using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
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";
///
/// Test that a modular grenade can be fully crafted and detonated.
///
[Test]
public async Task AssembleAndDetonateGrenade()
{
await PlaceInHands(Steel, 5);
await CraftItem("ModularGrenadeRecipe");
Target = SEntMan.GetNetEntity(await FindEntity("ModularGrenade"));
await Drop();
await InteractUsing(Cable);
// Insert & remove trigger
AssertComp(false);
await InteractUsing(Trigger);
AssertComp();
await FindEntity(Trigger, LookupFlags.Uncontained, shouldSucceed: false);
await InteractUsing(Pry);
AssertComp(false);
// Trigger was dropped to floor, not deleted.
await FindEntity(Trigger, LookupFlags.Uncontained);
// Re-insert
await InteractUsing(Trigger);
AssertComp();
// Insert & remove payload.
await InteractUsing(Payload);
await FindEntity(Payload, LookupFlags.Uncontained, shouldSucceed: false);
await InteractUsing(Pry);
var ent = await FindEntity(Payload, LookupFlags.Uncontained);
await Delete(ent);
// successfully insert a second time
await InteractUsing(Payload);
ent = await FindEntity(Payload);
var sys = SEntMan.System();
Assert.That(sys.IsEntityInContainer(ent));
// Activate trigger.
await Pickup();
AssertComp(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();
while (timer.TimeRemaining >= 0)
{
await RunTicks(10);
}
// Grenade has exploded.
await RunTicks(30);
AssertDeleted();
}
}