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Trigger Refactor (#39034)
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@@ -1,6 +1,6 @@
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Trigger.Components;
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using Content.Shared.Trigger.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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@@ -25,19 +25,19 @@ public sealed class ModularGrenadeTests : InteractionTest
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await InteractUsing(Cable);
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// Insert & remove trigger
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AssertComp<OnUseTimerTriggerComponent>(false);
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AssertComp<TimerTriggerComponent>(false);
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await InteractUsing(Trigger);
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AssertComp<OnUseTimerTriggerComponent>();
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AssertComp<TimerTriggerComponent>();
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await FindEntity(Trigger, LookupFlags.Uncontained, shouldSucceed: false);
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await InteractUsing(Pry);
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AssertComp<OnUseTimerTriggerComponent>(false);
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AssertComp<TimerTriggerComponent>(false);
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// Trigger was dropped to floor, not deleted.
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await FindEntity(Trigger, LookupFlags.Uncontained);
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// Re-insert
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await InteractUsing(Trigger);
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AssertComp<OnUseTimerTriggerComponent>();
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AssertComp<TimerTriggerComponent>();
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// Insert & remove payload.
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await InteractUsing(Payload);
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@@ -56,13 +56,14 @@ public sealed class ModularGrenadeTests : InteractionTest
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await Pickup();
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AssertComp<ActiveTimerTriggerComponent>(false);
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await UseInHand();
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AssertComp<ActiveTimerTriggerComponent>(true);
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// So uhhh grenades in hands don't destroy themselves when exploding. Maybe that will be fixed eventually.
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await Drop();
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// Wait until grenade explodes
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var timer = Comp<ActiveTimerTriggerComponent>();
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while (timer.TimeRemaining >= 0)
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var triggerSys = SEntMan.System<TriggerSystem>();
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while (Target != null && triggerSys.GetRemainingTime(SEntMan.GetEntity(Target.Value))?.TotalSeconds >= 0.0)
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{
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await RunTicks(10);
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}
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