using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Reaction; using Content.Shared.Chemistry.Reagent; using Content.Shared.FixedPoint; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Prototypes; namespace Content.Shared.Chemistry { [UsedImplicitly] public partial class ChemistrySystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = 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); 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) { bool failed = false; foreach (var cond in effect.Conditions ?? new ReagentEffectCondition[] { }) { if (!cond.Condition(args)) failed = true; } if (failed) continue; effect.Metabolize(args); // Make sure we still have enough reagent to go... if (source != null && !source.ContainsReagent(reagent.ID)) break; } } } } }