CatStation/Content.Shared/Chemistry/EntitySystems/SharedSolutionContainerSystem.cs
deltanedas cf7fde3d62
Big prototype and datafield cleanup (#45202)
* giant protoid cleanup

* yml changes

* !

---------

Co-authored-by: deltanedas <@deltanedas:goida.zip>
2026-08-12 02:07:22 +00:00

1274 lines
51 KiB
C#

using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Containers;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Localizations;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.ColorNaming;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Dependency = Robust.Shared.IoC.DependencyAttribute;
namespace Content.Shared.Chemistry.EntitySystems;
/// <summary>
/// The event raised whenever a solution entity is modified.
/// This event is raised on the owner of the solution.
/// If the changed solution is contained in a <see cref="SolutionManagerComponent"/>, it will be raised on the owner of that component.
/// </summary>
/// <remarks>
/// Raised after chemcial reactions and <see cref="SolutionOverflowEvent"/> are handled.
/// This is always raised on the client when handling the component state so that we can update UIs accordingly.
/// You might need an IGameTiming.ApplyingState guard to prevent mispredicts if the changes from your subscription are
/// networked with the same game state.
/// </remarks>
/// <param name="Solution">The solution entity that has been modified.</param>
[ByRefEvent]
public readonly partial record struct SolutionChangedEvent(Entity<SolutionComponent> Solution);
/// <summary>
/// The event raised whenever a solution entity is filled past its capacity.
/// </summary>
/// <param name="Overflow">The solution that has overflowed and was removed.</param>
[ByRefEvent]
public partial record struct SolutionOverflowEvent(Solution Overflow)
{
/// <summary>The amount by which the solution entity has been overfilled.</summary>
public readonly Solution Overflow = Overflow;
/// <summary>Whether any of the event handlers for this event have handled overflow behaviour.</summary>
public bool Handled = false;
}
[ByRefEvent]
public partial record struct SolutionAccessAttemptEvent(string SolutionName)
{
public bool Cancelled;
}
/// <summary>
/// Part of Chemistry system deal with SolutionContainers
/// </summary>
[UsedImplicitly]
public abstract partial class SharedSolutionContainerSystem : EntitySystem
{
public static readonly EntProtoId DefaultSolution = "Solution";
[Dependency] protected IGameTiming Timing = default!;
[Dependency] protected INetManager Net = default!;
[Dependency] protected ChemicalReactionSystem ChemicalReactionSystem = default!;
[Dependency] protected ExamineSystemShared ExamineSystem = default!;
[Dependency] protected OpenableSystem Openable = default!;
[Dependency] protected SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] protected SharedContainerSystem ContainerSystem = default!;
[Dependency] protected SharedHandsSystem Hands = default!;
[Dependency] private ILocalizationManager _localization = default!;
[Dependency] protected EntityQuery<ContainedSolutionComponent> ContainedQuery = default!;
[Dependency] protected EntityQuery<SolutionComponent> SolutionQuery = default!;
[Dependency] protected EntityQuery<SolutionManagerComponent> SolutionManagerQuery = default!;
public override void Initialize()
{
base.Initialize();
InitializeRelays();
InitializeContainerManager();
SubscribeLocalEvent<SolutionComponent, ComponentGetState>(OnSolutionGetState);
SubscribeLocalEvent<SolutionComponent, ComponentHandleState>(OnSolutionHandleState);
SubscribeLocalEvent<SolutionComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<SolutionComponent, MapInitEvent>(OnSolutionInit);
SubscribeLocalEvent<SolutionComponent, ComponentShutdown>(OnSolutionShutdown);
SubscribeLocalEvent<ExaminableSolutionComponent, ExaminedEvent>(OnExamineSolution);
SubscribeLocalEvent<ExaminableSolutionComponent, GetVerbsEvent<ExamineVerb>>(OnSolutionExaminableVerb);
SubscribeLocalEvent<SolutionManagerComponent, MapInitEvent>(OnManagerInit);
SubscribeLocalEvent<SolutionManagerComponent, ComponentShutdown>(OnManagerShutdown);
SubscribeLocalEvent<SolutionManagerComponent, EntInsertedIntoContainerMessage>(OnSolutionAdded);
SubscribeLocalEvent<SolutionManagerComponent, EntRemovedFromContainerMessage>(OnSolutionRemoved);
}
private void OnSolutionGetState(Entity<SolutionComponent> ent, ref ComponentGetState args)
{
args.State = new SolutionComponentState(ent.Comp.Id, ent.Comp.Solution);
}
private void OnSolutionHandleState(Entity<SolutionComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not SolutionComponentState cast)
return;
ent.Comp.Solution = cast.Solution.Clone();
ent.Comp.Id = cast.Id;
// Always raise the event on the client so that we can update UIs accordingly.
var changedEv = new SolutionChangedEvent(ent);
RaiseLocalEvent(ent, ref changedEv);
if (!ContainedQuery.TryComp(ent, out var contained) || !SolutionManagerQuery.TryComp(contained.Container, out var manager))
return;
manager.Solutions[ent.Comp.Id] = ent;
}
/// <summary>
/// Attempts to resolve a solution associated with an entity.
