Refactor cash code in Allies campaign. Adjust starting cash to 10000 in SP Allies 03

This commit is contained in:
Scott_NZ
2013-01-27 17:53:14 +13:00
parent 0b65735d86
commit b6b4b89008
4 changed files with 37 additions and 40 deletions

View File

@@ -13,7 +13,6 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Render;
@@ -360,8 +359,14 @@ namespace OpenRA.Mods.RA.Missions
allies1 = w.Players.Single(p => p.InternalName == "Allies1");
allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
allies1.PlayerActor.Trait<PlayerResources>().Cash = 0;
if (allies2 == null)
allies2 = allies1;
else
{
allies2.PlayerActor.Trait<PlayerResources>().Cash = 0;
}
soviets = w.Players.Single(p => p.InternalName == "Soviets");
neutral = w.Players.Single(p => p.InternalName == "Neutral");
@@ -447,16 +452,6 @@ namespace OpenRA.Mods.RA.Missions
OnObjectivesUpdated(false);
SetupSubStances();
var res = allies1.PlayerActor.Trait<PlayerResources>();
res.TakeOre(res.Ore);
res.TakeCash(res.Cash);
if (allies1 != allies2)
{
res = allies2.PlayerActor.Trait<PlayerResources>();
res.TakeOre(res.Ore);
res.TakeCash(res.Cash);
}
Game.MoveViewport(spyReinforcementsEntryPoint.Location.ToFloat2());
MissionUtils.PlayMissionMusic();
}