Files
OldThink/Content.Shared/Chemistry/Reaction/SharedChemicalReactionSystem.cs
mirrorcult 732baa56a9 Reaction & reagent effect logging (#5463)
* Reaction logging

* effect logging

* position
2021-11-22 23:51:43 -07:00

174 lines
7.0 KiB
C#

using System.Collections.Generic;
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.Chemistry.Reaction
{
public abstract class SharedChemicalReactionSystem : EntitySystem
{
private IEnumerable<ReactionPrototype> _reactions = default!;
private const int MaxReactionIterations = 20;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] protected readonly SharedAdminLogSystem _logSystem = 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 FixedPoint2 lowestUnitReactions)
{
lowestUnitReactions = FixedPoint2.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, EntityUid ownerUid, ReactionPrototype reaction, FixedPoint2 unitReactions)
{
// We do this so that ReagentEffect can have something to work with, even if it's
// a little meaningless.
var randomReagent = _prototypeManager.Index<ReagentPrototype>(_random.Pick(reaction.Reactants).Key);
//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(solution, reaction, randomReagent, ownerUid, unitReactions);
return products;
}
protected virtual void OnReaction(Solution solution, ReactionPrototype reaction, ReagentPrototype randomReagent, EntityUid ownerUid, FixedPoint2 unitReactions)
{
var args = new ReagentEffectArgs(ownerUid, null, solution,
randomReagent,
unitReactions, EntityManager, null);
foreach (var effect in reaction.Effects)
{
if (!effect.ShouldApply(args))
continue;
var entity = EntityManager.GetEntity(args.SolutionEntity);
_logSystem.Add(LogType.ReagentEffect, LogImpact.Low,
$"Reaction effect {effect.GetType().Name} of reaction ${reaction.ID:reaction} applied on entity {entity} at {entity.Transform.Coordinates}");
effect.Effect(args);
}
}
/// <summary>
/// Performs all chemical reactions that can be run on a solution.
/// Removes the reactants from the solution, then returns a solution with all products.
/// WARNING: Does not trigger reactions between solution and new products.
/// </summary>
private Solution ProcessReactions(Solution solution, EntityUid ownerUid)
{
//TODO: make a hashmap at startup and then look up reagents in the contents for a reaction
var overallProducts = new Solution();
foreach (var reaction in _reactions)
{
if (CanReact(solution, reaction, out var unitReactions))
{
var reactionProducts = PerformReaction(solution, ownerUid, reaction, unitReactions);
overallProducts.AddSolution(reactionProducts);
break;
}
}
return overallProducts;
}
/// <summary>
/// Continually react a solution until no more reactions occur.
/// </summary>
public void FullyReactSolution(Solution solution, EntityUid ownerUid)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
var products = ProcessReactions(solution, ownerUid);
if (products.TotalVolume <= 0)
return;
solution.AddSolution(products);
}
Logger.Error($"{nameof(Solution)} {ownerUid} 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, EntityUid ownerUid, FixedPoint2 maxVolume)
{
for (var i = 0; i < MaxReactionIterations; i++)
{
var products = ProcessReactions(solution, ownerUid);
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)} {ownerUid} could not finish reacting in under {MaxReactionIterations} loops.");
}
}
}