Reduce some code duplication
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@@ -141,12 +141,12 @@ namespace OpenRA.Mods.RA.Missions
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attackAtFrame += attackAtFrameIncrement;
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attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
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}
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if (world.FrameNumber % YakSpawnTicks == 0 && SovietAircraft().Count() < MaxNumberYaks && objectives[AirbaseID].Status != ObjectiveStatus.Completed)
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if (objectives[AirbaseID].Status != ObjectiveStatus.Completed)
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{
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if (world.FrameNumber % YakSpawnTicks == 0 && SovietAircraft().Count() < MaxNumberYaks)
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{
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SpawnSovietAircraft();
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}
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if (objectives[AirbaseID].Status != ObjectiveStatus.Completed)
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{
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ManageSovietAircraft();
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}
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ManageSovietUnits();
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@@ -176,8 +176,7 @@ namespace OpenRA.Mods.RA.Missions
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var ammo = aircraft.Trait<LimitedAmmo>();
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if ((plane.Altitude == 0 && ammo.FullAmmo()) || (plane.Altitude != 0 && ammo.HasAmmo()))
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{
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var enemy = enemies.OrderBy(u => (aircraft.CenterLocation - u.CenterLocation).LengthSquared)
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.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, 10).All(a => !a.HasTrait<CreatesShroud>()));
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var enemy = enemies.OrderBy(u => (aircraft.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
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if (enemy != null)
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{
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if (!aircraft.IsIdle && aircraft.GetCurrentActivity().GetType() != typeof(FlyAttack))
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@@ -254,8 +253,7 @@ namespace OpenRA.Mods.RA.Missions
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{
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var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == allies1 || u.Owner == allies2)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()));
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var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared)
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.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, 10).All(a => !a.HasTrait<CreatesShroud>()));
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var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
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if (enemy != null)
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{
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self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), 3)));
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@@ -100,6 +100,11 @@ namespace OpenRA.Mods.RA.Missions
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badger.QueueActivity(new RemoveSelf());
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}
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public static Actor FirstUnshroudedOrDefault(this IEnumerable<Actor> actors, World world, int shroudRange)
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{
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return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
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}
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public static bool AreaSecuredWithUnits(World world, Player player, PPos location, int range)
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{
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var units = world.FindAliveCombatantActorsInCircle(location, range).Where(a => a.HasTrait<IMove>());
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