fail();
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}
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/// <summary>
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/// Bulbapedia: "Electrify makes the target's move Electric-type for that turn, even if it is a status
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/// move" — the <see cref="ElectrifyEffect"/> changes the executed move's type to Electric.
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/// </summary>
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[Test]
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public async Task ChangeMoveType_ChangesMoveTypeToElectric()
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{
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// Arrange
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var effect = new ElectrifyEffect();
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var library = LibraryHelpers.LoadLibrary();
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var battle = Substitute.For<IBattle>();
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battle.Library.Returns(library);
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.Battle.Returns(battle);
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var target = Substitute.For<IPokemon>();
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target.BattleData.Returns(battleData);
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await Assert.That(library.StaticLibrary.Types.TryGetTypeIdentifier("normal", out var normal)).IsTrue();
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await Assert.That(library.StaticLibrary.Types.TryGetTypeIdentifier("electric", out var electric)).IsTrue();
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TypeIdentifier? moveType = normal;
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// Act
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effect.ChangeMoveType(Substitute.For<IExecutingMove>(), target, 0, ref moveType);
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// Assert
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await Assert.That(moveType).IsNotNull();
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await Assert.That(moveType!.Value).IsEqualTo(electric);
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}
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/// <summary>
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/// Technical test: without battle data on the target the move type cannot be resolved and remains
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/// unchanged.
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/// </summary>
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[Test]
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public async Task ChangeMoveType_TargetHasNoBattleData_TypeUnchanged()
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{
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// Arrange
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var effect = new ElectrifyEffect();
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var target = Substitute.For<IPokemon>();
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target.BattleData.Returns((IPokemonBattleData?)null);
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TypeIdentifier? moveType = null;
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// Act
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effect.ChangeMoveType(Substitute.For<IExecutingMove>(), target, 0, ref moveType);
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// Assert
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await Assert.That(moveType).IsNull();
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}
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}
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