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Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/IceBurnTests.cs
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270
Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/IceBurnTests.cs
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using PkmnLib.Dynamic.Events;
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using PkmnLib.Dynamic.Models;
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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;
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using PkmnLib.Plugin.Gen7.Scripts.Moves;
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using PkmnLib.Plugin.Gen7.Scripts.Pokemon;
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using PkmnLib.Static.Utils;
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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="IceBurn"/> move script, a two-turn charge move using
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/// <see cref="RequireChargeEffect"/>.
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/// Gen VII Bulbapedia behavior: "Ice Burn deals damage and has a 30% chance of burning the target." On the
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/// initial turn, the user enters a charging state while "cloaked in a freezing air"; the actual damage occurs
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/// on the subsequent turn. "A Power Herb item can bypass the charging phase entirely."
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/// </summary>
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public class IceBurnTests
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{
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/// <summary>
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/// Test helper script that bypasses the charge turn through the
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/// <see cref="CustomTriggers.BypassChargeMove"/> custom trigger, the same way the Power Herb item
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/// script does.
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/// </summary>
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[Script(ScriptCategory.Pokemon, "test_charge_bypasser")]
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private class ChargeBypasser : Script, IScriptCustomTrigger
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{
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public void CustomTrigger(StringKey eventName, ICustomTriggerArgs args)
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{
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if (eventName == CustomTriggers.BypassChargeMove && args is CustomTriggers.BypassChargeMoveArgs bypassArgs)
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bypassArgs.Bypass = true;
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}
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}
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/// <summary>
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/// Creates a fully mocked test setup for Ice Burn tests. The user gets a real <see cref="ScriptSet"/> as
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/// its volatile set, so the charge volatile added by the move can be inspected afterwards.
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/// </summary>
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private static (IceBurn script, IExecutingMove move, IPokemon user, ScriptSet userVolatile, IBattleRandom random,
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EventHook eventHook) CreateTestSetup()
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{
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var script = new IceBurn();
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var move = Substitute.For<IExecutingMove>();
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move.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
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var user = Substitute.For<IPokemon>();
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user.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
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var userVolatile = new ScriptSet(user);
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user.Volatile.Returns(userVolatile);
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move.User.Returns(user);
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var eventHook = new EventHook();
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var random = Substitute.For<IBattleRandom>();
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var battle = Substitute.For<IBattle>();
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battle.EventHook.Returns(eventHook);
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battle.Random.Returns(random);
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.Battle.Returns(battle);
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user.BattleData.Returns(battleData);
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return (script, move, user, userVolatile, random, eventHook);
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}
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/// <summary>
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/// Helper to check whether a Pokémon received any SetStatus call. (Checked via ReceivedCalls, as arg
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/// matchers cannot be used for <see cref="EventBatchId"/> parameters.)
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/// </summary>
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private static bool ReceivedSetStatus(IPokemon pokemon) =>
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pokemon.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus");
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/// <summary>
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/// Bulbapedia: on the initial turn, the user enters a charging state; the actual damage occurs on the
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/// subsequent turn. The first use is prevented from executing.
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/// </summary>
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[Test]
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public async Task PreventMove_FirstUse_PreventsMoveForChargeTurn()
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{
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// Arrange
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var (script, move, _, _, _, _) = CreateTestSetup();
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var prevent = false;
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// Act
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script.PreventMove(move, ref prevent);
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// Assert
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await Assert.That(prevent).IsTrue();
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}
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/// <summary>
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/// Bulbapedia: the user enters a charging state on the first turn. The charge turn attaches the
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/// <see cref="RequireChargeEffect"/> volatile to the user.
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/// </summary>
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[Test]
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public async Task PreventMove_FirstUse_AddsRequireChargeEffectToUser()
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{
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// Arrange
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var (script, move, _, userVolatile, _, _) = CreateTestSetup();
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var prevent = false;
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// Act
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script.PreventMove(move, ref prevent);
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// Assert
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await Assert.That(userVolatile.Contains(ScriptUtils.ResolveName<RequireChargeEffect>())).IsTrue();
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}
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/// <summary>
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/// Bulbapedia: the user is "cloaked in a freezing air" on the charge turn — the charge turn announces
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/// itself through a <see cref="DialogEvent"/> so the battle log can show the charging message.
