Add Easy difficulty to Allies 03
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@@ -117,6 +117,8 @@ namespace OpenRA.Mods.RA.Missions
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const string McvName = "mcv";
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const string YakName = "yak";
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string difficulty;
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void MissionFailed(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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@@ -172,24 +174,27 @@ namespace OpenRA.Mods.RA.Missions
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if (world.FrameNumber == ReinforcementsTicks2) { Sound.Play("reinfor1.aud"); }
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if (world.FrameNumber % 25 == 0) { SpawnAlliedUnit(Reinforcements2[currentReinforcement2++]); }
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}
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if (world.FrameNumber == ParadropTicks)
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if (difficulty != "Easy")
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{
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Sound.Play("sovfapp1.aud");
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}
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if (world.FrameNumber >= ParadropTicks && paradrops > 0 && world.FrameNumber % ParadropIncrement == 0)
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{
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CPos lz;
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CPos entry;
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do
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if (world.FrameNumber == ParadropTicks)
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{
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var x = world.SharedRandom.Next(paradropBox.X, paradropBox.X + paradropBox.Width);
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var y = world.SharedRandom.Next(paradropBox.Y, paradropBox.Y + paradropBox.Height);
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entry = new CPos(0, y);
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lz = new CPos(x, y);
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Sound.Play("sovfapp1.aud");
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}
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if (world.FrameNumber >= ParadropTicks && paradrops > 0 && world.FrameNumber % ParadropIncrement == 0)
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{
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CPos lz;
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CPos entry;
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do
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{
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var x = world.SharedRandom.Next(paradropBox.X, paradropBox.X + paradropBox.Width);
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var y = world.SharedRandom.Next(paradropBox.Y, paradropBox.Y + paradropBox.Height);
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entry = new CPos(0, y);
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lz = new CPos(x, y);
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}
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while (!ParadropTerrainTypes.Contains(world.GetTerrainType(lz)));
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MissionUtils.Paradrop(world, soviets, SovietParadroppers, entry, lz);
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paradrops--;
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}
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while (!ParadropTerrainTypes.Contains(world.GetTerrainType(lz)));
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MissionUtils.Paradrop(world, soviets, SovietParadroppers, entry, lz);
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paradrops--;
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}
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if (world.FrameNumber % 25 == 0)
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{
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@@ -407,26 +412,26 @@ namespace OpenRA.Mods.RA.Missions
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public void WorldLoaded(World w)
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{
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world = w;
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var diff = w.LobbyInfo.GlobalSettings.Difficulty;
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Game.Debug("{0} difficulty selected".F(diff));
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difficulty = w.LobbyInfo.GlobalSettings.Difficulty;
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Game.Debug("{0} difficulty selected".F(difficulty));
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
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if (allies2 != null)
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{
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attackAtFrame = 500;
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attackAtFrameIncrement = 500;
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minAttackAtFrame = diff == "Hard" ? 50 : 100;
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unitsEvacuatedThreshold = diff == "Hard" ? 200 : 100;
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minAttackAtFrame = difficulty == "Hard" ? 50 : 100;
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unitsEvacuatedThreshold = difficulty == "Hard" ? 200 : 100;
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}
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else
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{
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allies2 = allies1;
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attackAtFrame = 600;
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attackAtFrameIncrement = 600;
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minAttackAtFrame = diff == "Hard" ? 100 : 200;
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unitsEvacuatedThreshold = diff == "Hard" ? 100 : 50;
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minAttackAtFrame = difficulty == "Hard" ? 100 : 200;
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unitsEvacuatedThreshold = difficulty == "Hard" ? 100 : 50;
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}
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maxSovietYaks = diff == "Hard" ? 4 : 2;
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maxSovietYaks = difficulty == "Hard" ? 4 : difficulty == "Normal" ? 2 : 0;
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objectives[EvacuateID].Text = objectives[EvacuateID].Text.F(unitsEvacuatedThreshold);
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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