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Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/AfterYouTests.cs
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140
Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/AfterYouTests.cs
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using PkmnLib.Dynamic.Models;
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using PkmnLib.Dynamic.Models.Choices;
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using PkmnLib.Plugin.Gen7.Scripts.Moves;
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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="AfterYou"/> move script.
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/// Gen VII Bulbapedia behavior (Generations V to VII): "The target will move next on the current turn,
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/// ignoring priority. [...] It fails if the target has already moved on the same turn. [...] After You fails
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/// if the order remains the same after using After You."
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/// </summary>
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public class AfterYouTests
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{
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private static IMoveChoice CreateChoice(IPokemon user, uint speed)
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{
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var choice = Substitute.For<IMoveChoice>();
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choice.User.Returns(user);
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choice.Speed.Returns(speed);
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return choice;
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}
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private static (AfterYou script, IExecutingMove move, IHitData hitData) CreateTestSetup(BattleChoiceQueue? queue)
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{
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var script = new AfterYou();
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var move = Substitute.For<IExecutingMove>();
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var hitData = Substitute.For<IHitData>();
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move.GetHitData(Arg.Any<IPokemon>(), Arg.Any<byte>()).Returns(hitData);
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var battle = Substitute.For<IBattle>();
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battle.ChoiceQueue.Returns(queue);
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var battleData = Substitute.For<IPokemonBattleData>();
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battleData.Battle.Returns(battle);
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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, hitData);
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}
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/// <summary>
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/// Bulbapedia: "The target will move next on the current turn, ignoring priority."
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/// The target's choice is moved in front of a faster Pokémon's remaining choice, and the move does not fail.
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/// </summary>
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[Test]
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public async Task OnSecondaryEffect_TargetLaterInQueue_TargetMovesNext()
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{
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// Arrange
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var user = Substitute.For<IPokemon>();
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var target = Substitute.For<IPokemon>();
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var other = Substitute.For<IPokemon>();
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// Sorted by speed: user (100), other (75), target (50)
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var queue = new BattleChoiceQueue([
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CreateChoice(user, 100), CreateChoice(other, 75), CreateChoice(target, 50),
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]);
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// The user's own choice is executing, so it has been dequeued already.
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queue.Dequeue();
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var (script, move, hitData) = CreateTestSetup(queue);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert - the target is now the next Pokémon to move, ahead of the faster one
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await Assert.That(queue.Peek()!.User).IsEqualTo(target);
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hitData.DidNotReceive().Fail();
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}
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/// <summary>
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/// Bulbapedia: "It fails if the target has already moved on the same turn."
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/// The target's choice is no longer in the queue, so the move fails.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_TargetAlreadyMoved_Fails()
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{
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// Arrange
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var user = Substitute.For<IPokemon>();
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var target = Substitute.For<IPokemon>();
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// Sorted by speed: target (100), user (50)
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var queue = new BattleChoiceQueue([
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CreateChoice(target, 100), CreateChoice(user, 50),
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]);
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// The target already moved this turn, and the user's own choice is executing.
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queue.Dequeue();
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queue.Dequeue();
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var (script, move, hitData) = CreateTestSetup(queue);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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hitData.Received(1).Fail();
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}
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/// <summary>
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/// Bulbapedia: "After You fails if the order remains the same after using After You."
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/// The target was already the next Pokémon to move, so using After You changes nothing and the move
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/// must fail.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_TargetAlreadyNext_Fails()
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{
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// Arrange
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var user = Substitute.For<IPokemon>();
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var target = Substitute.For<IPokemon>();
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// Sorted by speed: user (100), target (50)
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var queue = new BattleChoiceQueue([
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CreateChoice(user, 100), CreateChoice(target, 50),
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]);
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// The user's own choice is executing; the target is already next.
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queue.Dequeue();
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var (script, move, hitData) = CreateTestSetup(queue);
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// Act
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script.OnSecondaryEffect(move, target, 0);
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// Assert
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hitData.Received(1).Fail();
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}
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/// <summary>
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/// Technical test: when the battle has no active choice queue, the script returns without throwing
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/// and without failing the hit.
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/// </summary>
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[Test]
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public void OnSecondaryEffect_NoChoiceQueue_DoesNothing()
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{
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// Arrange
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var (script, move, hitData) = CreateTestSetup(null);
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// Act
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script.OnSecondaryEffect(move, Substitute.For<IPokemon>(), 0);
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// Assert
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hitData.DidNotReceive().Fail();
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}
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}
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