* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
122 lines
4.6 KiB
C#
122 lines
4.6 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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/// <summary>
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/// Sets the temperature of the solution involved with the reaction to a new value.
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/// </summary>
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[DataDefinition]
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public sealed partial class SetSolutionTemperatureEffect : ReagentEffect
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{
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/// <summary>
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/// The temperature to set the solution to.
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/// </summary>
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[DataField("temperature", required: true)] private float _temperature;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-set-solution-temperature-effect",
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("chance", Probability), ("temperature", _temperature));
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public override void Effect(ReagentEffectArgs args)
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{
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var solution = args.Source;
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if (solution == null)
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return;
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solution.Temperature = _temperature;
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}
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}
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/// <summary>
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/// Adjusts the temperature of the solution involved in the reaction.
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/// </summary>
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[DataDefinition]
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public sealed partial class AdjustSolutionTemperatureEffect : ReagentEffect
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{
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/// <summary>
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/// The change in temperature.
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/// </summary>
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[DataField("delta", required: true)] private float _delta;
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/// <summary>
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/// The minimum temperature this effect can reach.
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/// </summary>
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[DataField("minTemp")] private float _minTemp = 0.0f;
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/// <summary>
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/// The maximum temperature this effect can reach.
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/// </summary>
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[DataField("maxTemp")] private float _maxTemp = float.PositiveInfinity;
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/// <summary>
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/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
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/// </summary>
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[DataField("scaled")] private bool _scaled;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-adjust-solution-temperature-effect",
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("chance", Probability), ("deltasign", MathF.Sign(_delta)), ("mintemp", _minTemp), ("maxtemp", _maxTemp));
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public override void Effect(ReagentEffectArgs args)
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{
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var solution = args.Source;
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if (solution == null || solution.Volume == 0)
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return;
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var deltaT = _scaled ? _delta * (float) args.Quantity : _delta;
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solution.Temperature = Math.Clamp(solution.Temperature + deltaT, _minTemp, _maxTemp);
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}
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}
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/// <summary>
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/// Adjusts the thermal energy of the solution involved in the reaction.
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/// </summary>
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public sealed partial class AdjustSolutionThermalEnergyEffect : ReagentEffect
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{
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/// <summary>
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/// The change in energy.
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/// </summary>
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[DataField("delta", required: true)] private float _delta;
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/// <summary>
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/// The minimum temperature this effect can reach.
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/// </summary>
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[DataField("minTemp")] private float _minTemp = 0.0f;
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/// <summary>
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/// The maximum temperature this effect can reach.
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/// </summary>
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[DataField("maxTemp")] private float _maxTemp = float.PositiveInfinity;
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/// <summary>
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/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
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/// </summary>
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[DataField("scaled")] private bool _scaled;
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public override void Effect(ReagentEffectArgs args)
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{
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var solution = args.Source;
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if (solution == null || solution.Volume == 0)
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return;
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if (_delta > 0 && solution.Temperature >= _maxTemp)
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return;
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if (_delta < 0 && solution.Temperature <= _minTemp)
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return;
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var heatCap = solution.GetHeatCapacity(null);
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var deltaT = _scaled
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? _delta / heatCap * (float) args.Quantity
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: _delta / heatCap;
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solution.Temperature = Math.Clamp(solution.Temperature + deltaT, _minTemp, _maxTemp);
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}
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-adjust-solution-temperature-effect",
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("chance", Probability), ("deltasign", MathF.Sign(_delta)), ("mintemp", _minTemp), ("maxtemp", _maxTemp));
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}
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}
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