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

327 lines
12 KiB
C#

using PkmnLib.Dynamic.Events;
using PkmnLib.Dynamic.Models;
using PkmnLib.Dynamic.Models.Choices;
using PkmnLib.Dynamic.ScriptHandling;
using PkmnLib.Dynamic.ScriptHandling.Registry;
using PkmnLib.Plugin.Gen7.Common;
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="Bounce"/> move script.
/// Gen VII Bulbapedia behavior: "The user gains the Sky-High status on the turn this move is used, then
/// attacks on the following turn, inflicting damage with a 30% chance of paralyzing the target. While in
/// Sky-High status, the user is invulnerable to most moves, but can still be hit by Gust, Twister, Thunder,
/// and Sky Uppercut", where (from Generation V onward) for Gust and Twister "the damage dealt will be doubled".
/// </summary>
public class BounceTests
{
private static (Bounce script, IExecutingMove move, IPokemon user, ScriptSet userVolatile, IMoveChoice moveChoice,
IBattleRandom random) CreateTestSetup()
{
var script = new Bounce();
var move = Substitute.For<IExecutingMove>();
var user = Substitute.For<IPokemon>();
// Use a real script set so the charge volatile added by Bounce can be inspected afterwards.
var userVolatile = new ScriptSet(user);
user.Volatile.Returns(userVolatile);
user.GetScripts().Returns(_ => new ScriptIterator(new List<IEnumerable<ScriptContainer>>()));
move.User.Returns(user);
var moveChoice = Substitute.For<IMoveChoice>();
move.MoveChoice.Returns(moveChoice);
var battle = Substitute.For<IBattle>();
var random = Substitute.For<IBattleRandom>();
battle.Random.Returns(random);
battle.EventHook.Returns(new EventHook());
var battleData = Substitute.For<IPokemonBattleData>();
battleData.Battle.Returns(battle);
user.BattleData.Returns(battleData);
return (script, move, user, userVolatile, moveChoice, random);
}
/// <summary>
/// Bulbapedia: "The user gains the Sky-High status on the turn this move is used, then attacks on the
/// following turn". On the first turn the move is prevented from executing.
/// </summary>
[Test]
public async Task PreventMove_FirstUse_PreventsMoveForChargeTurn()
{
// Arrange
var (script, move, _, _, _, _) = CreateTestSetup();
var prevent = false;
// Act
script.PreventMove(move, ref prevent);
// Assert
await Assert.That(prevent).IsTrue();
}
/// <summary>
/// Bulbapedia: "The user gains the Sky-High status on the turn this move is used".
/// The charge turn attaches the <see cref="ChargeBounceEffect"/> volatile script to the user.
/// </summary>
[Test]
public async Task PreventMove_FirstUse_AddsChargeBounceEffectToUser()
{
// Arrange
var (script, move, _, userVolatile, _, _) = CreateTestSetup();
var prevent = false;
// Act
script.PreventMove(move, ref prevent);
// Assert
await Assert.That(userVolatile.Contains(ScriptUtils.ResolveName<ChargeBounceEffect>())).IsTrue();
}
/// <summary>
/// Bulbapedia: "The user gains the Sky-High status on the turn this move is used".
/// The charge turn is marked on the <see cref="IMoveChoice"/> so the <see cref="ChargeBounceEffect"/>
/// knows this choice was the charging turn.
/// </summary>
[Test]
public async Task PreventMove_FirstUse_MarksMoveChoiceAsChargeTurn()
{
// Arrange
var (script, move, _, _, moveChoice, _) = CreateTestSetup();
var prevent = false;
// Act
script.PreventMove(move, ref prevent);
// Assert
moveChoice.Received(1).SetAdditionalData(new StringKey("bounce_charge"), true);
await Assert.That(prevent).IsTrue();
}
/// <summary>
/// Bulbapedia: "then attacks on the following turn". When the user already has the
/// <see cref="ChargeBounceEffect"/> from the charge turn, the move is not prevented again.
/// </summary>
[Test]
public async Task PreventMove_SecondTurn_DoesNotPreventMove()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
userVolatile.Add(new ChargeBounceEffect(user));
var prevent = false;
// Act
script.PreventMove(move, ref prevent);
// Assert
await Assert.That(prevent).IsFalse();
}
/// <summary>
/// Bulbapedia: "then attacks on the following turn". Once the attack executes, the Sky-High state
/// (<see cref="ChargeBounceEffect"/>) is removed from the user.
/// </summary>
[Test]
public async Task OnBeforeMove_ChargeCompleted_RemovesChargeBounceEffect()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
userVolatile.Add(new ChargeBounceEffect(user));
// Act
script.OnBeforeMove(move);
// Assert
await Assert.That(userVolatile.Contains(ScriptUtils.ResolveName<ChargeBounceEffect>())).IsFalse();
}
/// <summary>
/// Bulbapedia: "inflicting damage with a 30% chance of paralyzing the target."
/// When the effect chance roll succeeds, the target is paralyzed.
/// </summary>
[Test]
public async Task OnSecondaryEffect_EffectChanceSucceeds_ParalyzesTarget()
{
// Arrange
var (script, move, user, _, _, random) = CreateTestSetup();
var target = Substitute.For<IPokemon>();
random.EffectChance(30, move, target, 0).Returns(true);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
target.Received(1).SetStatus(new StringKey("paralyzed"), user);
await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsTrue();
}
/// <summary>
/// Bulbapedia: "inflicting damage with a 30% chance of paralyzing the target."
/// When the effect chance roll fails, the target is not paralyzed.
