Re-organize all projects (#4166)
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13
Content.Shared/Chemistry/Reaction/IReactionEffect.cs
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13
Content.Shared/Chemistry/Reaction/IReactionEffect.cs
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#nullable enable
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Chemistry.Reaction
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{
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/// <summary>
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/// Chemical reaction effect on the world such as an explosion, EMP, or fire.
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/// </summary>
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public interface IReactionEffect
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{
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void React(IEntity solutionEntity, double intensity);
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}
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}
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11
Content.Shared/Chemistry/Reaction/ITileReaction.cs
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Content.Shared/Chemistry/Reaction/ITileReaction.cs
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#nullable enable
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Map;
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namespace Content.Shared.Chemistry.Reaction
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{
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public interface ITileReaction
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{
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ReagentUnit TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume);
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}
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}
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64
Content.Shared/Chemistry/Reaction/ReactionPrototype.cs
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64
Content.Shared/Chemistry/Reaction/ReactionPrototype.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Chemistry.Reaction
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{
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/// <summary>
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/// Prototype for chemical reaction definitions
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/// </summary>
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[Prototype("reaction")]
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public class ReactionPrototype : IPrototype
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{
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[DataField("reactants")] private Dictionary<string, ReactantPrototype> _reactants = new();
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[DataField("products")] private Dictionary<string, ReagentUnit> _products = new();
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[DataField("effects", serverOnly: true)] private List<IReactionEffect> _effects = new();
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[ViewVariables]
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[DataField("id", required: true)]
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public string ID { get; } = default!;
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[DataField("name")]
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public string Name { get; } = string.Empty;
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/// <summary>
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/// Reactants required for the reaction to occur.
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/// </summary>
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public IReadOnlyDictionary<string, ReactantPrototype> Reactants => _reactants;
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/// <summary>
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/// Reagents created when the reaction occurs.
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/// </summary>
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public IReadOnlyDictionary<string, ReagentUnit> Products => _products;
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/// <summary>
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/// Effects to be triggered when the reaction occurs.
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/// </summary>
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public IReadOnlyList<IReactionEffect> Effects => _effects;
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// TODO SERV3: Empty on the client, (de)serialize on the server with module manager is server module
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[DataField("sound", serverOnly: true)] public string? Sound { get; private set; } = "/Audio/Effects/Chemistry/bubbles.ogg";
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}
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/// <summary>
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/// Prototype for chemical reaction reactants.
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/// </summary>
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[DataDefinition]
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public class ReactantPrototype
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{
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[DataField("amount")]
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private ReagentUnit _amount = ReagentUnit.New(1);
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[DataField("catalyst")]
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private bool _catalyst;
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/// <summary>
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/// Minimum amount of the reactant needed for the reaction to occur.
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/// </summary>
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public ReagentUnit Amount => _amount;
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/// <summary>
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/// Whether or not the reactant is a catalyst. Catalysts aren't removed when a reaction occurs.
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/// </summary>
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public bool Catalyst => _catalyst;
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}
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}
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16
Content.Shared/Chemistry/Reaction/ReactiveComponent.cs
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Content.Shared/Chemistry/Reaction/ReactiveComponent.cs
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using System;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Chemistry.Reaction
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{
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[RegisterComponent]
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public class ReactiveComponent : Component
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{
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public override string Name => "Reactive";
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[DataField("reactions", true, serverOnly:true)]
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public ReagentEntityReaction[] Reactions { get; } = Array.Empty<ReagentEntityReaction>();
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}
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}
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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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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namespace Content.Shared.Chemistry.Reaction
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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 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.Solution PerformReaction(Solution.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.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.Solution ProcessReactions(Solution.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.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 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($"{nameof(Solution.Solution)} on {owner} (Uid: {owner.Uid}) could not finish reacting in under {MaxReactionIterations} loops.");
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}
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/// <summary>
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/// Continually react a solution until no more reactions occur, with a volume constraint.
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/// If a reaction's products would exceed the max volume, some product is deleted.
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/// </summary>
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public void FullyReactSolution(Solution.Solution solution, IEntity owner, ReagentUnit maxVolume)
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{
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for (var i = 0; i < MaxReactionIterations; i++)
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{
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var products = ProcessReactions(solution, owner);
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if (products.TotalVolume <= 0)
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return;
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var totalVolume = solution.TotalVolume + products.TotalVolume;
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var excessVolume = totalVolume - maxVolume;
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if (excessVolume > 0)
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{
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products.RemoveSolution(excessVolume); //excess product is deleted to fit under volume limit
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}
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solution.AddSolution(products);
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}
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Logger.Error($"{nameof(Solution.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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