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>
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@@ -1,11 +1,10 @@
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using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Interaction;
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using Content.Server.Hands.Systems;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared.Utility;
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@@ -152,6 +151,8 @@ public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, obj
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value = default;
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EntityUid owner;
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var handSys = entManager.System<HandsSystem>();
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switch (key)
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{
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case Access:
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@@ -168,25 +169,24 @@ public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, obj
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case ActiveHand:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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handSys.GetActiveHand(owner) is not { } activeHand)
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{
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return false;
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}
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value = hands.ActiveHand;
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value = activeHand;
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return true;
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}
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case ActiveHandFree:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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handSys.GetActiveHand(owner) is not { } activeHand)
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{
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return false;
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}
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value = hands.ActiveHand.IsEmpty;
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value = handSys.HandIsEmpty((owner, hands), activeHand);
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return true;
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}
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case CanMove:
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@@ -204,16 +204,16 @@ public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, obj
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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handSys.GetActiveHand(owner) is null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var (id, hand) in hands.Hands)
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foreach (var id in hands.Hands.Keys)
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{
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if (!hand.IsEmpty)
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if (!handSys.HandIsEmpty((owner, hands), id))
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continue;
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handos.Add(id);
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@@ -226,16 +226,16 @@ public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, obj
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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hands.ActiveHand == null)
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handSys.GetActiveHand(owner) is null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var (id, hand) in hands.Hands)
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foreach (var id in hands.Hands.Keys)
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{
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if (!hand.IsEmpty)
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if (!handSys.HandIsEmpty((owner, hands), id))
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continue;
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handos.Add(id);
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