mirror of
https://git.ngram.ca/OpenJam/rc-servers
synced 2026-08-23 23:08:52 +00:00
493 lines
16 KiB
Rust
493 lines
16 KiB
Rust
use std::collections::HashMap;
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use serde::{Serialize, Deserialize};
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct BattleConfig {
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pub regen: AutoRegenHealth,
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pub votes: HashMap<Vote, Vec<VoteThreshold>>,
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#[serde(default = "default_game_modes")]
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pub games: GameModes,
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#[serde(default = "default_campaigns")]
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pub singleplayer: super::SingleplayerConfig,
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#[serde(default = "default_rotation")]
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pub rotation: GameEventSequence,
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#[serde(default = "default_multiplayer")]
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pub multiplayer: super::MultiplayerConfig,
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#[serde(default = "default_maps")]
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pub maps: super::MapsConfig,
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct AutoRegenHealth {
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pub wait_for_heal_s: f32,
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pub wait_full_heal_s: f32,
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pub sound_start_s: f32,
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pub auto_heal: bool,
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}
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impl std::convert::Into<crate::data::auto_regen::AutoRegenHealthConfig> for AutoRegenHealth {
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fn into(self) -> crate::data::auto_regen::AutoRegenHealthConfig {
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crate::data::auto_regen::AutoRegenHealthConfig {
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seconds_to_wait_for_heal: self.wait_for_heal_s,
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seconds_to_full_heal: self.wait_full_heal_s,
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threshold_to_start_sound: self.sound_start_s,
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enable_auto_heal: self.auto_heal,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct VoteThreshold {
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pub name: String,
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pub localised_name: String,
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pub color: String,
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pub votes_required: i32,
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}
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impl std::convert::Into<crate::data::voting::VoteThresholdData> for VoteThreshold {
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fn into(self) -> crate::data::voting::VoteThresholdData {
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crate::data::voting::VoteThresholdData {
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name: self.name,
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localised_name: self.localised_name,
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color: self.color,
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votes_required: self.votes_required,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, PartialEq, Eq, Hash)]
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pub enum Vote {
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BestPlayed,
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BestLooking,
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}
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impl std::convert::Into<crate::data::voting::Vote> for Vote {
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fn into(self) -> crate::data::voting::Vote {
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match self {
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Self::BestPlayed => crate::data::voting::Vote::BestPlayed,
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Self::BestLooking => crate::data::voting::Vote::BestLooking,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
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pub struct GameMode {
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pub respawn_heal_duration: f32,
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pub respawn_full_heal_duration: f32,
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pub kill_limit: i32,
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pub game_time_m: i32,
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}
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impl std::convert::Into<crate::data::game_mode::GameModeConfig> for GameMode {
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fn into(self) -> crate::data::game_mode::GameModeConfig {
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crate::data::game_mode::GameModeConfig {
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respawn_heal_duration: self.respawn_heal_duration,
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respawn_full_heal_duration: self.respawn_full_heal_duration,
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kill_limit: self.kill_limit,
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game_time_minutes: self.game_time_m,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
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pub struct GameModes {
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pub battle_arena: GameMode,
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pub elimination: GameMode,
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pub pit: GameMode,
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pub team_deathmatch: GameMode,
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}
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impl std::convert::Into<crate::data::game_mode::GameModeConfigs> for GameModes {
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fn into(self) -> crate::data::game_mode::GameModeConfigs {
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crate::data::game_mode::GameModeConfigs {
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battle_arena: self.battle_arena.into(),
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elimination: self.elimination.into(),
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the_pit: self.pit.into(),
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team_deathmatch: self.team_deathmatch.into(),
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct GameEventSequence {
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pub strategy: GameRotationStrategy,
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pub modes: Vec<GameEvents>,
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
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pub enum GameRotationStrategy {
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Sequence,
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Random,
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}
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impl GameRotationStrategy {
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pub fn into_conf(self) -> crate::persist::config::GameRotationStrategy {
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match self {
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Self::Sequence => crate::persist::config::GameRotationStrategy::Sequence,
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Self::Random => crate::persist::config::GameRotationStrategy::Random,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct GameEvents {
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pub singleplayer: GameEvent,
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pub multiplayer: GameEvent,
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pub duration_s: u64, // seconds
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct GameEvent {
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pub map: GameMap,
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pub visibility: GameVisibility,
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pub mode: GameType,
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pub auto_heal: bool,
