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

@@ -9,6 +9,7 @@ using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
@@ -58,6 +59,7 @@ namespace Content.Shared.Interaction
[Dependency] private readonly ISharedChatManager _chat = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
@@ -343,7 +345,7 @@ namespace Content.Shared.Interaction
public bool CombatModeCanHandInteract(EntityUid user, EntityUid? target)
{
// Always allow attack in these cases
if (target == null || !_handsQuery.TryComp(user, out var hands) || hands.ActiveHand?.HeldEntity is not null)
if (target == null || !_handsQuery.TryComp(user, out var hands) || _hands.GetActiveItem((user, hands)) is not null)
return false;
// Only eat input if: