Add interaction tests (#15251)

This commit is contained in:
Leon Friedrich
2023-04-15 07:41:25 +12:00
committed by GitHub
parent ffe946729f
commit 489660a6bb
36 changed files with 2354 additions and 32 deletions

View File

@@ -0,0 +1,76 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Explosion.Components;
using NUnit.Framework;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Payload;
public sealed class ModularGrenadeTests : InteractionTest
{
public const string Trigger = "TimerTrigger";
public const string Payload = "ExplosivePayload";
/// <summary>
/// Test that a modular grenade can be fully crafted and detonated.
/// </summary>
[Test]
public async Task AssembleAndDetonateGrenade()
{
await PlaceInHands(Steel, 5);
await CraftItem("ModularGrenadeRecipe");
Target = await FindEntity("ModularGrenade");
await Drop();
await Interact(Cable);
// Insert & remove trigger
AssertComp<OnUseTimerTriggerComponent>(false);
await Interact(Trigger);
AssertComp<OnUseTimerTriggerComponent>();
await FindEntity(Trigger, LookupFlags.Uncontained, shouldSucceed: false);
await Interact(Pry);
AssertComp<OnUseTimerTriggerComponent>(false);
// Trigger was dropped to floor, not deleted.
await FindEntity(Trigger, LookupFlags.Uncontained);
// Re-insert
await Interact(Trigger);
AssertComp<OnUseTimerTriggerComponent>();
// Insert & remove payload.
await Interact(Payload);
await FindEntity(Payload, LookupFlags.Uncontained, shouldSucceed: false);
await Interact(Pry);
var ent = await FindEntity(Payload, LookupFlags.Uncontained);
await Delete(ent);
// successfully insert a second time
await Interact(Payload);
ent = await FindEntity(Payload);
var sys = SEntMan.System<SharedContainerSystem>();
Assert.That(sys.IsEntityInContainer(ent));
// Activate trigger.
await Pickup();
AssertComp<ActiveTimerTriggerComponent>(false);
await UseInHand();
// So uhhh grenades in hands don't destroy themselves when exploding. Maybe that will be fixed eventually.
await Drop();
// Wait until grenade explodes
var timer = Comp<ActiveTimerTriggerComponent>();
while (timer.TimeRemaining >= 0)
{
await RunTicks(10);
}
// Grenade has exploded.
await RunTicks(5);
AssertDeleted();
}
}