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Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a31)
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@@ -5,6 +5,7 @@ using Content.Server.Fluids.Components;
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using Content.Server.Spreader;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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@@ -505,11 +506,14 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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Solution addedSolution,
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bool sound = true,
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bool checkForOverflow = true,
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PuddleComponent? puddleComponent = null)
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PuddleComponent? puddleComponent = null,
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SolutionContainerManagerComponent? sol = null)
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{
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if (!Resolve(puddleUid, ref puddleComponent))
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if (!Resolve(puddleUid, ref puddleComponent, ref sol))
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return false;
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_solutionContainerSystem.EnsureAllSolutions((puddleUid, sol));
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if (addedSolution.Volume == 0 ||
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!_solutionContainerSystem.ResolveSolution(puddleUid, puddleComponent.SolutionName,
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ref puddleComponent.Solution))
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