#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; } } } }