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Random recipe logging (and other stuff) (#96148)
## About The Pull Request -Log outcomes of random recipe init * Whether recipe failed to load, and why * Whether recipe failed to generate, and why * Whether recipe regenerated due to conflicts, and how many attempts it took -Stop saving random recipe results to the persistence file * They aren't randomized anyway -Split recipe loading and recipe generation into separate procs * It was kind of a mess * This way, you can regenerate recipe without qdel'ing it and then reinitializing -Generate recipe if it failed to load * We used to qdel it instead -Consider recipe generation to be a failure if there aren't enough valid ingredients or catalysts * We used to only check whether possible ingredient list is empty * Since the possible ingredient/catalyst lists don't change from round to round, this could probably be made into a unit test in the future -Reorganize random recipe conflict checks to make them more streamlined * I had to do it in order to log regeneration outcomes -Fix bugs which won't ever matter anyway * optimal_ph_max no longer rolls above 14 * optimal_ph_max can no longer be below optimal_ph_min + 1 (we used to check for CHEMICAL_MIN_PH + 1, which is just 1) ## Why It's Good For The Game Logs help spot&diagnose issues which might not come up when testing locally, like the issue where timestamps wouldn't update which was fixed by #95895 ## Changelog 🆑 fix: random recipes can no longer have upper pH bound above 14 /🆑 --------- Co-authored-by: l0 <-->
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@@ -22,7 +22,6 @@
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determin_ph_range = R.determin_ph_range,
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H_ion_release = R.H_ion_release,
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purity_min = R.purity_min,
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results = R.results,
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required_container = R.required_container
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)
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