281 lines
11 KiB
C#
281 lines
11 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.Chemistry.Reaction
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{
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public abstract class SharedChemicalReactionSystem : EntitySystem
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{
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/// <summary>
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/// The maximum number of reactions that may occur when a solution is changed.
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/// </summary>
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private const int MaxReactionIterations = 20;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly SharedAdminLogSystem _logSystem = default!;
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[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
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/// <summary>
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/// A cache of all existant chemical reactions indexed by one of their
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/// required reactants.
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/// </summary>
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private IDictionary<string, List<ReactionPrototype>> _reactions = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeReactionCache();
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_prototypeManager.PrototypesReloaded += OnPrototypesReloaded;
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_gamePrototypeLoadManager.GamePrototypeLoaded += InitializeReactionCache;
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}
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/// <summary>
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/// Handles building the reaction cache.
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/// </summary>
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private void InitializeReactionCache()
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{
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_reactions = new Dictionary<string, List<ReactionPrototype>>();
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var reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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foreach(var reaction in reactions)
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{
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CacheReaction(reaction);
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}
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}
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/// <summary>
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/// Caches a reaction by its first required reagent.
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/// Used to build the reaction cache.
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/// </summary>
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/// <param name="reaction">A reaction prototype to cache.</param>
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private void CacheReaction(ReactionPrototype reaction)
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{
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var reagents = reaction.Reactants.Keys;
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foreach(var reagent in reagents)
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{
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if(!_reactions.TryGetValue(reagent, out var cache))
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{
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cache = new List<ReactionPrototype>();
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_reactions.Add(reagent, cache);
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}
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cache.Add(reaction);
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return; // Only need to cache based on the first reagent.
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}
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}
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/// <summary>
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/// Updates the reaction cache when the prototypes are reloaded.
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/// </summary>
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/// <param name="eventArgs">The set of modified prototypes.</param>
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private void OnPrototypesReloaded(PrototypesReloadedEventArgs eventArgs)
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{
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if (!eventArgs.ByType.TryGetValue(typeof(ReactionPrototype), out var set))
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return;
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foreach (var (reactant, cache) in _reactions)
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{
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cache.RemoveAll((reaction) => set.Modified.ContainsKey(reaction.ID));
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if (cache.Count == 0)
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_reactions.Remove(reactant);
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}
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foreach (var prototype in set.Modified.Values)
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{
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CacheReaction((ReactionPrototype) prototype);
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}
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}
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/// <summary>
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/// Checks if a solution can undergo a specified reaction.
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/// </summary>
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/// <param name="solution">The solution to check.</param>
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/// <param name="reaction">The reaction to check.</param>
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/// <param name="lowestUnitReactions">How many times this reaction can occur.</param>
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/// <returns></returns>
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private static bool CanReact(Solution solution, ReactionPrototype reaction, out FixedPoint2 lowestUnitReactions)
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{
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lowestUnitReactions = FixedPoint2.MaxValue;
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if (solution.Temperature < reaction.MinimumTemperature)
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{
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lowestUnitReactions = FixedPoint2.Zero;
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return false;
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} else if(solution.Temperature > reaction.MaximumTemperature)
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{
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lowestUnitReactions = FixedPoint2.Zero;
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return false;
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}
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foreach (var reactantData in reaction.Reactants)
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{
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var reactantName = reactantData.Key;
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var reactantCoefficient = reactantData.Value.Amount;
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if (!solution.ContainsReagent(reactantName, out var reactantQuantity))
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return false;
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if (reactantData.Value.Catalyst)
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{
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// catalyst is not consumed, so will not limit the reaction. But it still needs to be present, and
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// for quantized reactions we need to have a minimum amount
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if (reactantQuantity == FixedPoint2.Zero || reaction.Quantized && reactantQuantity < reactantCoefficient)
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return false;
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continue;
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}
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var unitReactions = reactantQuantity / reactantCoefficient;
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if (unitReactions < lowestUnitReactions)
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{
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lowestUnitReactions = unitReactions;
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}
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}
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if (reaction.Quantized)
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lowestUnitReactions = (int) lowestUnitReactions;
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return lowestUnitReactions > 0;
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}
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/// <summary>
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/// Perform a reaction on a solution. This assumes all reaction criteria are met.
