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Location: ATITD-Tools/Desert-Paint-Codex/Models/ReactionSet.cs - annotation
d6859ea7177f
1.5 KiB
text/x-csharp
Add some sanity checks on min/max concentration and min/max reagents in recipe generation. Also, clear out the search queue when generation has finished so the queue isn't loaded next time. This fixes the start/resume button state when entering the recipe generator after a prior run had finished.
40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 40eaee10ae56 | using System.Collections.Generic;
namespace DesertPaintCodex.Models
{
public class ReactionSet
{
// ingredient -> [ingredient, reaction]
private readonly Dictionary<string, Dictionary<string, Reaction?>> _reactions = new();
public Reaction? Find(Reagent reagent1, Reagent reagent2)
{
Reaction? reaction = null;
_reactions.TryGetValue(reagent1.PracticalPaintName, out Dictionary<string, Reaction?>? secondReagentDict);
secondReagentDict?.TryGetValue(reagent2.PracticalPaintName, out reaction);
return reaction;
}
public void Set(Reagent reagent1, Reagent reagent2, Reaction? reaction)
{
_reactions.TryGetValue(reagent1.PracticalPaintName, out Dictionary<string, Reaction?>? secondReagentDict);
if (secondReagentDict == null)
{
secondReagentDict = new Dictionary<string, Reaction?>();
_reactions.Add(reagent1.PracticalPaintName, secondReagentDict);
}
secondReagentDict[reagent2.PracticalPaintName] = reaction;
}
public void Remove(Reagent reagent1, Reagent reagent2)
{
_reactions.TryGetValue(reagent1.PracticalPaintName, out Dictionary<string, Reaction?>? secondReagentDict);
secondReagentDict?.Remove(reagent2.PracticalPaintName);
}
public void Clear()
{
_reactions.Clear();
}
}
}
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