make thief a subgamemode (#25740)
* add SubGamemodes comp/sys * remove RuleChance from thief rule * use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes * clean up thief rule prototype * add better logging + end rule if it fails to start * march 1st incident * preset ops * the dreaded --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -0,0 +1,20 @@
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using Content.Server.GameTicking.Rules;
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using Content.Shared.Storage;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// When this gamerule is added it has a chance of adding other gamerules.
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/// Since it's done when added and not when started you can still use normal start logic.
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/// Used for starting subgamemodes in game presets.
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/// </summary>
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[RegisterComponent, Access(typeof(SubGamemodesSystem))]
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public sealed partial class SubGamemodesComponent : Component
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{
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/// <summary>
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/// Spawn entries for each gamerule prototype.
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/// Use orGroups if you want to limit rules.
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/// </summary>
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[DataField(required: true)]
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public List<EntitySpawnEntry> Rules = new();
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}
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@@ -29,12 +29,6 @@ public sealed partial class ThiefRuleComponent : Component
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[DataField]
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[DataField]
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public bool PacifistThieves = true;
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public bool PacifistThieves = true;
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/// <summary>
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/// A chance for this mode to be added to the game.
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/// </summary>
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[DataField]
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public float RuleChance = 1f;
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[DataField]
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[DataField]
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public ProtoId<AntagPrototype> ThiefPrototypeId = "Thief";
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public ProtoId<AntagPrototype> ThiefPrototypeId = "Thief";
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17
Content.Server/GameTicking/Rules/SubGamemodesSystem.cs
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17
Content.Server/GameTicking/Rules/SubGamemodesSystem.cs
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.Storage;
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namespace Content.Server.GameTicking.Rules;
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public sealed class SubGamemodesSystem : GameRuleSystem<SubGamemodesComponent>
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{
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protected override void Added(EntityUid uid, SubGamemodesComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
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{
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var picked = EntitySpawnCollection.GetSpawns(comp.Rules, RobustRandom);
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foreach (var id in picked)
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{
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Log.Info($"Starting gamerule {id} as a subgamemode of {ToPrettyString(uid):rule}");
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GameTicker.AddGameRule(id);
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}
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}
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}
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@@ -37,19 +37,19 @@ public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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{
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var query = QueryActiveRules();
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var comp, out _))
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while (query.MoveNext(out var uid, out _, out var comp, out var gameRule))
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{
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{
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//Chance to not launch the game rule
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if (!_random.Prob(comp.RuleChance))
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continue;
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//Get all players eligible for this role, allow selecting existing antags
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//Get all players eligible for this role, allow selecting existing antags
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);
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//Abort if there are none
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//Abort if there are none
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if (eligiblePlayers.Count == 0)
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if (eligiblePlayers.Count == 0)
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{
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Log.Warning($"No eligible thieves found, ending game rule {ToPrettyString(uid):rule}");
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GameTicker.EndGameRule(uid, gameRule);
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continue;
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continue;
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}
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//Calculate number of thieves to choose
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//Calculate number of thieves to choose
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var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
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var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
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@@ -28,13 +28,12 @@
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- CarpRiftsObjective
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- CarpRiftsObjective
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- DragonSurviveObjective
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- DragonSurviveObjective
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# need for admin panel antag create (because the rule doesn't have a roundstart entity like TraitorRule)
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- type: entity
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- type: entity
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id: Thief
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parent: BaseGameRule
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noSpawn: true
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noSpawn: true
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parent: BaseGameRule
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id: Thief
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components:
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components:
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- type: ThiefRule
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- type: ThiefRule
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- type: entity
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- type: entity
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noSpawn: true
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noSpawn: true
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@@ -5,6 +5,16 @@
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components:
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components:
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- type: GameRule
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- type: GameRule
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- type: entity
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noSpawn: true
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parent: BaseGameRule
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id: SubGamemodesRule
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components:
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- type: SubGamemodes
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rules:
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- id: Thief
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prob: 0.5
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- type: entity
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- type: entity
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id: DeathMatch31
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id: DeathMatch31
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parent: BaseGameRule
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parent: BaseGameRule
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@@ -62,8 +72,6 @@
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minPlayers: 20
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minPlayers: 20
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- type: NukeopsRule
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- type: NukeopsRule
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faction: Syndicate
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faction: Syndicate
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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- type: entity
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id: Pirates
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id: Pirates
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@@ -78,8 +86,6 @@
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noSpawn: true
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noSpawn: true
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components:
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components:
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- type: TraitorRule
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- type: TraitorRule
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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- type: entity
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id: Revolutionary
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id: Revolutionary
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@@ -87,8 +93,6 @@
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noSpawn: true
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noSpawn: true
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components:
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components:
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- type: RevolutionaryRule
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- type: RevolutionaryRule
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- type: ThiefRule #the thieves come as an extension of another gamemode
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ruleChance: 0.5
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- type: entity
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- type: entity
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id: Sandbox
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id: Sandbox
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@@ -93,6 +93,7 @@
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showInVote: false
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showInVote: false
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rules:
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rules:
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- Traitor
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- Traitor
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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- BasicRoundstartVariation
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@@ -118,6 +119,7 @@
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showInVote: false
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showInVote: false
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rules:
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rules:
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- Nukeops
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- Nukeops
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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- BasicRoundstartVariation
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@@ -132,6 +134,7 @@
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showInVote: false
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showInVote: false
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rules:
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rules:
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- Revolutionary
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- Revolutionary
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- SubGamemodesRule
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- BasicStationEventScheduler
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- BasicStationEventScheduler
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- BasicRoundstartVariation
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- BasicRoundstartVariation
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