Reactive 3.0 (#5443)
* probably scrapping this * reimpl old behavior * misc fixes and initial yaml * works basically first try
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89
Content.Shared/Chemistry/ReactiveSystem.cs
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89
Content.Shared/Chemistry/ReactiveSystem.cs
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.Chemistry
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{
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[UsedImplicitly]
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public class ReactiveSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public void ReactionEntity(EntityUid uid, ReactionMethod method, Solution solution)
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{
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foreach (var (id, quantity) in solution)
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{
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ReactionEntity(uid, method, id, quantity, solution);
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}
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}
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public void ReactionEntity(EntityUid uid, ReactionMethod method, string reagentId, FixedPoint2 reactVolume, Solution? source)
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{
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// We throw if the reagent specified doesn't exist.
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ReactionEntity(uid, method, _prototypeManager.Index<ReagentPrototype>(reagentId), reactVolume, source);
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}
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public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentPrototype reagent,
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FixedPoint2 reactVolume, Solution? source)
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{
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if (!EntityManager.TryGetComponent(uid, out ReactiveComponent? reactive))
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return;
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// If we have a source solution, use the reagent quantity we have left. Otherwise, use the reaction volume specified.
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var args = new ReagentEffectArgs(uid, null, source, reagent,
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source?.GetReagentQuantity(reagent.ID) ?? reactVolume, EntityManager, method);
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// First, check if the reagent wants to apply any effects.
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if (reagent.ReactiveEffects != null && reactive.ReactiveGroups != null)
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{
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foreach (var (key, val) in reagent.ReactiveEffects)
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{
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if (!val.Methods.Contains(method))
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continue;
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if (!reactive.ReactiveGroups.ContainsKey(key))
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continue;
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if (!reactive.ReactiveGroups[key].Contains(method))
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continue;
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foreach (var effect in val.Effects)
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{
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if (!effect.ShouldApply(args, _robustRandom))
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continue;
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effect.Effect(args);
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}
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}
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}
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// Then, check if the prototype has any effects it can apply as well.
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if (reactive.Reactions != null)
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{
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foreach (var entry in reactive.Reactions)
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{
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if (!entry.Methods.Contains(method))
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continue;
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if (entry.Reagents != null && !entry.Reagents.Contains(reagent.ID))
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continue;
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foreach (var effect in entry.Effects)
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{
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if (!effect.ShouldApply(args, _robustRandom))
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continue;
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effect.Effect(args);
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}
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}
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}
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}
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}
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}
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