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

@@ -1,4 +1,4 @@
using Content.Shared.Hands.Components;
using Content.Server.Hands.Systems;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.HTN.Preconditions;
@@ -18,14 +18,18 @@ public sealed partial class ActiveHandComponentPrecondition : HTNPrecondition
public override bool IsMet(NPCBlackboard blackboard)
{
if (!blackboard.TryGetValue<Hand>(NPCBlackboard.ActiveHand, out var hand, _entManager) || hand.HeldEntity == null)
if (!blackboard.TryGetValue<EntityUid>(NPCBlackboard.Owner, out var owner, _entManager) ||
!blackboard.TryGetValue<string>(NPCBlackboard.ActiveHand, out var hand, _entManager))
{
return Invert;
}
if (!_entManager.System<HandsSystem>().TryGetHeldItem(owner, hand, out var entity))
return Invert;
foreach (var comp in Components)
{
var hasComp = _entManager.HasComponent(hand.HeldEntity, comp.Value.Component.GetType());
var hasComp = _entManager.HasComponent(entity, comp.Value.Component.GetType());
if (!hasComp ||
Invert && hasComp)