AI base builder power tweaks
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@@ -135,7 +135,7 @@ namespace OpenRA.Mods.Common.AI
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var buildableThings = queue.BuildableItems();
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// First priority is to get out of a low power situation
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if (playerPower.ExcessPower < 0)
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if (playerPower.ExcessPower < ai.Info.MinimumExcessPower)
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{
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var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
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if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0)
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@@ -202,7 +202,7 @@ namespace OpenRA.Mods.Common.AI
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// Will this put us into low power?
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var actor = world.Map.Rules.Actors[frac.Key];
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var pis = actor.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1);
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if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
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if (playerPower.ExcessPower < ai.Info.MinimumExcessPower || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
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{
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// Try building a power plant instead
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var power = GetProducibleBuilding("Power",
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