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; /// /// Tests for the move script and its attached . /// Gen VII Bulbapedia behavior: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from /// switching out or fleeing during their next turn." /// public class FairyLockTests { /// /// Creates a fully mocked test setup where the battle has a real as its volatile /// script set. /// private static (FairyLock script, IExecutingMove move, IBattlePokemon target, IBattle battle, IScriptSet battleVolatile) CreateTestSetup() { var script = new FairyLock(); var move = Substitute.For(); var target = Substitute.For(); var battle = Substitute.For(); battle.GetScripts().Returns(_ => new ScriptIterator(Array.Empty>())); IScriptSet battleVolatile = new ScriptSet(battle); battle.Volatile.Returns(battleVolatile); target.Battle.Returns(battle); return (script, move, target, battle, battleVolatile); } /// /// Creates a mocked Pokémon with the given type names as its . /// private static IBattlePokemon CreatePokemonWithTypes(params string[] types) { var pokemon = Substitute.For(); pokemon.Types.Returns(types.Select((name, index) => new TypeIdentifier((byte)(index + 1), new StringKey(name))) .ToList()); return pokemon; } /// /// 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 on the battle's /// volatile scripts so it affects the whole field. /// [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())).IsTrue(); } /// /// Bulbapedia: "Fairy Lock prevents all Pokémon (except Ghost types) on the field from switching out". /// A non-Ghost Pokémon is prevented from switching. /// [Test] public async Task PreventSelfSwitch_NonGhostPokemon_SwitchPrevented() { // Arrange var effect = new FairyLockEffect(); var user = CreatePokemonWithTypes("normal"); var choice = Substitute.For(); choice.User.Returns(user); var prevent = false; // Act effect.PreventSelfSwitch(choice, ref prevent); // Assert await Assert.That(prevent).IsTrue(); } /// /// Bulbapedia: Fairy Lock prevents all Pokémon "(except Ghost types)" from switching out — a Ghost-type /// Pokémon can still switch out. /// [Test] public async Task PreventSelfSwitch_GhostTypePokemon_SwitchNotPrevented() { // Arrange var effect = new FairyLockEffect(); var user = CreatePokemonWithTypes("ghost"); var choice = Substitute.For(); choice.User.Returns(user); var prevent = false; // Act effect.PreventSelfSwitch(choice, ref prevent); // Assert await Assert.That(prevent).IsFalse(); } /// /// 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. /// [Test] public async Task PreventSelfRunAway_NonGhostPokemon_FleeingPrevented() { // Arrange var effect = new FairyLockEffect(); var user = CreatePokemonWithTypes("normal"); var choice = Substitute.For(); choice.User.Returns(user); var prevent = false; // Act effect.PreventSelfRunAway(choice, ref prevent); // Assert await Assert.That(prevent).IsTrue(); } /// /// Bulbapedia: Fairy Lock prevents all Pokémon "(except Ghost types)" from fleeing — a Ghost-type /// Pokémon can still flee. /// [Test] public async Task PreventSelfRunAway_GhostTypePokemon_FleeingNotPrevented() { // Arrange var effect = new FairyLockEffect(); var user = CreatePokemonWithTypes("ghost"); var choice = Substitute.For(); choice.User.Returns(user); var prevent = false; // Act effect.PreventSelfRunAway(choice, ref prevent); // Assert await Assert.That(prevent).IsFalse(); } /// /// Bulbapedia: the lock applies "during their next turn" — at the end of the turn Fairy Lock was used, /// the stays on the battle so the following turn is still locked. /// [Test] public async Task OnEndTurn_FirstEndOfTurn_EffectRemains() { // Arrange var (script, move, target, battle, battleVolatile) = CreateTestSetup(); script.OnSecondaryEffect(move, target, 0); var effect = battleVolatile.Get()!; // Act - end of the turn Fairy Lock was used effect.OnEndTurn(battle, battle); // Assert await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName())).IsTrue(); } /// /// Bulbapedia: the lock only lasts "during their next turn" — at the end of the turn after Fairy Lock /// was used, the removes itself. /// [Test] public async Task OnEndTurn_SecondEndOfTurn_EffectRemovesItself() { // Arrange var (script, move, target, battle, battleVolatile) = CreateTestSetup(); script.OnSecondaryEffect(move, target, 0); var effect = battleVolatile.Get()!; // 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())).IsFalse(); } }