Files
tbd-station-14/Content.Shared/Chemistry/Reaction/SharedChemicalReactionSystem.cs
wrexbe 1e0babbd50 Make AdminLogsSystem an IoC manager (#8492)
* Make log not entity system

* Fixes
2022-05-28 23:41:17 -07:00

313 lines
12 KiB
C#

using System.Linq;
using Content.Shared.Administration;
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.Chemistry.Reaction
{
public abstract class SharedChemicalReactionSystem : EntitySystem
{
/// <summary>
/// The maximum number of reactions that may occur when a solution is changed.
/// </summary>
private const int MaxReactionIterations = 20;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] protected readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
/// <summary>
/// A cache of all existant chemical reactions indexed by one of their
/// required reactants.
/// </summary>
private IDictionary<string, List<ReactionPrototype>> _reactions = default!;
public override void Initialize()
{
base.Initialize();
InitializeReactionCache();
_prototypeManager.PrototypesReloaded += OnPrototypesReloaded;
_gamePrototypeLoadManager.GamePrototypeLoaded += InitializeReactionCache;
}
/// <summary>
/// Handles building the reaction cache.
/// </summary>
private void InitializeReactionCache()
{
_reactions = new Dictionary<string, List<ReactionPrototype>>();
var reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
foreach(var reaction in reactions)
{
CacheReaction(reaction);
}
}
/// <summary>
/// Caches a reaction by its first required reagent.
/// Used to build the reaction cache.
/// </summary>
/// <param name="reaction">A reaction prototype to cache.</param>
private void CacheReaction(ReactionPrototype reaction)
{
var reagents = reaction.Reactants.Keys;
foreach(var reagent in reagents)
{
if(!_reactions.TryGetValue(reagent, out var cache))
{
cache = new List<ReactionPrototype>();
_reactions.Add(reagent, cache);
}
cache.Add(reaction);
return; // Only need to cache based on the first reagent.
}
}
/// <summary>
/// Updates the reaction cache when the prototypes are reloaded.
/// </summary>
/// <param name="eventArgs">The set of modified prototypes.</param>
private void OnPrototypesReloaded(PrototypesReloadedEventArgs eventArgs)
{
if (!eventArgs.ByType.TryGetValue(typeof(ReactionPrototype), out var set))
return;
foreach (var (reactant, cache) in _reactions)
{
cache.RemoveAll((reaction) => set.Modified.ContainsKey(reaction.ID));
if (cache.Count == 0)
_reactions.Remove(reactant);
}
foreach (var prototype in set.Modified.Values)
{
CacheReaction((ReactionPrototype) prototype);
}
}
/// <summary>
/// Checks if a solution can undergo a specified reaction.
/// </summary>
/// <param name="solution">The solution to check.</param>
/// <param name="reaction">The reaction to check.</param>
/// <param name="lowestUnitReactions">How many times this reaction can occur.</param>
/// <returns></returns>
private bool CanReact(Solution solution, ReactionPrototype reaction, EntityUid owner, out FixedPoint2 lowestUnitReactions)
{
lowestUnitReactions = FixedPoint2.MaxValue;
if (solution.Temperature < reaction.MinimumTemperature)
{
lowestUnitReactions = FixedPoint2.Zero;
return false;
} else if(solution.Temperature > reaction.MaximumTemperature)
{
lowestUnitReactions = FixedPoint2.Zero;
return false;
}
var attempt = new ReactionAttemptEvent(reaction, solution);
RaiseLocalEvent(owner, attempt, false);
if (attempt.Cancelled)
{
lowestUnitReactions = FixedPoint2.Zero;
return false;
}
foreach (var reactantData in reaction.Reactants)
{
var reactantName = reactantData.Key;
var reactantCoefficient = reactantData.Value.Amount;
if (!solution.ContainsReagent(reactantName, out var reactantQuantity))
return false;
if (reactantData.Value.Catalyst)
{
// catalyst is not consumed, so will not limit the reaction. But it still needs to be present, and
// for quantized reactions we need to have a minimum amount
if (reactantQuantity == FixedPoint2.Zero || reaction.Quantized && reactantQuantity < reactantCoefficient)
return false;
continue;
}
var unitReactions = reactantQuantity / reactantCoefficient;
if (unitReactions < lowestUnitReactions)
{
lowestUnitReactions = unitReactions;
}
}
if (reaction.Quantized)
lowestUnitReactions = (int) lowestUnitReactions;
return lowestUnitReactions > 0;
}
/// <summary>
/// Perform a reaction on a solution. This assumes all reaction criteria are met.
/// Removes the reactants from the solution, then returns a solution with all products.
/// </summary>
private Solution PerformReaction(Solution solution, EntityUid owner, ReactionPrototype reaction, FixedPoint2 unitReactions)
