Replace TargetAndAttack with a global aircraft attack function
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@@ -124,36 +124,7 @@ ProduceAircraft = function()
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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end
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TargetAndAttack(mig)
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end)
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end
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TargetAndAttack = function(mig, target)
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if mig.IsDead then
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return
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end
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(greece.GetActors(), function(actor)
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return actor.HasProperty("Health") and actor.Type ~= "brik" and mig.CanTarget(target)
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end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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end
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end
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if target and mig.AmmoCount() > 0 and mig.CanTarget(target) then
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mig.Attack(target)
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else
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mig.ReturnToBase()
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end
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mig.CallFunc(function()
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-- TODO: Replace this with an idle trigger once that works for aircraft
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-- Add a delay of one tick to fix an endless recursive call
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Trigger.AfterDelay(1, function()
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TargetAndAttack(mig, target)
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end)
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InitializeAttackAircraft(mig, greece)
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end)
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end
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