using PkmnLib.Dynamic.Models; using PkmnLib.Plugin.Gen7.Scripts.Moves; using PkmnLib.Plugin.Gen7.Scripts.Pokemon; using PkmnLib.Static.Utils; namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves; /// /// Tests for the move script. /// Gen VII Bulbapedia behavior: "Freeze Shock deals damage and has a 30% chance of paralyzing the target." /// Freeze Shock is a two-turn move: the generic charge-turn handling lives in the shared base charge move /// class, so these tests only cover the concrete logic of itself (its paralysis /// secondary effect and the charge volatile it creates). /// public class FreezeShockTests { /// /// Creates a fully mocked test setup for Freeze Shock secondary effect tests. /// private static (FreezeShock script, IExecutingMove move, IPokemon target, IPokemon user, IBattleRandom random) CreateTestSetup() { var script = new FreezeShock(); var move = Substitute.For(); var user = Substitute.For(); move.User.Returns(user); var battle = Substitute.For(); var random = Substitute.For(); battle.Random.Returns(random); var battleData = Substitute.For(); battleData.Battle.Returns(battle); var target = Substitute.For(); target.BattleData.Returns(battleData); return (script, move, target, user, random); } /// /// Bulbapedia: "Freeze Shock deals damage and has a 30% chance of paralyzing the target." /// When the effect chance roll succeeds, the target is paralyzed by the user. /// [Test] public async Task OnSecondaryEffect_EffectChanceSucceeds_ParalyzesTarget() { // Arrange var (script, move, target, user, random) = CreateTestSetup(); random.EffectChance(30, move, target, 0).Returns(true); // Act script.OnSecondaryEffect(move, target, 0); // Assert target.Received(1).SetStatus(new StringKey("paralyzed"), user); await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsTrue(); } /// /// Bulbapedia: "a 30% chance of paralyzing the target." /// When the effect chance roll fails, the target is not paralyzed. /// [Test] public async Task OnSecondaryEffect_EffectChanceFails_DoesNotParalyzeTarget() { // Arrange var (script, move, target, _, random) = CreateTestSetup(); random.EffectChance(30, move, target, 0).Returns(false); // Act script.OnSecondaryEffect(move, target, 0); // Assert await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse(); } /// /// Bulbapedia: "a 30% chance of paralyzing the target." /// The paralysis roll is made with exactly a 30% chance. /// [Test] public async Task OnSecondaryEffect_ParalysisRoll_UsesThirtyPercentChance() { // Arrange var (script, move, target, _, random) = CreateTestSetup(); // Act script.OnSecondaryEffect(move, target, 0); // Assert random.Received(1).EffectChance(30, move, target, 0); await Assert.That(random.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "EffectChance")).IsTrue(); } /// /// Technical test: outside of battle (no battle data on the target) the secondary effect does nothing /// and does not throw. /// [Test] public async Task OnSecondaryEffect_TargetHasNoBattleData_DoesNotParalyzeTarget() { // Arrange var (script, move, target, _, _) = CreateTestSetup(); target.BattleData.Returns((IPokemonBattleData?)null); // Act script.OnSecondaryEffect(move, target, 0); // Assert await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse(); } /// /// Bulbapedia: the user is "cloaked in a freezing light" on the charge turn and attacks on the following /// turn. The concrete script provides the volatile that forces the user /// to execute Freeze Shock on the second turn. /// [Test] public async Task CreateVolatile_ReturnsRequireChargeEffect() { // Arrange var script = new FreezeShock(); var user = Substitute.For(); // Act var chargeEffect = script.CreateVolatile(user); // Assert await Assert.That(chargeEffect).IsNotNull(); } }