Move MapVisibility to MapPreview.
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@@ -445,7 +445,7 @@ namespace OpenRA
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static string ChooseShellmap()
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{
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var shellmaps = ModData.MapCache
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.Where(m => m.Status == MapStatus.Available && m.Map.Visibility.HasFlag(MapVisibility.Shellmap))
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.Where(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Shellmap))
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.Select(m => m.Uid);
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if (!shellmaps.Any())
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@@ -68,6 +68,7 @@ namespace OpenRA
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public Map Map { get; private set; }
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public MapStatus Status { get; private set; }
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public MapClassification Class { get; private set; }
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public MapVisibility Visibility { get; private set; }
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public bool SuitableForInitialMap { get; private set; }
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public MapRuleStatus RuleStatus { get; private set; }
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@@ -111,6 +112,7 @@ namespace OpenRA
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GridType = gridType;
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Status = MapStatus.Unavailable;
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Class = MapClassification.Unknown;
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Visibility = MapVisibility.Lobby;
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}
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public void UpdateFromMap(Map m, MapClassification classification)
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@@ -126,6 +128,7 @@ namespace OpenRA
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CustomPreview = m.CustomPreview;
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Status = MapStatus.Available;
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Class = classification;
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Visibility = m.Visibility;
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var players = new MapPlayers(m.PlayerDefinitions).Players;
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PlayerCount = players.Count(x => x.Value.Playable);
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@@ -135,7 +138,7 @@ namespace OpenRA
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bool EvaluateUserFriendliness(Dictionary<string, PlayerReference> players)
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{
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if (Status != MapStatus.Available || !Map.Visibility.HasFlag(MapVisibility.Lobby))
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if (Status != MapStatus.Available || !Visibility.HasFlag(MapVisibility.Lobby))
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return false;
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// Other map types may have confusing settings or gameplay
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@@ -255,7 +255,7 @@ namespace OpenRA.Widgets
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if (string.IsNullOrEmpty(initialUid) || Game.ModData.MapCache[initialUid].Status != MapStatus.Available)
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{
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var selected = Game.ModData.MapCache.Where(x => x.SuitableForInitialMap).RandomOrDefault(Game.CosmeticRandom) ??
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Game.ModData.MapCache.First(m => m.Status == MapStatus.Available && m.Map.Visibility.HasFlag(MapVisibility.Lobby));
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Game.ModData.MapCache.First(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Lobby));
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return selected.Uid;
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}
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@@ -104,7 +104,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var hasCampaign = Game.ModData.Manifest.Missions.Any();
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var hasMissions = Game.ModData.MapCache
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.Any(p => p.Status == MapStatus.Available && p.Map.Visibility.HasFlag(MapVisibility.MissionSelector));
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.Any(p => p.Status == MapStatus.Available && p.Visibility.HasFlag(MapVisibility.MissionSelector));
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missionsButton.Disabled = !hasCampaign && !hasMissions;
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@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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void RefreshMaps(MapClassification tab, MapVisibility filter)
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{
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tabMaps[tab] = Game.ModData.MapCache.Where(m => m.Status == MapStatus.Available &&
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m.Class == tab && (m.Map.Visibility & filter) != 0).ToArray();
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m.Class == tab && (m.Visibility & filter) != 0).ToArray();
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}
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void SetupMapTab(MapClassification tab, MapVisibility filter, string tabButtonName, string tabContainerName, ScrollItemWidget itemTemplate)
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@@ -114,7 +114,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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// Add an additional group for loose missions
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var looseMissions = modData.MapCache
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.Where(p => p.Status == MapStatus.Available && p.Map.Visibility.HasFlag(MapVisibility.MissionSelector) && !allMaps.Contains(p.Map))
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.Where(p => p.Status == MapStatus.Available && p.Visibility.HasFlag(MapVisibility.MissionSelector) && !allMaps.Contains(p.Map))
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.Select(p => p.Map);
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if (looseMissions.Any())
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