/// </summary>
[Test]
public async Task OnSecondaryEffect_EffectChanceFails_DoesNotParalyzeTarget()
{
// Arrange
var (script, move, _, _, _, random) = CreateTestSetup();
var target = Substitute.For<IPokemon>();
random.EffectChance(30, move, target, 0).Returns(false);
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse();
}
/// <summary>
/// Bulbapedia: "a 30% chance of paralyzing the target."
/// The paralysis roll is made with exactly a 30% chance.
/// </summary>
[Test]
public async Task OnSecondaryEffect_ParalysisRoll_UsesThirtyPercentChance()
{
// Arrange
var (script, move, _, _, _, random) = CreateTestSetup();
var target = Substitute.For<IPokemon>();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
random.Received(1).EffectChance(30, move, target, 0);
await Assert.That(random.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "EffectChance")).IsTrue();
}
/// <summary>
/// Technical test: outside of battle (no battle data) the secondary effect does nothing and does not throw.
/// </summary>
[Test]
public async Task OnSecondaryEffect_NoBattleData_DoesNotParalyzeTarget()
{
// Arrange
var (script, move, user, _, _, _) = CreateTestSetup();
user.BattleData.Returns((IPokemonBattleData?)null);
var target = Substitute.For<IPokemon>();
// Act
script.OnSecondaryEffect(move, target, 0);
// Assert
await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse();
}
/// <summary>
/// Bulbapedia: "While in Sky-High status, the user is invulnerable to most moves".
/// The <see cref="ChargeBounceEffect"/> added by the charge turn blocks incoming hits from moves that
/// cannot hit semi-invulnerable flying Pokémon.
/// </summary>
[Test]
public async Task BlockIncomingHit_MoveCannotHitSkyHighUser_BlocksHit()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
var prevent = false;
script.PreventMove(move, ref prevent);
await Assert.That(userVolatile.TryGet<ChargeBounceEffect>(out var effect)).IsTrue();
var incomingMove = Substitute.For<IExecutingMove>();
var incomingMoveData = Substitute.For<IMoveData>();
incomingMoveData.HasFlag(MoveFlags.HitFlying).Returns(false);
incomingMove.UseMove.Returns(incomingMoveData);
// Act
var block = false;
effect!.BlockIncomingHit(incomingMove, user, 0, ref block);
// Assert
await Assert.That(block).IsTrue();
}
/// <summary>
/// Bulbapedia: "but can still be hit by Gust, Twister, Thunder, and Sky Uppercut".
/// Moves flagged as able to hit semi-invulnerable flying Pokémon are not blocked by the
/// <see cref="ChargeBounceEffect"/>.
/// </summary>
[Test]
public async Task BlockIncomingHit_MoveCanHitSkyHighUser_DoesNotBlockHit()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
var prevent = false;
script.PreventMove(move, ref prevent);
await Assert.That(userVolatile.TryGet<ChargeBounceEffect>(out var effect)).IsTrue();
var incomingMove = Substitute.For<IExecutingMove>();
var incomingMoveData = Substitute.For<IMoveData>();
incomingMoveData.HasFlag(MoveFlags.HitFlying).Returns(true);
incomingMove.UseMove.Returns(incomingMoveData);
// Act
var block = false;
effect!.BlockIncomingHit(incomingMove, user, 0, ref block);
// Assert
await Assert.That(block).IsFalse();
}
/// <summary>
/// Bulbapedia (Generation V onward): "If the user is hit by Gust or Twister while the user has the
/// Sky-High status, the damage dealt will be doubled". Gust and Twister carry the
/// <see cref="MoveFlags.EffectiveAgainstFly"/> flag, so their damage against the Sky-High user doubles.
/// </summary>
[Test]
public async Task ChangeIncomingMoveDamage_GustLikeMove_DamageIsDoubled()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
var prevent = false;
script.PreventMove(move, ref prevent);
await Assert.That(userVolatile.TryGet<ChargeBounceEffect>(out var effect)).IsTrue();
var incomingMove = Substitute.For<IExecutingMove>();
var incomingMoveData = Substitute.For<IMoveData>();
incomingMoveData.HasFlag(MoveFlags.HitFlying).Returns(true);
incomingMoveData.HasFlag(MoveFlags.EffectiveAgainstFly).Returns(true);
incomingMove.UseMove.Returns(incomingMoveData);
uint damage = 100;
// Act
effect!.ChangeIncomingMoveDamage(incomingMove, user, 0, ref damage);
// Assert
await Assert.That(damage).IsEqualTo(200u);
}
/// <summary>
/// Bulbapedia (Generation V onward): only for Gust and Twister "the damage dealt will be doubled".
/// Other moves that can hit the Sky-High user (e.g. Thunder, Sky Uppercut) deal regular damage; they do
/// not carry the <see cref="MoveFlags.EffectiveAgainstFly"/> flag.
/// </summary>
[Test]
public async Task ChangeIncomingMoveDamage_ThunderLikeMove_DamageIsUnchanged()
{
// Arrange
var (script, move, user, userVolatile, _, _) = CreateTestSetup();
var prevent = false;
script.PreventMove(move, ref prevent);
await Assert.That(userVolatile.TryGet<ChargeBounceEffect>(out var effect)).IsTrue();
var incomingMove = Substitute.For<IExecutingMove>();
var incomingMoveData = Substitute.For<IMoveData>();
incomingMoveData.HasFlag(MoveFlags.HitFlying).Returns(true);
incomingMoveData.HasFlag(MoveFlags.EffectiveAgainstFly).Returns(false);
incomingMove.UseMove.Returns(incomingMoveData);
uint damage = 100;
// Act
effect!.ChangeIncomingMoveDamage(incomingMove, user, 0, ref damage);
// Assert
await Assert.That(damage).IsEqualTo(100u);
}
}