49 lines
1.9 KiB
C#
49 lines
1.9 KiB
C#
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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namespace Content.Shared.Chemistry
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{
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[UsedImplicitly]
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public partial class ChemistrySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public void ReactionEntity(IEntity entity, 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(entity, method, id, quantity, solution);
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}
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}
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public void ReactionEntity(IEntity entity, 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(entity, method, _prototypeManager.Index<ReagentPrototype>(reagentId), reactVolume, source);
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}
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public void ReactionEntity(IEntity entity, ReactionMethod method, ReagentPrototype reagent,
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FixedPoint2 reactVolume, Solution? source)
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{
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if (entity == null || entity.Deleted || !entity.TryGetComponent(out ReactiveComponent? reactive))
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return;
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foreach (var reaction in reactive.Reactions)
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{
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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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reaction.React(method, entity, reagent, source?.GetReagentQuantity(reagent.ID) ?? reactVolume, source);
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// Make sure we still have enough reagent to go...
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if (source != null && !source.ContainsReagent(reagent.ID))
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break;
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}
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}
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}
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}
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