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PkmnLib.NET/Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/BanefulBunkerTests.cs
2026-07-05 13:01:12 +02:00

283 lines
11 KiB
C#

using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.Models.Choices;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Plugin.Gen7.Scripts.Moves;
using PkmnLib.Plugin.Gen7.Scripts.Pokemon;
using PkmnLib.Static.Moves;
using PkmnLib.Static.Utils;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
/// <summary>
/// Tests for the <see cref="BanefulBunker"/> move script and its attached <see cref="BanefulBunkerEffect"/>.
/// Behavior is verified against the Bulbapedia page for Baneful Bunker (Generation VII).
/// </summary>
public class BanefulBunkerTests
{
/// <summary>
/// Creates a fully mocked setup for driving <see cref="BanefulBunker"/>'s inherited
/// <see cref="ProtectionScript.OnSecondaryEffect"/>. The <c>target</c> of the secondary effect is the
/// Pokémon using Baneful Bunker itself, as the move is self-targeted.
/// </summary>
private static (BanefulBunker script, IExecutingMove move, IPokemon target, IHitData hitData, IScriptSet volatileSet
) CreateProtectSetup(bool userMovesLast, float randomRoll)
{
var script = new BanefulBunker();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var hitData = Substitute.For<IHitData>();
move.GetHitData(target, 0).Returns(hitData);
// A queue with a remaining choice means another Pokémon still has to move after the user.
var queue = userMovesLast ? new BattleChoiceQueue([]) : new BattleChoiceQueue([Substitute.For<IMoveChoice>()]);
var random = Substitute.For<IBattleRandom>();
random.GetFloat().Returns(randomRoll);
var battle = Substitute.For<IBattle>();
battle.ChoiceQueue.Returns(queue);
battle.Random.Returns(random);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
target.BattleData.Returns(battleData);
// Give the mock a real script iterator (used by the volatile add hook) and a real volatile script set.
target.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
IScriptSet volatileSet = new ScriptSet(target);
target.Volatile.Returns(volatileSet);
return (script, move, target, hitData, volatileSet);
}
/// <summary>
/// Creates a fully mocked setup for driving <see cref="BanefulBunkerEffect.BlockIncomingHit"/>, the
/// volatile script that <see cref="BanefulBunker"/> attaches to its user.
/// </summary>
private static (BanefulBunkerEffect effect, IExecutingMove move, IPokemon target, IPokemon attacker)
CreateBlockSetup(bool isContact, bool hasProtectFlag, MoveCategory category = MoveCategory.Physical)
{
var effect = new BanefulBunkerEffect();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var hitData = Substitute.For<IHitData>();
hitData.IsContact.Returns(isContact);
move.GetHitData(target, 0).Returns(hitData);
var useMove = Substitute.For<IMoveData>();
useMove.HasFlag(new StringKey("protect")).Returns(hasProtectFlag);
useMove.Category.Returns(category);
move.UseMove.Returns(useMove);
var attacker = Substitute.For<IPokemon>();
attacker.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
move.User.Returns(attacker);
target.BattleData.Returns(Substitute.For<IPokemonBattleData>());
return (effect, move, target, attacker);
}
/// <summary>
/// Helper to extract the status name from a Pokémon's received <see cref="IPokemon.SetStatus"/> calls.
/// </summary>
private static string? GetStatusSet(IPokemon pokemon)
{
var call = pokemon.ReceivedCalls().FirstOrDefault(c => c.GetMethodInfo().Name == "SetStatus");
return call != null ? ((StringKey)call.GetArguments()[0]!).ToString() : null;
}
/// <summary>
/// Bulbapedia: "Baneful Bunker protects the user from all effects of moves that target it during the turn
/// it is used, including damage."
/// Using the move attaches the <see cref="BanefulBunkerEffect"/> volatile script to the user.
/// </summary>
[Test]
public async Task OnSecondaryEffect_FirstUse_AddsBanefulBunkerEffect()
{
// Arrange
var (script, move, target, hitData, volatileSet) = CreateProtectSetup(false, 0.0f);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(volatileSet.Get<BanefulBunkerEffect>()).IsNotNull();
hitData.DidNotReceive().Fail();
}
/// <summary>
/// Bulbapedia: "If the user goes last in the turn, the move will fail."
/// </summary>
[Test]
public async Task OnSecondaryEffect_UserMovesLast_Fails()
{
// Arrange
var (script, move, target, hitData, volatileSet) = CreateProtectSetup(true, 0.0f);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
hitData.Received(1).Fail();
await Assert.That(volatileSet.Get<BanefulBunkerEffect>()).IsNull();
}
/// <summary>
/// Bulbapedia: "The chance that Baneful Bunker will succeed also drops each time the user successfully and
/// consecutively uses Endure, any protection move that only affects the user, Quick Guard, or Wide Guard."
/// A successful use registers a consecutive protection turn on the <see cref="ProtectionFailureScript"/>.
