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https://github.com/DeltaV-Station/Delta-v.git
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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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@@ -214,6 +214,21 @@ namespace Content.Server.Light.EntitySystems
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return bulb;
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}
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/// <summary>
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/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
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/// </summary>
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public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
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{
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if (light.Comp.LightBulbContainer.ContainedEntity != null)
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return false;
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if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
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return false;
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light.Comp.HasLampOnSpawn = bulb;
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return true;
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}
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/// <summary>
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/// Try to replace current bulb with a new one
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/// If succeed old bulb just drops on floor
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@@ -241,6 +256,17 @@ namespace Content.Server.Light.EntitySystems
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/// </summary>
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public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light, false))
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return false;
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// if we aren't mapinited,
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// just null the spawned bulb
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if (LifeStage(uid) < EntityLifeStage.MapInitialized)
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{
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light.HasLampOnSpawn = null;
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return true;
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}
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// check bulb state
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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