/// </summary>
/// <param name="entity">The entity that holdes the container the solution entity is in.</param>
/// <param name="name">The name of the solution entities container.</param>
/// <param name="solutionEnt">A reference to a solution entity to load the associated solution entity into. Will be unchanged if not null.</param>
/// <param name="solution">Returns the solution state of the solution entity.</param>
/// <returns>Whether the solution was successfully resolved.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ResolveSolution(Entity<SolutionManagerComponent?> entity, string name, [NotNullWhen(true)] ref Entity<SolutionComponent>? solutionEnt, [NotNullWhen(true)] out Solution? solution)
{
if (!ResolveSolution(entity, name, ref solutionEnt))
{
solution = null;
return false;
}
solution = solutionEnt.Value.Comp.Solution;
return true;
}
/// <inheritdoc cref="ResolveSolution(Entity{SolutionManagerComponent?}, string, ref Entity{SolutionComponent}?, out Solution?)"/>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ResolveSolution(Entity<SolutionManagerComponent?> container, string name, [NotNullWhen(true)] ref Entity<SolutionComponent>? entity)
{
if (entity is not null)
{
DebugTools.Assert(TryGetSolution(container, name, out var debugEnt)
&& debugEnt.Value.Owner == entity.Value.Owner);
return true;
}
return TryGetSolution(container, name, out entity);
}
/// <summary>
/// Attempts to fetch a solution entity associated with an entity.
/// </summary>
/// <remarks>
/// If the solution entity will be frequently accessed please use the equivalent
/// <see cref="ResolveSolution(Entity{SolutionManagerComponent?}, string, ref Entity{SolutionComponent}?, out Solution?)"/>
/// method and cache the result.
/// </remarks>
/// <param name="entity">The entity the solution entity should be associated with.</param>
/// <param name="name">The name of the solution entity to fetch.</param>
/// <param name="solutionEnt">Returns the solution entity that was fetched.</param>
/// <param name="solution">Returns the solution state of the solution entity that was fetched.</param>
/// /// <param name="errorOnMissing">Should we print an error if the solution specified by name is missing</param>
/// <returns></returns>
public bool TryGetSolution(
Entity<SolutionManagerComponent?> entity,
string name,
[NotNullWhen(true)] out Entity<SolutionComponent>? solutionEnt,
[NotNullWhen(true)] out Solution? solution,
bool errorOnMissing = false)
{
if (!TryGetSolution(entity, name, out solutionEnt, errorOnMissing: errorOnMissing))
{
solution = null;
return false;
}
solution = solutionEnt.Value.Comp.Solution;
return true;
}
/// <inheritdoc cref="TryGetSolution(Entity{SolutionManagerComponent?},string,out Entity{SolutionComponent}?, out Solution?, bool)"/>
public bool TryGetSolution(
Entity<SolutionManagerComponent?> entity,
string name,
[NotNullWhen(true)] out Entity<SolutionComponent>? solutionEnt,
bool errorOnMissing = false)
{
// use connected container instead of entity from arguments, if it exists.
solutionEnt = null;
var ev = new GetConnectedContainerEvent();
RaiseLocalEvent(entity, ref ev);
if (ev.ContainerEntity.HasValue)
entity = ev.ContainerEntity.Value;
if (SolutionQuery.TryComp(entity, out var comp) && comp.Id == name)
{
solutionEnt = (entity.Owner, comp);
return true;
}
if (!SolutionManagerQuery.Resolve(entity, ref entity.Comp, errorOnMissing))
return false;
if (entity.Comp.Solutions.TryGetValue(name, out var solution))
{
var attemptEv = new SolutionAccessAttemptEvent(name);
RaiseLocalEvent(entity, ref attemptEv);
if (attemptEv.Cancelled)
return false;
solutionEnt = solution;
return true;
}
if (errorOnMissing)
Log.Error($"{ToPrettyString(entity)} does not have a solution with ID: {name}");
return false;
}
/// <summary>
/// Version of TryGetSolution that doesn't take or return an entity.
/// Used for prototypes.
/// </summary>
public bool TryGetSolution(EntProtoId entProtoId,
string name,
[NotNullWhen(true)] out Solution? solution,
bool errorOnMissing = false)
{
solution = null;
if (!ProtoMan.Resolve(entProtoId, out var proto))
return false;
return TryGetSolution(proto, name, out solution, errorOnMissing);
}
public bool TryGetSolution(EntityPrototype entProto,
string name,
[NotNullWhen(true)] out Solution? solution,
bool errorOnMissing = false)
{
solution = null;
if (entProto.TryComp<SolutionComponent>(out var sol, Factory) && sol.Id == name)
{
solution = sol.Solution;
return true;
}
if (!TryGetSolutionFill(entProto, out var solutions))
return false;
foreach (var protoId in solutions)
{
if (!ProtoMan.Resolve(protoId, out var proto))
continue;
if (!proto.TryComp(out sol, Factory))
{
Log.Error($"Entity prototype {proto}, tried to spawn in a solution container in prototype {entProto.ID}, but had no {nameof(SolutionComponent)}");
continue;
}
if (sol.Id != name)
continue;
solution = sol.Solution;
return true;
}
if (errorOnMissing)
Log.Error($"{entProto.ID} does not have a solution with ID: {name}");
return false;
}
public IEnumerable<(string? Name, Entity<SolutionComponent> Solution)> EnumerateSolutions(Entity<SolutionManagerComponent?> entity, bool includeSelf = true)
{
if (includeSelf && SolutionQuery.TryComp(entity, out var solutionComp))
yield return (solutionComp.Id, (entity.Owner, solutionComp));
if (!SolutionManagerQuery.Resolve(entity, ref entity.Comp, logMissing: false))
yield break;
foreach (var (id, solution) in entity.Comp.Solutions)
{
var attemptEv = new SolutionAccessAttemptEvent(id);
RaiseLocalEvent(entity, ref attemptEv);