/// </summary>
[Test]
public async Task OnSecondaryEffect_FirstUse_RegistersConsecutiveProtectionUse()
{
// Arrange
var (script, move, target, _, volatileSet) = CreateProtectSetup(false, 0.0f);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
var failure = volatileSet.Get<ProtectionFailureScript>();
await Assert.That(failure).IsNotNull();
await Assert.That(failure!.ProtectTurns).IsEqualTo(1);
await Assert.That(failure.UsedProtect).IsTrue();
}
/// <summary>
/// Bulbapedia: "Each time, the chance of success is divided by 3."
/// After one consecutive protection use the chance is 1/3, so a roll above 1/3 makes the move fail.
/// </summary>
[Test]
public async Task OnSecondaryEffect_SecondConsecutiveUse_RollAboveOneThird_Fails()
{
// Arrange
var (script, move, target, hitData, volatileSet) = CreateProtectSetup(false, 0.5f);
volatileSet.Add(new ProtectionFailureScript { ProtectTurns = 1 });
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
hitData.Received(1).Fail();
await Assert.That(volatileSet.Get<BanefulBunkerEffect>()).IsNull();
}
/// <summary>
/// Bulbapedia: "Each time, the chance of success is divided by 3."
/// After one consecutive protection use the chance is 1/3, so a roll below 1/3 still succeeds and
/// increments the consecutive use counter.
/// </summary>
[Test]
public async Task OnSecondaryEffect_SecondConsecutiveUse_RollBelowOneThird_Succeeds()
{
// Arrange
var (script, move, target, hitData, volatileSet) = CreateProtectSetup(false, 0.2f);
var failure = new ProtectionFailureScript { ProtectTurns = 1 };
volatileSet.Add(failure);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
hitData.DidNotReceive().Fail();
await Assert.That(volatileSet.Get<BanefulBunkerEffect>()).IsNotNull();
await Assert.That(failure.ProtectTurns).IsEqualTo(2);
}
/// <summary>
/// Bulbapedia: "Baneful Bunker protects the user from all effects of moves that target it during the turn
/// it is used, including damage."
/// A move that can be protected against (it has the protect flag) is blocked by the
/// <see cref="BanefulBunkerEffect"/>.
/// </summary>
[Test]
public async Task BlockIncomingHit_MoveWithProtectFlag_BlocksHit()
{
// Arrange
var (effect, move, target, _) = CreateBlockSetup(false, true);
var block = false;
// Act
effect.BlockIncomingHit(move, target, 0, ref block);
// Assert
await Assert.That(block).IsTrue();
}
/// <summary>
/// Bulbapedia: "Baneful Bunker protects the user from all effects of moves that target it"; moves that
/// bypass protection (they lack the protect flag) are not blocked by the <see cref="BanefulBunkerEffect"/>.
/// </summary>
[Test]
public async Task BlockIncomingHit_MoveWithoutProtectFlag_DoesNotBlock()
{
// Arrange
var (effect, move, target, _) = CreateBlockSetup(false, false);
var block = false;
// Act
effect.BlockIncomingHit(move, target, 0, ref block);
// Assert
await Assert.That(block).IsFalse();
}
/// <summary>
/// Bulbapedia: "If Baneful Bunker blocks an attack that would make contact with the user, the attacker
/// becomes poisoned (unless they are immune)."
/// </summary>
[Test]
public async Task BlockIncomingHit_BlockedContactMove_PoisonsAttacker()
{
// Arrange
var (effect, move, target, attacker) = CreateBlockSetup(true, true);
var block = false;
// Act
effect.BlockIncomingHit(move, target, 0, ref block);
// Assert
await Assert.That(GetStatusSet(attacker)).IsEqualTo("poisoned");
}
/// <summary>
/// Bulbapedia: "If Baneful Bunker blocks an attack that would make contact with the user, the attacker
/// becomes poisoned (unless they are immune)."
/// A blocked attack that does not make contact must not poison the attacker.
/// </summary>
[Test]
public async Task BlockIncomingHit_BlockedNonContactMove_DoesNotPoisonAttacker()
{
// Arrange
var (effect, move, target, attacker) = CreateBlockSetup(false, true);
var block = false;
// Act
effect.BlockIncomingHit(move, target, 0, ref block);
// Assert
await Assert.That(attacker.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse();
}
/// <summary>
/// Bulbapedia: "If Baneful Bunker blocks an attack that would make contact with the user, the attacker
/// becomes poisoned (unless they are immune)."
/// A contact move that bypasses the protection (it lacks the protect flag, e.g. Shadow Force) is not
/// blocked, so the attacker must not be poisoned.
/// </summary>
[Test]
public async Task BlockIncomingHit_ContactMoveThatBypassesProtection_DoesNotPoisonAttacker()
{
// Arrange
var (effect, move, target, attacker) = CreateBlockSetup(true, false);
var block = false;
// Act
effect.BlockIncomingHit(move, target, 0, ref block);
// Assert - the hit was not blocked, so no poison is applied
await Assert.That(block).IsFalse();
await Assert.That(attacker.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse();
}
}