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/// Removes the reactants from the solution, then returns a solution with all products.
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/// </summary>
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private Solution PerformReaction(Solution solution, EntityUid owner, ReactionPrototype reaction, FixedPoint2 unitReactions)
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{
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// We do this so that ReagentEffect can have something to work with, even if it's
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// a little meaningless.
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var randomReagent = _prototypeManager.Index<ReagentPrototype>(_random.Pick(reaction.Reactants).Key);
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//Remove reactants
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foreach (var reactant in reaction.Reactants)
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{
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if (!reactant.Value.Catalyst)
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{
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var amountToRemove = unitReactions * reactant.Value.Amount;
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solution.RemoveReagent(reactant.Key, amountToRemove);
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}
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}
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//Create products
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var products = new Solution();
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foreach (var product in reaction.Products)
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{
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products.AddReagent(product.Key, product.Value * unitReactions);
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}
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// Trigger reaction effects
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OnReaction(solution, reaction, randomReagent, owner, unitReactions);
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return products;
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}
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protected virtual void OnReaction(Solution solution, ReactionPrototype reaction, ReagentPrototype randomReagent, EntityUid owner, FixedPoint2 unitReactions)
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{
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var args = new ReagentEffectArgs(owner, null, solution,
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randomReagent,
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unitReactions, EntityManager, null);
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foreach (var effect in reaction.Effects)
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{
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if (!effect.ShouldApply(args))
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continue;
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if (effect.ShouldLog)
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{
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var entity = args.SolutionEntity;
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_logSystem.Add(LogType.ReagentEffect, effect.LogImpact,
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$"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
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}
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effect.Effect(args);
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}
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}
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/// <summary>
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/// Performs all chemical reactions that can be run on a solution.
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/// Removes the reactants from the solution, then returns a solution with all products.
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/// WARNING: Does not trigger reactions between solution and new products.
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/// </summary>
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private bool ProcessReactions(Solution solution, EntityUid owner, [MaybeNullWhen(false)] out Solution productSolution)
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{
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foreach(var reactant in solution.Contents)
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{
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if (!_reactions.TryGetValue(reactant.ReagentId, out var reactions))
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continue;
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foreach(var reaction in reactions)
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{
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if (!CanReact(solution, reaction, out var unitReactions))
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continue;
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productSolution = PerformReaction(solution, owner, reaction, unitReactions);
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return true;
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}
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}
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productSolution = null;
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return false;
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}
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/// <summary>
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/// Continually react a solution until no more reactions occur.
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/// </summary>
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public void FullyReactSolution(Solution solution, EntityUid owner)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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if (!ProcessReactions(solution, owner, out var products))
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return;
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if (products.TotalVolume <= 0)
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return;
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution)} {owner} could not finish reacting in under {MaxReactionIterations} loops.");
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}
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/// <summary>
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/// Continually react a solution until no more reactions occur, with a volume constraint.
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/// If a reaction's products would exceed the max volume, some product is deleted.
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/// </summary>
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public void FullyReactSolution(Solution solution, EntityUid owner, FixedPoint2 maxVolume)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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if (!ProcessReactions(solution, owner, out var products))
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return;
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if (products.TotalVolume <= 0)
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return;
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var totalVolume = solution.TotalVolume + products.TotalVolume;
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var excessVolume = totalVolume - maxVolume;
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if (excessVolume > 0)
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{
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products.RemoveSolution(excessVolume); //excess product is deleted to fit under volume limit
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}
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution)} {owner} could not finish reacting in under {MaxReactionIterations} loops.");
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}
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}
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}
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