if (attemptEv.Cancelled)
continue;
yield return (id, solution);
}
}
public IEnumerable<(string Id, Solution Solution)> EnumerateSolutions(EntityPrototype entProto)
{
if (!TryGetSolutionFill(entProto, out var solutions))
yield break;
foreach (var protoId in solutions)
{
if (!ProtoMan.Resolve(protoId, out var proto))
continue;
if (!proto.TryComp<SolutionComponent>(out var sol, Factory))
{
Log.Error($"Entity prototype {proto}, tried to spawn in a solution container in prototype {entProto.ID}, but had no {nameof(SolutionComponent)}");
continue;
}
yield return (sol.Id, sol.Solution);
}
}
private bool TryGetSolutionFill(EntityPrototype entProto, [NotNullWhen(true)] out EntProtoId[]? fill)
{
fill = null;
if (!entProto.TryComp<SolutionManagerComponent>(out var manager, Factory))
return false;
fill = manager.SolutionEnts;
return fill != null;
}
protected void UpdateAppearance(Entity<AppearanceComponent?> container, Entity<SolutionComponent> soln)
{
var (uid, appearanceComponent) = container;
if (!HasComp<SolutionContainerVisualsComponent>(uid) || !Resolve(uid, ref appearanceComponent, logMissing: false))
return;
var solution = soln.Comp.Solution;
AppearanceSystem.SetData(uid, SolutionContainerVisuals.FillFraction, solution.FillFraction, appearanceComponent);
AppearanceSystem.SetData(uid, SolutionContainerVisuals.Color, solution.GetColor(ProtoMan), appearanceComponent);
AppearanceSystem.SetData(uid, SolutionContainerVisuals.SolutionName, soln.Comp.Id, appearanceComponent);
if (solution.GetPrimaryReagentId() is { } reagent)
AppearanceSystem.SetData(uid, SolutionContainerVisuals.BaseOverride, reagent.ToString(), appearanceComponent);
}
public FixedPoint2 GetTotalPrototypeQuantity(Entity<SolutionManagerComponent?> owner, string reagentId)
{
var reagentQuantity = FixedPoint2.New(0);
if (Exists(owner))
{
foreach (var (_, solution) in EnumerateSolutions(owner))
{
reagentQuantity += solution.Comp.Solution.GetTotalPrototypeQuantity(reagentId);
}
}
return reagentQuantity;
}
/// <summary>
/// Dirties a solution entity that has been modified and prompts updates to chemical reactions and overflow state.
/// Should be invoked whenever a solution entity is modified.
/// </summary>
/// <remarks>
/// 90% of this system is ensuring that this proc is invoked whenever a solution entity is changed. The other 10% <i>is</i> this proc.
/// </remarks>
/// <param name="solution"></param>
/// <param name="needsReactionsProcessing"></param>
/// <param name="mixerComponent"></param>
public void UpdateChemicals(Entity<SolutionComponent> solution, bool needsReactionsProcessing = true, ReactionMixerComponent? mixerComponent = null)
{
// Process reactions
if (needsReactionsProcessing && solution.Comp.Solution.CanReact)
ChemicalReactionSystem.FullyReactSolution(solution, mixerComponent);
var overflow = solution.Comp.Solution.Volume - solution.Comp.Solution.MaxVolume;
if (overflow > FixedPoint2.Zero)
{
var split = solution.Comp.Solution.SplitSolution(overflow);
var overflowEv = new SolutionOverflowEvent(split);
RaiseLocalEvent(solution, ref overflowEv);
}
var owner = GetSolutionOwner(solution);
var changedEv = new SolutionChangedEvent(solution);
RaiseLocalEvent(owner, ref changedEv);
Dirty(solution);
if (Timing.ApplyingState)
return;
UpdateAppearance(owner, solution);
}
public EntityUid GetSolutionOwner(Entity<SolutionComponent> entity)
{
return ContainedQuery.CompOrNull(entity)?.Container ?? entity.Owner;
}
/// <summary>
/// Removes part of the solution in the container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="solutionHolder"></param>
/// <param name="quantity">the volume of solution to remove.</param>
/// <returns>The solution that was removed.</returns>
public Solution SplitSolution(Entity<SolutionComponent> soln, FixedPoint2 quantity)
{
var (uid, comp) = soln;
var solution = comp.Solution;
var splitSol = solution.SplitSolution(quantity);
UpdateChemicals(soln);
return splitSol;
}
public Solution SplitStackSolution(Entity<SolutionComponent> soln, FixedPoint2 quantity, int stackCount)
{
var (uid, comp) = soln;
var solution = comp.Solution;
var splitSol = solution.SplitSolution(quantity / stackCount);
solution.SplitSolution(quantity - splitSol.Volume);
UpdateChemicals(soln);
return splitSol;
}
/// <summary>
/// Splits a solution without the specified reagent(s).
/// </summary>
public Solution SplitSolutionWithout(Entity<SolutionComponent> soln, FixedPoint2 quantity, params ProtoId<ReagentPrototype>[] reagents)
{
var (uid, comp) = soln;
var solution = comp.Solution;
var splitSol = solution.SplitSolutionWithout(quantity, reagents);
UpdateChemicals(soln);
return splitSol;
}
public void RemoveAllSolution(Entity<SolutionComponent> soln)
{
var (uid, comp) = soln;
var solution = comp.Solution;
if (solution.Volume == 0)
return;
solution.RemoveAllSolution();
UpdateChemicals(soln);
}
/// <summary>
/// Sets the capacity (maximum volume) of a solution to a new value.
/// </summary>
/// <param name="targetUid">The entity containing the solution.</param>
/// <param name="targetSolution">The solution to set the capacity of.</param>
/// <param name="capacity">The value to set the capacity of the solution to.</param>
public void SetCapacity(Entity<SolutionComponent> soln, FixedPoint2 capacity)
{
var (uid, comp) = soln;
var solution = comp.Solution;
if (solution.MaxVolume == capacity)
return;
solution.MaxVolume = capacity;
UpdateChemicals(soln);
}
/// <summary>
/// Sets whether or not the given solution entity can react and dirties it.
