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

@@ -2,6 +2,7 @@ using Content.Shared.Clothing.Components;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle;
@@ -19,6 +20,7 @@ public abstract class SharedNinjaGlovesSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
@@ -128,8 +130,7 @@ public abstract class SharedNinjaGlovesSystem : EntitySystem
target = args.Target;
return _timing.IsFirstTimePredicted
&& !_combatMode.IsInCombatMode(uid)
&& TryComp<HandsComponent>(uid, out var hands)
&& hands.ActiveHandEntity == null
&& _hands.GetActiveItem(uid) == null
&& _interaction.InRangeUnobstructed(uid, target);
}
}