{
// We do this so that ReagentEffect can have something to work with, even if it's
// a little meaningless.
var randomReagent = _prototypeManager.Index<ReagentPrototype>(_random.Pick(reaction.Reactants).Key);
//Remove reactants
foreach (var reactant in reaction.Reactants)
{
if (!reactant.Value.Catalyst)
{
var amountToRemove = unitReactions * reactant.Value.Amount;
solution.RemoveReagent(reactant.Key, amountToRemove);
}
}
//Create products
var products = new Solution();
foreach (var product in reaction.Products)
{
products.AddReagent(product.Key, product.Value * unitReactions);
}
// Trigger reaction effects
OnReaction(solution, reaction, randomReagent, owner, unitReactions);
return products;
}
protected virtual void OnReaction(Solution solution, ReactionPrototype reaction, ReagentPrototype randomReagent, EntityUid owner, FixedPoint2 unitReactions)
{
var args = new ReagentEffectArgs(owner, null, solution,
randomReagent,
unitReactions, EntityManager, null);
foreach (var effect in reaction.Effects)
{
if (!effect.ShouldApply(args))
continue;
if (effect.ShouldLog)
{
var entity = args.SolutionEntity;
_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
$"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
}
effect.Effect(args);
}
}
/// <summary>
/// Performs all chemical reactions that can be run on a solution.
/// Removes the reactants from the solution, then returns a solution with all products.
/// WARNING: Does not trigger reactions between solution and new products.
/// </summary>
private bool ProcessReactions(Solution solution, EntityUid owner, FixedPoint2 maxVolume, SortedSet<ReactionPrototype> reactions)
{
HashSet<ReactionPrototype> toRemove = new();
Solution? products = null;
// attempt to perform any applicable reaction
foreach (var reaction in reactions)
{
if (!CanReact(solution, reaction, owner, out var unitReactions))
{
toRemove.Add(reaction);
continue;
}
products = PerformReaction(solution, owner, reaction, unitReactions);
break;
}
// did any reaction occur?
if (products == null)
return false; ;
// Remove any reactions that were not applicable. Avoids re-iterating over them in future.
reactions.Except(toRemove);
if (products.TotalVolume <= 0)
return true;
// remove excess product
// TODO spill excess?
var excessVolume = solution.TotalVolume + products.TotalVolume - maxVolume;
if (excessVolume > 0)
products.RemoveSolution(excessVolume);
// Add any reactions associated with the new products. This may re-add reactions that were already iterated
// over previously. The new product may mean the reactions are applicable again and need to be processed.
foreach (var reactant in products.Contents)
{
if (_reactions.TryGetValue(reactant.ReagentId, out var reactantReactions))
reactions.UnionWith(reactantReactions);
}
solution.AddSolution(products);
return true;
}
/// <summary>
/// Continually react a solution until no more reactions occur.
/// </summary>
public void FullyReactSolution(Solution solution, EntityUid owner) => FullyReactSolution(solution, owner, FixedPoint2.MaxValue);
/// <summary>
/// Continually react a solution until no more reactions occur, with a volume constraint.
/// If a reaction's products would exceed the max volume, some product is deleted.
/// </summary>
public void FullyReactSolution(Solution solution, EntityUid owner, FixedPoint2 maxVolume)
{
// construct the initial set of reactions to check.
SortedSet<ReactionPrototype> reactions = new();
foreach (var reactant in solution.Contents)
{
if (_reactions.TryGetValue(reactant.ReagentId, out var reactantReactions))
reactions.UnionWith(reactantReactions);
}
// Repeatedly attempt to perform reactions, ending when there are no more applicable reactions, or when we
// exceed the iteration limit.
for (var i = 0; i < MaxReactionIterations; i++)
{
if (!ProcessReactions(solution, owner, maxVolume, reactions))
return;
}
Logger.Error($"{nameof(Solution)} {owner} could not finish reacting in under {MaxReactionIterations} loops.");
}
}
/// <summary>
/// Raised directed at the owner of a solution to determine whether the reaction should be allowed to occur.
/// </summary>
/// <reamrks>
/// Some solution containers (e.g., bloodstream, smoke, foam) use this to block certain reactions from occurring.
/// </reamrks>
public sealed class ReactionAttemptEvent : CancellableEntityEventArgs
{
public readonly ReactionPrototype Reaction;
public readonly Solution Solution;
public ReactionAttemptEvent(ReactionPrototype reaction, Solution solution)
{
Reaction = reaction;
Solution = solution;
}
}
}