Randomize decoy usernames and which rapports carry coded messages
Decoy names in /var/home and verifyCodes.txt were a hardcoded 4-name list (Luke, Charles, William, Peter), so a real player registering under one of those names would collide with it. Now each session picks 6 decoys from a pool of 10, excluding any name already taken by a real player, and stores the pick as a session setting. Likewise the 3 "special report" rapports that get coded messages were always Doyle, Vega and Lennox. Each session now randomly assigns 3 of the 20 rapports to that role, and the win screen / mainframe-help message reference whichever agents were actually picked instead of the hardcoded names. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -282,7 +282,8 @@ final class GameController extends AbstractController
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Session $session,
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Request $request,
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Security $security,
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PlayerRepository $playerRepository
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PlayerRepository $playerRepository,
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GameResponseService $gameResponseService
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): Response {
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/** @var User $user */
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$user = $security->getUser();
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@@ -304,6 +305,7 @@ final class GameController extends AbstractController
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return $this->render('game/won.html.twig', [
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'session' => $session,
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'agentsText' => $gameResponseService->getSpecialReportAgentsText($session),
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]);
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}
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