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Rewrite Xeno Acid processing (#4759)
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Rewrites scheduling of xeno acid to hopefully finally be done with dangling references warnings with acid. Also generally improves the awful code quality # Explain why it's good for the game Like, dude, some of these values were outright inversed. acid_**strength**=2.5 is noted as "250% speed" when it multiplies the sleep delays. Can't leave code in that state. # Testing Photographs and Procedure Summary testing, timing appear correct overall but I'm not entirely certain it's perfect due to random delays and obtuse code # Changelog :cl: code: Rewrote Xeno Acid ticking code. fix: Weather updates won't cause turfs to acid melt more rapidly anymore /:cl:
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