using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Dynamic.ScriptHandling.Registry;
using PkmnLib.Plugin.Gen7.Scripts.Battle;
using PkmnLib.Plugin.Gen7.Scripts.Moves;
using PkmnLib.Static;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
///
/// Tests for the move script and its battle volatile.
/// Gen VII Bulbapedia behavior (Generation VI base text): "For the remainder of the current turn, Ion Deluge
/// causes all Normal-type moves to become Electric-type instead, including status moves." (The Gen VII
/// section only describes a version 1.0 glitch of Ultra Sun/Ultra Moon, which is not intended behavior.)
///
public class IonDelugeTests
{
///
/// Bulbapedia: "Ion Deluge causes all Normal-type moves to become Electric-type" — the effect applies to
/// the whole field, so using the move adds the to the battle's volatile
/// scripts.
///
[Test]
public async Task OnSecondaryEffect_Used_AddsIonDelugeEffectToBattle()
{
// Arrange
var script = new IonDeluge();
var move = Substitute.For();
var user = Substitute.For();
move.User.Returns(user);
var battle = Substitute.For();
battle.GetScripts().Returns(_ => new ScriptIterator(new List>()));
var battleVolatile = new ScriptSet(battle);
battle.Volatile.Returns(battleVolatile);
user.Battle.Returns(battle);
var target = Substitute.For();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(battleVolatile.Get()).IsNotNull();
}
///
/// Bulbapedia: "Ion Deluge causes all Normal-type moves to become Electric-type instead, including
/// status moves."
///
[Test]
public async Task ChangeMoveType_NormalTypeMove_BecomesElectric()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For();
var target = Substitute.For();
var library = LibraryHelpers.LoadLibrary();
target.Library.Returns(library);
var types = library.StaticLibrary.Types;
await Assert.That(types.TryGetTypeIdentifier("normal", out var normal)).IsTrue();
await Assert.That(types.TryGetTypeIdentifier("electric", out var electric)).IsTrue();
TypeIdentifier? moveType = normal;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType.HasValue).IsTrue();
await Assert.That(moveType!.Value).IsEqualTo(electric);
}
///
/// Bulbapedia: only "Normal-type moves" are converted; a move of any other type keeps its type.
///
[Test]
public async Task ChangeMoveType_NonNormalTypeMove_TypeUnchanged()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For();
var target = Substitute.For();
var library = LibraryHelpers.LoadLibrary();
target.Library.Returns(library);
var types = library.StaticLibrary.Types;
await Assert.That(types.TryGetTypeIdentifier("water", out var water)).IsTrue();
TypeIdentifier? moveType = water;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType.HasValue).IsTrue();
await Assert.That(moveType!.Value).IsEqualTo(water);
}
///
/// Technical test: a move without a resolved type is left alone.
///
[Test]
public async Task ChangeMoveType_NullMoveType_TypeUnchanged()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For();
var target = Substitute.For();
TypeIdentifier? moveType = null;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType).IsNull();
}
///
/// Bulbapedia: the type conversion lasts "for the remainder of the current turn" — at the end of the
/// turn the effect must remove itself from the battle.
///
[Test]
public async Task OnEndTurn_TurnEnds_EffectRemovesItself()
{
// Arrange
var effect = new IonDelugeEffect();
var battle = Substitute.For();
battle.GetScripts().Returns(_ => new ScriptIterator(new List>()));
var battleVolatile = new ScriptSet(battle);
battle.Volatile.Returns(battleVolatile);
battleVolatile.Add(effect);
// Act - run the end-of-turn hook, if the effect has one at all
if (effect is IScriptOnEndTurn onEndTurn)
onEndTurn.OnEndTurn(battle, battle);
// Assert
await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName())).IsFalse();
}
}