Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/SharedChemicalReactionSystem.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* 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>
2021-02-27 14:12:09 +11:00

156 lines
5.9 KiB
C#

#nullable enable
using Content.Shared.Chemistry;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class SharedChemicalReactionSystem : EntitySystem
{
private IEnumerable<ReactionPrototype> _reactions = default!;
private const int MaxReactionIterations = 20;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
}
/// <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 static bool CanReact(Solution solution, ReactionPrototype reaction, out ReagentUnit lowestUnitReactions)
{
lowestUnitReactions = ReagentUnit.MaxValue;
foreach (var reactantData in reaction.Reactants)
{
var reactantName = reactantData.Key;
var reactantCoefficient = reactantData.Value.Amount;
if (!solution.ContainsReagent(reactantName, out var reactantQuantity))
return false;
var unitReactions = reactantQuantity / reactantCoefficient;
if (unitReactions < lowestUnitReactions)
{
lowestUnitReactions = unitReactions;
}
}
return true;
}
/// <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, IEntity owner, ReactionPrototype reaction, ReagentUnit unitReactions)
{
//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(reaction, owner, unitReactions);
return products;
}
protected virtual void OnReaction(ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
{
foreach (var effect in reaction.Effects)
{
effect.React(owner, unitReactions.Double());
}
}
/// <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 Solution ProcessReactions(Solution solution, IEntity owner)
{
//TODO: make a hashmap at startup and then look up reagents in the contents for a reaction
var overallProducts = new Solution();
foreach (var reaction in _reactions)
{
if (CanReact(solution, reaction, out var unitReactions))
{
var reactionProducts = PerformReaction(solution, owner, reaction, unitReactions);
overallProducts.AddSolution(reactionProducts);
break;
}
}
return overallProducts;
}
/// <summary>
/// Continually react a solution until no more reactions occur.
/// </summary>
public void FullyReactSolution(Solution solution, IEntity owner)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
var products = ProcessReactions(solution, owner);
if (products.TotalVolume <= 0)
return;
solution.AddSolution(products);
}
Logger.Error($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
}
/// <summary>
/// Continually react a solution until no more reactions occur, with a volume constraint.
/// If a reaction's products would exceed the max volume, some product is deleted.
/// </summary>
public void FullyReactSolution(Solution solution, IEntity owner, ReagentUnit maxVolume)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
var products = ProcessReactions(solution, owner);
if (products.TotalVolume <= 0)
return;
var totalVolume = solution.TotalVolume + products.TotalVolume;
var excessVolume = totalVolume - maxVolume;
if (excessVolume > 0)
{
products.RemoveSolution(excessVolume); //excess product is deleted to fit under volume limit
}
solution.AddSolution(products);
}
Logger.Error($"{nameof(Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
}
}
}