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

@@ -3,7 +3,7 @@ using Content.Shared.Access.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory;
using Content.Shared.PDA;
@@ -21,6 +21,7 @@ public abstract class SharedIdCardSystem : EntitySystem
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAccessSystem _access = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -83,8 +84,7 @@ public abstract class SharedIdCardSystem : EntitySystem
public bool TryFindIdCard(EntityUid uid, out Entity<IdCardComponent> idCard)
{
// check held item?
if (TryComp(uid, out HandsComponent? hands) &&
hands.ActiveHandEntity is EntityUid heldItem &&
if (_hands.GetActiveItem(uid) is { } heldItem &&
TryGetIdCard(heldItem, out idCard))
{
return true;