* 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>
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Hands.Components;
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namespace Content.Shared.Hands.EntitySystems;
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// These functions are mostly unused except for some AI operator stuff
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// Nothing stops them from being used in general. If they ever get used elsewhere, then this file probably needs to be renamed.
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public abstract partial class SharedHandsSystem
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{
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public bool TrySelect(EntityUid uid, EntityUid? entity, HandsComponent? handsComp = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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if (!IsHolding((uid, handsComp), entity, out var hand))
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return false;
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SetActiveHand((uid, handsComp), hand);
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return true;
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}
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public bool TrySelect<TComponent>(EntityUid uid, [NotNullWhen(true)] out TComponent? component, HandsComponent? handsComp = null) where TComponent : Component
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{
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component = null;
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if (!Resolve(uid, ref handsComp, false))
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return false;
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foreach (var hand in handsComp.Hands.Keys)
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{
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if (!TryGetHeldItem((uid, handsComp), hand, out var held))
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continue;
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if (TryComp(held, out component))
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return true;
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}
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return false;
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}
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public bool TrySelectEmptyHand(EntityUid uid, HandsComponent? handsComp = null) => TrySelect(uid, null, handsComp);
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}
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