#nullable enable
using System;
using System.Linq;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.Interfaces.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Shared.GameObjects.EntitySystems
{
///
/// This interface gives components behavior on whether entities solution (implying SolutionComponent is in place) is changed
///
public interface ISolutionChange
{
///
/// Called when solution is mixed with some other solution, or when some part of the solution is removed
///
void SolutionChanged(SolutionChangeEventArgs eventArgs);
}
public class SolutionChangeEventArgs : EventArgs
{
public IEntity Owner { get; set; } = default!;
}
[UsedImplicitly]
public class ChemistrySystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public void HandleSolutionChange(IEntity owner)
{
var eventArgs = new SolutionChangeEventArgs
{
Owner = owner,
};
var solutionChangeArgs = owner.GetAllComponents().ToList();
foreach (var solutionChangeArg in solutionChangeArgs)
{
solutionChangeArg.SolutionChanged(eventArgs);
if (owner.Deleted)
return;
}
}
public void ReactionEntity(IEntity? entity, ReactionMethod method, string reagentId, ReagentUnit reactVolume, Solution? source)
{
// We throw if the reagent specified doesn't exist.
ReactionEntity(entity, method, _prototypeManager.Index(reagentId), reactVolume, source);
}
public void ReactionEntity(IEntity? entity, ReactionMethod method, ReagentPrototype reagent, ReagentUnit reactVolume, Solution? source)
{
if (entity == null || entity.Deleted || !entity.TryGetComponent(out ReactiveComponent? reactive))
return;
foreach (var reaction in reactive.Reactions)
{
// If we have a source solution, use the reagent quantity we have left. Otherwise, use the reaction volume specified.
reaction.React(method, entity, reagent, source?.GetReagentQuantity(reagent.ID) ?? reactVolume, source);
// Make sure we still have enough reagent to go...
if (source != null && !source.ContainsReagent(reagent.ID))
break;
}
}
}
}