/// </summary>
public void SetCanReact(Entity<SolutionComponent> soln, bool canReact)
{
soln.Comp.Solution.CanReact = canReact;
UpdateChemicals(soln);
}
/// <summary>
/// Adds reagent of an Id to the container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="targetSolution">Container to which we are adding reagent</param>
/// <param name="reagentQuantity">The reagent to add.</param>
/// <param name="acceptedQuantity">The amount of reagent successfully added.</param>
/// <returns>If all the reagent could be added.</returns>
public bool TryAddReagent(Entity<SolutionComponent> soln, ReagentQuantity reagentQuantity, out FixedPoint2 acceptedQuantity, float? temperature = null)
{
var (uid, comp) = soln;
var solution = comp.Solution;
acceptedQuantity = solution.AvailableVolume > reagentQuantity.Quantity
? reagentQuantity.Quantity
: solution.AvailableVolume;
if (acceptedQuantity <= 0)
return reagentQuantity.Quantity == 0;
if (temperature == null)
{
solution.AddReagent(reagentQuantity.Reagent, acceptedQuantity);
}
else
{
var proto = ProtoMan.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
solution.AddReagent(proto, acceptedQuantity, temperature.Value, ProtoMan);
}
UpdateChemicals(soln);
return acceptedQuantity == reagentQuantity.Quantity;
}
/// <summary>
/// Adds reagent of an Id to the container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="targetSolution">Container to which we are adding reagent</param>
/// <param name="prototype">The Id of the reagent to add.</param>
/// <param name="quantity">The amount of reagent to add.</param>
/// <returns>If all the reagent could be added.</returns>
[PublicAPI]
public bool TryAddReagent(Entity<SolutionComponent> soln, string prototype, FixedPoint2 quantity, float? temperature = null, List<ReagentData>? data = null)
=> TryAddReagent(soln, new ReagentQuantity(prototype, quantity, data), out _, temperature);
/// <summary>
/// Adds reagent of an Id to the container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="targetSolution">Container to which we are adding reagent</param>
/// <param name="prototype">The Id of the reagent to add.</param>
/// <param name="quantity">The amount of reagent to add.</param>
/// <param name="acceptedQuantity">The amount of reagent successfully added.</param>
/// <returns>If all the reagent could be added.</returns>
public bool TryAddReagent(Entity<SolutionComponent> soln, string prototype, FixedPoint2 quantity, out FixedPoint2 acceptedQuantity, float? temperature = null, List<ReagentData>? data = null)
{
var reagent = new ReagentQuantity(prototype, quantity, data);
return TryAddReagent(soln, reagent, out acceptedQuantity, temperature);
}
/// <summary>
/// Adds reagent of an Id to the container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="targetSolution">Container to which we are adding reagent</param>
/// <param name="reagentId">The reagent to add.</param>
/// <param name="quantity">The amount of reagent to add.</param>
/// <param name="acceptedQuantity">The amount of reagent successfully added.</param>
/// <returns>If all the reagent could be added.</returns>
public bool TryAddReagent(Entity<SolutionComponent> soln, ReagentId reagentId, FixedPoint2 quantity, out FixedPoint2 acceptedQuantity, float? temperature = null)
{
var quant = new ReagentQuantity(reagentId, quantity);
return TryAddReagent(soln, quant, out acceptedQuantity, temperature);
}
/// <summary>
/// Removes reagent from a container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="container">Solution container from which we are removing reagent.</param>
/// <param name="reagentQuantity">The reagent to remove.</param>
/// <returns>The amount of reagent that was removed.</returns>
public FixedPoint2 RemoveReagent(Entity<SolutionComponent> soln, ReagentQuantity reagentQuantity)
{
var (uid, comp) = soln;
var solution = comp.Solution;
var quant = solution.RemoveReagent(reagentQuantity);
if (quant <= FixedPoint2.Zero)
return FixedPoint2.Zero;
UpdateChemicals(soln);
return quant;
}
/// <summary>
/// Removes reagent from a container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="container">Solution container from which we are removing reagent</param>
/// <param name="prototype">The Id of the reagent to remove.</param>
/// <param name="quantity">The amount of reagent to remove.</param>
/// <returns>The amount of reagent that was removed.</returns>
public FixedPoint2 RemoveReagent(Entity<SolutionComponent> soln, string prototype, FixedPoint2 quantity, List<ReagentData>? data = null)
{
return RemoveReagent(soln, new ReagentQuantity(prototype, quantity, data));
}
/// <summary>
/// Removes reagent from a container.
/// </summary>
/// <param name="targetUid"></param>
/// <param name="container">Solution container from which we are removing reagent</param>
/// <param name="reagentId">The reagent to remove.</param>
/// <param name="quantity">The amount of reagent to remove.</param>
/// <returns>The amount of reagent that was removed.</returns>
public FixedPoint2 RemoveReagent(Entity<SolutionComponent> soln, ReagentId reagentId, FixedPoint2 quantity)
{
return RemoveReagent(soln, new ReagentQuantity(reagentId, quantity));
}
/// <summary>
/// Moves some quantity of a solution from one solution to another.
/// </summary>
/// <param name="sourceUid">entity holding the source solution</param>
/// <param name="targetUid">entity holding the target solution</param>
/// <param name="source">source solution</param>
/// <param name="target">target solution</param>
/// <param name="quantity">quantity of solution to move from source to target. If this is a negative number, the source & target roles are reversed.</param>
public bool TryTransferSolution(Entity<SolutionComponent> soln, Solution source, FixedPoint2 quantity)
{
var (uid, comp) = soln;
var solution = comp.Solution;
if (quantity < 0)
throw new InvalidOperationException("Quantity must be positive");
quantity = FixedPoint2.Min(quantity, solution.AvailableVolume, source.Volume);
if (quantity == 0)
return false;
// TODO This should be made into a function that directly transfers reagents.
// Currently this is quite inefficient.
solution.AddSolution(source.SplitSolution(quantity), ProtoMan);
UpdateChemicals(soln);
return true;
}
/// <summary>
/// Adds a solution to the container, if it can fully fit.
