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Fix budget mismatch in the UI.
Much of the UI was using the old budget which wasn't removed from Game like it should have been when Coaltion was introduced. The UI displayed (and in some cases pulled from) the starting budget rather than the real budget.
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@@ -237,8 +237,8 @@ class QGroundObjectMenu(QDialog):
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self.total_value = total_value
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def repair_unit(self, group, unit, price):
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if self.game.budget > price:
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self.game.budget -= price
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if self.game.blue.budget > price:
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self.game.blue.budget -= price
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group.units_losts = [u for u in group.units_losts if u.id != unit.id]
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group.units.append(unit)
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GameUpdateSignal.get_instance().updateGame(self.game)
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@@ -256,7 +256,7 @@ class QGroundObjectMenu(QDialog):
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def sell_all(self):
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self.update_total_value()
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self.game.budget = self.game.budget + self.total_value
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self.game.blue.budget = self.game.blue.budget + self.total_value
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self.ground_object.groups = []
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# Replan if the tgo was a target of the redfor
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@@ -433,12 +433,12 @@ class QBuyGroupForGroundObjectDialog(QDialog):
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logging.info("Buying Armor ")
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utype = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
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price = utype.price * self.amount.value() - self.current_group_value
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if price > self.game.budget:
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if price > self.game.blue.budget:
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self.error_money()
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self.close()
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return
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else:
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self.game.budget -= price
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self.game.blue.budget -= price
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# Generate Armor
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group = generate_armor_group_of_type_and_size(
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@@ -454,11 +454,11 @@ class QBuyGroupForGroundObjectDialog(QDialog):
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def buySam(self):
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sam_generator = self.samCombo.itemData(self.samCombo.currentIndex())
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price = sam_generator.price - self.current_group_value
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if price > self.game.budget:
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if price > self.game.blue.budget:
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self.error_money()
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return
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else:
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self.game.budget -= price
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self.game.blue.budget -= price
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self.ground_object.groups = list(sam_generator.groups)
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@@ -470,11 +470,11 @@ class QBuyGroupForGroundObjectDialog(QDialog):
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def buy_ewr(self):
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ewr_generator = self.ewr_selector.itemData(self.ewr_selector.currentIndex())
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price = ewr_generator.price - self.current_group_value
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if price > self.game.budget:
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if price > self.game.blue.budget:
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self.error_money()
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return
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else:
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self.game.budget -= price
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self.game.blue.budget -= price
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self.ground_object.groups = [ewr_generator.vg]
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