feat(hs): warp teams to base on start + cancel if a team is empty
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using MUnique.OpenMU.DataModel.Configuration;
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/// <summary>
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@@ -62,6 +63,15 @@ public class HeykelSavasiContext : MiniGameContext
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{
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}
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/// <summary>
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/// Gets a value indicating whether players are allowed to kill each other.
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/// </summary>
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/// <remarks>
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/// This does not prevent friendly fire (team members killing each other); that restriction
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/// is added separately via a <see cref="Player"/> hook in a later phase.
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/// </remarks>
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public override bool AllowPlayerKilling => this.State == MiniGameState.Playing;
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/// <summary>
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/// Gets the current number of players assigned to the given team.
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/// </summary>
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@@ -115,6 +125,27 @@ public class HeykelSavasiContext : MiniGameContext
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/// <returns>All players assigned to <paramref name="team"/>.</returns>
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public IEnumerable<Player> PlayersOf(HeykelSavasiTeam team) => this._teams.Where(kv => kv.Value == team).Select(kv => kv.Key);
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/// <inheritdoc />
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/// <remarks>
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/// Cancels the event if either team is empty at start (no opponent to fight); otherwise
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/// warps every participant to their team's base spawn gate.
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/// </remarks>
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protected override async ValueTask OnGameStartAsync(ICollection<Player> players)
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{
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await base.OnGameStartAsync(players).ConfigureAwait(false);
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if (this.TeamCount(HeykelSavasiTeam.Red) == 0 || this.TeamCount(HeykelSavasiTeam.Blue) == 0)
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{
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this.FinishEvent();
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return;
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}
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foreach (var player in players)
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{
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await player.WarpToAsync(this.GetTeamSpawnGate(this.GetTeam(player))).ConfigureAwait(false);
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}
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}
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/// <summary>
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/// Determines, in a pure way, whether joining <paramref name="team"/> is allowed given the current
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/// team counts, according to the balance rule: the absolute difference between the red and blue
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