/// </summary>
/// <param name="solution">Solution we are adding to</param>
/// <param name="toAdd">solution being added</param>
/// <returns>If the solution could be added.</returns>
public bool TryAddSolution(Entity<SolutionComponent> solution, Solution toAdd)
{
if (toAdd.Volume == FixedPoint2.Zero)
return true;
if (toAdd.Volume > solution.Comp.Solution.AvailableVolume)
return false;
ForceAddSolution((solution, solution.Comp), toAdd);
return true;
}
/// <summary>
/// Adds as much of a solution to a container as can fit and updates the container.
/// </summary>
/// <param name="targetUid">The entity containing <paramref cref="targetSolution"/></param>
/// <param name="targetSolution">The solution being added to.</param>
/// <param name="toAdd">The solution being added to <paramref cref="targetSolution"/>. This solution is not modified.</param>
/// <returns>The quantity of the solution actually added.</returns>
public FixedPoint2 AddSolution(Entity<SolutionComponent> soln, Solution toAdd)
{
var solution = soln.Comp.Solution;
if (toAdd.Volume == FixedPoint2.Zero)
return FixedPoint2.Zero;
var quantity = FixedPoint2.Max(FixedPoint2.Zero, FixedPoint2.Min(toAdd.Volume, solution.AvailableVolume));
if (quantity < toAdd.Volume)
{
// TODO: This should be made into a function that directly transfers reagents.
// Currently this is quite inefficient.
solution.AddSolution(toAdd.Clone().SplitSolution(quantity), ProtoMan);
}
else
solution.AddSolution(toAdd, ProtoMan);
UpdateChemicals(soln);
return quantity;
}
/// <summary>
/// Adds a solution to a container and updates the container.
/// This can exceed the maximum volume of the solution added to.
/// </summary>
/// <param name="targetUid">The entity containing <paramref cref="targetSolution"/></param>
/// <param name="targetSolution">The solution being added to.</param>
/// <param name="toAdd">The solution being added to <paramref cref="targetSolution"/>. This solution is not modified.</param>
/// <returns>Whether any reagents were added to the solution.</returns>
public bool ForceAddSolution(Entity<SolutionComponent> soln, Solution toAdd)
{
var solution = soln.Comp.Solution;
if (toAdd.Volume == FixedPoint2.Zero)
return false;
solution.AddSolution(toAdd, ProtoMan);
UpdateChemicals(soln);
return true;
}
/// <summary>
/// Adds a solution to the container, removing the overflow.
/// Unlike <see cref="TryAddSolution"/> it will ignore size limits.
/// </summary>
/// <param name="targetUid">The entity containing <paramref cref="targetSolution"/></param>
/// <param name="targetSolution">The solution being added to.</param>
/// <param name="toAdd">The solution being added to <paramref cref="targetSolution"/></param>
/// <param name="overflowThreshold">The combined volume above which the overflow will be returned.
/// If the combined volume is below this an empty solution is returned.</param>
/// <param name="overflowingSolution">Solution that exceeded overflowThreshold</param>
/// <returns>Whether any reagents were added to <paramref cref="targetSolution"/>.</returns>
public bool TryMixAndOverflow(Entity<SolutionComponent> soln, Solution toAdd, FixedPoint2 overflowThreshold, [MaybeNullWhen(false)] out Solution overflowingSolution)
{
var (uid, comp) = soln;
var solution = comp.Solution;
if (toAdd.Volume == 0 || overflowThreshold > solution.MaxVolume)
{
overflowingSolution = null;
return false;
}
solution.AddSolution(toAdd, ProtoMan);
overflowingSolution = solution.SplitSolution(FixedPoint2.Max(FixedPoint2.Zero, solution.Volume - overflowThreshold));
UpdateChemicals(soln);
return true;
}
/// <summary>
/// Removes an amount from all reagents in a solution, adding it to a new solution.
/// </summary>
/// <param name="uid">The entity containing the solution.</param>
/// <param name="solution">The solution to remove reagents from.</param>
/// <param name="quantity">The amount to remove from every reagent in the solution.</param>
/// <returns>A new solution containing every removed reagent from the original solution.</returns>
public Solution RemoveEachReagent(Entity<SolutionComponent> soln, FixedPoint2 quantity)
{
var (uid, comp) = soln;
var solution = comp.Solution;
if (quantity <= 0)
return new Solution();
var removedSolution = new Solution();
// RemoveReagent does a RemoveSwap, meaning we don't have to copy the list if we iterate it backwards.
for (var i = solution.Contents.Count - 1; i >= 0; i--)
{
var (reagent, _) = solution.Contents[i];
var removedQuantity = solution.RemoveReagent(reagent, quantity);
removedSolution.AddReagent(reagent, removedQuantity);
}
UpdateChemicals(soln);
return removedSolution;
}
// Thermal energy and temperature management.
// TODO: ENERGY CONSERVATION!!! Nuke this once we have HeatContainers and use methods which properly conserve energy and model heat transfer correctly!
#region Thermal Energy and Temperature
/// <summary>
/// Sets the temperature of a solution to a new value and then checks for reaction processing.
/// </summary>
/// <param name="owner">The entity in which the solution is located.</param>
/// <param name="solution">The solution to set the temperature of.</param>
/// <param name="temperature">The new value to set the temperature to.</param>
public void SetTemperature(Entity<SolutionComponent> soln, float temperature)
{
var (_, comp) = soln;
var solution = comp.Solution;
if (temperature == solution.Temperature)
return;
solution.Temperature = temperature;
UpdateChemicals(soln);
}
/// <summary>
/// Sets the thermal energy of a solution to a new value and then checks for reaction processing.
