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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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using Content.Server.GameTicking.Rules.VariationPass.Components;
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using Content.Server.Light.Components;
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using Content.Server.Light.EntitySystems;
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using Content.Shared.Light.Components;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <inheritdoc cref="PoweredLightVariationPassComponent"/>
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public sealed class PoweredLightVariationPassSystem : VariationPassSystem<PoweredLightVariationPassComponent>
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{
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[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
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protected override void ApplyVariation(Entity<PoweredLightVariationPassComponent> ent, ref StationVariationPassEvent args)
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{
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var query = AllEntityQuery<PoweredLightComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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if (!IsMemberOfStation((uid, xform), ref args))
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continue;
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if (Random.Prob(ent.Comp.LightBreakChance))
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{
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var proto = comp.BulbType switch
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{
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LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
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_ => ent.Comp.BrokenLightBulbPrototype,
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};
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
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continue;
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}
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if (!Random.Prob(ent.Comp.LightAgingChance))
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continue;
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if (comp.BulbType == LightBulbType.Tube)
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{
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// some aging fluorescents (tubes) start to flicker
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// its also way too annoying right now so we wrap it in another prob lol
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if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
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_poweredLight.ToggleBlinkingLight(uid, comp, true);
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
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}
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else
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{
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
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}
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}
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}
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}
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