131 lines
4.7 KiB
C#
131 lines
4.7 KiB
C#
using PkmnLib.Dynamic.Models;
|
|
using PkmnLib.Plugin.Gen7.Scripts.Moves;
|
|
using PkmnLib.Plugin.Gen7.Scripts.Pokemon;
|
|
using PkmnLib.Static.Utils;
|
|
|
|
namespace PkmnLib.Plugin.Gen7.Tests.Scripts.Moves;
|
|
|
|
/// <summary>
|
|
/// Tests for the <see cref="FreezeShock"/> move script.
|
|
/// Gen VII Bulbapedia behavior: "Freeze Shock deals damage and has a 30% chance of paralyzing the target."
|
|
/// Freeze Shock is a two-turn move: the generic charge-turn handling lives in the shared base charge move
|
|
/// class, so these tests only cover the concrete logic of <see cref="FreezeShock"/> itself (its paralysis
|
|
/// secondary effect and the charge volatile it creates).
|
|
/// </summary>
|
|
public class FreezeShockTests
|
|
{
|
|
/// <summary>
|
|
/// Creates a fully mocked test setup for Freeze Shock secondary effect tests.
|
|
/// </summary>
|
|
private static (FreezeShock script, IExecutingMove move, IPokemon target, IPokemon user, IBattleRandom random)
|
|
CreateTestSetup()
|
|
{
|
|
var script = new FreezeShock();
|
|
var move = Substitute.For<IExecutingMove>();
|
|
var user = Substitute.For<IPokemon>();
|
|
move.User.Returns(user);
|
|
|
|
var battle = Substitute.For<IBattle>();
|
|
var random = Substitute.For<IBattleRandom>();
|
|
battle.Random.Returns(random);
|
|
var battleData = Substitute.For<IPokemonBattleData>();
|
|
battleData.Battle.Returns(battle);
|
|
|
|
var target = Substitute.For<IPokemon>();
|
|
target.BattleData.Returns(battleData);
|
|
|
|
return (script, move, target, user, random);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bulbapedia: "Freeze Shock deals damage and has a 30% chance of paralyzing the target."
|
|
/// When the effect chance roll succeeds, the target is paralyzed by the user.
|
|
/// </summary>
|
|
[Test]
|
|
public async Task OnSecondaryEffect_EffectChanceSucceeds_ParalyzesTarget()
|
|
{
|
|
// Arrange
|
|
var (script, move, target, user, random) = CreateTestSetup();
|
|
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: "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, target, _, random) = CreateTestSetup();
|
|
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, target, _, random) = CreateTestSetup();
|
|
|
|
// 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 on the target) the secondary effect does nothing
|
|
/// and does not throw.
|
|
/// </summary>
|
|
[Test]
|
|
public async Task OnSecondaryEffect_TargetHasNoBattleData_DoesNotParalyzeTarget()
|
|
{
|
|
// Arrange
|
|
var (script, move, target, _, _) = CreateTestSetup();
|
|
target.BattleData.Returns((IPokemonBattleData?)null);
|
|
|
|
// Act
|
|
script.OnSecondaryEffect(move, target, 0);
|
|
|
|
// Assert
|
|
await Assert.That(target.ReceivedCalls().Any(c => c.GetMethodInfo().Name == "SetStatus")).IsFalse();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bulbapedia: the user is "cloaked in a freezing light" on the charge turn and attacks on the following
|
|
/// turn. The concrete script provides the <see cref="RequireChargeEffect"/> volatile that forces the user
|
|
/// to execute Freeze Shock on the second turn.
|
|
/// </summary>
|
|
[Test]
|
|
public async Task CreateVolatile_ReturnsRequireChargeEffect()
|
|
{
|
|
// Arrange
|
|
var script = new FreezeShock();
|
|
var user = Substitute.For<IPokemon>();
|
|
|
|
// Act
|
|
var chargeEffect = script.CreateVolatile(user);
|
|
|
|
// Assert
|
|
await Assert.That(chargeEffect).IsNotNull();
|
|
}
|
|
} |