Change how minigames are found and loaded to avoid needing to reset tons of state in initialize
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@@ -13,7 +13,7 @@ namespace LuckerGame.Entities;
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public partial class MinigameManager : Entity
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{
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[Net] public Minigame LoadedMinigame { get; private set; }
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private List<Minigame> AvailableMinigames { get; set; }
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private List<TypeDescription> AvailableMinigames { get; set; }
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private List<Lucker> InvolvedPlayers { get; set; }
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public override void Spawn()
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@@ -27,7 +27,7 @@ public partial class MinigameManager : Entity
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InvolvedPlayers = players.ToList();
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if (CheckForMinigames())
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{
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault() : TypeLibrary.Create<Minigame>( minigameName );
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? TypeLibrary.Create<Minigame>(AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault().TargetType) : TypeLibrary.Create<Minigame>( minigameName );
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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}
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@@ -48,7 +48,7 @@ public partial class MinigameManager : Entity
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{
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AvailableMinigames = TypeLibrary.GetTypes<Minigame>()
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.Where( type => !type.IsAbstract && !type.IsInterface )
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.Select( td => TypeLibrary.Create<Minigame>( td.TargetType ) ).ToList();
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.ToList();
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}
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[Event.Hotload]
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