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}
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impl GameEvent {
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pub(super) fn into_conf(self) -> crate::persist::config::GameEvent {
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crate::persist::config::GameEvent {
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map: self.map.into_conf(),
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visibility: self.visibility.into_conf(),
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mode: self.mode.into_conf(),
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auto_heal: self.auto_heal,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy, Hash, Eq, PartialEq)]
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pub enum GameMap {
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// TODO put some more obvious aliases on these
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Mars1,
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Mars2,
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Mars3,
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Neptune1,
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Neptune2,
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Neptune3,
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Earth1,
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Earth2,
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}
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impl GameMap {
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pub(super) fn into_conf(self) -> crate::persist::config::GameMap {
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match self {
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Self::Mars1 => crate::persist::config::GameMap::Mars1,
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Self::Mars2 => crate::persist::config::GameMap::Mars2,
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Self::Mars3 => crate::persist::config::GameMap::Mars3,
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Self::Neptune1 => crate::persist::config::GameMap::Neptune1,
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Self::Neptune2 => crate::persist::config::GameMap::Neptune2,
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Self::Neptune3 => crate::persist::config::GameMap::Neptune3,
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Self::Earth1 => crate::persist::config::GameMap::Earth1,
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Self::Earth2 => crate::persist::config::GameMap::Earth2,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
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pub enum GameVisibility {
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Good,
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Poor,
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Bad,
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}
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impl GameVisibility {
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fn into_conf(self) -> crate::persist::config::GameVisibility {
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match self {
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Self::Good => crate::persist::config::GameVisibility::Good,
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Self::Poor => crate::persist::config::GameVisibility::Poor,
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Self::Bad => crate::persist::config::GameVisibility::Bad,
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}
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}
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}
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#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
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pub enum GameType {
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BattleArena,
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SuddenDeath,
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Pit,
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TestMode,
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SinglePlayer,
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TeamDeathmatch,
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Campaign,
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}
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impl GameType {
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fn into_conf(self) -> crate::persist::config::GameType {
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match self {
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Self::BattleArena => crate::persist::config::GameType::BattleArena,
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Self::SuddenDeath => crate::persist::config::GameType::SuddenDeath,
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Self::Pit => crate::persist::config::GameType::Pit,
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Self::TestMode => crate::persist::config::GameType::TestMode,
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Self::SinglePlayer => crate::persist::config::GameType::SinglePlayer,
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Self::TeamDeathmatch => crate::persist::config::GameType::TeamDeathmatch,
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Self::Campaign => crate::persist::config::GameType::Campaign,
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}
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}
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}
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fn default_game_modes() -> GameModes {
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GameModes {
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battle_arena: GameMode {
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respawn_heal_duration: 10.0,
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respawn_full_heal_duration: 0.5,
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kill_limit: 0,
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game_time_m: 20,
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},
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elimination: GameMode {
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respawn_heal_duration: 10.0,
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respawn_full_heal_duration: 0.5,
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kill_limit: 10,
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game_time_m: 10,
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},
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pit: GameMode {
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respawn_heal_duration: 20.0,
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respawn_full_heal_duration: 20.0,
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kill_limit: 15,
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game_time_m: 15,
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},
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team_deathmatch: GameMode {
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respawn_heal_duration: 10.0,
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respawn_full_heal_duration: 0.5,
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kill_limit: 10,
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game_time_m: 10,
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},
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}
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}
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pub(super) fn default_campaigns() -> super::SingleplayerConfig {
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super::SingleplayerConfig {
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campaigns: vec![
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super::Campaign {
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id: "strCampaignModeBattle".to_owned(),
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excluded_cubes: Vec::default(),
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categories: vec![super::ItemCategory::Wheel],
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min_cpu: 0,
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max_cpu: 2_000,
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name: "strCampaignModeBattle".to_owned(),
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description: "strCampaignsDesc".to_owned(),
