Refactor cash code in Allies campaign. Adjust starting cash to 10000 in SP Allies 03
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@@ -190,27 +190,15 @@ namespace OpenRA.Mods.RA.Missions
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void ManageSovietUnits()
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{
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foreach (var unit in world.Actors.Where(a => a != world.WorldActor && a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.IsIdle
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foreach (var unit in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.IsIdle
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&& a.HasTrait<Mobile>() && a.HasTrait<AttackBase>()))
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{
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Activity innerActivity;
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if (einstein != null)
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{
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if (einstein.IsInWorld)
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innerActivity = new Attack(Target.FromActor(einstein), 3);
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else
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{
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var container = world.UnitContaining(einstein);
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if (container != null && !container.HasTrait<Aircraft>() && container.HasTrait<Mobile>())
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innerActivity = new Attack(Target.FromActor(container), 3);
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else
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innerActivity = new Move.Move(extractionLZ.Location, 3);
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}
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unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, innerActivity));
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}
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Activity inner;
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if (einstein != null && einstein.IsInWorld)
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inner = new Attack(Target.FromActor(einstein), 3);
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else
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inner = new Move.Move(extractionLZ.Location, 3);
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unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, inner));
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}
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}
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@@ -290,6 +278,8 @@ namespace OpenRA.Mods.RA.Missions
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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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allies.PlayerActor.Trait<PlayerResources>().Cash = 0;
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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insertionLZ = actors["InsertionLZ"];
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extractionLZ = actors["ExtractionLZ"];
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@@ -303,10 +293,6 @@ namespace OpenRA.Mods.RA.Missions
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attackEntryPoint2 = actors["SovietAttackEntryPoint2"];
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SetAlliedUnitsToDefensiveStance();
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var alliesRes = allies.PlayerActor.Trait<PlayerResources>();
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alliesRes.TakeCash(alliesRes.Cash);
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alliesRes.TakeOre(alliesRes.Ore);
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Game.MoveViewport(insertionLZ.Location.ToFloat2());
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if (MissionUtils.IsSingleClient(world))
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