# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
182 lines
6.2 KiB
C#
182 lines
6.2 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Prometheus;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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private string _ruleCompName = default!;
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// Sunrise-Start
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private readonly Counter _secretPresetSelectedCounter = Metrics.CreateCounter(
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"secret_preset_selected",
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"Amount of times each preset was selected in secret mode",
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new CounterConfiguration
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{
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LabelNames = ["preset"]
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});
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// Sunrise-End
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public override void Initialize()
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{
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base.Initialize();
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_ruleCompName = Factory.GetComponentName<GameRuleComponent>();
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}
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protected override void Added(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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var weights = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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if (!TryPickPreset(weights, out var preset))
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{
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Log.Error($"{ToPrettyString(uid)} failed to pick any preset. Removing rule.");
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Del(uid);
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return;
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}
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Log.Info($"Selected {preset.ID} as the secret preset.");
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_adminLogger.Add(LogType.EventStarted, $"Selected {preset.ID} as the secret preset.");
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_secretPresetSelectedCounter.WithLabels(preset.ID).Inc(); // Sunrise-Edit
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foreach (var rule in preset.Rules)
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{
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EntityUid ruleEnt;
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// if we're pre-round (i.e. will only be added)
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// then just add rules. if we're added in the middle of the round (or at any other point really)
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// then we want to start them as well
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if (GameTicker.RunLevel <= GameRunLevel.InRound)
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ruleEnt = GameTicker.AddGameRule(rule);
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else
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GameTicker.StartGameRule(rule, out ruleEnt);
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component.AdditionalGameRules.Add(ruleEnt);
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}
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}
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protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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foreach (var rule in component.AdditionalGameRules)
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{
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GameTicker.EndGameRule(rule);
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}
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}
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private bool TryPickPreset(ProtoId<WeightedRandomPrototype> weights, [NotNullWhen(true)] out GamePresetPrototype? preset)
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{
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var options = _prototypeManager.Index(weights).Weights.ShallowClone();
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var players = GameTicker.ReadyPlayerCount();
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GamePresetPrototype? selectedPreset = null;
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var sum = options.Values.Sum();
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while (options.Count > 0)
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{
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var accumulated = 0f;
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var rand = _random.NextFloat(sum);
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foreach (var (key, weight) in options)
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{
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accumulated += weight;
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if (accumulated < rand)
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continue;
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if (!_prototypeManager.TryIndex(key, out selectedPreset))
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Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {weights}");
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options.Remove(key);
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sum -= weight;
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break;
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}
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if (CanPick(selectedPreset, players))
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{
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preset = selectedPreset;
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return true;
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}
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if (selectedPreset != null)
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Log.Info($"Excluding {selectedPreset.ID} from secret preset selection.");
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}
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preset = null;
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return false;
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}
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public bool CanPickAny()
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{
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var secretPresetId = _configurationManager.GetCVar(CCVars.SecretWeightPrototype);
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return CanPickAny(secretPresetId);
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}
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/// <summary>
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/// Can any of the given presets be picked, taking into account the currently available player count?
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/// </summary>
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public bool CanPickAny(ProtoId<WeightedRandomPrototype> weightedPresets)
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{
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var ids = _prototypeManager.Index(weightedPresets).Weights.Keys
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.Select(x => new ProtoId<GamePresetPrototype>(x));
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return CanPickAny(ids);
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}
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/// <summary>
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/// Can any of the given presets be picked, taking into account the currently available player count?
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/// </summary>
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public bool CanPickAny(IEnumerable<ProtoId<GamePresetPrototype>> protos)
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{
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var players = GameTicker.ReadyPlayerCount();
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foreach (var id in protos)
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{
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if (!_prototypeManager.TryIndex(id, out var selectedPreset))
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Log.Error($"Invalid preset {selectedPreset} in secret rule weights: {id}");
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if (CanPick(selectedPreset, players))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Can the given preset be picked, taking into account the currently available player count?
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/// </summary>
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private bool CanPick([NotNullWhen(true)] GamePresetPrototype? selected, int players)
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{
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if (selected == null)
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return false;
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foreach (var ruleId in selected.Rules)
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{
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if (!_prototypeManager.TryIndex(ruleId, out EntityPrototype? rule)
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|| !rule.TryGetComponent(_ruleCompName, out GameRuleComponent? ruleComp))
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{
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Log.Error($"Encountered invalid rule {ruleId} in preset {selected.ID}");
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return false;
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}
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if (ruleComp.MinPlayers > players && ruleComp.CancelPresetOnTooFewPlayers)
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return false;
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}
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return true;
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}
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}
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