* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
374 lines
12 KiB
C#
374 lines
12 KiB
C#
#nullable enable
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Chemistry
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{
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/// <summary>
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/// A solution of reagents.
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/// </summary>
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[Serializable, NetSerializable]
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[DataDefinition]
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public class Solution : IEnumerable<Solution.ReagentQuantity>, ISerializationHooks
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{
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// Most objects on the station hold only 1 or 2 reagents
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[ViewVariables]
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[DataField("reagents")]
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private List<ReagentQuantity> _contents = new(2);
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public IReadOnlyList<ReagentQuantity> Contents => _contents;
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/// <summary>
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/// The calculated total volume of all reagents in the solution (ex. Total volume of liquid in beaker).
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/// </summary>
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[ViewVariables]
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public ReagentUnit TotalVolume { get; private set; }
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public Color Color => GetColor();
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/// <summary>
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/// Constructs an empty solution (ex. an empty beaker).
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/// </summary>
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public Solution() { }
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/// <summary>
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/// Constructs a solution containing 100% of a reagent (ex. A beaker of pure water).
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <param name="quantity">The quantity in milli-units.</param>
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public Solution(string reagentId, ReagentUnit quantity)
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{
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AddReagent(reagentId, quantity);
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}
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void ISerializationHooks.AfterDeserialization()
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{
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TotalVolume = ReagentUnit.Zero;
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_contents.ForEach(reagent => TotalVolume += reagent.Quantity);
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}
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public bool ContainsReagent(string reagentId)
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{
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return ContainsReagent(reagentId, out _);
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}
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public bool ContainsReagent(string reagentId, out ReagentUnit quantity)
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{
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foreach (var reagent in Contents)
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{
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if (reagent.ReagentId == reagentId)
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{
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quantity = reagent.Quantity;
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return true;
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}
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}
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quantity = ReagentUnit.New(0);
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return false;
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}
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public string GetPrimaryReagentId()
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{
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if (Contents.Count == 0)
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{
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return "";
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}
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var majorReagent = Contents.OrderByDescending(reagent => reagent.Quantity).First();
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return majorReagent.ReagentId;
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}
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/// <summary>
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/// Adds a given quantity of a reagent directly into the solution.
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <param name="quantity">The quantity in milli-units.</param>
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public void AddReagent(string reagentId, ReagentUnit quantity)
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{
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if (quantity <= 0)
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return;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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if (reagent.ReagentId != reagentId)
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continue;
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_contents[i] = new ReagentQuantity(reagentId, reagent.Quantity + quantity);
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TotalVolume += quantity;
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return;
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}
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_contents.Add(new ReagentQuantity(reagentId, quantity));
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TotalVolume += quantity;
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}
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/// <summary>
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/// Returns the amount of a single reagent inside the solution.
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <returns>The quantity in milli-units.</returns>
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public ReagentUnit GetReagentQuantity(string reagentId)
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{
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for (var i = 0; i < _contents.Count; i++)
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{
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if (_contents[i].ReagentId == reagentId)
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return _contents[i].Quantity;
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}
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return ReagentUnit.New(0);
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}
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public void RemoveReagent(string reagentId, ReagentUnit quantity)
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{
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if(quantity <= 0)
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return;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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if(reagent.ReagentId != reagentId)
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continue;
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var curQuantity = reagent.Quantity;
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var newQuantity = curQuantity - quantity;
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if (newQuantity <= 0)
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{
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_contents.RemoveSwap(i);
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TotalVolume -= curQuantity;
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}
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else
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{
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_contents[i] = new ReagentQuantity(reagentId, newQuantity);
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TotalVolume -= quantity;
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}
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return;
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}
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}
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/// <summary>
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/// Remove the specified quantity from this solution.
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/// </summary>
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/// <param name="quantity">The quantity of this solution to remove</param>
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public void RemoveSolution(ReagentUnit quantity)
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{
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if(quantity <= 0)
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return;
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var ratio = (TotalVolume - quantity).Double() / TotalVolume.Double();
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if (ratio <= 0)
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{
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RemoveAllSolution();
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return;
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}
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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var oldQuantity = reagent.Quantity;
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// quantity taken is always a little greedy, so fractional quantities get rounded up to the nearest
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// whole unit. This should prevent little bits of chemical remaining because of float rounding errors.
