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OldThink/Content.Server/Chemistry/ReactionEffects/ExplosionReactionEffect.cs

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Chemical reaction refactor (#2936) * Moves ContainsReagent from SolutionContainer to Solution GetMajorReagentId from SOlutionContainer to Solution Makes capability checks use HasFlag Moves Solution Color calculation from SolutionContainer to Solution Replaces SolutionContainerCaps.NoExamine with CanExamine Misc SolutionContainer.Capabilities yaml cleanup * Moves IReactionEffect from server to shared * Moves ReactionPrototype from server to shared * Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem * Moves PerformReaction from SolutionContainer to ChemicalReactionSystem * Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem * Removes unused SolutionContainer methods * Removes now-unused GetMajorReagentId from SOlutionContainer * ChemicalReactionSystem comments * Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent * ChemicalReactionSystem ProcessReactions * Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff * Fixes SolutionContainer.CheckForReaction infinite recursion * Moves IReactionEffect and ExplosionReactionEffect back to server * Moves ChemicalReactionSystem and ReactionPrototype back to server * Uncomments out Explosion code * namespace fixes * Moves ReactionPrototype and IReactionEffect from Server to Shared * Moves ChemicalReactionSystem from Server to Shared * ChemicalReaction code partial rewrite * Moves CanReact and PerformReaction to Solution * Revert "Moves CanReact and PerformReaction to Solution" This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8. * Moves ChemistrySystem from Server to Shared * diff fix * TODO warning Co-authored-by: py01 <pyronetics01@gmail.com>
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using System;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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using Content.Server.Explosions;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.Interfaces.Chemistry;
using Robust.Shared.GameObjects;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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using Robust.Shared.Serialization;
namespace Content.Server.Chemistry.ReactionEffects
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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{
public class ExplosionReactionEffect : IReactionEffect
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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{
private float _devastationRange;
private float _heavyImpactRange;
private float _lightImpactRange;
private float _flashRange;
/// <summary>
/// If true, then scale ranges by intensity. If not, the ranges are the same regardless of reactant amount.
/// </summary>
private bool _scaled;
/// <summary>
/// Maximum scaling on ranges. For example, if it equals 5, then it won't scaled anywhere past
/// 5 times the minimum reactant amount.
/// </summary>
private float _maxScale;
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void IExposeData.ExposeData(ObjectSerializer serializer)
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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{
serializer.DataField(ref _devastationRange, "devastationRange", 1);
serializer.DataField(ref _heavyImpactRange, "heavyImpactRange", 2);
serializer.DataField(ref _lightImpactRange, "lightImpactRange", 3);
serializer.DataField(ref _flashRange, "flashRange", 0);
serializer.DataField(ref _scaled, "scaled", false);
serializer.DataField(ref _maxScale, "maxScale", 1);
}
public void React(IEntity solutionEntity, double intensity)
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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{
float floatIntensity = (float)intensity;
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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if (solutionEntity == null)
return;
if(!solutionEntity.TryGetComponent(out SolutionContainerComponent solution))
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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return;
//Handle scaling
if (_scaled)
{
floatIntensity = MathF.Min(floatIntensity, _maxScale);
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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}
else
{
floatIntensity = 1;
}
//Calculate intensities
int finalDevastationRange = (int)MathF.Round(_devastationRange * floatIntensity);
int finalHeavyImpactRange = (int)MathF.Round(_heavyImpactRange * floatIntensity);
int finalLightImpactRange = (int)MathF.Round(_lightImpactRange * floatIntensity);
int finalFlashRange = (int)MathF.Round(_flashRange * floatIntensity);
solutionEntity.SpawnExplosion(finalDevastationRange,
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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finalHeavyImpactRange, finalLightImpactRange, finalFlashRange);
}
}
}