/// </summary>
/// <param name="owner">The entity in which the solution is located.</param>
/// <param name="solution">The solution to set the thermal energy of.</param>
/// <param name="thermalEnergy">The new value to set the thermal energy to.</param>
public void SetThermalEnergy(Entity<SolutionComponent> soln, float thermalEnergy)
{
var (_, comp) = soln;
var solution = comp.Solution;
var heatCap = solution.GetHeatCapacity(ProtoMan);
solution.Temperature = heatCap == 0 ? 0 : thermalEnergy / heatCap;
UpdateChemicals(soln);
}
/// <summary>
/// Adds some thermal energy to a solution and then checks for reaction processing.
/// </summary>
/// <param name="owner">The entity in which the solution is located.</param>
/// <param name="solution">The solution to set the thermal energy of.</param>
/// <param name="thermalEnergy">The new value to set the thermal energy to.</param>
public void AddThermalEnergy(Entity<SolutionComponent> soln, float thermalEnergy)
{
var (_, comp) = soln;
var solution = comp.Solution;
if (thermalEnergy == 0.0f)
return;
var heatCap = solution.GetHeatCapacity(ProtoMan);
solution.Temperature += heatCap == 0 ? 0 : thermalEnergy / heatCap;
UpdateChemicals(soln);
}
/// <summary>
/// Same as <see cref="AddThermalEnergy"/> but clamps the value between two temperature values.
/// </summary>
/// <param name="soln">Solution we're adjusting the energy of</param>
/// <param name="thermalEnergy">Thermal energy we're adding or removing</param>
/// <param name="min">Min desired temperature</param>
/// <param name="max">Max desired temperature</param>
public void AddThermalEnergyClamped(Entity<SolutionComponent> soln, float thermalEnergy, float min, float max)
{
var solution = soln.Comp.Solution;
if (thermalEnergy == 0.0f)
return;
var heatCap = solution.GetHeatCapacity(ProtoMan);
var deltaT = thermalEnergy / heatCap;
solution.Temperature = Math.Clamp(solution.Temperature + deltaT, min, max);
UpdateChemicals(soln);
}
#endregion Thermal Energy and Temperature
#region Event Handlers
private void OnComponentInit(Entity<SolutionComponent> entity, ref ComponentInit args)
{
entity.Comp.Solution.ValidateSolution();
}
private void OnSolutionInit(Entity<SolutionComponent> entity, ref MapInitEvent args)
{
UpdateChemicals(entity);
}
private void OnSolutionShutdown(Entity<SolutionComponent> entity, ref ComponentShutdown args)
{
// If we are contained within another entity, update that entity. Otherwise, don't update if we're being deleted.
if (ContainedQuery.HasComp(entity) || !Terminating(entity))
RemoveAllSolution(entity);
}
/// <summary>
/// Shift click examine.
/// </summary>
private void OnExamineSolution(Entity<ExaminableSolutionComponent> entity, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange ||
!CanSeeHiddenSolution(entity, args.Examiner) ||
!TryGetSolution(entity.Owner, entity.Comp.Solution, out _, out var solution))
return;
using (args.PushGroup(nameof(ExaminableSolutionComponent)))
{
var primaryReagent = solution.GetPrimaryReagentId();
// If there's no primary reagent, assume the solution is empty and exit early
if (string.IsNullOrEmpty(primaryReagent?.Prototype) ||
!ProtoMan.Resolve<ReagentPrototype>(primaryReagent.Value.Prototype, out var primary))
{
args.PushMarkup(Loc.GetString(entity.Comp.LocVolume, ("fillLevel", ExaminedVolumeDisplay.Empty)));
return;
}
// Push amount of reagent
args.PushMarkup(Loc.GetString(entity.Comp.LocVolume,
("fillLevel", ExaminedVolume(entity, solution, args.Examiner)),
("current", solution.Volume),
("max", solution.MaxVolume)));
// Push the physical description of the primary reagent
var colorHex = solution.GetColor(ProtoMan)
.ToHexNoAlpha(); //TODO: If the chem has a dark color, the examine text becomes black on a black background, which is unreadable.
args.PushMarkup(Loc.GetString(entity.Comp.LocPhysicalQuality,
("color", colorHex),
("colorName", ColorNaming.Describe(solution.GetColor(ProtoMan), _localization)),
("desc", primary.LocalizedPhysicalDescription),
("chemCount", solution.Contents.Count)));
// Push the recognizable reagents
// Sort the reagents by amount, descending then alphabetically
var sortedReagentPrototypes = solution.GetReagentPrototypes(ProtoMan)
.OrderByDescending(pair => pair.Value.Value)
.ThenBy(pair => pair.Key.LocalizedName);
// Collect recognizable reagents, like water or beer
var recognized = new List<string>();
foreach (var keyValuePair in sortedReagentPrototypes)
{
var proto = keyValuePair.Key;
if (!proto.Recognizable)
{
continue;
}
recognized.Add(Loc.GetString("examinable-solution-recognized",
("color", proto.SubstanceColor.ToHexNoAlpha()),
("chemical", proto.LocalizedName)));
}
if (recognized.Count == 0)
return;
var msg = ContentLocalizationManager.FormatList(recognized);
// Finally push the full message
args.PushMarkup(Loc.GetString(entity.Comp.LocRecognizableReagents,
("recognizedString", msg)));
}
}
/// <returns>An enum for how to display the solution.</returns>
public ExaminedVolumeDisplay ExaminedVolume(Entity<ExaminableSolutionComponent> ent, Solution sol, EntityUid? examiner = null)
{
// Exact measurement
if (ent.Comp.ExactVolume)
return ExaminedVolumeDisplay.Exact;
// General approximation
return (int)PercentFull(sol) switch
{
100 => ExaminedVolumeDisplay.Full,
> 66 => ExaminedVolumeDisplay.MostlyFull,
> 33 => HalfEmptyOrHalfFull(examiner),
> 0 => ExaminedVolumeDisplay.MostlyEmpty,
_ => ExaminedVolumeDisplay.Empty,
};
}
// Some spessmen see half full, some see half empty, but always the same one.
private ExaminedVolumeDisplay HalfEmptyOrHalfFull(EntityUid? examiner = null)
{
// Optimistic when un-observed
if (examiner == null)
return ExaminedVolumeDisplay.HalfFull;
var meta = MetaData(examiner.Value);
if (meta.EntityName.Length > 0 &&
string.Compare(meta.EntityName.Substring(0, 1), "m", StringComparison.InvariantCultureIgnoreCase) > 0)
return ExaminedVolumeDisplay.HalfFull;
return ExaminedVolumeDisplay.HalfEmpty;
}
/// <summary>
/// Full reagent scan, such as with chemical analysis goggles.
