* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
156 lines
5.9 KiB
C#
156 lines
5.9 KiB
C#
#nullable enable
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using Content.Shared.Chemistry;
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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 System.Collections.Generic;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class SharedChemicalReactionSystem : EntitySystem
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{
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private IEnumerable<ReactionPrototype> _reactions = default!;
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private const int MaxReactionIterations = 20;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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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 ReagentUnit lowestUnitReactions)
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{
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lowestUnitReactions = ReagentUnit.MaxValue;
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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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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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return true;
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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, IEntity owner, ReactionPrototype reaction, ReagentUnit unitReactions)
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{
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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(reaction, owner, unitReactions);
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return products;
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}
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protected virtual void OnReaction(ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
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{
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foreach (var effect in reaction.Effects)
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{
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effect.React(owner, unitReactions.Double());
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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 Solution ProcessReactions(Solution solution, IEntity owner)
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{
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//TODO: make a hashmap at startup and then look up reagents in the contents for a reaction
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var overallProducts = new Solution();
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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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{
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var reactionProducts = PerformReaction(solution, owner, reaction, unitReactions);
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overallProducts.AddSolution(reactionProducts);
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break;
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}
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}
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return overallProducts;
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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, IEntity owner)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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var products = ProcessReactions(solution, owner);
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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($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
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}
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/// <summary>
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/// Continually react a solution until no more reactions occur, with a volume constraint.
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/// If a reaction's products would exceed the max volume, some product is deleted.
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/// </summary>
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public void FullyReactSolution(Solution solution, IEntity owner, ReagentUnit maxVolume)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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var products = ProcessReactions(solution, owner);
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if (products.TotalVolume <= 0)
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return;
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var totalVolume = solution.TotalVolume + products.TotalVolume;
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var excessVolume = totalVolume - maxVolume;
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if (excessVolume > 0)
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{
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products.RemoveSolution(excessVolume); //excess product is deleted to fit under volume limit
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}
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
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}
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}
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}
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