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image: "RE_singleplayer_campaign_image_asset_TODO".to_owned(),
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rules: Vec::default(),
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parameters: Vec::default(),
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difficulties: vec![
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super::CampaignDifficulty {
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level: 0,
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lives: 5,
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auto_heal: true,
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single_wave_bonus: 1_000,
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initial_health_boost: 0.0,
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health_boost_wave_increase: 0.0,
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initial_damage_boost: 0.0,
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damage_boost_wave_increase: 0.0,
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}
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],
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completed: vec![
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super::CampaignCompletion {
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wave: 0,
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difficulty: false,
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}
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],
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map: "RC_Planet_Neptune_03_BA".to_owned(),
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campaign_type: super::CampaignType::Elimination,
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waves: vec![
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super::Wave {
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player_spawn_location: 0,
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robots_in_wave: vec![
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super::WaveRobot {
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name: "strCampaignAnimalName".to_owned(),
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weapon: "strT5PlasmaGoldenName".to_owned(),
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movement: "strT5SteeringWheelGoldenName".to_owned(),
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rank: "strT0".to_owned(),
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count: 5,
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robot_data: super::VALID_ROBOT.into(),
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colour_data: super::VALID_COLOUR.into(),
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time_to_spawn: 1,
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kills_to_spawn: 0,
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time_to_despawn: 60,
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kills_to_despawn: 1,
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initial_robot_amount: 0,
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periodic_robot_amount: 3,
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spawn_interval: 1,
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min_robot_amount: 1,
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max_robot_amount: 5,
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is_boss: false,
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is_kill_requirement: true,
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}
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],
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kill_target: 1,
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time_min: 1,
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time_max: 1 * 60,
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}
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],
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}
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],
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vehicles: vec![
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super::PrefabVehicle {
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name: Some("Config your singleplayer!".to_owned()),
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username: "NGnius?".to_owned(),
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id: super::PrefabId::Database { garage: 1 },
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},
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super::PrefabVehicle {
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name: Some("Config your singleplayer!".to_owned()),
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username: "NGram!".to_owned(),
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id: super::PrefabId::Database { garage: 1 },
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},
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super::PrefabVehicle {
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name: Some("Config your singleplayer!".to_owned()),
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username: "NGniusness*".to_owned(),
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id: super::PrefabId::Database { garage: 1 },
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},
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super::PrefabVehicle {
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name: Some("Config your singleplayer!".to_owned()),
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username: "NG~".to_owned(),
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id: super::PrefabId::Database { garage: 1 },
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},
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],
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max_teammates: 0,
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max_enemies: 5,
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}
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}
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fn default_rotation() -> GameEventSequence {
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GameEventSequence {
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strategy: GameRotationStrategy::Sequence,
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modes: vec![
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Neptune1,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Neptune3,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60, // 5 minutes
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Neptune2,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Neptune3,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Earth1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Neptune3,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Mars2,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Mars3,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Earth1,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Earth2,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Earth2,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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multiplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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auto_heal: true,
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},
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duration_s: 5*60,
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},
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]
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}
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}
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fn default_multiplayer() -> super::MultiplayerConfig {
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super::MultiplayerConfig {
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players_per_game: 1,
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enabled: true,
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network: super::multiplayer::default_net_conf(),
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}
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}
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fn default_maps() -> super::MapsConfig {
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super::MapsConfig {
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map: super::maps::default_map(),
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}
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}
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