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PkmnLib.NET/Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/ElectrifyTests.cs
2026-07-05 19:45:40 +02:00

150 lines
5.7 KiB
C#

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.MoveVolatile;
using PkmnLib.Static;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
/// <summary>
/// Tests for the <see cref="Electrify"/> move script and its <see cref="ElectrifyEffect"/> move volatile.
/// Gen VII Bulbapedia behavior: "If the target has not yet used a move, Electrify makes the target's move
/// Electric-type for that turn, even if it is a status move."
/// </summary>
public class ElectrifyTests
{
/// <summary>
/// Creates a fully mocked test setup where the battle's choice queue is a real
/// <see cref="BattleChoiceQueue"/>. When <paramref name="targetStillHasChoice"/> is false, the queue
/// only contains another Pokémon's choice, simulating a target that already moved this turn.
/// </summary>
private static (Electrify script, IExecutingMove move, IPokemon target, IScriptSet choiceVolatile, IHitData hitData)
CreateTestSetup(bool targetStillHasChoice = true, bool hasQueue = true)
{
var script = new Electrify();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var hitData = Substitute.For<IHitData>();
move.GetHitData(target, 0).Returns(hitData);
var targetChoice = Substitute.For<IMoveChoice>();
targetChoice.GetScripts().Returns(_ => new ScriptIterator(Array.Empty<IEnumerable<ScriptContainer>>()));
IScriptSet choiceVolatile = new ScriptSet(targetChoice);
targetChoice.Volatile.Returns(choiceVolatile);
targetChoice.User.Returns(target);
var queue = new BattleChoiceQueue(targetStillHasChoice ? [targetChoice] : [Substitute.For<IMoveChoice>()]);
var battle = Substitute.For<IBattle>();
battle.ChoiceQueue.Returns(hasQueue ? queue : null);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
target.BattleData.Returns(battleData);
return (script, move, target, choiceVolatile, hitData);
}
/// <summary>
/// Bulbapedia: "If the target has not yet used a move, Electrify makes the target's move Electric-type
/// for that turn" — the <see cref="ElectrifyEffect"/> is attached to the target's pending move choice.
/// </summary>
[Test]
public async Task OnSecondaryEffect_TargetHasNotMovedYet_AddsElectrifyEffectToTargetChoice()
{
// Arrange
var (script, move, target, choiceVolatile, hitData) = CreateTestSetup();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(choiceVolatile.Contains(ScriptUtils.ResolveName<ElectrifyEffect>())).IsTrue();
hitData.DidNotReceive().Fail();
}
/// <summary>
/// Bulbapedia: the effect only applies "if the target has not yet used a move" — when the target has
/// no remaining choice in the queue this turn, the move fails.
/// </summary>
[Test]
public void OnSecondaryEffect_TargetAlreadyMoved_FailsHit()
{
// Arrange
var (script, move, target, _, hitData) = CreateTestSetup(false);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
hitData.Received(1).Fail();
}
/// <summary>
/// Technical test: when the battle has no active choice queue, the script returns without throwing and
/// without failing the hit.
/// </summary>
[Test]
public void OnSecondaryEffect_NoChoiceQueue_DoesNothing()
{
// Arrange
var (script, move, target, _, hitData) = CreateTestSetup(hasQueue: false);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
hitData.DidNotReceive().Fail();
}
/// <summary>
/// Bulbapedia: "Electrify makes the target's move Electric-type for that turn, even if it is a status
/// move" — the <see cref="ElectrifyEffect"/> changes the executed move's type to Electric.
/// </summary>
[Test]
public async Task ChangeMoveType_ChangesMoveTypeToElectric()
{
// Arrange
var effect = new ElectrifyEffect();
var library = LibraryHelpers.LoadLibrary();
var battle = Substitute.For<IBattle>();
battle.Library.Returns(library);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
var target = Substitute.For<IPokemon>();
target.BattleData.Returns(battleData);
await Assert.That(library.StaticLibrary.Types.TryGetTypeIdentifier("normal", out var normal)).IsTrue();
await Assert.That(library.StaticLibrary.Types.TryGetTypeIdentifier("electric", out var electric)).IsTrue();
TypeIdentifier? moveType = normal;
// Act
effect.ChangeMoveType(Substitute.For<IExecutingMove>(), target, 0, ref moveType);
// Assert
await Assert.That(moveType).IsNotNull();
await Assert.That(moveType!.Value).IsEqualTo(electric);
}
/// <summary>
/// Technical test: without battle data on the target the move type cannot be resolved and remains
/// unchanged.
/// </summary>
[Test]
public async Task ChangeMoveType_TargetHasNoBattleData_TypeUnchanged()
{
// Arrange
var effect = new ElectrifyEffect();
var target = Substitute.For<IPokemon>();
target.BattleData.Returns((IPokemonBattleData?)null);
TypeIdentifier? moveType = null;
// Act
effect.ChangeMoveType(Substitute.For<IExecutingMove>(), target, 0, ref moveType);
// Assert
await Assert.That(moveType).IsNull();
}
}