moved PartyModeChallenge to new sub dir PartyModes
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Vocaluxe.Menu;
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namespace Vocaluxe.PartyModes
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{
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public class ChallengeRounds
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{
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private Random _Rand;
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private int _NumPlayer;
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public List<Combination> Rounds;
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public ChallengeRounds(int NumRounds, int NumPlayer, int NumPlayerAtOnce)
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{
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Rounds = new List<Combination>();
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_Rand = new Random(System.DateTime.Now.Millisecond);
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if (NumPlayerAtOnce < 1 || NumRounds < 1 || NumPlayer == 0)
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_NumPlayer = 0;
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else
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{
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_NumPlayer = NumPlayer;
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BuildRounds(NumRounds, NumPlayerAtOnce, _Rand);
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}
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}
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public Combination GetRound(int RoundNr)
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{
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if (RoundNr >= Rounds.Count || _NumPlayer == 0 || Rounds.Count == 0)
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return null;
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return Rounds[RoundNr];
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}
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private void BuildRounds(int NumRounds, int NumPlayerAtOnce, Random Rand)
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{
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Combinations Combinations = new Combinations(_NumPlayer, NumPlayerAtOnce, Rand);
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Rounds.Add(Combinations.GetNextCombination(null));
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for (int i = 1; i < NumRounds; i++)
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{
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Rounds.Add(Combinations.GetNextCombination(GetPlayerDemand(i)));
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}
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}
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private List<int> GetPlayerDemand(int RoundIndex)
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{
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List<int> NumPlayed = new List<int>(_NumPlayer);
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for (int i = 0; i < _NumPlayer; i++)
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{
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NumPlayed.Add(0);
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}
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for (int i = 0; i < RoundIndex; i++)
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{
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foreach (int PlayerIndex in Rounds[i].Player)
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{
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NumPlayed[PlayerIndex]++;
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}
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}
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int max = 0;
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foreach (int p in NumPlayed)
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{
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if (p > max)
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max = p;
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}
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int num = Rounds[0].Player.Count;
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List<int> result = new List<int>();
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List<int> other = new List<int>();
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List<int> last = new List<int>();
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for (int i = 0; i < NumPlayed.Count; i++)
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{
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if (RoundIndex == 0 || NumPlayed[i] < max)
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{
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if (RoundIndex == 0 || RoundIndex > 0 && NumPlayed[i] < max && !Rounds[RoundIndex - 1].IsAvailable(i))
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result.Add(i);
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else if (NumPlayed[i] < max)
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other.Add(i);
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}
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else
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{
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if (RoundIndex > 0)
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{
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if (!Rounds[RoundIndex - 1].IsAvailable(i))
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other.Add(i);
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else
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last.Add(i);
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}
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else
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last.Add(i);
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}
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}
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while (result.Count < num && other.Count > 0)
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{
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int n = other.Count;
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int r = _Rand.Next(n);
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result.Add(other[r]);
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other.RemoveAt(r);
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}
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while (result.Count < num)
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{
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int n = last.Count;
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int r = _Rand.Next(n);
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result.Add(last[r]);
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last.RemoveAt(r);
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}
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while (result.Count > num)
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{
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int n = result.Count;
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int r = _Rand.Next(n);
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result.RemoveAt(r);
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}
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result.Sort();
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return result;
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}
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}
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class Combinations
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{
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private List<Combination> _Combs;
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private Random _Rand;
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private int _NumPlayer;
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private int _NumMics;
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public Combinations(int NumPlayer, int NumMics, Random Rand)
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{
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_Combs = new List<Combination>();
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_NumMics = NumMics;
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_NumPlayer = NumPlayer;
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_Rand = Rand;
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}
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public Combination GetNextCombination(List<int> PlayerNrDemand)
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{
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if (_Combs.Count == 0)
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Create();
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Combination combs = new Combination();
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if (_NumPlayer == _NumMics)
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{
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return _Combs[0];
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}
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//filter against PlayerNrDemand
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List<Combination> combsFiltered = new List<Combination>();
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if (PlayerNrDemand != null)
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{
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for (int i = 0; i < _Combs.Count; i++)
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{
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if (_Combs[i].IsAvailableAll(PlayerNrDemand))
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combsFiltered.Add(_Combs[i]);
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}
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}
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//1st fallback
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if (PlayerNrDemand != null && combsFiltered.Count == 0)
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{
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for (int i = 0; i < _Combs.Count; i++)
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{
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if (_Combs[i].IsAvailableSomeone(PlayerNrDemand))
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combsFiltered.Add(_Combs[i]);
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}
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}
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//2nd fallback
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if (combsFiltered.Count == 0)
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{
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for (int i = 0; i < _Combs.Count; i++)
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{
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combsFiltered.Add(_Combs[i]);
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}
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}
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int num = combsFiltered.Count;
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int rand = _Rand.Next(num);
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Combination c = new Combination();
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for (int i = 0; i < combsFiltered[rand].Player.Count; i++)
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{
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c.Player.Add(combsFiltered[rand].Player[i]);
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}
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_Combs.Remove(combsFiltered[rand]);
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return combsFiltered[rand];
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}
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private void Create()
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{
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_Combs.Clear();
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int num = (int)Math.Pow(2, _NumPlayer);
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for (int i = 1; i <= num; i++)
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{
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Combination c = new Combination();
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for (int j = 0; j < _NumPlayer; j++)
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{
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if ((i & (1 << j)) > 0)
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{
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c.Player.Add(j);
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}
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}
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if (c.Player.Count == _NumMics)
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_Combs.Add(c);
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}
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}
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}
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public class Combination
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{
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public List<int> Player;
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public Combination()
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{
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Player = new List<int>();
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}
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public bool IsAvailable(int PlayerIndex)
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{
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foreach (int p in Player)
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{
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if (p == PlayerIndex)
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return true;
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}
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return false;
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}
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public bool IsAvailableAll(List<int> PlayerIndices)
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{
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bool result = true;
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foreach (int p in PlayerIndices)
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{
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result &= IsAvailable(p);
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}
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return result;
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}
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public bool IsAvailableSomeone(List<int> PlayerIndices)
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{
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bool result = false;
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foreach (int p in PlayerIndices)
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{
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result |= IsAvailable(p);
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}
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return result;
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}
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}
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}
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