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PkmnLib.NET/Plugins/PkmnLib.Plugin.Gen7.Tests/Scripts/Moves/IonDelugeTests.cs
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Many more tests and fixes
2026-08-27 17:11:12 +02:00

159 lines
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C#

using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Dynamic.ScriptHandling.Registry;
using PkmnLib.Plugin.Gen7.Scripts.Battle;
using PkmnLib.Plugin.Gen7.Scripts.Moves;
using PkmnLib.Static;
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
/// <summary>
/// Tests for the <see cref="IonDeluge"/> move script and its <see cref="IonDelugeEffect"/> battle volatile.
/// Gen VII Bulbapedia behavior (Generation VI base text): "For the remainder of the current turn, Ion Deluge
/// causes all Normal-type moves to become Electric-type instead, including status moves." (The Gen VII
/// section only describes a version 1.0 glitch of Ultra Sun/Ultra Moon, which is not intended behavior.)
/// </summary>
public class IonDelugeTests
{
/// <summary>
/// Bulbapedia: "Ion Deluge causes all Normal-type moves to become Electric-type" — the effect applies to
/// the whole field, so using the move adds the <see cref="IonDelugeEffect"/> to the battle's volatile
/// scripts.
/// </summary>
[Test]
public async Task OnSecondaryEffect_Used_AddsIonDelugeEffectToBattle()
{
// Arrange
var script = new IonDeluge();
var move = Substitute.For<IExecutingMove>();
var user = Substitute.For<IPokemon>();
move.User.Returns(user);
var battle = Substitute.For<IBattle>();
battle.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
var battleVolatile = new ScriptSet(battle);
battle.Volatile.Returns(battleVolatile);
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
user.BattleData.Returns(battleData);
var target = Substitute.For<IPokemon>();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(battleVolatile.Get<IonDelugeEffect>()).IsNotNull();
}
/// <summary>
/// Technical test: if the user has no <see cref="IPokemon.BattleData"/>, the script does nothing and
/// does not throw.
/// </summary>
[Test]
public async Task OnSecondaryEffect_UserHasNoBattleData_DoesNothing()
{
// Arrange
var script = new IonDeluge();
var move = Substitute.For<IExecutingMove>();
var user = Substitute.For<IPokemon>();
user.BattleData.Returns((IPokemonBattleData?)null);
move.User.Returns(user);
// Act
script.OnSecondaryEffect(move, Substitute.For<IPokemon>(), 0);
// Assert - nothing thrown, nothing to observe
await Assert.That(user.BattleData).IsNull();
}
/// <summary>
/// Bulbapedia: "Ion Deluge causes all Normal-type moves to become Electric-type instead, including
/// status moves."
/// </summary>
[Test]
public async Task ChangeMoveType_NormalTypeMove_BecomesElectric()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var library = LibraryHelpers.LoadLibrary();
target.Library.Returns(library);
var types = library.StaticLibrary.Types;
await Assert.That(types.TryGetTypeIdentifier("normal", out var normal)).IsTrue();
await Assert.That(types.TryGetTypeIdentifier("electric", out var electric)).IsTrue();
TypeIdentifier? moveType = normal;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType.HasValue).IsTrue();
await Assert.That(moveType!.Value).IsEqualTo(electric);
}
/// <summary>
/// Bulbapedia: only "Normal-type moves" are converted; a move of any other type keeps its type.
/// </summary>
[Test]
public async Task ChangeMoveType_NonNormalTypeMove_TypeUnchanged()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
var library = LibraryHelpers.LoadLibrary();
target.Library.Returns(library);
var types = library.StaticLibrary.Types;
await Assert.That(types.TryGetTypeIdentifier("water", out var water)).IsTrue();
TypeIdentifier? moveType = water;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType.HasValue).IsTrue();
await Assert.That(moveType!.Value).IsEqualTo(water);
}
/// <summary>
/// Technical test: a move without a resolved type is left alone.
/// </summary>
[Test]
public async Task ChangeMoveType_NullMoveType_TypeUnchanged()
{
// Arrange
var effect = new IonDelugeEffect();
var move = Substitute.For<IExecutingMove>();
var target = Substitute.For<IPokemon>();
TypeIdentifier? moveType = null;
// Act
effect.ChangeMoveType(move, target, 0, ref moveType);
// Assert
await Assert.That(moveType).IsNull();
}
/// <summary>
/// Bulbapedia: the type conversion lasts "for the remainder of the current turn" — at the end of the
/// turn the effect must remove itself from the battle.
/// </summary>
[Test]
public async Task OnEndTurn_TurnEnds_EffectRemovesItself()
{
// Arrange
var effect = new IonDelugeEffect();
var battle = Substitute.For<IBattle>();
battle.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
var battleVolatile = new ScriptSet(battle);
battle.Volatile.Returns(battleVolatile);
battleVolatile.Add(effect);
// Act - run the end-of-turn hook, if the effect has one at all
if (effect is IScriptOnEndTurn onEndTurn)
onEndTurn.OnEndTurn(battle, battle);
// Assert
await Assert.That(battleVolatile.Contains(ScriptUtils.ResolveName<IonDelugeEffect>())).IsFalse();
}
}