Fix nonworking attack code in Allies 01
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@@ -110,9 +110,8 @@ namespace OpenRA.Mods.RA.Missions
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if (difficulty != "Easy")
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{
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ManageSovietUnits();
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if (world.FrameNumber >= currentAttackWaveFrameNumber + 600)
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if (world.FrameNumber >= currentAttackWaveFrameNumber + 400)
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{
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Sound.Play("enmyapp1.aud");
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SpawnSovietUnits(AttackWave);
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currentAttackWave++;
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currentAttackWaveFrameNumber = world.FrameNumber;
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@@ -190,15 +189,27 @@ 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.IsInWorld && a.Owner == soviets && !a.IsDead() && a.IsIdle
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&& a.HasTrait<Mobile>() && a.HasTrait<AttackBase>()))
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foreach (var unit in world.Actors.Where(u => u.IsInWorld && u.Owner == soviets && !u.IsDead() && u.IsIdle
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&& u.HasTrait<Mobile>() && u.HasTrait<AttackBase>()))
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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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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 Move.Move(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 Move.Move(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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}
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}
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@@ -311,7 +311,7 @@ namespace OpenRA.Mods.RA.Missions
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foreach (var rallyPoint in sovietRallyPoints)
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{
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var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
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.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.Owner == soviets);
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.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
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if (units.Count() >= SovietGroupSize)
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{
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foreach (var unit in units)
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@@ -148,11 +148,10 @@ namespace OpenRA.Mods.RA.Missions
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if (attackingTown)
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{
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foreach (var attacker in townAttackers.Where(a => a.IsIdle && !a.IsDead() && a.IsInWorld))
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foreach (var attacker in townAttackers.Where(u => u.IsIdle && !u.IsDead() && u.IsInWorld))
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{
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var enemies = world.Actors.Where(u => u.Owner == neutral
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>() && !u.HasTrait<Bridge>()) || u.HasTrait<Mobile>())
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&& u.HasTrait<ITargetable>() && u.HasTrait<Health>() && !u.Trait<Health>().IsDead && u.IsInWorld);
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>() && !u.HasTrait<Bridge>()) || u.HasTrait<Mobile>()) && !u.IsDead() && u.IsInWorld);
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var enemy = enemies.OrderBy(u => (attacker.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
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if (enemy != null)
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