Many more tests and fixes
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using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.Models.Choices;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Dynamic.ScriptHandling.Registry;
using PkmnLib.Plugin.Gen7.Scripts.Battle;
using PkmnLib.Plugin.Gen7.Scripts.Moves;
using PkmnLib.Static;
using PkmnLib.Static.Utils;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
/// <summary>
/// Tests for the <see cref="FairyLock"/> move script and its attached <see cref="FairyLockEffect"/>.
/// Gen VII Bulbapedia behavior: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from
/// switching out or fleeing during their next turn."
/// </summary>
public class FairyLockTests
{
/// <summary>
/// Creates a fully mocked test setup where the battle has a real <see cref="ScriptSet"/> as its volatile
/// script set.
/// </summary>
private static (FairyLock script, IExecutingMove move, IPokemon target, IBattle battle, IScriptSet battleVolatile)
CreateTestSetup()
{
var script = new FairyLock();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var battle = Substitute.For<IBattle>();
battle.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
IScriptSet battleVolatile = new ScriptSet(battle);
battle.Volatile.Returns(battleVolatile);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
target.BattleData.Returns(battleData);
return (script, move, target, battle, battleVolatile);
}
/// <summary>
/// Creates a mocked Pokémon with the given type names as its <see cref="IPokemon.Types"/>.
/// </summary>
private static IPokemon CreatePokemonWithTypes(params string[] types)
{
var pokemon = Substitute.For<IPokemon>();
pokemon.Types.Returns(types.Select((name, index) => new TypeIdentifier((byte)(index + 1), new StringKey(name)))
.ToList());
return pokemon;
}
/// <summary>
/// Bulbapedia: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from switching out or
/// fleeing during their next turn." Using the move puts the <see cref="FairyLockEffect"/> on the battle's
/// volatile scripts so it affects the whole field.
/// </summary>
[Test]
public async Task OnSecondaryEffect_AddsFairyLockEffectToBattleVolatile()
{
// Arrange
var (script, move, target, _, battleVolatile) = CreateTestSetup();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName<FairyLockEffect>())).IsTrue();
}
/// <summary>
/// Technical test: without battle data on the target (outside of battle) the secondary effect does
/// nothing and does not throw.
/// </summary>
[Test]
public void OnSecondaryEffect_TargetHasNoBattleData_DoesNotThrow()
{
// Arrange
var script = new FairyLock();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
target.BattleData.Returns((IPokemonBattleData?)null);
// Act & Assert - should not throw
script.OnSecondaryEffect(move, target, 0);
}
/// <summary>
/// Bulbapedia: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from switching out".
/// A non-Ghost Pokémon is prevented from switching.
/// </summary>
[Test]
public async Task PreventSelfSwitch_NonGhostPokemon_SwitchPrevented()
{
// Arrange
var effect = new FairyLockEffect();
var user = CreatePokemonWithTypes("normal");
var choice = Substitute.For<ISwitchChoice>();
choice.User.Returns(user);
var prevent = false;
// Act
effect.PreventSelfSwitch(choice, ref prevent);
// Assert
await Assert.That(prevent).IsTrue();
}
/// <summary>
/// Bulbapedia: Fairy Lock prevents all Pokémon "(except Ghost types)" from switching out — a Ghost-type
/// Pokémon can still switch out.
/// </summary>
[Test]
public async Task PreventSelfSwitch_GhostTypePokemon_SwitchNotPrevented()
{
// Arrange
var effect = new FairyLockEffect();
var user = CreatePokemonWithTypes("ghost");
var choice = Substitute.For<ISwitchChoice>();
choice.User.Returns(user);
var prevent = false;
// Act
effect.PreventSelfSwitch(choice, ref prevent);
// Assert
await Assert.That(prevent).IsFalse();
}
/// <summary>
/// Bulbapedia: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from switching out or
/// fleeing during their next turn." A non-Ghost Pokémon is prevented from fleeing.
/// </summary>
[Test]
public async Task PreventSelfRunAway_NonGhostPokemon_FleeingPrevented()
{
// Arrange
var effect = new FairyLockEffect();
var user = CreatePokemonWithTypes("normal");
var choice = Substitute.For<IFleeChoice>();
choice.User.Returns(user);
var prevent = false;
// Act
effect.PreventSelfRunAway(choice, ref prevent);
// Assert
await Assert.That(prevent).IsTrue();
}
/// <summary>
/// Bulbapedia: Fairy Lock prevents all Pokémon "(except Ghost types)" from fleeing — a Ghost-type
/// Pokémon can still flee.
/// </summary>
[Test]
public async Task PreventSelfRunAway_GhostTypePokemon_FleeingNotPrevented()
{
// Arrange
var effect = new FairyLockEffect();
var user = CreatePokemonWithTypes("ghost");
var choice = Substitute.For<IFleeChoice>();
choice.User.Returns(user);
var prevent = false;
// Act
effect.PreventSelfRunAway(choice, ref prevent);
// Assert
await Assert.That(prevent).IsFalse();
}
/// <summary>
/// Bulbapedia: the lock applies "during their next turn" — at the end of the turn Fairy Lock was used,
/// the <see cref="FairyLockEffect"/> stays on the battle so the following turn is still locked.
/// </summary>
[Test]
public async Task OnEndTurn_FirstEndOfTurn_EffectRemains()
{
// Arrange
var (script, move, target, battle, battleVolatile) = CreateTestSetup();
script.OnSecondaryEffect(move, target, 0);
var effect = battleVolatile.Get<FairyLockEffect>()!;
// Act - end of the turn Fairy Lock was used
effect.OnEndTurn(battle, battle);
// Assert
await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName<FairyLockEffect>())).IsTrue();
}
/// <summary>
/// Bulbapedia: the lock only lasts "during their next turn" — at the end of the turn after Fairy Lock
/// was used, the <see cref="FairyLockEffect"/> removes itself.
/// </summary>
[Test]
public async Task OnEndTurn_SecondEndOfTurn_EffectRemovesItself()
{
// Arrange
var (script, move, target, battle, battleVolatile) = CreateTestSetup();
script.OnSecondaryEffect(move, target, 0);
var effect = battleVolatile.Get<FairyLockEffect>()!;
// Act - end of the turn Fairy Lock was used, then end of the locked turn
effect.OnEndTurn(battle, battle);
effect.OnEndTurn(battle, battle);
// Assert
await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName<FairyLockEffect>())).IsFalse();
}
}