* 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>
105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.Chemistry
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{
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[UsedImplicitly]
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public sealed class ReactiveSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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public void DoEntityReaction(EntityUid uid, Solution solution, ReactionMethod method)
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{
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foreach (var reagent in solution.Contents.ToArray())
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{
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ReactionEntity(uid, method, reagent, solution);
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}
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}
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public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentQuantity reagentQuantity, Solution? source)
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{
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// We throw if the reagent specified doesn't exist.
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var proto = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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ReactionEntity(uid, method, proto, reagentQuantity, source);
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}
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public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentPrototype proto,
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ReagentQuantity reagentQuantity, Solution? source)
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{
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if (!TryComp(uid, out ReactiveComponent? reactive))
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return;
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// If we have a source solution, use the reagent quantity we have left. Otherwise, use the reaction volume specified.
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var args = new ReagentEffectArgs(uid, null, source, proto,
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source?.GetReagentQuantity(reagentQuantity.Reagent) ?? reagentQuantity.Quantity, EntityManager, method, 1f);
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// First, check if the reagent wants to apply any effects.
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if (proto.ReactiveEffects != null && reactive.ReactiveGroups != null)
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{
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foreach (var (key, val) in proto.ReactiveEffects)
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{
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if (!val.Methods.Contains(method))
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continue;
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if (!reactive.ReactiveGroups.ContainsKey(key))
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continue;
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if (!reactive.ReactiveGroups[key].Contains(method))
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continue;
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foreach (var effect in val.Effects)
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{
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if (!effect.ShouldApply(args, _robustRandom))
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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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_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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$"Reactive effect {effect.GetType().Name:effect} of reagent {proto.ID:reagent} with method {method} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
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}
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effect.Effect(args);
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}
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}
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}
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// Then, check if the prototype has any effects it can apply as well.
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if (reactive.Reactions != null)
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{
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foreach (var entry in reactive.Reactions)
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{
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if (!entry.Methods.Contains(method))
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continue;
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if (entry.Reagents != null && !entry.Reagents.Contains(proto.ID))
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continue;
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foreach (var effect in entry.Effects)
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{
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if (!effect.ShouldApply(args, _robustRandom))
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continue;
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if (effect.ShouldLog)
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{
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var entity = args.SolutionEntity;
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_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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$"Reactive effect {effect.GetType().Name:effect} of {ToPrettyString(entity):entity} using reagent {proto.ID:reagent} with method {method} 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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}
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}
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}
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}
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