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

@@ -6,17 +6,17 @@ namespace Content.Shared.Hands.EntitySystems;
// These functions are mostly unused except for some AI operator stuff
// Nothing stops them from being used in general. If they ever get used elsewhere, then this file probably needs to be renamed.
public abstract partial class SharedHandsSystem : EntitySystem
public abstract partial class SharedHandsSystem
{
public bool TrySelect(EntityUid uid, EntityUid? entity, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
return false;
if (!IsHolding(uid, entity, out var hand, handsComp))
if (!IsHolding((uid, handsComp), entity, out var hand))
return false;
SetActiveHand(uid, hand, handsComp);
SetActiveHand((uid, handsComp), hand);
return true;
}
@@ -26,9 +26,12 @@ public abstract partial class SharedHandsSystem : EntitySystem
if (!Resolve(uid, ref handsComp, false))
return false;
foreach (var hand in handsComp.Hands.Values)
foreach (var hand in handsComp.Hands.Keys)
{
if (TryComp(hand.HeldEntity, out component))
if (!TryGetHeldItem((uid, handsComp), hand, out var held))
continue;
if (TryComp(held, out component))
return true;
}