[Tweak] Default to Traitor instead of Extended when possible (#16386)
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@@ -825,7 +825,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var minPlayers = nukeops.MinPlayers;
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
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_chatManager.SendAdminAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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@@ -267,7 +267,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
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var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
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_chatManager.SendAdminAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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@@ -30,8 +30,8 @@ public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
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private void PickRule(SecretRuleComponent component)
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{
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// TODO: This doesn't consider what can't start due to minimum player count, but currently there's no way to know anyway.
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// as they use cvars.
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// TODO: This doesn't consider what can't start due to minimum player count,
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// but currently there's no way to know anyway as they use cvars.
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var preset = _prototypeManager.Index<WeightedRandomPrototype>("Secret").Pick(_random);
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Logger.InfoS("gamepreset", $"Selected {preset} for secret.");
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@@ -73,7 +73,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
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_chatManager.SendAdminAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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@@ -165,7 +165,9 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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_chatManager.SendAdminAnnouncement(Loc.GetString("zombie-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length),
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("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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}
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