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var newQuantity = oldQuantity * ratio;
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_contents[i] = new ReagentQuantity(reagent.ReagentId, newQuantity);
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}
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TotalVolume = TotalVolume * ratio;
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}
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public void RemoveAllSolution()
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{
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_contents.Clear();
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TotalVolume = ReagentUnit.New(0);
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}
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public Solution SplitSolution(ReagentUnit quantity)
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{
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if (quantity <= 0)
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return new Solution();
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Solution newSolution;
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if (quantity >= TotalVolume)
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{
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newSolution = Clone();
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RemoveAllSolution();
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return newSolution;
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}
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newSolution = new Solution();
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var newTotalVolume = ReagentUnit.New(0);
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var remainingVolume = TotalVolume;
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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var ratio = (remainingVolume - quantity).Double() / remainingVolume.Double();
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remainingVolume -= reagent.Quantity;
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var newQuantity = reagent.Quantity * ratio;
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var splitQuantity = reagent.Quantity - newQuantity;
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_contents[i] = new ReagentQuantity(reagent.ReagentId, newQuantity);
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newSolution._contents.Add(new ReagentQuantity(reagent.ReagentId, splitQuantity));
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newTotalVolume += splitQuantity;
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quantity -= splitQuantity;
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}
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newSolution.TotalVolume = newTotalVolume;
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TotalVolume -= newTotalVolume;
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return newSolution;
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}
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public void AddSolution(Solution otherSolution)
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{
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for (var i = 0; i < otherSolution._contents.Count; i++)
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{
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var otherReagent = otherSolution._contents[i];
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var found = false;
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for (var j = 0; j < _contents.Count; j++)
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{
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var reagent = _contents[j];
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if (reagent.ReagentId == otherReagent.ReagentId)
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{
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found = true;
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_contents[j] = new ReagentQuantity(reagent.ReagentId, reagent.Quantity + otherReagent.Quantity);
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break;
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}
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}
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if (!found)
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{
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_contents.Add(new ReagentQuantity(otherReagent.ReagentId, otherReagent.Quantity));
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}
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}
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TotalVolume += otherSolution.TotalVolume;
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}
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private Color GetColor()
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{
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if (TotalVolume == 0)
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{
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return Color.Transparent;
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}
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Color mixColor = default;
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var runningTotalQuantity = ReagentUnit.New(0);
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var protoManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var reagent in Contents)
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{
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runningTotalQuantity += reagent.Quantity;
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if (!protoManager.TryIndex(reagent.ReagentId, out ReagentPrototype? proto))
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{
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continue;
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}
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if (mixColor == default)
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{
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mixColor = proto.SubstanceColor;
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continue;
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}
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var interpolateValue = (1 / runningTotalQuantity.Float()) * reagent.Quantity.Float();
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mixColor = Color.InterpolateBetween(mixColor, proto.SubstanceColor, interpolateValue);
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}
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return mixColor;
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}
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public Solution Clone()
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{
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var volume = ReagentUnit.New(0);
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var newSolution = new Solution();
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for (var i = 0; i < _contents.Count; i++)
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{
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var reagent = _contents[i];
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newSolution._contents.Add(reagent);
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volume += reagent.Quantity;
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}
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newSolution.TotalVolume = volume;
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return newSolution;
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}
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public void DoEntityReaction(IEntity entity, ReactionMethod method)
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{
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var proto = IoCManager.Resolve<IPrototypeManager>();
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foreach (var (reagentId, quantity) in _contents.ToArray())
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{
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if (!proto.TryIndex(reagentId, out ReagentPrototype? reagent))
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continue;
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var removedAmount = reagent.ReactionEntity(entity, method, quantity);
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RemoveReagent(reagentId, removedAmount);
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}
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}
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[Serializable, NetSerializable]
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[DataDefinition]
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public readonly struct ReagentQuantity: IComparable<ReagentQuantity>
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{
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[DataField("ReagentId")]
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public readonly string ReagentId;
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[DataField("Quantity")]
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public readonly ReagentUnit Quantity;
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public ReagentQuantity(string reagentId, ReagentUnit quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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}
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[ExcludeFromCodeCoverage]
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public override string ToString()
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{
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return $"{ReagentId}:{Quantity}";
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}
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public int CompareTo(ReagentQuantity other) { return Quantity.Float().CompareTo(other.Quantity.Float()); }
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public void Deconstruct(out string reagentId, out ReagentUnit quantity)
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{
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reagentId = ReagentId;
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quantity = Quantity;
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}
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}
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#region Enumeration
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public IEnumerator<ReagentQuantity> GetEnumerator()
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{
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return _contents.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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#endregion
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}
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}
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