using Content.Shared.Administration.Logs; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Reaction; using Content.Shared.Chemistry.Reagent; using Content.Shared.Database; using Content.Shared.FixedPoint; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Shared.Chemistry { [UsedImplicitly] public class ReactiveSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly SharedAdminLogSystem _logSystem = default!; public void ReactionEntity(EntityUid uid, ReactionMethod method, Solution solution) { foreach (var (id, quantity) in solution) { ReactionEntity(uid, method, id, quantity, solution); } } public void ReactionEntity(EntityUid uid, ReactionMethod method, string reagentId, FixedPoint2 reactVolume, Solution? source) { // We throw if the reagent specified doesn't exist. ReactionEntity(uid, method, _prototypeManager.Index(reagentId), reactVolume, source); } public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentPrototype reagent, FixedPoint2 reactVolume, Solution? source) { if (!EntityManager.TryGetComponent(uid, out ReactiveComponent? reactive)) return; // If we have a source solution, use the reagent quantity we have left. Otherwise, use the reaction volume specified. var args = new ReagentEffectArgs(uid, null, source, reagent, source?.GetReagentQuantity(reagent.ID) ?? reactVolume, EntityManager, method); // First, check if the reagent wants to apply any effects. if (reagent.ReactiveEffects != null && reactive.ReactiveGroups != null) { foreach (var (key, val) in reagent.ReactiveEffects) { if (!val.Methods.Contains(method)) continue; if (!reactive.ReactiveGroups.ContainsKey(key)) continue; if (!reactive.ReactiveGroups[key].Contains(method)) continue; foreach (var effect in val.Effects) { if (!effect.ShouldApply(args, _robustRandom)) continue; if (effect.ShouldLog) { var entity = args.SolutionEntity; _logSystem.Add(LogType.ReagentEffect, effect.LogImpact, $"Reactive effect {effect.GetType().Name} of reagent {reagent.ID:reagent} with method {method} applied on entity {entity} at {EntityManager.GetComponent(entity).Coordinates}"); } effect.Effect(args); } } } // Then, check if the prototype has any effects it can apply as well. if (reactive.Reactions != null) { foreach (var entry in reactive.Reactions) { if (!entry.Methods.Contains(method)) continue; if (entry.Reagents != null && !entry.Reagents.Contains(reagent.ID)) continue; foreach (var effect in entry.Effects) { if (!effect.ShouldApply(args, _robustRandom)) continue; if (effect.ShouldLog) { var entity = args.SolutionEntity; _logSystem.Add(LogType.ReagentEffect, effect.LogImpact, $"Reactive effect {effect.GetType().Name} of {entity} using reagent {reagent.ID} with method {method} at {EntityManager.GetComponent(entity).Coordinates}"); } effect.Effect(args); } } } } } }