Move all battle state from IPokemon to an ephemeral IBattlePokemon wrapper

This commit is contained in:
2026-08-28 15:20:26 +02:00
parent 942be8eaeb
commit 8a2733a0a9
859 changed files with 4408 additions and 5331 deletions

View File

@@ -25,13 +25,11 @@ public class FakeOutTests
var battle = Substitute.For<IBattle>();
battle.CurrentTurnNumber.Returns(currentTurn);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
battleData.SwitchInTurn.Returns(switchInTurn);
var user = Substitute.For<IPokemon>();
user.BattleData.Returns(battleData);
var user = Substitute.For<IBattlePokemon>();
move.User.Returns(user);
user.SwitchInTurn.Returns(switchInTurn);
user.Battle.Returns(battle);
return (script, move);
}
@@ -74,28 +72,6 @@ public class FakeOutTests
await Assert.That(stop).IsTrue();
}
/// <summary>
/// Technical test: without battle data on the user (outside of battle) the first-turn check does nothing
/// and the move is not stopped.
/// </summary>
[Test]
public async Task StopBeforeMove_UserHasNoBattleData_MoveNotStopped()
{
// Arrange
var script = new FakeOut();
var move = Substitute.For<IExecutingMove>();
var user = Substitute.For<IPokemon>();
user.BattleData.Returns((IPokemonBattleData?)null);
move.User.Returns(user);
var stop = false;
// Act
script.StopBeforeMove(move, ref stop);
// Assert
await Assert.That(stop).IsFalse();
}
/// <summary>
/// Bulbapedia: "Fake Out inflicts damage and always makes the target flinch" — the secondary effect puts
/// a <see cref="FlinchEffect"/> on the target.
@@ -106,7 +82,7 @@ public class FakeOutTests
// Arrange
var script = new FakeOut();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var target = Substitute.For<IBattlePokemon>();
target.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
IScriptSet volatileSet = new ScriptSet(target);
target.Volatile.Returns(volatileSet);