Use enum-based objectives for Allies 01
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@@ -182,7 +182,7 @@ namespace OpenRA.Mods.RA.Missions
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DisplayObjective();
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SpawnSignalFlare();
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Sound.Play("flaren1.aud");
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SendChinook();
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ExtractEinsteinAtLZ();
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}
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}
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else if (currentObjective == 1 && einsteinChinook != null)
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@@ -281,16 +281,9 @@ namespace OpenRA.Mods.RA.Missions
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sovietWarFactory.Trait<PrimaryBuilding>().SetPrimaryProducer(sovietWarFactory, true);
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}
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IEnumerable<ProductionQueue> FindQueues(Player player, string category)
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{
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return world.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category)
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.Select(a => a.Trait);
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}
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void BuildSovietUnit(string category, string unit)
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{
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var queue = FindQueues(soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
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var queue = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
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if (queue == null)
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{
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return;
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@@ -372,16 +365,15 @@ namespace OpenRA.Mods.RA.Missions
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}
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}
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void SendChinook()
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void ExtractEinsteinAtLZ()
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{
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einsteinChinook = world.CreateActor(ChinookName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true, 0));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(extractionLZEntryPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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einsteinChinook = MissionUtils.ExtractUnitWithChinook(
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world,
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allies1,
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einstein,
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extractionLZEntryPoint.Location,
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extractionLZ.Location,
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extractionLZEntryPoint.Location);
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}
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bool EngineerSafe()
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@@ -390,8 +382,7 @@ namespace OpenRA.Mods.RA.Missions
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{
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return false;
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}
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var units = world.ForcesNearLocation(engineer.CenterLocation, EngineerSafeRange);
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return units.Any() && units.All(a => a.Owner == allies1);
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return MissionUtils.AreaSecuredByPlayer(world, allies1, engineer.CenterLocation, EngineerSafeRange);
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}
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void RescueEngineer()
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