Files
tbd-station-14/Content.Shared/Hands/EntitySystems/SharedHandsSystem.AI.cs
Nemanja 524725d378 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>
2025-06-25 15:13:03 +02:00

43 lines
1.4 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Hands.Components;
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
{
public bool TrySelect(EntityUid uid, EntityUid? entity, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
return false;
if (!IsHolding((uid, handsComp), entity, out var hand))
return false;
SetActiveHand((uid, handsComp), hand);
return true;
}
public bool TrySelect<TComponent>(EntityUid uid, [NotNullWhen(true)] out TComponent? component, HandsComponent? handsComp = null) where TComponent : Component
{
component = null;
if (!Resolve(uid, ref handsComp, false))
return false;
foreach (var hand in handsComp.Hands.Keys)
{
if (!TryGetHeldItem((uid, handsComp), hand, out var held))
continue;
if (TryComp(held, out component))
return true;
}
return false;
}
public bool TrySelectEmptyHand(EntityUid uid, HandsComponent? handsComp = null) => TrySelect(uid, null, handsComp);
}