Reagents & Solutions (#280)
* Added the ReagentPrototype class. * Added the new Solution class. * Added new shared SolutionComponent to the ECS system. * Added some basic element and chemical reagent prototypes. * Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon. * Added filters for code coverage. * Nightly work. * Added the server SolutionComponent class. * Added a bucket. Verbs set up for solution interaction. * Adds water tank entity to the game. * Added a full water tank entity. Solutions are properly serialized. Solution can be poured between two containers. * Solution class can now be enumerated. SolutionComponent now calculates the color of the solution. * Minor Cleanup.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
41b72d5aa2
commit
2ea8bbf4eb
273
Content.Shared/Chemistry/Solution.cs
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273
Content.Shared/Chemistry/Solution.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Chemistry
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{
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/// <summary>
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/// A solution of reagents.
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/// </summary>
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public class Solution : IExposeData, IEnumerable<Solution.ReagentQuantity>
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{
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// Most objects on the station hold only 1 or 2 reagents
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[ViewVariables]
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private List<ReagentQuantity> _contents = new List<ReagentQuantity>(2);
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/// <summary>
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/// The calculated total volume of all reagents in the solution (ex. Total volume of liquid in beaker).
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/// </summary>
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[ViewVariables]
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public int TotalVolume { get; private set; }
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/// <summary>
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/// Constructs an empty solution (ex. an empty beaker).
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/// </summary>
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public Solution() { }
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/// <summary>
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/// Constructs a solution containing 100% of a reagent (ex. A beaker of pure water).
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <param name="quantity">The quantity in milli-units.</param>
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public Solution(string reagentId, int quantity)
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{
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AddReagent(reagentId, quantity);
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}
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/// <inheritdoc />
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _contents, "reagents", new List<ReagentQuantity>());
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if (serializer.Reading)
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{
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TotalVolume = 0;
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foreach (var reagent in _contents)
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{
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TotalVolume += reagent.Quantity;
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}
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}
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}
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/// <summary>
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/// Adds a given quantity of a reagent directly into the solution.
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <param name="quantity">The quantity in milli-units.</param>
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public void AddReagent(string reagentId, int quantity)
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{
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if(quantity <= 0)
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return;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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if (reagent.ReagentId != reagentId)
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continue;
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_contents[i] = new ReagentQuantity(reagentId, reagent.Quantity + quantity);
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TotalVolume += quantity;
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return;
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}
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_contents.Add(new ReagentQuantity(reagentId, quantity));
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TotalVolume += quantity;
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}
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/// <summary>
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/// Returns the amount of a single reagent inside the solution.
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <returns>The quantity in milli-units.</returns>
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public int GetReagentQuantity(string reagentId)
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{
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for (var i = 0; i < _contents.Count; i++)
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{
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if (_contents[i].ReagentId == reagentId)
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return _contents[i].Quantity;
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}
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return 0;
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}
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public void RemoveReagent(string reagentId, int quantity)
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{
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if(quantity <= 0)
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return;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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if(reagent.ReagentId != reagentId)
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continue;
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var curQuantity = reagent.Quantity;
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var newQuantity = curQuantity - quantity;
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if (newQuantity <= 0)
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{
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_contents.RemoveSwap(i);
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TotalVolume -= curQuantity;
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}
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else
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{
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_contents[i] = new ReagentQuantity(reagentId, newQuantity);
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TotalVolume -= quantity;
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}
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return;
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}
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}
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public void RemoveSolution(int quantity)
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{
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if(quantity <=0)
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return;
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var ratio = (float)(TotalVolume - quantity) / TotalVolume;
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if (ratio <= 0)
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{
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RemoveAllSolution();
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return;
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}
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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var oldQuantity = reagent.Quantity;
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// quantity taken is always a little greedy, so fractional quantities get rounded up to the nearest
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// whole unit. This should prevent little bits of chemical remaining because of float rounding errors.
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var newQuantity = (int)Math.Floor(oldQuantity * ratio);
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_contents[i] = new ReagentQuantity(reagent.ReagentId, newQuantity);
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}
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TotalVolume = (int)Math.Floor(TotalVolume * ratio);
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}
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public void RemoveAllSolution()
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{
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_contents.Clear();
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TotalVolume = 0;
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}
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public Solution SplitSolution(int quantity)
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{
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if (quantity <= 0)
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return new Solution();
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Solution newSolution;
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if (quantity >= TotalVolume)
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{
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newSolution = Clone();
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RemoveAllSolution();
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return newSolution;
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}
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newSolution = new Solution();
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var newTotalVolume = 0;
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var ratio = (float)(TotalVolume - quantity) / TotalVolume;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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var newQuantity = (int)Math.Floor(reagent.Quantity * ratio);
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var splitQuantity = reagent.Quantity - newQuantity;
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_contents[i] = new ReagentQuantity(reagent.ReagentId, newQuantity);
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newSolution._contents.Add(new ReagentQuantity(reagent.ReagentId, splitQuantity));
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newTotalVolume += splitQuantity;
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}
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TotalVolume = (int)Math.Floor(TotalVolume * ratio);
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newSolution.TotalVolume = newTotalVolume;
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return newSolution;
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}
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public void AddSolution(Solution otherSolution)
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{
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for (var i = 0; i < otherSolution._contents.Count; i++)
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{
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var otherReagent = otherSolution._contents[i];
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var found = false;
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for (var j = 0; j < _contents.Count; j++)
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{
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var reagent = _contents[j];
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if (reagent.ReagentId == otherReagent.ReagentId)
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{
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found = true;
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_contents[j] = new ReagentQuantity(reagent.ReagentId, reagent.Quantity + otherReagent.Quantity);
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break;
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}
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}
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if (!found)
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{
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_contents.Add(new ReagentQuantity(otherReagent.ReagentId, otherReagent.Quantity));
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}
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}
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TotalVolume += otherSolution.TotalVolume;
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}
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public Solution Clone()
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{
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var volume = 0;
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var newSolution = new Solution();
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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newSolution._contents.Add(reagent);
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volume += reagent.Quantity;
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}
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newSolution.TotalVolume = volume;
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return newSolution;
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}
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[Serializable, NetSerializable]
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public readonly struct ReagentQuantity
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{
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public readonly string ReagentId;
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public readonly int Quantity;
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public ReagentQuantity(string reagentId, int quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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}
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[ExcludeFromCodeCoverage]
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public override string ToString()
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{
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return $"{ReagentId}:{Quantity}";
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}
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}
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#region Enumeration
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public IEnumerator<ReagentQuantity> GetEnumerator()
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{
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return _contents.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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#endregion
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}
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}
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