HandsSystem Refactor (#38438)

* checkpoint

* pt 2

* pt... i forgot

* pt 4

* patch

* More test fixes

* optimization!!!

* the REAL hand system

* fix RetractableItemActionSystem.cs oversight

* the review

* test

* remove test usage of body prototype

* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* hellcode

* hellcode 2

* Minor cleanup

* test

* Chasing the last of the bugs

* changes

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
This commit is contained in:
Nemanja
2025-06-25 09:13:03 -04:00
committed by GitHub
parent 6cffa8aabe
commit 524725d378
79 changed files with 849 additions and 897 deletions

View File

@@ -1,3 +1,4 @@
using Content.Client.Hands.Systems;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.RCD;
@@ -15,6 +16,7 @@ public sealed class RCDConstructionGhostSystem : EntitySystem
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
private string _placementMode = typeof(AlignRCDConstruction).Name;
private Direction _placementDirection = default;
@@ -33,12 +35,11 @@ public sealed class RCDConstructionGhostSystem : EntitySystem
return;
// Determine if player is carrying an RCD in their active hand
var player = _playerManager.LocalSession?.AttachedEntity;
if (!TryComp<HandsComponent>(player, out var hands))
if (_playerManager.LocalSession?.AttachedEntity is not { } player)
return;
var heldEntity = hands.ActiveHand?.HeldEntity;
if (!_hands.TryGetActiveItem(player, out var heldEntity))
return;
if (!TryComp<RCDComponent>(heldEntity, out var rcd))
{