using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.Models.Choices;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Dynamic.ScriptHandling.Registry;
using PkmnLib.Plugin.Gen7.Scripts.Moves;
using PkmnLib.Plugin.Gen7.Scripts.Pokemon;
using PkmnLib.Static;
using PkmnLib.Static.Utils;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
///
/// Tests for the move script.
/// Gen VII Bulbapedia behavior: "Mean Look prevents the target from switching out or fleeing (including via
/// Teleport). [...] The effect only applies as long as the Pokémon that used it remains in battle."
/// From Generation VI onward, Ghost-type Pokémon are immune to Mean Look.
///
public class MeanLookTests
{
private static (MeanLook script, IExecutingMove move, IBattlePokemon target, ScriptSet targetVolatile, ScriptSet
userVolatile) CreateTestSetup()
{
var script = new MeanLook();
var move = Substitute.For();
// Use real script sets so the volatile scripts added by Mean Look can be inspected afterwards.
var user = Substitute.For();
var userVolatile = new ScriptSet(user);
user.Volatile.Returns(userVolatile);
user.GetScripts().Returns(_ => new ScriptIterator(new List>()));
move.User.Returns(user);
var target = Substitute.For();
var targetVolatile = new ScriptSet(target);
target.Volatile.Returns(targetVolatile);
target.GetScripts().Returns(_ => new ScriptIterator(new List>()));
move.GetHitData(target, 0).Returns(Substitute.For());
return (script, move, target, targetVolatile, userVolatile);
}
///
/// Bulbapedia: "Mean Look prevents the target from switching out or fleeing (including via Teleport)."
/// Hitting the target attaches the volatile script to it.
///
[Test]
public async Task OnSecondaryEffect_Hit_AddsMeanLookEffectToTarget()
{
// Arrange
var (script, move, target, targetVolatile, _) = CreateTestSetup();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(targetVolatile.Contains(ScriptUtils.ResolveName())).IsTrue();
}
///
/// Bulbapedia: "Mean Look prevents the target from switching out".
/// The applied by the move prevents the target's switch choices
/// through .
///
[Test]
public async Task OnSecondaryEffect_AppliedEffect_PreventsTargetFromSwitchingOut()
{
// Arrange
var (script, move, target, targetVolatile, _) = CreateTestSetup();
script.OnSecondaryEffect(move, target, 0);
await Assert.That(targetVolatile.TryGet(out var effect)).IsTrue();
// Act
var prevent = false;
effect!.PreventSelfSwitch(Substitute.For(), ref prevent);
// Assert
await Assert.That(prevent).IsTrue();
}
///
/// Bulbapedia: "Mean Look prevents the target from [...] fleeing (including via Teleport)."
/// The applied by the move prevents the target's flee choices
/// through .
///
[Test]
public async Task OnSecondaryEffect_AppliedEffect_PreventsTargetFromFleeing()
{
// Arrange
var (script, move, target, targetVolatile, _) = CreateTestSetup();
script.OnSecondaryEffect(move, target, 0);
await Assert.That(targetVolatile.TryGet(out var effect)).IsTrue();
// Act
var prevent = false;
effect!.PreventSelfRunAway(Substitute.For(), ref prevent);
// Assert
await Assert.That(prevent).IsTrue();
}
///
/// Bulbapedia: "The effect only applies as long as the Pokémon that used it remains in battle."
/// The user is given a linked volatile that ties the trap to the
/// user's presence in battle.
///
[Test]
public async Task OnSecondaryEffect_Hit_AddsLinkedEffectToUser()
{
// Arrange
var (script, move, target, _, userVolatile) = CreateTestSetup();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(userVolatile.Contains(ScriptUtils.ResolveName())).IsTrue();
}
///
/// Bulbapedia: "The effect only applies as long as the Pokémon that used it remains in battle."
/// When the user's linked volatile is removed (as happens when the user
/// leaves the field), the target's trapping effect is removed as well.
///
[Test]
public async Task OnSecondaryEffect_UserEffectRemoved_TargetIsFreed()
{
// Arrange
var (script, move, target, targetVolatile, userVolatile) = CreateTestSetup();
script.OnSecondaryEffect(move, target, 0);
// Act - simulate the user leaving battle by removing its linked volatile
userVolatile.Remove(ScriptUtils.ResolveName());
// Assert
await Assert.That(targetVolatile.Contains(ScriptUtils.ResolveName())).IsFalse();
}
///
/// Technical test: when the trapping volatile is blocked from being added to the target (the script
/// set's returns null), the hit is marked as failed and no linked effect is
/// added to the user.
///
[Test]
public async Task OnSecondaryEffect_EffectBlocked_HitFails()
{
// Arrange
var script = new MeanLook();
var move = Substitute.For();
var user = Substitute.For();
var userVolatile = Substitute.For();
user.Volatile.Returns(userVolatile);
move.User.Returns(user);
var target = Substitute.For();
var targetVolatile = Substitute.For();
targetVolatile.Add(Arg.Any