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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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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{
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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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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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@@ -459,7 +459,8 @@ namespace OpenRA.Mods.RA.Missions
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void TransferTownUnitsToAllies()
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{
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foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange).Where(a => a.HasTrait<IMove>()))
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foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange)
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.Where(a => a.HasTrait<IMove>()))
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unit.ChangeOwner(allies1);
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}
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@@ -480,8 +481,14 @@ namespace OpenRA.Mods.RA.Missions
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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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var res = allies1.PlayerActor.Trait<PlayerResources>().Cash = 5000;
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if (allies2 == null)
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allies2 = allies1;
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else
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{
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allies2.PlayerActor.Trait<PlayerResources>().Cash = 5000;
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}
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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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@@ -298,10 +298,8 @@ namespace OpenRA.Mods.RA.Missions
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void AttackNearestAlliedActor(Actor self)
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{
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var enemies = world.Actors
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.Where(u => (u.Owner == allies1 || u.Owner == allies2)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead()
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&& (!u.HasTrait<Spy>() || !u.Trait<Spy>().Disguised || (u.Trait<Spy>().Disguised && u.Trait<Spy>().disguisedAsPlayer != soviets)));
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var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies1 || u.Owner == allies2)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
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var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 10);
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if (enemy != null)
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@@ -396,8 +394,19 @@ namespace OpenRA.Mods.RA.Missions
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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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var res = allies1.PlayerActor.Trait<PlayerResources>();
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if (allies2 == null)
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{
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res.Cash = 10000;
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allies2 = allies1;
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}
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else
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{
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res.Cash = 5000;
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res = allies2.PlayerActor.Trait<PlayerResources>();
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res.Cash = 5000;
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}
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attackAtFrame = attackAtFrameIncrement = difficulty == "Hard" || difficulty == "Normal" ? 500 : 600;
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minAttackAtFrame = difficulty == "Hard" || difficulty == "Normal" ? 100 : 150;
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@@ -13,7 +13,6 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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@@ -360,8 +359,14 @@ namespace OpenRA.Mods.RA.Missions
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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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allies1.PlayerActor.Trait<PlayerResources>().Cash = 0;
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if (allies2 == null)
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allies2 = allies1;
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else
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{
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allies2.PlayerActor.Trait<PlayerResources>().Cash = 0;
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}
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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neutral = w.Players.Single(p => p.InternalName == "Neutral");
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@@ -447,16 +452,6 @@ namespace OpenRA.Mods.RA.Missions
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OnObjectivesUpdated(false);
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SetupSubStances();
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var res = allies1.PlayerActor.Trait<PlayerResources>();
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res.TakeOre(res.Ore);
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res.TakeCash(res.Cash);
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if (allies1 != allies2)
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{
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res = allies2.PlayerActor.Trait<PlayerResources>();
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res.TakeOre(res.Ore);
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res.TakeCash(res.Cash);
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}
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Game.MoveViewport(spyReinforcementsEntryPoint.Location.ToFloat2());
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MissionUtils.PlayMissionMusic();
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}
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