Basic Soviet AI. This is flawed right now as it will just charge all of its starting units towards Tanya
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@@ -131,14 +131,16 @@ namespace OpenRA.Mods.RA.Missions
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{
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{
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MissionFailed("Einstein was killed.");
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MissionFailed("Einstein was killed.");
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}
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}
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ManageSovietOre();
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}
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}
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void ManageSovietOre()
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void InitializeSovietAI()
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{
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{
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var res = soviets.PlayerActor.Trait<PlayerResources>();
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if (!Game.IsHost || world.LocalPlayer == null)
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res.TakeOre(res.Ore);
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{
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res.TakeCash(res.Cash);
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return;
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}
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var logic = world.LocalPlayer.PlayerActor.TraitsImplementing<IBot>().First(b => b.Info.Name == "Soviet AI");
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logic.Activate(soviets);
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}
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}
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void SpawnSignalFlare()
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void SpawnSignalFlare()
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@@ -228,6 +230,7 @@ namespace OpenRA.Mods.RA.Missions
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w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
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Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
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Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
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InitializeSovietAI();
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}
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}
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}
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}
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@@ -1751,6 +1751,15 @@ Smudges:
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Rules:
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Rules:
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Player:
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Player:
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-ConquestVictoryConditions:
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-ConquestVictoryConditions:
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HackyAI@SovietAI:
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Name:Soviet AI
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BuildingFractions:
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UnitsToBuild:
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e1: 50%
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e2: 20%
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e3: 10%
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3tnk: 100%
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SquadSize: 10
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World:
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World:
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-CrateDrop:
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-CrateDrop:
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-SpawnMPUnits:
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-SpawnMPUnits:
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