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