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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.Plugin.Gen7.Scripts.MoveVolatile;
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using PkmnLib.Plugin.Gen7.Scripts.Side;
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using PkmnLib.Static.Utils;
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namespace PkmnLib.Plugin.Gen7.Tests.Scripts.MoveVolatile;
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/// <summary>
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/// Tests for the <see cref="FireWaterPledgeMove"/> volatile script, which implements the combined move of
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/// Fire Pledge and Water Pledge, and the <see cref="RainbowEffect"/> it creates.
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/// Bulbapedia (Fire Pledge): "If Fire Pledge and Water Pledge are used in the same turn, the ally moving
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/// second will use Water Pledge with a power of 150, and create a rainbow on the user's side of the field
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/// for four turns."
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/// </summary>
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public class FireWaterPledgeMoveTests
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{
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/// <summary>
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/// Creates a fully mocked test setup. The user's battle side gets a real <see cref="ScriptSet"/> as its
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/// volatile script set, so the rainbow created by the combined move can be inspected and driven.
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/// </summary>
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private static (FireWaterPledgeMove script, IExecutingMove move, IPokemon user, IBattleSide side, IScriptSet
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sideVolatile) CreateTestSetup()
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{
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var script = new FireWaterPledgeMove();
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var move = Substitute.For<IExecutingMove>();
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var side = Substitute.For<IBattleSide>();
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side.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
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var sideVolatile = new ScriptSet(side);
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side.VolatileScripts.Returns(sideVolatile);
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.BattleSide.Returns(side);
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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, user, side, sideVolatile);
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}
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/// <summary>
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/// Bulbapedia: "the ally moving second will use Water Pledge" when Fire Pledge and Water Pledge are
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/// combined. The marked choice's move is replaced with Water Pledge.
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/// </summary>
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[Test]
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public async Task ChangeMove_CombinedMove_ExecutesWaterPledge()
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{
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// Arrange
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var (script, _, _, _, _) = CreateTestSetup();
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var choice = Substitute.For<IMoveChoice>();
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StringKey moveName = "fire_pledge";
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// Act
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script.ChangeMove(choice, ref moveName);
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// Assert
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await Assert.That(moveName).IsEqualTo(new StringKey("water_pledge"));
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}
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/// <summary>
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/// Bulbapedia: "the ally moving second will use Water Pledge with a power of 150".
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/// </summary>
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[Test]
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public async Task ChangeBasePower_CombinedMove_PowerIs150()
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{
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// Arrange
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var (script, move, _, _, _) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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ushort basePower = 80;
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// Act
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script.ChangeBasePower(move, target, 0, ref basePower);
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// Assert
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await Assert.That(basePower).IsEqualTo((ushort)150);
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}
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/// <summary>
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/// Bulbapedia: the combined move will "create a rainbow on the user's side of the field for four turns."
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/// The <see cref="RainbowEffect"/> is added to the user's side.
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/// </summary>
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[Test]
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public async Task OnSecondaryEffect_CombinedMoveHits_AddsRainbowToUsersSide()
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{
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// Arrange
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var (script, move, _, _, sideVolatile) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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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(sideVolatile.Get<RainbowEffect>()).IsNotNull();
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}
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/// <summary>
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/// Technical test: if the user has no <see cref="IPokemon.BattleData"/>, no rainbow is created and the
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/// script does not throw.
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/// </summary>
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[Test]
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public async Task OnSecondaryEffect_UserHasNoBattleData_DoesNothing()
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{
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// Arrange
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var (script, move, user, _, sideVolatile) = CreateTestSetup();
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user.BattleData.Returns((IPokemonBattleData?)null);
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var target = Substitute.For<IPokemon>();
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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(sideVolatile.Count).IsEqualTo(0);
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}
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/// <summary>
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/// Bulbapedia: "The rainbow doubles the probability of additional effects taking place for moves used
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/// by that side of the field".
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/// </summary>
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[Test, Arguments(10f, 20f), Arguments(30f, 60f), Arguments(50f, 100f)]
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public async Task RainbowEffect_ChangeEffectChance_DoublesTheChance(float chance, float expected)
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{
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// Arrange
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var (script, move, _, _, sideVolatile) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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script.OnSecondaryEffect(move, target, 0);
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var rainbow = sideVolatile.Get<RainbowEffect>()!;
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// Act
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rainbow.ChangeEffectChance(move, target, 0, ref chance);
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// Assert
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await Assert.That(chance).IsEqualTo(expected);
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}
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/// <summary>
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/// Bulbapedia: the rainbow is created "on the user's side of the field for four turns." After the
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/// fourth end-of-turn since its creation the rainbow must be gone.
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/// </summary>
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[Test]
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public async Task RainbowEffect_AfterFourEndOfTurns_RainbowHasFaded()
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{
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// Arrange
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var (script, move, _, side, sideVolatile) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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script.OnSecondaryEffect(move, target, 0);
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var rainbow = sideVolatile.Get<RainbowEffect>()!;
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var battle = Substitute.For<IBattle>();
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// Act - four end-of-turn ticks, counting the turn the rainbow was created
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for (var i = 0; i < 4; i++)
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rainbow.OnEndTurn(side, battle);
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// Assert
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await Assert.That(sideVolatile.Contains("rainbow_effect")).IsFalse();
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}
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/// <summary>
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/// Technical test: the rainbow does not stay around forever; it removes itself from the side once its
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/// counter runs out (currently after the fifth end-of-turn).
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/// </summary>
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[Test]
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public async Task RainbowEffect_AfterFiveEndOfTurns_HasRemovedItself()
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{
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// Arrange
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var (script, move, _, side, sideVolatile) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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script.OnSecondaryEffect(move, target, 0);
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var rainbow = sideVolatile.Get<RainbowEffect>()!;
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var battle = Substitute.For<IBattle>();
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// Act
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for (var i = 0; i < 5; i++)
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rainbow.OnEndTurn(side, battle);
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// Assert
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await Assert.That(sideVolatile.Contains("rainbow_effect")).IsFalse();
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}
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}
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