--- /dev/null
+using Content.IntegrationTests.Tests.Movement;
+using Content.Server.NPC.HTN;
+using Content.Shared.Damage;
+using Content.Shared.FixedPoint;
+using Content.Shared.Item.ItemToggle;
+using Content.Shared.Item.ItemToggle.Components;
+using Content.Shared.Mobs;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mousetrap;
+using Robust.Shared.Maths;
+using Robust.Shared.Prototypes;
+
+namespace Content.IntegrationTests.Tests.Mousetrap;
+
+/// <summary>
+/// Spawns a mouse and a mousetrap.
+/// Makes the mouse cross the inactive mousetrap, then activates the trap and
+/// makes the mouse try to cross back over it.
+/// </summary>
+/// <remarks>
+/// Yep, every time the tests run, a virtual mouse dies. Sorry.
+/// </remarks>
+public sealed class MousetrapMouseMoveOverTest : MovementTest
+{
+ private static readonly EntProtoId MousetrapProtoId = "Mousetrap";
+ private static readonly EntProtoId MouseProtoId = "MobMouse";
+ protected override string PlayerPrototype => MouseProtoId.Id; // use a mouse as the player entity
+
+ [Test]
+ public async Task MouseMoveOverTest()
+ {
+ // Make sure the mouse doesn't have any AI active
+ await Server.WaitPost(() => SEntMan.RemoveComponent<HTNComponent>(SPlayer));
+
+ // Spawn a mouse trap
+ await SpawnTarget(MousetrapProtoId);
+ Assert.That(Delta(), Is.GreaterThan(0.5), "Mouse and mousetrap not in expected positions.");
+
+ Assert.That(HasComp<MousetrapComponent>(),
+ $"{MousetrapProtoId} does not have a MousetrapComponent. If you're refactoring, please update this test!");
+
+ Assert.That(TryComp<ItemToggleComponent>(out var itemToggleComp),
+ $"{MousetrapProtoId} does not have a ItemToggleComponent. If you're refactoring, please update this test!");
+ Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap started active.");
+
+ // The mouse is spawned by the test before the atmosphere is added, so it has some barotrauma damage already
+ // TODO: fix this since it can have an impact on integration tests
+ Assert.That(SEntMan.TryGetComponent<DamageableComponent>(SPlayer, out var damageComp),
+ $"Player does not have a DamageableComponent.");
+ var startingDamage = damageComp.TotalDamage;
+
+ Assert.That(SEntMan.TryGetComponent<MobStateComponent>(SPlayer, out var mouseMobStateComp),
+ $"{MouseProtoId} does not have a MobStateComponent.");
+ Assert.That(mouseMobStateComp.CurrentState, Is.EqualTo(MobState.Alive), "Mouse was not alive when spawned.");
+
+ // Move mouse over the trap
+ await Move(DirectionFlag.East, 1f);
+
+ Assert.That(Delta(), Is.LessThan(0.5), "Mouse did not move over mousetrap.");
+
+ // Walking over an inactive trap does not trigger it
+ Assert.That(damageComp.TotalDamage, Is.LessThanOrEqualTo(startingDamage), "Mouse took damage from inactive trap!");
+ Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was activated.");
+
+ // Activate the trap
+ var itemToggleSystem = Server.System<ItemToggleSystem>();
+ await Server.WaitAssertion(() =>
+ {
+ Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
+ });
+
+ await Move(DirectionFlag.West, 1f);
+ Assert.That(Delta(), Is.LessThan(0.1), "Mouse moved past active mousetrap.");
+
+ // Walking over an active trap triggers it
+ Assert.That(damageComp.TotalDamage, Is.GreaterThan(startingDamage), "Mouse did not take damage from active trap!");
+ Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was not deactivated after triggering.");
+ Assert.That(mouseMobStateComp.CurrentState, Is.EqualTo(MobState.Dead), "Mouse was not killed by trap.");
+ }
+}
+
+/// <summary>
+/// Spawns a mousetrap and makes the player walk over it without shoes.
+/// Gives the player some shoes and makes them walk back over the trap.
+/// </summary>
+public sealed class MousetrapHumanMoveOverTest : MovementTest
+{
+ private static readonly EntProtoId MousetrapProtoId = "Mousetrap";
+ private const string ShoesProtoId = "InteractionTestShoes";
+
+ [TestPrototypes]
+ private static readonly string TestPrototypes = $@"
+ - type: entity
+ parent: ClothingShoesBase
+ id: {ShoesProtoId}
+ components:
+ - type: Sprite
+ sprite: Clothing/Shoes/Boots/workboots.rsi
+ ";
+
+ [Test]
+ public async Task HumanMoveOverTest()
+ {
+ await SpawnTarget(MousetrapProtoId);
+
+ Assert.That(Delta(), Is.GreaterThan(0.5), "Player and mousetrap not in expected positions.");
+
+ Assert.That(HasComp<MousetrapComponent>(),
+ $"{MousetrapProtoId} does not have a MousetrapComponent. If you're refactoring, please update this test!");
+
+ Assert.That(TryComp<ItemToggleComponent>(out var itemToggleComp),
+ $"{MousetrapProtoId} does not have a ItemToggleComponent. If you're refactoring, please update this test!");
+
+ // Activate the trap
+ var itemToggleSystem = Server.System<ItemToggleSystem>();
+ await Server.WaitAssertion(() =>
+ {
+ Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
+ });
+
+ Assert.That(SEntMan.TryGetComponent<DamageableComponent>(SPlayer, out var damageComp),
+ $"Player does not have a DamageableComponent.");
+ var startingDamage = damageComp.TotalDamage;
+
+ // Move player over the trap
+ await Move(DirectionFlag.East, 0.5f);
+
+ Assert.That(Delta(), Is.LessThan(0.5), "Player did not move over mousetrap.");
+
+ // Walking over the trap without shoes activates it
+ Assert.That(damageComp.TotalDamage, Is.GreaterThan(startingDamage), "Player did not take damage.");
+ Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was not deactivated after triggering.");
+
+ // Reactivate the trap
+ await Server.WaitAssertion(() =>
+ {
+ Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
+ });
+ var afterStepDamage = damageComp.TotalDamage;
+
+ // Give the player some shoes
+ await PlaceInHands(ShoesProtoId);
+ // Thanks to quick-equip, using the shoes will wear them
+ await UseInHand();
+
+ // Move back over the trap
+ await Move(DirectionFlag.West, 1f);
+ Assert.That(Delta(), Is.GreaterThan(0.5), "Player did not move back over mousetrap.");
+
+ // Walking over the trap with shoes on does not activate it
+ Assert.That(damageComp.TotalDamage, Is.LessThanOrEqualTo(afterStepDamage), "Player took damage from trap!");
+ Assert.That(itemToggleComp.Activated, "Mousetrap was deactivated despite the player being protected by shoes.");
+ }
+}