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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.Station.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <summary>
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/// Base class for procedural variation rule passes, which apply some kind of variation to a station,
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/// so we simply reduce the boilerplate for the event handling a bit with this.
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/// </summary>
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public abstract class VariationPassSystem<T> : GameRuleSystem<T>
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where T: IComponent
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{
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[Dependency] protected readonly StationSystem Stations = default!;
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[Dependency] protected readonly IRobustRandom Random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<T, StationVariationPassEvent>(ApplyVariation);
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}
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protected bool IsMemberOfStation(Entity<TransformComponent> ent, ref StationVariationPassEvent args)
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{
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return Stations.GetOwningStation(ent, ent.Comp) == args.Station.Owner;
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}
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protected abstract void ApplyVariation(Entity<T> ent, ref StationVariationPassEvent args);
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}
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