/// </summary>
private void OnSolutionExaminableVerb(Entity<ExaminableSolutionComponent> entity, ref GetVerbsEvent<ExamineVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
var scanEvent = new SolutionScanEvent();
RaiseLocalEvent(args.User, scanEvent);
if (!scanEvent.CanScan)
{
return;
}
if (!TryGetSolution(args.Target, entity.Comp.Solution, out _, out var solutionHolder))
{
return;
}
if (!CanSeeHiddenSolution(entity, args.User))
return;
var target = args.Target;
var user = args.User;
var verb = new ExamineVerb()
{
Act = () =>
{
var markup = GetSolutionExamine(solutionHolder);
ExamineSystem.SendExamineTooltip(user, target, markup, false, false);
},
Text = Loc.GetString("scannable-solution-verb-text"),
Message = Loc.GetString("scannable-solution-verb-message"),
Category = VerbCategory.Examine,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/drink.svg.192dpi.png")),
};
args.Verbs.Add(verb);
}
private FormattedMessage GetSolutionExamine(Solution solution)
{
var msg = new FormattedMessage();
if (solution.Volume == 0)
{
msg.AddMarkupOrThrow(Loc.GetString("scannable-solution-empty-container"));
return msg;
}
msg.AddMarkupOrThrow(Loc.GetString("scannable-solution-main-text"));
var reagentPrototypes = solution.GetReagentPrototypes(ProtoMan);
// Sort the reagents by amount, descending then alphabetically
var sortedReagentPrototypes = reagentPrototypes
.OrderByDescending(pair => pair.Value.Value)
.ThenBy(pair => pair.Key.LocalizedName);
foreach (var (proto, quantity) in sortedReagentPrototypes)
{
msg.PushNewline();
msg.AddMarkupOrThrow(Loc.GetString("scannable-solution-chemical"
, ("type", proto.LocalizedName)
, ("color", proto.SubstanceColor.ToHexNoAlpha())
, ("amount", quantity)));
}
msg.PushNewline();
msg.AddMarkupOrThrow(Loc.GetString("scannable-solution-temperature", ("temperature", Math.Round(solution.Temperature))));
return msg;
}
/// <summary>
/// Check if an examinable solution is hidden by something.
/// </summary>
private bool CanSeeHiddenSolution(Entity<ExaminableSolutionComponent> entity, EntityUid examiner)
{
// If not held-only then it's always visible.
if (entity.Comp.HeldOnly && !Hands.IsHolding(examiner, entity, out _))
return false;
if (!entity.Comp.ExaminableWhileClosed && Openable.IsClosed(entity.Owner, predicted: true))
return false;
return true;
}
private void OnManagerInit(Entity<SolutionManagerComponent> entity, ref MapInitEvent args)
{
InitializeManager(entity);
}
private void InitializeManager(Entity<SolutionManagerComponent> entity)
{
var container = ContainerSystem.EnsureContainer<Container>(entity.Owner, entity.Comp.Container);
if (entity.Comp.SolutionEnts == null)
return;
foreach (var solution in entity.Comp.SolutionEnts)
{
CreateSolution(solution, container);
}
entity.Comp.SolutionEnts = null;
}
private void OnManagerShutdown(Entity<SolutionManagerComponent> entity, ref ComponentShutdown args)
{
if (ContainerSystem.TryGetContainer(entity, entity.Comp.Container, out var solutionContainer))
ContainerSystem.ShutdownContainer(solutionContainer);
}
private void OnSolutionAdded(Entity<SolutionManagerComponent> entity, ref EntInsertedIntoContainerMessage args)
{
// Container networking boilerplate
if (args.Container.ID != entity.Comp.Container || !SolutionQuery.TryComp(args.Entity, out var solution))
return;
// Don't add a solution entity with the same id as this entity's solution if it exists!
DebugTools.Assert(!TryComp<SolutionComponent>(entity, out var sol) || sol.Id != solution.Id,
$"Tried to add a solution {MetaData(args.Entity).EntityPrototype} {solution.Id} to {ToPrettyString(entity)} but it itself was a solution with a matching id!");
EnsureComp<ContainedSolutionComponent>(args.Entity, out var contained);
contained.Container = entity.Owner;
// Throw if we already have a solution with the same ID.
// We only check on server as we actually want the server to bulldoze any client entities being cached when they come in.
// Applying state, and first time predicted checks will cause mispredicts until the solution updates
DebugTools.Assert(!entity.Comp.Solutions.TryGetValue(solution.Id, out var existing) || existing.Owner == args.Entity || Net.IsClient,
$"Solution {ToPrettyString(entity)}, tried to add a solution {ToPrettyString(args.Entity)} with a duplicate id: {solution.Id} {ToPrettyString(existing)}");
entity.Comp.Solutions[solution.Id] = (args.Entity, solution);
}
private void OnSolutionRemoved(Entity<SolutionManagerComponent> entity, ref EntRemovedFromContainerMessage args)
{
// Container networking jank
if (args.Container.ID != entity.Comp.Container || !SolutionQuery.TryComp(args.Entity, out var solution))
return;
RemComp<ContainedSolutionComponent>(args.Entity);
entity.Comp.Solutions.Remove(solution.Id);
}
#endregion Event Handlers
/// <summary>
/// A method which ensures a solution with a given ID exists.
