Updates based on PR feedback
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@@ -52,7 +52,7 @@ public partial class RoundManager : Entity
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[ConVar.Replicated("lucker_minigames_per_round")]
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public static int MinigamesLeftInRound { get; set; }
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private List<Lucker> Players { get; set; }
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private List<Lucker> Luckers { get; set; }
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#endregion
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/// <inheritdoc/>
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@@ -83,7 +83,7 @@ public partial class RoundManager : Entity
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MinigamesLeftInRound--;
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if ( MinigamesLeftInRound > 0 )
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{
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MinigameManager.StartMinigame( Players );
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MinigameManager.StartMinigame( Luckers );
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}
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else
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{
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@@ -94,11 +94,12 @@ public partial class RoundManager : Entity
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}
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/// <summary>
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/// Is triggered whenever a player readies up
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/// Is triggered whenever a lucker readies up or readies down
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/// </summary>
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/// <param name="readyLucker">the player that readied up, discarded</param>
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[LuckerEvent.PlayerReady]
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public void HandlePlayerReady( Lucker readyLucker, bool ready )
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/// <param name="readyLucker">the lucker that readied up</param>
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/// <param name="ready">the lucker's ready state</param>
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[LuckerEvent.LuckerReady]
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public void HandleLuckerReady( Lucker readyLucker, bool ready )
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{
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if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
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{
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@@ -107,9 +108,9 @@ public partial class RoundManager : Entity
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Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
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var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
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ChatBox.AddInformation( To.Everyone, message );
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var players = All.OfType<Lucker>().ToList();
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var readiedCount = players.Count( player => player.Ready );
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var totalCount = players.Count;
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var luckers = All.OfType<Lucker>().ToList();
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var readiedCount = luckers.Count( lucker => lucker.Ready );
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var totalCount = luckers.Count;
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if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
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{
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Log.Info( "Countdown started" );
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@@ -132,13 +133,13 @@ public partial class RoundManager : Entity
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}
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RoundState = RoundState.InProgress;
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Players = All.OfType<Lucker>().ToList();
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Players.ForEach( player =>
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Luckers = All.OfType<Lucker>().ToList();
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Luckers.ForEach( lucker =>
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{
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player.Ready = false;
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lucker.Ready = false;
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} );
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MinigamesLeftInRound = MinigamesPerRound;
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MinigameManager.StartMinigame( Players, minigameName );
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MinigameManager.StartMinigame( Luckers, minigameName );
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}
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[ConCmd.Server( "start_round" )]
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