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