/// </summary>
/// <param name="entity">Entity we're trying to attach a new solution to.</param>
/// <param name="name">Name of the new solution.</param>
/// <param name="solutionEntity">Solution entity found or created.</param>
/// <returns>Returns true if the solution already existed, and false if it had to create a new solution.</returns>
/// <remarks>
/// Only run this after the entity is already initialized.
/// If you're running this when your entity is created, it is HIGHLY recommended to run on <see cref="MapInitEvent"/>
/// Deviance from these instructions may prevent your game from building. YOU HAVE BEEN WARNED.
/// </remarks>
[Obsolete("Solution string matching will be removed in the future in favor of relations and enumerators.")]
public bool EnsureSolution(
Entity<SolutionManagerComponent?> entity,
string name,
out Entity<SolutionComponent> solutionEntity)
{
// Do NOT ever EnsureSolution during anything other than MapInit!!!
DebugTools.Assert(LifeStage(entity) == EntityLifeStage.MapInitialized);
if (SolutionQuery.TryComp(entity, out var comp) && comp.Id == name)
{
solutionEntity = (entity.Owner, comp);
return true;
}
// Ensure we have a SolutionManagerComponent
// EnsureComp should ensure a container and fill that container with default spawns!
if (entity.Comp != null || EnsureComp<SolutionManagerComponent>(entity, out entity.Comp))
{
// Component ensuring this solution initialized before our SolutionManager, so we run the initialization method now.
if (entity.Comp.SolutionEnts != null)
InitializeManager((entity, entity.Comp));
// Check the cache first, even if the component didn't exist before, creating one may have spawned and cached solutions!
if (entity.Comp.Solutions.TryGetValue(name, out var solution))
{
solutionEntity = solution;
return true;
}
}
// Create a default entity if one doesn't already exist!
solutionEntity = CreateDefaultSolution((entity, entity.Comp), name);
return false;
}
/// <remarks>This is private since you should really be specifying a solution prototype to create.</remarks>
private Entity<SolutionComponent> CreateDefaultSolution(
Entity<SolutionManagerComponent> entity,
string name)
{
var container = ContainerSystem.EnsureContainer<Container>(entity.Owner, entity.Comp.Container);
return CreateDefaultSolution(name, container);
}
private Entity<SolutionComponent> CreateDefaultSolution(
string name,
Container container)
{
var solution = SpawnSolutionUninitialized(DefaultSolution);
solution.Comp.Id = name;
ContainerSystem.Insert(solution.Owner, container, force: true);
EntityManager.InitializeAndStartEntity(solution);
FlagPredicted(solution.Owner);
return solution;
}
public Entity<SolutionComponent> CreateSolution(
EntProtoId proto,
Container container)
{
// TODO: Replace this with an engine bound method when e#6192 is merged.
var solution = SpawnSolutionUninitialized(proto);
ContainerSystem.Insert(solution.Owner, container, force: true);
EntityManager.InitializeAndStartEntity(solution);
FlagPredicted(solution.Owner);
return solution;
}
private Entity<SolutionComponent> SpawnSolutionUninitialized(EntProtoId solution)
{
var uid = EntityManager.CreateEntityUninitialized(solution);
// If you pass in a ProtoId without a SolutionComponent that's your own damn fault!
var comp = SolutionQuery.Comp(uid);
return (uid, comp);
}
public void AdjustDissolvedReagent(
Entity<SolutionComponent> dissolvedSolution,
FixedPoint2 volume,
ReagentId reagent,
float concentrationChange)
{
if (concentrationChange == 0)
return;
var dissolvedSol = dissolvedSolution.Comp.Solution;
var amtChange =
GetReagentQuantityFromConcentration(dissolvedSolution, volume, MathF.Abs(concentrationChange));
if (concentrationChange > 0)
{
dissolvedSol.AddReagent(reagent, amtChange);
}
else
{
dissolvedSol.RemoveReagent(reagent, amtChange);
}
UpdateChemicals(dissolvedSolution);
}
public FixedPoint2 GetReagentQuantityFromConcentration(Entity<SolutionComponent> dissolvedSolution,
FixedPoint2 volume, float concentration)
{
var dissolvedSol = dissolvedSolution.Comp.Solution;
if (volume == 0
|| dissolvedSol.Volume == 0)
return 0;
return concentration * volume;
}
public float GetReagentConcentration(Entity<SolutionComponent> dissolvedSolution,
FixedPoint2 volume, ReagentId dissolvedReagent)
{
var dissolvedSol = dissolvedSolution.Comp.Solution;
if (volume == 0
|| dissolvedSol.Volume == 0
|| !dissolvedSol.TryGetReagentQuantity(dissolvedReagent, out var dissolvedVol))
return 0;
return (float)dissolvedVol / volume.Float();
}
public FixedPoint2 ClampReagentAmountByConcentration(
Entity<SolutionComponent> dissolvedSolution,
FixedPoint2 volume,
ReagentId dissolvedReagent,
FixedPoint2 dissolvedReagentAmount,
float maxConcentration = 1f)
{
var dissolvedSol = dissolvedSolution.Comp.Solution;
if (volume == 0
|| dissolvedSol.Volume == 0
|| !dissolvedSol.TryGetReagentQuantity(dissolvedReagent, out var dissolvedVol))
return 0;
volume *= maxConcentration;
dissolvedVol += dissolvedReagentAmount;
var overflow = volume - dissolvedVol;
if (overflow < 0)
dissolvedReagentAmount += overflow;
return dissolvedReagentAmount;
}
}