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fixes seed ruin logic preventing forced ruins from spawning when budget is zero, fixes map_logging CI test (#87910)
## About The Pull Request The ruins get added to forced_ruins, quite often after all ruin budget is exhausted and thus they don't get spawned. This adjusts the logic to ignore the budget when there's forced_ruins to be had. Also apparently fixes map_logging CI test which was broken by the logic, and makes the stacked_lights test scream at you with the area name for the sake of easier debugging as it can proc on the ruins now ## Why It's Good For The Game Adjusts some logic to allow multi-ruins to spawn correctly, and to make sure our mappers make good space ruins too ## Changelog 🆑 fix: Ruins will now correctly spawn their tied ruins in fix: The map_logging test now runs proper code: The stacked_lights test now screams with area names too. /🆑
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@@ -115,7 +115,7 @@
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if(R.unpickable)
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continue
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ruins_available[R] = R.placement_weight
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while((budget > 0 || mineral_budget > 0) && (ruins_available.len || forced_ruins.len))
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while(((budget > 0 || mineral_budget > 0) && ruins_available.len) || forced_ruins.len)
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var/datum/map_template/ruin/current_pick
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var/forced = FALSE
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var/forced_z //If set we won't pick z level and use this one instead.
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