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/// </summary>
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[Test]
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public async Task PreventMove_FirstUse_FiresBeganChargingDialogEvent()
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{
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// Arrange
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var (script, move, user, _, _, eventHook) = CreateTestSetup();
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DialogEvent? captured = null;
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eventHook.Handler += (_, args) =>
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{
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if (args is DialogEvent dialogEvent)
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captured = dialogEvent;
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};
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var prevent = false;
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// Act
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script.PreventMove(move, ref prevent);
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// Assert
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await Assert.That(captured).IsNotNull();
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await Assert.That(captured!.Message).IsEqualTo("began_charging");
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var userParameter = captured!.Parameters?.GetValueOrDefault("user");
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await Assert.That(ReferenceEquals(userParameter, user)).IsTrue();
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}
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/// <summary>
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/// Bulbapedia: "The actual damage occurs on the subsequent turn." When the user already carries the
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/// charge volatile from the previous turn, the move is not prevented again.
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/// </summary>
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[Test]
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public async Task PreventMove_UserAlreadyCharged_DoesNotPreventMove()
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{
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// Arrange
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var (script, move, user, userVolatile, _, _) = CreateTestSetup();
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userVolatile.Add(script.CreateVolatile(user));
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var prevent = false;
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// Act
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script.PreventMove(move, ref prevent);
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// Assert
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await Assert.That(prevent).IsFalse();
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}
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/// <summary>
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/// The attack executes on the second turn, ending the charging state: once the move executes, the
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/// <see cref="RequireChargeEffect"/> is removed from the user.
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/// </summary>
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[Test]
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public async Task OnBeforeMove_ChargeCompleted_RemovesRequireChargeEffect()
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{
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// Arrange
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var (script, move, user, userVolatile, _, _) = CreateTestSetup();
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userVolatile.Add(script.CreateVolatile(user));
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// Act
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script.OnBeforeMove(move);
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// Assert
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await Assert.That(userVolatile.Contains(ScriptUtils.ResolveName<RequireChargeEffect>())).IsFalse();
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}
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/// <summary>
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/// Bulbapedia: "Ice Burn deals damage and has a 30% chance of burning the target." When the burn roll
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/// succeeds, the target is burned by the user.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_BurnRollSucceeds_TargetIsBurned()
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{
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// Arrange
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var (script, move, user, _, random, _) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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random.EffectChance(30, move, target, 0).Returns(true);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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target.Received(1).SetStatus("burned", user);
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}
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/// <summary>
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/// Bulbapedia: "has a 30% chance of burning the target." The burn roll is made with a 30 percent chance.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_BurnRoll_UsesThirtyPercentChance()
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{
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// Arrange
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var (script, move, _, _, random, _) = 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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random.Received(1).EffectChance(30, move, target, 0);
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}
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/// <summary>
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/// Bulbapedia: "has a 30% chance of burning the target." When the burn roll fails, the target is not
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/// burned.
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/// </summary>
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[Test]
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public async Task OnSecondaryEffect_BurnRollFails_TargetIsNotBurned()
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{
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// Arrange
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var (script, move, _, _, random, _) = CreateTestSetup();
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var target = Substitute.For<IPokemon>();
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random.EffectChance(30, move, target, 0).Returns(false);
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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(ReceivedSetStatus(target)).IsFalse();
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}
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/// <summary>
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/// Technical test: if the user has no <see cref="IPokemon.BattleData"/>, the secondary effect does
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/// nothing.
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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 = new IceBurn();
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var move = Substitute.For<IExecutingMove>();
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var user = Substitute.For<IPokemon>();
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user.BattleData.Returns((IPokemonBattleData?)null);
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move.User.Returns(user);
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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(ReceivedSetStatus(target)).IsFalse();
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}
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/// <summary>
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/// Bulbapedia: "A Power Herb item can bypass the charging phase entirely." The bypass flows through the
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/// <see cref="CustomTriggers.BypassChargeMove"/> custom trigger; a script that sets the bypass flag
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/// (as the Power Herb item script does) lets the user attack on the first turn without charging.
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/// </summary>
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[Test]
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public async Task PreventMove_ChargeBypassedByTrigger_MoveIsNotPrevented()
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{
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// Arrange
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var (script, move, _, _, _, _) = CreateTestSetup();
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move.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>
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{
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new ScriptContainer(new ChargeBypasser()),
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}));
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var prevent = false;
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// Act
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script.PreventMove(move, ref prevent);
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// Assert
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await Assert.That(prevent).IsFalse();
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}
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}
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