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Ignore Conditionals for spawning ruins #13684

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SeventhM
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Currently, ruins use the default of EmptyState rather than ``IgnoreConditionals like it should. This means that improvements that should spawn as ruins don't spawn if the ruins unique has most conditionals as most conditionals default to false without a state

Leaving this as a draft most for PSA sakes because unfortunately this *still* has serious problems. Namely, it means that improvements that aren't supposed to generate yet (for whatever reason) do, which may or may not break mods. This not only just because of us ignoring conditionals, either. The caching makes it impossible to have the correct behavior for both units filtered out (requiring conditionals elsewhere such on the rewards themselves) and for generation even if we found a good workaround here. This means the correct solution is

  1. The uniques need to be split into 2 (this one for giving bonuses and one for generation purposes)
  2. Double checking where we can cache and where caching leads to unexpected behavior

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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